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/cvs/deliantra/server/server/player.C
Revision: 1.7
Committed: Sun Aug 27 16:15:13 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +3 -4 lines
Log Message:
first, untested persistent objetc storage for players and objects, not yte for maps

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_player_c =
3 root 1.7 * "$Id: player.C,v 1.6 2006-08-26 23:36:34 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The author can be reached via e-mail to crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #ifndef WIN32 /* ---win32 remove headers */
31     #include <pwd.h>
32     #endif
33     #ifndef __CEXTRACT__
34     #include <sproto.h>
35     #endif
36     #include <sounds.h>
37     #include <living.h>
38     #include <object.h>
39     #include <spells.h>
40     #include <skills.h>
41     #include <newclient.h>
42    
43     #ifdef COZY_SERVER
44     extern int same_party (partylist *a, partylist *b);
45     #endif
46    
47     player *find_player(const char *plname)
48     {
49     player *pl;
50     for(pl=first_player;pl!=NULL;pl=pl->next)
51     {
52     if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53     return pl;
54     };
55     return NULL;
56     }
57    
58     player* find_player_partial_name( const char* plname )
59     {
60     player* pl;
61     player* found = NULL;
62     size_t namelen = strlen( plname );
63     for ( pl = first_player; pl != NULL; pl = pl->next )
64     {
65     if ( strlen( pl->ob->name ) < namelen )
66     continue;
67    
68     if ( !strcmp( pl->ob->name, plname) )
69     return pl;
70    
71     if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72     {
73     if ( found )
74     return NULL;
75    
76     found = pl;
77     }
78     }
79     return found;
80     }
81    
82     void display_motd(const object *op) {
83     char buf[MAX_BUF];
84     char motd[HUGE_BUF];
85     FILE *fp;
86     int comp;
87     int size;
88    
89     sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91     return;
92     }
93     motd[0]='\0';
94     size=0;
95     while (fgets(buf, MAX_BUF, fp) != NULL) {
96     if( *buf == '#')
97     continue;
98     strncat(motd+size,buf,HUGE_BUF-size);
99     size+=strlen(buf);
100     }
101     draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102     close_and_delete(fp, comp);
103     }
104    
105     void send_rules(const object *op) {
106     char buf[MAX_BUF];
107     char rules[HUGE_BUF];
108     FILE *fp;
109     int comp;
110     int size;
111    
112     sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114     return;
115     }
116     rules[0]='\0';
117     size=0;
118     while (fgets(buf, MAX_BUF, fp) != NULL) {
119     if( *buf == '#')
120     continue;
121     if (size + strlen(buf)>=HUGE_BUF)
122     {
123     LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124     break;
125     }
126     strncat(rules+size,buf,HUGE_BUF-size);
127     size+=strlen(buf);
128     }
129     draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130     close_and_delete(fp, comp);
131     }
132    
133     void send_news(const object *op) {
134     char buf[MAX_BUF];
135     char news[HUGE_BUF];
136     char subject[MAX_BUF];
137     FILE *fp;
138     int comp;
139     int size;
140    
141     sprintf(buf, "%s/%s", settings.confdir, settings.news);
142     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143     return;
144     news[0]='\0';
145     subject[0]='\0';
146     size=0;
147     while (fgets(buf, MAX_BUF, fp) != NULL) {
148     if( *buf == '#')
149     continue;
150     if ( *buf =='%'){ /* send one news */
151     if (size>0)
152     draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154     "INFORMATION: %s\n%s",
155     "%s\n%s",
156     subject, news); /*send previously read news*/
157     strcpy(subject,buf+1);
158     strip_endline(subject);
159     size=0;
160     news[0]='\0';
161     }
162     else{
163     if (size + strlen(buf)>=HUGE_BUF)
164     {
165     LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166     break;
167     }
168     strncat(news+size,buf,HUGE_BUF-size);
169     size+=strlen(buf);
170     }
171     }
172    
173     draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175     "INFORMATION: %s\n%s\n",
176     "%s\n%s",
177     subject, news);
178     close_and_delete(fp, comp);
179     }
180    
181     int playername_ok(const char *cp) {
182     /* Don't allow - or _ as first character in the name */
183     if (*cp == '-' || *cp == '_') return 0;
184    
185     for(;*cp!='\0';cp++)
186     if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187     return 0;
188     return 1;
189     }
190    
191     /* This no longer sets the player map. Also, it now updates
192     * all the pointers so the caller doesn't need to do that.
193     * Caller is responsible for setting the correct map.
194     */
195    
196     /* Redo this to do both get_player_ob and get_player.
197     * Hopefully this will be less bugfree and simpler.
198     * Returns the player structure. If 'p' is null,
199     * we create a new one. Otherwise, we recycle
200     * the one that is passed.
201     */
202     static player* get_player(player *p) {
203     object *op=arch_to_object(get_player_archetype(NULL));
204     int i;
205    
206     if (!p) {
207     p = (player *) malloc(sizeof(player));
208     if(p==NULL)
209     fatal(OUT_OF_MEMORY);
210    
211     /* This adds the player in the linked list. There is extra
212     * complexity here because we want to add the new player at the
213     * end of the list - there is in fact no compelling reason that
214     * that needs to be done except for things like output of
215     * 'who'.
216     */
217 root 1.7 player *tmp = first_player;
218 elmex 1.1 while(tmp!=NULL&&tmp->next!=NULL)
219     tmp=tmp->next;
220     if(tmp!=NULL)
221     tmp->next=p;
222     else
223     first_player=p;
224    
225     p->next = NULL;
226     }
227    
228     /* Clears basically the entire player structure except
229     * for next and socket.
230     */
231 root 1.5 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 root 1.7 p->extendable_init (); //HACK
233 elmex 1.1
234     /* There are some elements we want initialized to non zero value -
235     * we deal with that below this point.
236     */
237     p->party=NULL;
238     p->outputs_sync=16; /* Every 2 seconds */
239     p->outputs_count=1; /* Keeps present behaviour */
240     p->unapply = unapply_nochoice;
241     p->Swap_First = -1;
242    
243     #ifdef AUTOSAVE
244     p->last_save_tick = 9999999;
245     #endif
246    
247     strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
248    
249     op->contr=p; /* this aren't yet in archetype */
250     p->ob = op;
251     op->speed_left=0.5;
252     op->speed=1.0;
253     op->direction=5; /* So player faces south */
254     op->stats.wc=2;
255     op->run_away = 25; /* Then we panick... */
256     p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257    
258     roll_stats(op);
259     p->state=ST_ROLL_STAT;
260     clear_los(op);
261    
262     p->gen_sp_armour=10;
263     p->last_speed= -1;
264     p->shoottype=range_none;
265     p->bowtype=bow_normal;
266     p->petmode=pet_normal;
267     p->listening=10;
268     p->usekeys=containers;
269     p->last_weapon_sp= -1;
270     p->peaceful=1; /* default peaceful */
271     p->do_los=1;
272     p->explore=0;
273     p->no_shout=0; /* default can shout */
274    
275     strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276     p->title[sizeof(p->title)-1] = '\0';
277     op->race = add_string (op->arch->clone.race);
278    
279     CLEAR_FLAG(op,FLAG_READY_SKILL);
280    
281     /* we need to clear these to -1 and not zero - otherwise,
282     * if a player quits and starts a new character, we wont
283     * send new values to the client, as things like exp start
284     * at zero.
285     */
286     for (i=0; i < NUM_SKILLS; i++) {
287     p->last_skill_exp[i] = -1;
288     p->last_skill_ob[i] = NULL;
289     }
290     for (i=0; i < NROFATTACKS; i++) {
291     p->last_resist[i] = -1;
292     }
293     p->last_stats.exp = -1;
294     p->last_weight = (uint32)-1;
295    
296     p->socket.update_look=0;
297     p->socket.look_position=0;
298     return p;
299     }
300    
301    
302     /* This loads the first map an puts the player on it. */
303     static void set_first_map(object *op)
304     {
305     strcpy(op->contr->maplevel, first_map_path);
306     op->x = -1;
307     op->y = -1;
308     enter_exit(op, NULL);
309     }
310    
311     /* Tries to add player on the connection passwd in ns.
312     * All we can really get in this is some settings like host and display
313     * mode.
314     */
315    
316     int add_player(NewSocket *ns) {
317     player *p;
318    
319     p=get_player(NULL);
320     p->socket = *ns;
321     p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322     if(p->socket.faces_sent == NULL)
323     fatal(OUT_OF_MEMORY);
324     memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325     /* Needed because the socket we just copied over needs to be cleared.
326     * Note that this can result in a client reset if there is partial data
327     * on the uncoming socket.
328     */
329     p->socket.inbuf.len = 0;
330     set_first_map(p->ob);
331    
332     CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333     add_friendly_object(p->ob);
334     send_rules(p->ob);
335     send_news(p->ob);
336     display_motd(p->ob);
337     get_name(p->ob);
338     return 0;
339     }
340    
341     /*
342     * get_player_archetype() return next player archetype from archetype
343     * list. Not very efficient routine, but used only creating new players.
344     * Note: there MUST be at least one player archetype!
345     */
346     archetype *get_player_archetype(archetype* at)
347     {
348     archetype *start = at;
349     for (;;) {
350     if (at==NULL || at->next==NULL)
351     at=first_archetype;
352     else
353     at=at->next;
354     if(at->clone.type==PLAYER)
355     return at;
356     if (at == start) {
357     LOG (llevError, "No Player archetypes\n");
358     exit (-1);
359     }
360     }
361     }
362    
363    
364     object *get_nearest_player(object *mon) {
365     object *op = NULL;
366     player *pl = NULL;
367     objectlink *ol;
368     unsigned lastdist;
369     rv_vector rv;
370    
371     for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
372     /* We should not find free objects on this friendly list, but it
373     * does periodically happen. Given that, lets deal with it.
374     * While unlikely, it is possible the next object on the friendly
375     * list is also free, so encapsulate this in a while loop.
376     */
377     while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378     object *tmp=ol->ob;
379    
380     /* Can't do much more other than log the fact, because the object
381     * itself will have been cleared.
382     */
383     LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384     ol = ol->next;
385     remove_friendly_object(tmp);
386     if (!ol) return op;
387     }
388    
389     /* Remove special check for player from this. First, it looks to cause
390     * some crashes (ol->ob->contr not set properly?), but secondly, a more
391     * complicated method of state checking would be needed in any case -
392     * as it was, a clever player could type quit, and the function would
393     * skip them over while waiting for confirmation. Remove
394     * on_same_map check, as can_detect_enemy also does this
395     */
396     if (!can_detect_enemy(mon,ol->ob,&rv))
397     continue;
398    
399     if(lastdist>rv.distance) {
400     op=ol->ob;
401     lastdist=rv.distance;
402     }
403     }
404     for (pl=first_player; pl != NULL; pl=pl->next) {
405     if (can_detect_enemy(mon, pl->ob,&rv)) {
406    
407     if(lastdist>rv.distance) {
408     op=pl->ob;
409     lastdist=rv.distance;
410     }
411     }
412     }
413     #if 0
414     LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
415     #endif
416     return op;
417     }
418    
419     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
420     * result in a monster paths backtracking. It basically determines how large a
421     * detour a monster will take from the direction path when looking
422     * for a path to the player. The values are in the amount of direction
423     * the deviation is
424     */
425     #define DETOUR_AMOUNT 2
426    
427     /* This is used to prevent infinite loops. Consider a case where the
428     * player is in a chamber (with gate closed), and monsters are outside.
429     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
430     * find a path into the chamber. This is a good thing, but since there
431     * is no real path, it will just keep circling the chamber for
432     * ever (this could be a nice effect for monsters, but not for the function
433     * to get stuck in. I think for the monsters, if max is reached and
434     * we return the first direction the creature could move would result in the
435     * circling behaviour. Unfortunately, this function is also used to determined
436     * if the creature should cast a spell, so returning a direction in that case
437     * is probably not a good thing.
438     */
439     #define MAX_SPACES 50
440    
441    
442     /*
443     * Returns the direction to the player, if valid. Returns 0 otherwise.
444     * modified to verify there is a path to the player. Does this by stepping towards
445     * player and if path is blocked then see if blockage is close enough to player that
446     * direction to player is changed (ie zig or zag). Continue zig zag until either
447     * reach player or path is blocked. Thus, will only return true if there is a free
448     * path to player. Though path may not be a straight line. Note that it will find
449     * player hiding along a corridor at right angles to the corridor with the monster.
450     *
451     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
452     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
453     * down corriders.
454     * 2) I think the old code was broken if the first direction the monster
455     * should move was blocked - the code would store the first direction without
456     * verifying that the player can actually move in that direction. The new
457     * code does not store anything in firstdir until we have verified that the
458     * monster can in fact move one space in that direction.
459     * 3) I'm not sure how good this code will be for moving multipart monsters,
460     * since only simple checks to blocked are being called, which could mean the monster
461     * is blocking itself.
462     */
463     int path_to_player(object *mon, object *pl, unsigned mindiff) {
464     rv_vector rv;
465     sint16 x,y;
466     int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
467     mapstruct *m ,*lastmap;
468    
469     get_rangevector(mon, pl, &rv, 0);
470    
471     if (rv.distance<mindiff) return 0;
472    
473     x=mon->x;
474     y=mon->y;
475     m=mon->map;
476     dir = rv.direction;
477     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479     /* If we can't solve it within the search distance, return now. */
480     if (diff>max) return 0;
481     while (diff >1 && max>0) {
482     lastx = x;
483     lasty = y;
484     lastmap = m;
485     x = lastx + freearr_x[dir];
486     y = lasty + freearr_y[dir];
487    
488     mflags = get_map_flags(m, &m, x, y, &x, &y);
489     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490    
491     /* Space is blocked - try changing direction a little */
492     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493     && (m == mon->map && blocked_link(mon, m, x, y)))) {
494     /* recalculate direction from last good location. Possible
495     * we were not traversing ideal location before.
496     */
497     get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498     if (rv.direction != dir) {
499     /* OK - says direction should be different - lets reset the
500     * the values so it will try again.
501     */
502     x = lastx;
503     y = lasty;
504     m = lastmap;
505     dir = firstdir = rv.direction;
506     } else {
507     /* direct path is blocked - try taking a side step to
508     * either the left or right.
509     * Note increase the values in the loop below to be
510     * more than -1/1 respectively will mean the monster takes
511     * bigger detour. Have to be careful about these values getting
512     * too big (3 or maybe 4 or higher) as the monster may just try
513     * stepping back and forth
514     */
515     for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516     if (i==0) continue; /* already did this, so skip it */
517     /* Use lastdir here - otherwise,
518     * since the direction that the creature should move in
519     * may change, you could get infinite loops.
520     * ie, player is northwest, but monster can only
521     * move west, so it does that. It goes some distance,
522     * gets blocked, finds that it should move north,
523     * can't do that, but now finds it can move east, and
524     * gets back to its original point. lastdir contains
525     * the last direction the creature has successfully
526     * moved.
527     */
528    
529     x = lastx + freearr_x[absdir(lastdir+i)];
530     y = lasty + freearr_y[absdir(lastdir+i)];
531     m = lastmap;
532     mflags = get_map_flags(m, &m, x, y, &x, &y);
533     if (mflags & P_OUT_OF_MAP) continue;
534     blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535     if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536     if (mflags & P_BLOCKSVIEW) continue;
537    
538     if (m == mon->map && blocked_link(mon, m, x, y)) break;
539     }
540     /* go through entire loop without finding a valid
541     * sidestep to take - thus, no valid path.
542     */
543     if (i==(DETOUR_AMOUNT+1))
544     return 0;
545     diff--;
546     lastdir=dir;
547     max--;
548     if (!firstdir) firstdir = dir+i;
549     } /* else check alternate directions */
550     } /* if blocked */
551     else {
552     /* we moved towards creature, so diff is less */
553     diff--;
554     max--;
555     lastdir=dir;
556     if (!firstdir) firstdir = dir;
557     }
558     if (diff<=1) {
559     /* Recalculate diff (distance) because we may not have actually
560     * headed toward player for entire distance.
561     */
562     get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564     }
565     if (diff>max) return 0;
566     }
567     /* If we reached the max, didn't find a direction in time */
568     if (!max) return 0;
569    
570     return firstdir;
571     }
572    
573     void give_initial_items(object *pl,treasurelist *items) {
574     object *op,*next=NULL;
575    
576     if(pl->randomitems!=NULL)
577     create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578    
579     for (op=pl->inv; op; op=next) {
580     next = op->below;
581    
582     /* Forces get applied per default, unless they have the
583     * flag "neutral" set. Sorry but I can't think of a better way
584     */
585     if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586     SET_FLAG(op,FLAG_APPLIED);
587    
588     /* we never give weapons/armour if these cannot be used
589     * by this player due to race restrictions
590     */
591     if (pl->type == PLAYER) {
592     if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593     (op->type == ARMOUR || op->type == BOOTS ||
594     op->type == CLOAK || op->type == HELMET ||
595     op->type == SHIELD || op->type == GLOVES ||
596     op->type == BRACERS || op->type == GIRDLE)) ||
597     (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598     remove_ob (op);
599     free_object (op);
600     continue;
601     }
602     }
603    
604     /* This really needs to be better - we should really give
605     * a substitute spellbook. The problem is that we don't really
606     * have a good idea what to replace it with (need something like
607     * a first level treasurelist for each skill.)
608     * remove duplicate skills also
609     */
610     if(op->type==SPELLBOOK || op->type == SKILL) {
611     object *tmp;
612    
613     for (tmp=op->below; tmp; tmp=tmp->below)
614     if (tmp->type == op->type && tmp->name == op->name) break;
615    
616     if (tmp) {
617     remove_ob(op);
618     free_object(op);
619     LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620     tmp->name);
621     continue;
622     }
623     if (op->nrof > 1) op->nrof = 1;
624     }
625    
626     if (op->type == SPELLBOOK && op->inv) {
627     CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628     }
629    
630     /* Give starting characters identified, uncursed, and undamned
631     * items. Just don't identify gold or silver, or it won't be
632     * merged properly.
633     */
634     if (need_identify(op)) {
635     SET_FLAG(op, FLAG_IDENTIFIED);
636     CLEAR_FLAG(op, FLAG_CURSED);
637     CLEAR_FLAG(op, FLAG_DAMNED);
638     }
639     if(op->type==SPELL) {
640     remove_ob(op);
641     free_object(op);
642     continue;
643     }
644     else if(op->type==SKILL) {
645     SET_FLAG(op, FLAG_CAN_USE_SKILL);
646     op->stats.exp = 0;
647     op->level = 1;
648     }
649     /* lock all 'normal items by default */
650     else SET_FLAG(op, FLAG_INV_LOCKED);
651     } /* for loop of objects in player inv */
652    
653     /* Need to set up the skill pointers */
654     link_player_skills(pl);
655     }
656    
657     void get_name(object *op) {
658     op->contr->write_buf[0]='\0';
659     op->contr->state=ST_GET_NAME;
660     send_query(&op->contr->socket,0,"What is your name?\n:");
661     }
662    
663     void get_password(object *op) {
664     op->contr->write_buf[0]='\0';
665     op->contr->state=ST_GET_PASSWORD;
666     send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667     }
668    
669     void play_again(object *op)
670     {
671     op->contr->state=ST_PLAY_AGAIN;
672     op->chosen_skill = NULL;
673     send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674     /* a bit of a hack, but there are various places early in th
675     * player creation process that a user can quit (eg, roll
676     * stats) that isn't removing the player. Taking a quick
677     * look, there are many places that call play_again without
678     * removing the player - it probably makes more sense
679     * to leave it to play_again to remove the object in all
680     * cases.
681     */
682     if (!QUERY_FLAG(op, FLAG_REMOVED))
683     remove_ob(op);
684     /* Need to set this to null - otherwise, it could point to garbage,
685     * and draw() doesn't check to see if the player is removed, only if
686     * the map is null or not swapped out.
687     */
688     op->map = NULL;
689     }
690    
691    
692     int receive_play_again(object *op, char key)
693     {
694     if(key=='q'||key=='Q') {
695     remove_friendly_object(op);
696     leave(op->contr,0); /* ericserver will draw the message */
697     return 2;
698     }
699     else if(key=='a'||key=='A') {
700     player *pl = op->contr;
701     const char *name = op->name;
702    
703     add_refcount(name);
704     remove_friendly_object(op);
705     free_object(op);
706     pl = get_player(pl);
707     op = pl->ob;
708     add_friendly_object(op);
709     op->contr->password[0]='~';
710     FREE_AND_CLEAR_STR(op->name);
711     FREE_AND_CLEAR_STR(op->name_pl);
712    
713     /* Lets put a space in here */
714     new_draw_info(NDI_UNIQUE, 0, op, "\n");
715     get_name(op);
716     op->name = name; /* Alrady added a refcount above */
717     op->name_pl = add_string(name);
718     set_first_map(op);
719     } else {
720     /* user pressed something else so just ask again... */
721     play_again(op);
722     }
723     return 0;
724     }
725    
726     void confirm_password(object *op) {
727    
728     op->contr->write_buf[0]='\0';
729     op->contr->state=ST_CONFIRM_PASSWORD;
730     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731     }
732    
733     void get_party_password(object *op, partylist *party) {
734     if (party == NULL) {
735     LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
736     return;
737     }
738     op->contr->write_buf[0]='\0';
739     op->contr->state=ST_GET_PARTY_PASSWORD;
740     op->contr->party_to_join = party;
741     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742     }
743    
744    
745     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746     int roll_stat(void) {
747     int a[4],i,j,k;
748    
749     for(i=0;i<4;i++)
750     a[i]=(int)RANDOM()%6+1;
751    
752     for(i=0,j=0,k=7;i<4;i++)
753     if(a[i]<k)
754     k=a[i],j=i;
755    
756     for(i=0,k=0;i<4;i++) {
757     if(i!=j)
758     k+=a[i];
759     }
760     return k;
761     }
762    
763     void roll_stats(object *op) {
764     int sum=0;
765     int i = 0, j = 0;
766     int statsort[7];
767    
768     do {
769     op->stats.Str=roll_stat();
770     op->stats.Dex=roll_stat();
771     op->stats.Int=roll_stat();
772     op->stats.Con=roll_stat();
773     op->stats.Wis=roll_stat();
774     op->stats.Pow=roll_stat();
775     op->stats.Cha=roll_stat();
776     sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777     op->stats.Con+op->stats.Wis+op->stats.Pow+
778     op->stats.Cha;
779     } while(sum<82||sum>116);
780    
781     /* Sort the stats so that rerolling is easier... */
782     statsort[0] = op->stats.Str;
783     statsort[1] = op->stats.Dex;
784     statsort[2] = op->stats.Int;
785     statsort[3] = op->stats.Con;
786     statsort[4] = op->stats.Wis;
787     statsort[5] = op->stats.Pow;
788     statsort[6] = op->stats.Cha;
789    
790     /* a quick and dirty bubblesort? */
791     do {
792     if (statsort[i] < statsort[i + 1]) {
793     j = statsort[i];
794     statsort[i] = statsort[i + 1];
795     statsort[i + 1] = j;
796     i = 0;
797     } else {
798     i++;
799     }
800     } while (i < 6);
801    
802     op->stats.Str = statsort[0];
803     op->stats.Dex = statsort[1];
804     op->stats.Con = statsort[2];
805     op->stats.Int = statsort[3];
806     op->stats.Wis = statsort[4];
807     op->stats.Pow = statsort[5];
808     op->stats.Cha = statsort[6];
809    
810    
811     op->contr->orig_stats.Str=op->stats.Str;
812     op->contr->orig_stats.Dex=op->stats.Dex;
813     op->contr->orig_stats.Int=op->stats.Int;
814     op->contr->orig_stats.Con=op->stats.Con;
815     op->contr->orig_stats.Wis=op->stats.Wis;
816     op->contr->orig_stats.Pow=op->stats.Pow;
817     op->contr->orig_stats.Cha=op->stats.Cha;
818    
819     op->level=1;
820     op->stats.exp=0;
821     op->stats.ac=0;
822    
823     op->contr->levhp[1] = 9;
824     op->contr->levsp[1] = 6;
825     op->contr->levgrace[1] = 3;
826    
827     fix_player(op);
828     op->stats.hp = op->stats.maxhp;
829     op->stats.sp = op->stats.maxsp;
830     op->stats.grace = op->stats.maxgrace;
831     op->contr->orig_stats=op->stats;
832     }
833    
834     void Roll_Again(object *op)
835     {
836     esrv_new_player(op->contr, 0);
837     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838     }
839    
840     void Swap_Stat(object *op,int Swap_Second)
841     {
842     signed char tmp;
843     char buf[MAX_BUF];
844    
845     if ( op->contr->Swap_First == -1 ) {
846     new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847     new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848     new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849     return;
850     }
851    
852     tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853    
854     set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855     get_attr_value(&op->contr->orig_stats, Swap_Second));
856    
857     set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858    
859     sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860     new_draw_info(NDI_UNIQUE, 0,op, buf);
861     op->stats.Str = op->contr->orig_stats.Str;
862     op->stats.Dex = op->contr->orig_stats.Dex;
863     op->stats.Con = op->contr->orig_stats.Con;
864     op->stats.Int = op->contr->orig_stats.Int;
865     op->stats.Wis = op->contr->orig_stats.Wis;
866     op->stats.Pow = op->contr->orig_stats.Pow;
867     op->stats.Cha = op->contr->orig_stats.Cha;
868     op->stats.ac=0;
869    
870     op->level=1;
871     op->stats.exp=0;
872     op->stats.ac=0;
873    
874     op->contr->levhp[1] = 9;
875     op->contr->levsp[1] = 6;
876     op->contr->levgrace[1] = 3;
877    
878     fix_player(op);
879     op->stats.hp = op->stats.maxhp;
880     op->stats.sp = op->stats.maxsp;
881     op->stats.grace = op->stats.maxgrace;
882     op->contr->orig_stats=op->stats;
883     op->contr->Swap_First=-1;
884     }
885    
886    
887     /* This code has been greatly reduced, because with set_attr_value
888     * and get_attr_value, the stats can be accessed just numeric
889     * ids. stat_trans is a table that translate the number entered
890     * into the actual stat. It is needed because the order the stats
891     * are displayed in the stat window is not the same as how
892     * the number's access that stat. The table does that translation.
893     */
894     int key_roll_stat(object *op, char key)
895     {
896     int keynum = key -'0';
897     char buf[MAX_BUF];
898     static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899    
900     if (keynum>0 && keynum<=7) {
901     if (op->contr->Swap_First==-1) {
902     op->contr->Swap_First=stat_trans[keynum];
903     sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904     new_draw_info(NDI_UNIQUE, 0,op,buf);
905     }
906     else
907     Swap_Stat(op,stat_trans[keynum]);
908    
909     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910     return 1;
911     }
912     switch (key) {
913     case 'n':
914     case 'N': {
915     SET_FLAG(op, FLAG_WIZ);
916     if(op->map==NULL) {
917     LOG(llevError,"Map == NULL in state 2\n");
918     break;
919     }
920    
921     #if 0
922     /* So that enter_exit will put us at startx/starty */
923     op->x= -1;
924    
925     enter_exit(op,NULL);
926     #endif
927     SET_ANIMATION(op, 2); /* So player faces south */
928     /* Enter exit adds a player otherwise */
929     add_statbonus(op);
930     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931     op->contr->state = ST_CHANGE_CLASS;
932     if (op->msg)
933     new_draw_info(NDI_BLUE, 0, op, op->msg);
934     return 0;
935     }
936     case 'y':
937     case 'Y':
938     roll_stats(op);
939     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940     return 1;
941    
942     case 'q':
943     case 'Q':
944     play_again(op);
945     return 1;
946    
947     default:
948     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949     return 0;
950     }
951     return 0;
952     }
953    
954     /* This function takes the key that is passed, and does the
955     * appropriate action with it (change race, or other things).
956     * The function name is for historical reasons - now we have
957     * separate race and class; this actually changes the RACE,
958     * not the class.
959     */
960    
961     int key_change_class(object *op, char key)
962     {
963     int tmp_loop;
964    
965     if(key=='q'||key=='Q') {
966     remove_ob(op);
967     play_again(op);
968     return 0;
969     }
970     if(key=='d'||key=='D') {
971     char buf[MAX_BUF];
972    
973     /* this must before then initial items are given */
974     esrv_new_player(op->contr, op->weight+op->carrying);
975     create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976    
977 root 1.3 INVOKE_PLAYER (BIRTH, op->contr);
978     INVOKE_PLAYER (LOGIN, op->contr);
979 elmex 1.1
980     op->contr->state=ST_PLAYING;
981    
982     if (op->msg) {
983     free_string(op->msg);
984     op->msg=NULL;
985     }
986    
987     /* We create this now because some of the unique maps will need it
988     * to save here.
989     */
990     sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991     make_path_to_file(buf);
992    
993     #ifdef AUTOSAVE
994     op->contr->last_save_tick = pticks;
995     #endif
996     start_info(op);
997     CLEAR_FLAG(op, FLAG_WIZ);
998     give_initial_items(op,op->randomitems);
999     link_player_skills(op);
1000     esrv_send_inventory(op, op);
1001     fix_player(op);
1002    
1003     /* This moves the player to a different start map, if there
1004     * is one for this race
1005     */
1006     if(*first_map_ext_path) {
1007     object *tmp;
1008     mapstruct *oldmap = op->map;
1009     char mapname[MAX_BUF];
1010     snprintf(mapname, MAX_BUF-1, "%s/%s",
1011     first_map_ext_path, op->arch->name);
1012     tmp=get_object();
1013     EXIT_PATH(tmp) = add_string(mapname);
1014     EXIT_X(tmp) = op->x;
1015     EXIT_Y(tmp) = op->y;
1016     enter_exit(op,tmp); /* we don't really care if it succeeded;
1017     * if the map isn't there, then stay on the
1018     * default initial map */
1019     free_object(tmp);
1020     } else {
1021     LOG(llevDebug,"first_map_ext_path not set\n");
1022     }
1023     return 0;
1024     }
1025    
1026     /* Following actually changes the race - this is the default command
1027     * if we don't match with one of the options above.
1028     */
1029    
1030     tmp_loop = 0;
1031     while(!tmp_loop) {
1032     const char *name = add_string (op->name);
1033     int x = op->x, y = op->y;
1034     remove_statbonus(op);
1035     remove_ob (op);
1036     op->arch = get_player_archetype(op->arch);
1037     copy_object (&op->arch->clone, op);
1038 root 1.6 op->instantiate ();
1039 elmex 1.1 op->stats = op->contr->orig_stats;
1040     free_string (op->name);
1041     op->name = name;
1042     free_string(op->name_pl);
1043     op->name_pl = add_string(name);
1044     op->x = x;
1045     op->y = y;
1046     SET_ANIMATION(op, 2); /* So player faces south */
1047     insert_ob_in_map (op, op->map, op,0);
1048     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050     add_statbonus(op);
1051     tmp_loop=allowed_class(op);
1052    
1053     if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054     }
1055     update_object(op,UP_OBJ_FACE);
1056     esrv_update_item(UPD_FACE,op,op);
1057     fix_player(op);
1058     op->stats.hp=op->stats.maxhp;
1059     op->stats.sp=op->stats.maxsp;
1060     op->stats.grace=0;
1061     if (op->msg)
1062     new_draw_info(NDI_BLUE, 0, op, op->msg);
1063     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064     return 0;
1065     }
1066    
1067     int key_confirm_quit(object *op, char key)
1068     {
1069     char buf[MAX_BUF];
1070    
1071     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072     op->contr->state=ST_PLAYING;
1073     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074     return 1;
1075     }
1076    
1077 root 1.3 INVOKE_PLAYER (LOGOUT, op->contr);
1078     INVOKE_PLAYER (QUIT , op->contr);
1079    
1080 elmex 1.1 terminate_all_pets(op);
1081     leave_map(op);
1082     op->direction=0;
1083     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084     "%s quits the game.",op->name);
1085    
1086     strcpy(op->contr->killer,"quit");
1087     check_score(op);
1088     op->contr->party=NULL;
1089     if (settings.set_title == TRUE)
1090     op->contr->own_title[0]='\0';
1091    
1092     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093     mapstruct *mp, *next;
1094    
1095     /* We need to hunt for any per player unique maps in memory and
1096     * get rid of them. The trailing slash in the path is intentional,
1097     * so that players named 'Ab' won't match against players 'Abe' pathname
1098     */
1099     sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100     for (mp=first_map; mp!=NULL; mp=next) {
1101     next = mp->next;
1102     if (!strncmp(mp->path, buf, strlen(buf)))
1103     delete_map(mp);
1104     }
1105    
1106     delete_character(op->name, 1);
1107     }
1108     play_again(op);
1109     return 1;
1110     }
1111    
1112     void flee_player(object *op) {
1113     int dir,diff;
1114     rv_vector rv;
1115    
1116     if(op->stats.hp < 0) {
1117     LOG(llevDebug, "Fleeing player is dead.\n");
1118     CLEAR_FLAG(op, FLAG_SCARED);
1119     return;
1120     }
1121    
1122     if(op->enemy==NULL) {
1123     LOG(llevDebug,"Fleeing player had no enemy.\n");
1124     CLEAR_FLAG(op, FLAG_SCARED);
1125     return;
1126     }
1127    
1128     /* Seen some crashes here. Since we don't store an
1129     * op->enemy_count, it is possible that something destroys the
1130     * actual enemy, and the object is recycled.
1131     */
1132     if (op->enemy->map == NULL) {
1133     CLEAR_FLAG(op, FLAG_SCARED);
1134     op->enemy=NULL;
1135     return;
1136     }
1137    
1138     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139     op->enemy=NULL;
1140     CLEAR_FLAG(op, FLAG_SCARED);
1141     return;
1142     }
1143     get_rangevector(op, op->enemy, &rv, 0);
1144    
1145     dir=absdir(4+rv.direction);
1146     for(diff=0;diff<3;diff++) {
1147     int m=1-(RANDOM()&2);
1148     if(move_ob(op,absdir(dir+diff*m),op)||
1149     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150     return;
1151     }
1152     }
1153     /* Cornered, get rid of scared */
1154     CLEAR_FLAG(op, FLAG_SCARED);
1155     op->enemy=NULL;
1156     }
1157    
1158    
1159     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1160     * IT returns 1 if the player should keep on moving, 0 if he should
1161     * stop.
1162     */
1163     int check_pick(object *op) {
1164     object *tmp, *next;
1165     tag_t next_tag=0, op_tag;
1166     int stop = 0;
1167     int j, k, wvratio;
1168     char putstring[128], tmpstr[16];
1169    
1170    
1171     /* if you're flying, you cna't pick up anything */
1172     if (op->move_type & MOVE_FLYING)
1173     return 1;
1174    
1175     op_tag = op->count;
1176    
1177     next = op->below;
1178     if (next)
1179     next_tag = next->count;
1180    
1181     /* loop while there are items on the floor that are not marked as
1182     * destroyed */
1183     while (next && ! was_destroyed (next, next_tag))
1184     {
1185     tmp = next;
1186     next = tmp->below;
1187     if (next)
1188     next_tag = next->count;
1189    
1190     if (was_destroyed (op, op_tag))
1191     return 0;
1192    
1193     if ( ! can_pick (op, tmp))
1194     continue;
1195    
1196     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1197     {
1198     if (item_matched_string (op, tmp, op->contr->search_str))
1199     pick_up (op, tmp);
1200     continue;
1201     }
1202    
1203     /* high not bit set? We're using the old autopickup model */
1204     if(!(op->contr->mode & PU_NEWMODE)) {
1205     switch (op->contr->mode) {
1206     case 0: return 1; /* don't pick up */
1207     case 1: pick_up (op, tmp);
1208     return 1;
1209     case 2: pick_up (op, tmp);
1210     return 0;
1211     case 3: return 0; /* stop before pickup */
1212     case 4: pick_up (op, tmp);
1213     break;
1214     case 5: pick_up (op, tmp);
1215     stop = 1;
1216     break;
1217     case 6:
1218     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220     pick_up(op, tmp);
1221     break;
1222    
1223     case 7:
1224     if (tmp->type == MONEY || tmp->type == GEM)
1225     pick_up(op, tmp);
1226     break;
1227    
1228     default:
1229     /* use value density */
1230     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231     && (query_cost (tmp, op, F_TRUE) * 100
1232     / (tmp->weight * MAX (tmp->nrof, 1)))
1233     >= op->contr->mode)
1234     pick_up(op,tmp);
1235     }
1236     }
1237     else { /* old model */
1238     /* NEW pickup handling */
1239     if(op->contr->mode & PU_DEBUG)
1240     {
1241     /* some debugging code to figure out item information */
1242     if(tmp->name!=NULL)
1243     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244     tmp->name, tmp->type,
1245     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246     else
1247     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248     tmp->arch->name, tmp->type,
1249     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251    
1252     sprintf(putstring,"...flags: ");
1253     for(k=0;k<4;k++)
1254     {
1255     for(j=0;j<32;j++)
1256     {
1257     if((tmp->flags[k]>>j)&0x01)
1258     {
1259     sprintf(tmpstr,"%d ",k*32+j);
1260     strcat(putstring, tmpstr);
1261     }
1262     }
1263     }
1264     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265    
1266     #if 0
1267     /* print the flags too */
1268     for(k=0;k<4;k++)
1269     {
1270     fprintf(stderr,"%d [%d] ", k, k*32+31);
1271     for(j=0;j<32;j++)
1272     {
1273     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274     if(!((j+1)%4))fprintf(stderr," ");
1275     }
1276     fprintf(stderr," [%d]\n", k*32);
1277     }
1278     #endif
1279     }
1280     /* philosophy:
1281     * It's easy to grab an item type from a pile, as long as it's
1282     * generic. This takes no game-time. For more detailed pickups
1283     * and selections, select-items shoul dbe used. This is a
1284     * grab-as-you-run type mode that's really useful for arrows for
1285     * example.
1286     * The drawback: right now it has no frontend, so you need to
1287     * stick the bits you want into a calculator in hex mode and then
1288     * convert to decimal and then 'pickup <#>
1289     */
1290    
1291     /* the first two modes are exclusive: if NOTHING we return, if
1292     * STOP then we stop. All the rest are applied sequentially,
1293     * meaning if any test passes, the item gets picked up. */
1294    
1295     /* if mode is set to pick nothing up, return */
1296    
1297     if(op->contr->mode & PU_NOTHING) return 1;
1298    
1299     /* if mode is set to stop when encountering objects, return */
1300     /* take STOP before INHIBIT since it doesn't actually pick
1301     * anything up */
1302    
1303     if(op->contr->mode & PU_STOP) return 0;
1304    
1305     /* useful for going into stores and not losing your settings... */
1306     /* and for battles wher you don't want to get loaded down while
1307     * fighting */
1308     if(op->contr->mode & PU_INHIBIT) return 1;
1309    
1310     /* prevent us from turning into auto-thieves :) */
1311     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312    
1313     /* ignore known cursed objects */
1314     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315    
1316     /* all food and drink if desired */
1317     /* question: don't pick up known-poisonous stuff? */
1318     if(op->contr->mode & PU_FOOD)
1319     if (tmp->type == FOOD)
1320     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321     if(op->contr->mode & PU_DRINK)
1322     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324    
1325     if(op->contr->mode & PU_POTION)
1326     if (tmp->type == POTION)
1327     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328    
1329     /* spellbooks, skillscrolls and normal books/scrolls */
1330     if(op->contr->mode & PU_SPELLBOOK)
1331     if (tmp->type == SPELLBOOK)
1332     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333     if(op->contr->mode & PU_SKILLSCROLL)
1334     if (tmp->type == SKILLSCROLL)
1335     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336     if(op->contr->mode & PU_READABLES)
1337     if (tmp->type == BOOK || tmp->type == SCROLL)
1338     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339    
1340     /* wands/staves/rods/horns */
1341     if (op->contr->mode & PU_MAGIC_DEVICE)
1342     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344    
1345     /* pick up all magical items */
1346     if(op->contr->mode & PU_MAGICAL)
1347     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349    
1350     if(op->contr->mode & PU_VALUABLES)
1351     {
1352     if (tmp->type == MONEY || tmp->type == GEM)
1353     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354     }
1355    
1356     /* rings & amulets - talismans seems to be typed AMULET */
1357     if(op->contr->mode & PU_JEWELS)
1358     if (tmp->type == RING || tmp->type == AMULET)
1359     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360    
1361     /* bows and arrows. Bows are good for selling! */
1362     if(op->contr->mode & PU_BOW)
1363     if (tmp->type == BOW)
1364     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365     if(op->contr->mode & PU_ARROW)
1366     if (tmp->type == ARROW)
1367     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368    
1369     /* all kinds of armor etc. */
1370     if(op->contr->mode & PU_ARMOUR)
1371     if (tmp->type == ARMOUR)
1372     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373     if(op->contr->mode & PU_HELMET)
1374     if (tmp->type == HELMET)
1375     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376     if(op->contr->mode & PU_SHIELD)
1377     if (tmp->type == SHIELD)
1378     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379     if(op->contr->mode & PU_BOOTS)
1380     if (tmp->type == BOOTS)
1381     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382     if(op->contr->mode & PU_GLOVES)
1383     if (tmp->type == GLOVES)
1384     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385     if(op->contr->mode & PU_CLOAK)
1386     if (tmp->type == CLOAK)
1387     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388    
1389     /* hoping to catch throwing daggers here */
1390     if(op->contr->mode & PU_MISSILEWEAPON)
1391     if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393    
1394     /* careful: chairs and tables are weapons! */
1395     if(op->contr->mode & PU_ALLWEAPON)
1396     {
1397     if(tmp->type == WEAPON && tmp->name!=NULL)
1398     {
1399     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402     }
1403     if(tmp->type == WEAPON && tmp->name==NULL)
1404     {
1405     if(strstr(tmp->arch->name,"table")==NULL &&
1406     strstr(tmp->arch->name,"chair")==NULL)
1407     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408     }
1409     }
1410    
1411     /* misc stuff that's useful */
1412     if(op->contr->mode & PU_KEY)
1413     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415    
1416     /* any of the last 4 bits set means we use the ratio for value
1417     * pickups */
1418     if(op->contr->mode & PU_RATIO)
1419     {
1420     /* use value density to decide what else to grab */
1421     /* >=7 was >= op->contr->mode */
1422     /* >=7 is the old standard setting. Now we take the last 4 bits
1423     * and multiply them by 5, giving 0..15*5== 5..75 */
1424     wvratio=(op->contr->mode & PU_RATIO) * 5;
1425     if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426     {
1427     pick_up(op, tmp);
1428     #if 0
1429     fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430     if(tmp->name!=NULL) {
1431     fprintf(stderr,"%s", tmp->name);
1432     }
1433     else fprintf(stderr,"%s",tmp->arch->name);
1434     fprintf(stderr,",%d] = ", tmp->type);
1435     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436     #endif
1437     continue;
1438     }
1439     }
1440     } /* the new pickup model */
1441     }
1442     return ! stop;
1443     }
1444    
1445     /*
1446     * Find an arrow in the inventory and after that
1447     * in the right type container (quiver). Pointer to the
1448     * found object is returned.
1449     */
1450     object *find_arrow(object *op, const char *type)
1451     {
1452     object *tmp = NULL;
1453    
1454     for(op=op->inv; op; op=op->below)
1455     if(!tmp && op->type==CONTAINER && op->race==type &&
1456     QUERY_FLAG(op,FLAG_APPLIED))
1457     tmp = find_arrow (op, type);
1458     else if (op->type==ARROW && op->race==type)
1459     return op;
1460     return tmp;
1461     }
1462    
1463     /*
1464     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465     * against the target. A full test is not performed, simply a basic test
1466     * of resistances. The archer is making a quick guess at what he sees down
1467     * the hall. Failing that it does it's best to pick the highest plus arrow.
1468     */
1469    
1470     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1471     {
1472     object *tmp = NULL, *arrow, *ntmp;
1473     int attacknum, attacktype, betterby=0, i;
1474    
1475     if (!type)
1476     return NULL;
1477    
1478     for (arrow=op->inv; arrow; arrow=arrow->below) {
1479     if (arrow->type==CONTAINER && arrow->race==type &&
1480     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1481     i = 0;
1482     ntmp = find_better_arrow(arrow, target, type, &i);
1483     if (i > betterby) {
1484     tmp = ntmp;
1485     betterby = i;
1486     }
1487     } else if (arrow->type==ARROW && arrow->race==type) {
1488     /* allways prefer assasination/slaying */
1489     if (target->race != NULL && arrow->slaying != NULL &&
1490     strstr(arrow->slaying, target->race)) {
1491     if (arrow->attacktype & AT_DEATH) {
1492     *better = 100;
1493     return arrow;
1494     } else {
1495     tmp = arrow;
1496     betterby = (arrow->magic + arrow->stats.dam) * 2;
1497     }
1498     } else {
1499     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500     attacktype = 1<<attacknum;
1501     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503     tmp = arrow;
1504     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505     }
1506     }
1507     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508     tmp = arrow;
1509     betterby = 2 + arrow->magic + arrow->stats.dam;
1510     }
1511     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512     tmp = arrow;
1513     betterby = 1 + arrow->magic + arrow->stats.dam;
1514     }
1515     }
1516     }
1517     }
1518     if (tmp == NULL && arrow == NULL)
1519     return find_arrow(op, type);
1520    
1521     *better = betterby;
1522     return tmp;
1523     }
1524    
1525     /* looks in a given direction, finds the first valid target, and calls
1526     * find_better_arrow to find a decent arrow to use.
1527     * op = the shooter
1528     * type = bow->race
1529     * dir = fire direction
1530     */
1531    
1532     object *pick_arrow_target(object *op, const char *type, int dir)
1533     {
1534     object *tmp = NULL;
1535     mapstruct *m;
1536     int i, mflags, found, number;
1537     sint16 x, y;
1538    
1539     if (op->map == NULL)
1540     return find_arrow(op, type);
1541    
1542     /* do a dex check */
1543     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1544     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1545     return find_arrow(op, type);
1546    
1547     m = op->map;
1548     x = op->x;
1549     y = op->y;
1550    
1551     /* find the first target */
1552     for (i=0, found=0; i<20; i++) {
1553     x += freearr_x[dir];
1554     y += freearr_y[dir];
1555     mflags = get_map_flags(m, &m, x, y, &x, &y);
1556     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1557     tmp = NULL;
1558     break;
1559     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561     * perhaps a bad assumption.
1562     */
1563     tmp = NULL;
1564     break;
1565     }
1566     if (mflags & P_IS_ALIVE) {
1567     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569     found++;
1570     break;
1571     }
1572     if (found)
1573     break;
1574     }
1575     }
1576     if (tmp == NULL)
1577     return find_arrow(op, type);
1578    
1579     if (tmp->head)
1580     tmp = tmp->head;
1581    
1582     return find_better_arrow(op, tmp, type, &i);
1583     }
1584    
1585     /*
1586     * Creature fires a bow - op can be monster or player. Returns
1587     * 1 if bow was actually fired, 0 otherwise.
1588     * op is the object firing the bow.
1589     * part is for multipart creatures - the part firing the bow.
1590     * dir is the direction of fire.
1591     * wc_mod is any special modifier to give (used in special player fire modes)
1592     * sx, sy are coordinates to fire arrow from - also used in some of the special
1593     * player fire modes.
1594     */
1595     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1596     sint16 sx, sint16 sy)
1597     {
1598     object *left, *bow;
1599     tag_t left_tag, tag;
1600     int bowspeed, mflags;
1601     mapstruct *m;
1602    
1603     if (!dir) {
1604     new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605     return 0;
1606     }
1607     if (op->type == PLAYER)
1608     bow=op->contr->ranges[range_bow];
1609     else {
1610     for(bow=op->inv; bow; bow=bow->below)
1611     /* Don't check for applied - monsters don't apply bows - in that way, they
1612     * don't need to switch back and forth between bows and weapons.
1613     */
1614     if(bow->type==BOW)
1615     break;
1616    
1617     if (!bow) {
1618     LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1619     return 0;
1620     }
1621     }
1622     if( !bow->race || !bow->skill) {
1623     new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1624     return 0;
1625     }
1626    
1627     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628    
1629     /* penalize ROF for bestarrow */
1630     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632     if (bowspeed < 1)
1633     bowspeed = 1;
1634    
1635     if (arrow == NULL) {
1636     if ((arrow=find_arrow(op, bow->race)) == NULL) {
1637     if (op->type == PLAYER)
1638     new_draw_info_format(NDI_UNIQUE, 0, op,
1639     "You have no %s left.", bow->race);
1640     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641     else
1642     CLEAR_FLAG(op, FLAG_READY_BOW);
1643     return 0;
1644     }
1645     }
1646     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1647     if (mflags & P_OUT_OF_MAP) {
1648     return 0;
1649     }
1650     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1651     new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1652     return 0;
1653     }
1654    
1655     /* this should not happen, but sometimes does */
1656     if (arrow->nrof==0) {
1657     remove_ob(arrow);
1658     free_object(arrow);
1659     return 0;
1660     }
1661    
1662     left = arrow; /* these are arrows left to the player */
1663     left_tag = left->count;
1664     arrow = get_split_ob(arrow, 1);
1665     if (arrow == NULL) {
1666     new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1667     bow->race);
1668     return 0;
1669     }
1670     set_owner(arrow, op);
1671     if (arrow->skill) free_string(arrow->skill);
1672     arrow->skill = add_refcount(bow->skill);
1673    
1674     arrow->direction=dir;
1675     arrow->x = sx;
1676     arrow->y = sy;
1677    
1678     if (op->type == PLAYER) {
1679     op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680     fix_player(op);
1681     }
1682    
1683     SET_ANIMATION(arrow, arrow->direction);
1684     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685     arrow->stats.hp = arrow->stats.dam;
1686     arrow->stats.grace = arrow->attacktype;
1687     if (arrow->slaying != NULL)
1688     arrow->spellarg = strdup_local(arrow->slaying);
1689    
1690     /* Note that this was different for monsters - they got their level
1691     * added to the damage. I think the strength bonus is more proper.
1692     */
1693    
1694     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695     0 : dam_bonus[op->stats.Str]) +
1696     bow->stats.dam + bow->magic + arrow->magic;
1697    
1698     /* update the speed */
1699     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1700     0 : dam_bonus[op->stats.Str]) +
1701     bow->magic + arrow->magic) / 5.0 +
1702     (float)bow->stats.dam / 7.0;
1703    
1704     if (arrow->speed < 1.0)
1705     arrow->speed = 1.0;
1706     update_ob_speed(arrow);
1707     arrow->speed_left = 0;
1708    
1709     if (op->type == PLAYER) {
1710     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711     (op->chosen_skill?op->chosen_skill->level:op->level) -
1712     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713     arrow->stats.wc - bow->stats.wc + wc_mod;
1714    
1715     arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1716     } else {
1717     arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718     arrow->stats.wc + wc_mod;
1719    
1720     arrow->level = op->level;
1721     }
1722     if (arrow->attacktype == AT_PHYSICAL)
1723     arrow->attacktype |= bow->attacktype;
1724     if (bow->slaying != NULL)
1725     arrow->slaying = add_string(bow->slaying);
1726    
1727     arrow->map = m;
1728     arrow->move_type = MOVE_FLY_LOW;
1729     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730    
1731     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732     tag = arrow->count;
1733     insert_ob_in_map(arrow, m, op, 0);
1734    
1735     if (!was_destroyed(arrow, tag))
1736     move_arrow(arrow);
1737    
1738     if (op->type == PLAYER) {
1739     if (was_destroyed (left, left_tag))
1740     esrv_del_item(op->contr, left_tag);
1741     else
1742     esrv_send_item(op, left);
1743     }
1744     return 1;
1745     }
1746    
1747     /* Special fire code for players - this takes into
1748     * account the special fire modes players can have
1749     * but monsters can't. Putting that code here
1750     * makes the fire_bow code much cleaner.
1751     * this function should only be called if 'op' is a player,
1752     * hence the function name.
1753     */
1754     int player_fire_bow(object *op, int dir)
1755     {
1756     int ret=0, wcmod=0;
1757    
1758     if (op->contr->bowtype == bow_bestarrow) {
1759     ret = fire_bow(op, op,
1760     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1761     dir, 0, op->x, op->y);
1762     } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1763     if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1764     wcmod =-1;
1765     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1766     op->x, op->y);
1767     } else if (op->contr->bowtype == bow_threewide) {
1768     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1769     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1770     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1771     } else if (op->contr->bowtype == bow_spreadshot) {
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    
1776     } else {
1777     /* Simple case */
1778     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1779     }
1780     return ret;
1781     }
1782    
1783    
1784     /* Fires a misc (wand/rod/horn) object in 'dir'.
1785     * Broken apart from 'fire' to keep it more readable.
1786     */
1787     void fire_misc_object(object *op, int dir)
1788     {
1789     object *item;
1790    
1791     if (!op->contr->ranges[range_misc]) {
1792     new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1793     return;
1794     }
1795    
1796     item = op->contr->ranges[range_misc];
1797     if (!item->inv) {
1798     LOG(llevError,"Object %s lacks a spell\n", item->name);
1799     return;
1800     }
1801     if (item->type == WAND) {
1802     if(item->stats.food<=0) {
1803     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805     return;
1806     }
1807     } else if (item->type == ROD || item->type==HORN) {
1808     if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810     if (item->type== ROD)
1811     new_draw_info_format(NDI_UNIQUE, 0,op,
1812     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813     else
1814     new_draw_info_format(NDI_UNIQUE, 0,op,
1815     "The %s needs more time to charge.", query_base_name(item,0));
1816     return;
1817     }
1818     }
1819    
1820     if(cast_spell(op,item,dir,item->inv,NULL)) {
1821     SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822     if (item->type == WAND) {
1823     if (!(--item->stats.food)) {
1824     object *tmp;
1825     if (item->arch) {
1826     CLEAR_FLAG(item, FLAG_ANIMATE);
1827     item->face = item->arch->clone.face;
1828     item->speed = 0;
1829     update_ob_speed(item);
1830     }
1831     if ((tmp=is_player_inv(item)))
1832     esrv_update_item(UPD_ANIM, tmp, item);
1833     }
1834     }
1835     else if (item->type == ROD || item->type==HORN) {
1836     drain_rod_charge(item);
1837     }
1838     }
1839     }
1840    
1841     /* Received a fire command for the player - go and do it.
1842     */
1843     void fire(object *op,int dir) {
1844     int spellcost=0;
1845    
1846     /* check for loss of invisiblity/hide */
1847     if (action_makes_visible(op)) make_visible(op);
1848    
1849     switch(op->contr->shoottype) {
1850     case range_none:
1851     return;
1852    
1853     case range_bow:
1854     player_fire_bow(op, dir);
1855     return;
1856    
1857     case range_magic: /* Casting spells */
1858     spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859     return;
1860    
1861     case range_misc:
1862     fire_misc_object(op, dir);
1863     return;
1864    
1865     case range_golem: /* Control summoned monsters from scrolls */
1866     if(op->contr->ranges[range_golem]==NULL ||
1867     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868     op->contr->ranges[range_golem] = NULL;
1869     op->contr->shoottype=range_none;
1870     op->contr->golem_count = 0;
1871     }
1872     else
1873     control_golem(op->contr->ranges[range_golem], dir);
1874     return;
1875    
1876     case range_skill:
1877     if(!op->chosen_skill) {
1878     if(op->type==PLAYER)
1879     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880     return;
1881     }
1882     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883     return;
1884     case range_builder:
1885     apply_map_builder( op, dir );
1886     return;
1887     default:
1888     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889     return;
1890     }
1891     }
1892    
1893    
1894    
1895     /* find_key
1896     * We try to find a key for the door as passed. If we find a key
1897     * and successfully use it, we return the key, otherwise NULL
1898     * This function merges both normal and locked door, since the logic
1899     * for both is the same - just the specific key is different.
1900     * pl is the player,
1901     * inv is the objects inventory to searched
1902     * door is the door we are trying to match against.
1903     * This function can be called recursively to search containers.
1904     */
1905    
1906     object * find_key(object *pl, object *container, object *door)
1907     {
1908     object *tmp,*key;
1909    
1910     /* Should not happen, but sanity checking is never bad */
1911     if (container->inv == NULL) return NULL;
1912    
1913     /* First, lets try to find a key in the top level inventory */
1914     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915     if (door->type==DOOR && tmp->type==KEY) break;
1916     /* For sanity, we should really check door type, but other stuff
1917     * (like containers) can be locked with special keys
1918     */
1919     if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920     tmp->slaying==door->slaying) break;
1921     }
1922     /* No key found - lets search inventories now */
1923     /* If we find and use a key in an inventory, return at that time.
1924     * otherwise, if we search all the inventories and still don't find
1925     * a key, return
1926     */
1927     if (!tmp) {
1928     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929     /* No reason to search empty containers */
1930     if (tmp->type==CONTAINER && tmp->inv) {
1931     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932     }
1933     }
1934     if (!tmp) return NULL;
1935     }
1936     /* We get down here if we have found a key. Now if its in a container,
1937     * see if we actually want to use it
1938     */
1939     if (pl!=container) {
1940     /* Only let players use keys in containers */
1941     if (!pl->contr) return NULL;
1942     /* cases where this fails:
1943     * If we only search the player inventory, return now since we
1944     * are not in the players inventory.
1945     * If the container is not active, return now since only active
1946     * containers can be used.
1947     * If we only search keyrings and the container does not have
1948     * a race/isn't a keyring.
1949     * No checking for all containers - to fall through past here,
1950     * inv must have been an container and must have been active.
1951     *
1952     * Change the color so that the message doesn't disappear with
1953     * all the others.
1954     */
1955     if (pl->contr->usekeys == key_inventory ||
1956     !QUERY_FLAG(container, FLAG_APPLIED) ||
1957     (pl->contr->usekeys == keyrings &&
1958     (!container->race || strcmp(container->race, "keys")))
1959     ) {
1960     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961     "The %s in your %s vibrates as you approach the door",
1962     query_name(tmp), query_name(container));
1963     return NULL;
1964     }
1965     }
1966     return tmp;
1967     }
1968    
1969     /* moved door processing out of move_player_attack.
1970     * returns 1 if player has opened the door with a key
1971     * such that the caller should not do anything more,
1972     * 0 otherwise
1973     */
1974     static int player_attack_door(object *op, object *door)
1975     {
1976    
1977     /* If its a door, try to find a use a key. If we do destroy the door,
1978     * might as well return immediately as there is nothing more to do -
1979     * otherwise, we fall through to the rest of the code.
1980     */
1981     object *key=find_key(op, op, door);
1982    
1983     /* IF we found a key, do some extra work */
1984     if (key) {
1985     object *container=key->env;
1986    
1987     play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988     if(action_makes_visible(op)) make_visible(op);
1989     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1990     if (door->type == DOOR) {
1991     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1992     }
1993     else if(door->type==LOCKED_DOOR) {
1994     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1995     "You open the door with the %s", query_short_name(key));
1996     remove_door2(door); /* remove door without violence ;-) */
1997     }
1998     /* Do this after we print the message */
1999     decrease_ob(key); /* Use up one of the keys */
2000     /* Need to update the weight the container the key was in */
2001     if (container != op)
2002     esrv_update_item(UPD_WEIGHT, op, container);
2003     return 1; /* Nothing more to do below */
2004     } else if (door->type==LOCKED_DOOR) {
2005     /* Might as well return now - no other way to open this */
2006     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007     return 1;
2008     }
2009     return 0;
2010     }
2011    
2012     /* This function is just part of a breakup from move_player.
2013     * It should keep the code cleaner.
2014     * When this is called, the players direction has been updated
2015     * (taking into account confusion.) The player is also actually
2016     * going to try and move (not fire weapons).
2017     */
2018    
2019     void move_player_attack(object *op, int dir)
2020     {
2021     object *tmp, *mon, *tpl;
2022     sint16 nx, ny;
2023     int on_battleground;
2024     mapstruct *m;
2025    
2026     if (op->contr->transport) tpl = op->contr->transport;
2027     else tpl = op;
2028     nx=freearr_x[dir]+tpl->x;
2029     ny=freearr_y[dir]+tpl->y;
2030    
2031     on_battleground = op_on_battleground(tpl, NULL, NULL);
2032    
2033     /* If braced, or can't move to the square, and it is not out of the
2034     * map, attack it. Note order of if statement is important - don't
2035     * want to be calling move_ob if braced, because move_ob will move the
2036     * player. This is a pretty nasty hack, because if we could
2037     * move to some space, it then means that if we are braced, we should
2038     * do nothing at all. As it is, if we are braced, we go through
2039     * quite a bit of processing. However, it probably is less than what
2040     * move_ob uses.
2041     */
2042     if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2043     if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044     m = get_map_from_coord(tpl->map, &nx, &ny);
2045     if (!m) return; /* Don't think this should happen */
2046     }
2047     else m =tpl->map;
2048    
2049     if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2051     return;
2052     }
2053    
2054     mon = NULL;
2055     /* Go through all the objects, and find ones of interest. Only stop if
2056     * we find a monster - that is something we know we want to attack.
2057     * if its a door or barrel (can roll) see if there may be monsters
2058     * on the space
2059     */
2060     while (tmp!=NULL) {
2061     if (tmp == op) {
2062     tmp=tmp->above;
2063     continue;
2064     }
2065     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2066     mon = tmp;
2067     break;
2068     }
2069     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070     mon = tmp;
2071     tmp=tmp->above;
2072     }
2073    
2074     if (mon==NULL) /* This happens anytime the player tries to move */
2075     return; /* into a wall */
2076    
2077     if(mon->head != NULL)
2078     mon = mon->head;
2079    
2080     if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2081     if (player_attack_door(op, mon)) return;
2082    
2083     /* The following deals with possibly attacking peaceful
2084     * or frienddly creatures. Basically, all players are considered
2085     * unaggressive. If the moving player has peaceful set, then the
2086     * object should be pushed instead of attacked. It is assumed that
2087     * if you are braced, you will not attack friends accidently,
2088     * and thus will not push them.
2089     */
2090    
2091     /* If the creature is a pet, push it even if the player is not
2092     * peaceful. Our assumption is the creature is a pet if the
2093     * player owns it and it is either friendly or unagressive.
2094     */
2095     if ((op->type==PLAYER)
2096     #if COZY_SERVER
2097     &&
2098     (
2099     (get_owner(mon) && get_owner(mon)->contr
2100     && same_party (get_owner(mon)->contr->party, op->contr->party))
2101     || get_owner(mon) == op
2102     )
2103     #else
2104     && get_owner(mon)==op
2105     #endif
2106     && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2107     {
2108     /* If we're braced, we don't want to switch places with it */
2109     if (op->contr->braced) return;
2110     play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2111     (void) push_ob(mon,dir,op);
2112     if(op->contr->tmp_invis||op->hide) make_visible(op);
2113     return;
2114     }
2115    
2116     /* in certain circumstances, you shouldn't attack friendly
2117     * creatures. Note that if you are braced, you can't push
2118     * someone, but put it inside this loop so that you won't
2119     * attack them either.
2120     */
2121     if ((mon->type==PLAYER || mon->enemy != op) &&
2122     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2123     (
2124     #ifdef PROHIBIT_PLAYERKILL
2125     (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2126     #else
2127     op->contr->peaceful &&
2128     #endif
2129     !on_battleground
2130     )) {
2131     if (!op->contr->braced) {
2132     play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2133     (void) push_ob(mon,dir,op);
2134     } else {
2135     new_draw_info(0, 0,op,"You withhold your attack");
2136     }
2137     if(op->contr->tmp_invis||op->hide) make_visible(op);
2138     }
2139    
2140     /* If the object is a boulder or other rollable object, then
2141     * roll it if not braced. You can't roll it if you are braced.
2142     */
2143     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2144     recursive_roll(mon,dir,op);
2145     if(action_makes_visible(op)) make_visible(op);
2146     }
2147    
2148     /* Any generic living creature. Including things like doors.
2149     * Way it works is like this: First, it must have some hit points
2150     * and be living. Then, it must be one of the following:
2151     * 1) Not a player, 2) A player, but of a different party. Note
2152     * that party_number -1 is no party, so attacks can still happen.
2153     */
2154    
2155     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2156     ((mon->type!=PLAYER || op->contr->party==NULL ||
2157     op->contr->party!=mon->contr->party))) {
2158    
2159     /* If the player hasn't hit something this tick, and does
2160     * so, give them speed boost based on weapon speed. Doing
2161     * it here is better than process_players2, which basically
2162     * incurred a 1 tick offset.
2163     */
2164     if (!op->contr->has_hit) {
2165     op->speed_left += op->speed / op->contr->weapon_sp;
2166    
2167     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168     }
2169    
2170     skill_attack(mon, op, 0, NULL, NULL);
2171    
2172     /* If attacking another player, that player gets automatic
2173     * hitback, and doesn't loose luck either.
2174     * Disable hitback on the battleground or if the target is
2175     * the wiz.
2176     */
2177     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2178     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179     short luck = mon->stats.luck;
2180     mon->contr->has_hit = 1;
2181     skill_attack(op, mon, 0, NULL, NULL);
2182     mon->stats.luck = luck;
2183     }
2184     if(action_makes_visible(op)) make_visible(op);
2185     }
2186     } /* if player should attack something */
2187     }
2188    
2189     int move_player(object *op,int dir) {
2190     int pick;
2191     object *transport = op->contr->transport;
2192    
2193     if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2194     return 0;
2195    
2196     /* Sanity check: make sure dir is valid */
2197     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198     LOG( llevError, "move_player: invalid direction %d\n", dir);
2199     return 0;
2200     }
2201    
2202     /* peterm: added following line */
2203     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205    
2206     op->facing = dir;
2207    
2208     if(!transport && op->hide) do_hidden_move(op);
2209    
2210     if (transport) {
2211     /* transport->contr is set up for the person in charge of the boat.
2212     * if that isn't this person, he can't steer it, etc
2213     */
2214     if (transport->contr != op->contr) return 0;
2215    
2216     /* Transport can't move. But update dir so it at least
2217     * will point in the same direction if player is running.
2218     */
2219     if (transport->speed_left < 0.0) {
2220     transport->direction = dir;
2221     op->direction = dir;
2222     return 0;
2223     }
2224     /* Remove transport speed. Give player just a little speed -
2225     * enough so that they will get an action again quickly.
2226     *
2227     */
2228     transport->speed_left -= 1.0;
2229     if (op->speed_left < 0.0) op->speed_left = -0.01;
2230    
2231     }
2232    
2233     if(op->contr->fire_on) {
2234     fire(op,dir);
2235     }
2236     else move_player_attack(op,dir);
2237    
2238     pick = check_pick(op);
2239    
2240    
2241     /* Add special check for newcs players and fire on - this way, the
2242     * server can handle repeat firing.
2243     */
2244     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245     op->direction = dir;
2246     } else {
2247     op->direction=0;
2248     }
2249     /* Update how the player looks. Use the facing, so direction may
2250     * get reset to zero. This allows for full animation capabilities
2251     * for players.
2252     */
2253     if (!transport) animate_object(op, op->facing);
2254     return 0;
2255     }
2256    
2257     /* This is similar to handle_player, below, but is only used by the
2258     * new client/server stuff.
2259     * This is sort of special, in that the new client/server actually uses
2260     * the new speed values for commands.
2261     *
2262     * Returns true if there are more actions we can do.
2263     */
2264     int handle_newcs_player(object *op)
2265     {
2266     if (op->contr->hidden) {
2267     op->invisible = 1000;
2268     /* the socket code flashes the player visible/invisible
2269     * depending on the value of invisible, so we need to
2270     * alternate it here for it to work correctly.
2271     */
2272     if (pticks & 2) op->invisible--;
2273     }
2274     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275     op->invisible--;
2276     if(!op->invisible) {
2277     make_visible(op);
2278     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279     }
2280     }
2281    
2282     if (QUERY_FLAG(op, FLAG_SCARED)) {
2283     flee_player(op);
2284     /* If player is still scared, that is his action for this tick */
2285     if (QUERY_FLAG(op, FLAG_SCARED)) {
2286     op->speed_left--;
2287     return 0;
2288     }
2289     }
2290    
2291     /* I've been seeing crashes where the golem has been destroyed, but
2292     * the player object still points to the defunct golem. The code that
2293     * destroys the golem looks correct, and it doesn't always happen, so
2294     * put this in a a workaround to clean up the golem pointer.
2295     */
2296     if (op->contr->ranges[range_golem] &&
2297     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299     op->contr->ranges[range_golem] = NULL;
2300     op->contr->golem_count = 0;
2301     }
2302    
2303     /* call this here - we also will call this in do_ericserver, but
2304     * the players time has been increased when doericserver has been
2305     * called, so we recheck it here.
2306     */
2307     HandleClient(&op->contr->socket, op->contr);
2308     if (op->speed_left<0) return 0;
2309    
2310     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2311     /* All move commands take 1 tick, at least for now */
2312     op->speed_left--;
2313    
2314     /* Instead of all the stuff below, let move_player take care
2315     * of it. Also, some of the skill stuff is only put in
2316     * there, as well as the confusion stuff.
2317     */
2318     move_player(op, op->direction);
2319     if (op->speed_left>0) return 1;
2320     else return 0;
2321     }
2322     return 0;
2323     }
2324    
2325     int save_life(object *op) {
2326     object *tmp;
2327    
2328     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329     return 0;
2330    
2331     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2332     if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2333     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2334     new_draw_info_format(NDI_UNIQUE, 0,op,
2335     "Your %s vibrates violently, then evaporates.",
2336     query_name(tmp));
2337     if (op->contr)
2338     esrv_del_item(op->contr, tmp->count);
2339     remove_ob(tmp);
2340     free_object(tmp);
2341     CLEAR_FLAG(op, FLAG_LIFESAVE);
2342     if(op->stats.hp<0)
2343     op->stats.hp = op->stats.maxhp;
2344     if(op->stats.food<0)
2345     op->stats.food = 999;
2346     fix_player(op);
2347     return 1;
2348     }
2349     LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2350     CLEAR_FLAG(op, FLAG_LIFESAVE);
2351     enter_player_savebed(op); /* bring him home. */
2352     return 0;
2353     }
2354    
2355     /* This goes throws the inventory and removes unpaid objects, and puts them
2356     * back in the map (location and map determined by values of env). This
2357     * function will descend into containers. op is the object to start the search
2358     * from.
2359     */
2360     void remove_unpaid_objects(object *op, object *env)
2361     {
2362     object *next;
2363    
2364     while (op) {
2365     next=op->below; /* Make sure we have a good value, in case
2366     * we remove object 'op'
2367     */
2368     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2369     remove_ob(op);
2370     op->x = env->x;
2371     op->y = env->y;
2372     if (env->type == PLAYER)
2373     esrv_del_item(env->contr, op->count);
2374     insert_ob_in_map(op, env->map, NULL,0);
2375     }
2376     else if (op->inv) remove_unpaid_objects(op->inv, env);
2377     op=next;
2378     }
2379     }
2380    
2381    
2382     /*
2383     * Returns pointer a static string containing gravestone text
2384     * Moved from apply.c to player.c - player.c is what
2385     * actually uses this function. player.c may not be quite the
2386     * best, a misc file for object actions is probably better,
2387     * but there isn't one in the server directory.
2388     */
2389     char *gravestone_text (object *op)
2390     {
2391     static char buf2[MAX_BUF];
2392     char buf[MAX_BUF];
2393     time_t now = time (NULL);
2394    
2395     strcpy (buf2, " R.I.P.\n\n");
2396     if (op->type == PLAYER)
2397     sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2398     else
2399     sprintf (buf, "%s\n", op->name);
2400     strncat (buf2, " ", 20 - strlen (buf) / 2);
2401     strcat (buf2, buf);
2402     if (op->type == PLAYER)
2403     sprintf (buf, "who was in level %d when killed\n", op->level);
2404     else
2405     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2406     strncat (buf2, " ", 20 - strlen (buf) / 2);
2407     strcat (buf2, buf);
2408     if (op->type == PLAYER) {
2409     sprintf (buf, "by %s.\n\n", op->contr->killer);
2410     strncat (buf2, " ", 21 - strlen (buf) / 2);
2411     strcat (buf2, buf);
2412     }
2413     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414     strncat (buf2, " ", 20 - strlen (buf) / 2);
2415     strcat (buf2, buf);
2416     return buf2;
2417     }
2418    
2419    
2420    
2421     void do_some_living(object *op) {
2422     int last_food=op->stats.food;
2423     int gen_hp, gen_sp, gen_grace;
2424     int over_hp, over_sp, over_grace;
2425     int i;
2426     int rate_hp = 1200;
2427     int rate_sp = 2500;
2428     int rate_grace = 2000;
2429     const int max_hp = 1;
2430     const int max_sp = 1;
2431     const int max_grace = 1;
2432    
2433     if (op->contr->outputs_sync) {
2434     for (i=0; i<NUM_OUTPUT_BUFS; i++)
2435     if (op->contr->outputs[i].buf!=NULL &&
2436     (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437     flush_output_element(op, &op->contr->outputs[i]);
2438     }
2439    
2440     if(op->contr->state==ST_PLAYING) {
2441    
2442     /* these next three if clauses make it possible to SLOW DOWN
2443     hp/grace/spellpoint regeneration. */
2444     if(op->contr->gen_hp >= 0 )
2445     gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2446     else {
2447     gen_hp = op->stats.maxhp;
2448     rate_hp -= rate_hp/2 * op->contr->gen_hp;
2449     }
2450     if(op->contr->gen_sp >= 0 )
2451     gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2452     else {
2453     gen_sp = op->stats.maxsp;
2454     rate_sp -= rate_sp/2 * op->contr->gen_sp;
2455     }
2456     if(op->contr->gen_grace >= 0)
2457     gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2458     else {
2459     gen_grace = op->stats.maxgrace;
2460     rate_grace -= rate_grace/2 * op->contr->gen_grace;
2461     }
2462    
2463     /* Regenerate Spell Points */
2464     if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2466     if(op->stats.sp<op->stats.maxsp) {
2467     op->stats.sp++;
2468     /* dms do not consume food */
2469     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470     op->stats.food--;
2471     if(op->contr->digestion<0)
2472     op->stats.food+=op->contr->digestion;
2473     else if(op->contr->digestion>0 &&
2474     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475     op->stats.food=last_food;
2476     }
2477     }
2478     if (max_sp>1) {
2479     over_sp = (gen_sp+10)/rate_sp;
2480     if (over_sp > 0) {
2481     if(op->stats.sp<op->stats.maxsp) {
2482     op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483     if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484     op->stats.sp--;
2485     if(op->stats.sp>op->stats.maxsp)
2486     op->stats.sp=op->stats.maxsp;
2487     }
2488     op->last_sp=0;
2489     } else {
2490     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491     }
2492     } else {
2493     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494     }
2495     }
2496    
2497     /* Regenerate Grace */
2498     /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2499     if(--op->last_grace<0) {
2500     if(op->stats.grace<op->stats.maxgrace/2)
2501     op->stats.grace++; /* no penalty in food for regaining grace */
2502     if(max_grace>1) {
2503     over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504     if (over_grace > 0) {
2505     op->stats.sp += over_grace
2506     + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2507     op->last_grace=0;
2508     } else {
2509     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2510     }
2511     } else {
2512     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2513     }
2514     /* wearing stuff doesn't detract from grace generation. */
2515     }
2516    
2517     /* Regenerate Hit Points */
2518     if(--op->last_heal<0) {
2519     if(op->stats.hp<op->stats.maxhp) {
2520     op->stats.hp++;
2521     /* dms do not consume food */
2522     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523     op->stats.food--;
2524     if(op->contr->digestion<0)
2525     op->stats.food+=op->contr->digestion;
2526     else if(op->contr->digestion>0 &&
2527     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528     op->stats.food=last_food;
2529     }
2530     }
2531     if(max_hp>1) {
2532     over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533     if (over_hp > 0) {
2534     op->stats.sp += over_hp
2535     + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536     op->last_heal=0;
2537     } else {
2538     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539     }
2540     } else {
2541     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542     }
2543     }
2544    
2545     /* Digestion */
2546     if(--op->last_eat<0) {
2547     #ifdef COZY_SERVER
2548     int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2549     int bonus=dg>0?dg:0,
2550     penalty=dg<0?-dg:0;
2551     #else
2552     int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553     penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554     #endif
2555    
2556     if(op->contr->gen_hp > 0)
2557     op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2558     else
2559     op->last_eat=25*(1+bonus)/(penalty +1);
2560     /* dms do not consume food */
2561     if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2562     }
2563     }
2564    
2565     if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2566     object *tmp, *flesh=NULL;
2567    
2568     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2569     if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2570     if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2571     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2572     manual_apply(op,tmp,0);
2573     if(op->stats.food>=0||op->stats.hp<0)
2574     break;
2575     }
2576     else if (tmp->type==FLESH) flesh=tmp;
2577     } /* End if paid for object */
2578     } /* end of for loop */
2579     /* If player is still starving, it means they don't have any food, so
2580     * eat flesh instead.
2581     */
2582     if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2583     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2584     manual_apply(op,flesh,0);
2585     }
2586     } /* end if player is starving */
2587    
2588     while(op->stats.food<0&&op->stats.hp>0)
2589     op->stats.food++,op->stats.hp--;
2590    
2591     if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2592     kill_player(op);
2593     }
2594    
2595    
2596    
2597     /* If the player should die (lack of hp, food, etc), we call this.
2598     * op is the player in jeopardy. If the player can not be saved (not
2599     * permadeath, no lifesave), this will take care of removing the player
2600     * file.
2601     */
2602     void kill_player(object *op)
2603     {
2604     char buf[MAX_BUF];
2605     int x,y,i;
2606     mapstruct *map; /* this is for resurrection */
2607     int z;
2608     int num_stats_lose;
2609     int lost_a_stat;
2610     int lose_this_stat;
2611     int this_stat;
2612     int will_kill_again;
2613     archetype *at;
2614     object *tmp;
2615    
2616     if(save_life(op))
2617     return;
2618    
2619    
2620     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2621     * in cities ONLY!!! It is very important that this doesn't get abused.
2622     * Look at op_on_battleground() for more info --AndreasV
2623     */
2624     if (op_on_battleground(op, &x, &y)) {
2625     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2626     "You have been defeated in combat!");
2627     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2628     "Local medics have saved your life...");
2629    
2630     /* restore player */
2631     at = find_archetype("poisoning");
2632     tmp=present_arch_in_ob(at,op);
2633     if (tmp) {
2634     remove_ob(tmp);
2635     free_object(tmp);
2636     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2637     }
2638    
2639     at = find_archetype("confusion");
2640     tmp=present_arch_in_ob(at,op);
2641     if (tmp) {
2642     remove_ob(tmp);
2643     free_object(tmp);
2644     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2645     }
2646    
2647     cure_disease(op,0); /* remove any disease */
2648     op->stats.hp=op->stats.maxhp;
2649     if (op->stats.food<=0) op->stats.food=999;
2650    
2651     /* create a bodypart-trophy to make the winner happy */
2652     tmp=arch_to_object(find_archetype("finger"));
2653     if (tmp != NULL)
2654     {
2655     sprintf(buf,"%s's finger",op->name);
2656     tmp->name = add_string(buf);
2657     sprintf(buf," This finger has been cut off %s\n"
2658     " the %s, when he was defeated at\n level %d by %s.\n",
2659     op->name, op->contr->title, (int)(op->level),
2660     op->contr->killer);
2661     tmp->msg=add_string(buf);
2662     tmp->value=0, tmp->material=0, tmp->type=0;
2663     tmp->materialname = NULL;
2664     tmp->x = op->x, tmp->y = op->y;
2665     insert_ob_in_map(tmp,op->map,op,0);
2666     }
2667    
2668     /* teleport defeated player to new destination*/
2669     transfer_ob(op, x, y, 0, NULL);
2670     op->contr->braced=0;
2671     return;
2672     }
2673    
2674 root 1.3 INVOKE_PLAYER (DEATH, op->contr);
2675    
2676 elmex 1.1 command_kill_pets (op, 0);
2677    
2678     if(op->stats.food<0) {
2679     if (op->contr->explore) {
2680     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682     op->stats.food=999;
2683     return;
2684     }
2685     sprintf(buf,"%s starved to death.",op->name);
2686     strcpy(op->contr->killer,"starvation");
2687     }
2688     else {
2689     if (op->contr->explore) {
2690     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692     op->stats.hp=op->stats.maxhp;
2693     return;
2694     }
2695     sprintf(buf,"%s died.",op->name);
2696     }
2697     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2698    
2699     /* save the map location for corpse, gravestone*/
2700     x=op->x;y=op->y;map=op->map;
2701    
2702    
2703     if (settings.not_permadeth == TRUE) {
2704     /* NOT_PERMADEATH code. This basically brings the character back to
2705     * life if they are dead - it takes some exp and a random stat.
2706     * See the config.h file for a little more in depth detail about this.
2707     */
2708    
2709     /* Basically two ways to go - remove a stat permanently, or just
2710     * make it depletion. This bunch of code deals with that aspect
2711     * of death.
2712     */
2713     #ifndef COZY_SERVER
2714     if (settings.balanced_stat_loss) {
2715     /* If stat loss is permanent, lose one stat only. */
2716     /* Lower level chars don't lose as many stats because they suffer
2717     more if they do. */
2718     /* Higher level characters can afford things such as potions of
2719     restoration, or better, stat potions. So we slug them that
2720     little bit harder. */
2721     /* GD */
2722     if (settings.stat_loss_on_death)
2723     num_stats_lose = 1;
2724     else
2725     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2726     } else {
2727     num_stats_lose = 1;
2728     }
2729     lost_a_stat = 0;
2730    
2731     for (z=0; z<num_stats_lose; z++) {
2732     i = RANDOM() % NUM_STATS;
2733    
2734     if (settings.stat_loss_on_death) {
2735     /* Pick a random stat and take a point off it. Tell the player
2736     * what he lost.
2737     */
2738     change_attr_value(&(op->stats), i,-1);
2739     check_stat_bounds(&(op->stats));
2740     change_attr_value(&(op->contr->orig_stats), i,-1);
2741     check_stat_bounds(&(op->contr->orig_stats));
2742     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2743     lost_a_stat = 1;
2744     } else {
2745     /* deplete a stat */
2746     archetype *deparch=find_archetype("depletion");
2747     object *dep;
2748    
2749     dep = present_arch_in_ob(deparch,op);
2750     if(!dep) {
2751     dep = arch_to_object(deparch);
2752     insert_ob_in_ob(dep, op);
2753     }
2754     lose_this_stat = 1;
2755     if (settings.balanced_stat_loss) {
2756     /* GD */
2757     /* Get the stat that we're about to deplete. */
2758     this_stat = get_attr_value(&(dep->stats), i);
2759     if (this_stat < 0) {
2760     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761     int keep_chance = this_stat * this_stat;
2762     /* Yes, I am paranoid. Sue me. */
2763     if (keep_chance < 1)
2764     keep_chance = 1;
2765    
2766     /* There is a maximum depletion total per level. */
2767     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768     lose_this_stat = 0;
2769     /* Take loss chance vs keep chance to see if we
2770     retain the stat. */
2771     } else {
2772     if (random_roll(0, loss_chance + keep_chance-1,
2773     op, PREFER_LOW) < keep_chance)
2774     lose_this_stat = 0;
2775     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776     this_stat, keep_chance, loss_chance,
2777     lose_this_stat?"LOSE":"KEEP"); */
2778     }
2779     }
2780     }
2781    
2782     if (lose_this_stat) {
2783     this_stat = get_attr_value(&(dep->stats), i);
2784     /* We could try to do something clever like find another
2785     * stat to reduce if this fails. But chances are, if
2786     * stats have been depleted to -50, all are pretty low
2787     * and should be roughly the same, so it shouldn't make a
2788     * difference.
2789     */
2790     if (this_stat>=-50) {
2791     change_attr_value(&(dep->stats), i, -1);
2792     SET_FLAG(dep, FLAG_APPLIED);
2793     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2794     fix_player(op);
2795     lost_a_stat = 1;
2796     }
2797     }
2798     }
2799     }
2800     /* If no stat lost, tell the player. */
2801     if (!lost_a_stat)
2802     {
2803     /* determine_god() seems to not work sometimes... why is this?
2804     Should I be using something else? GD */
2805     const char *god = determine_god(op);
2806     if (god && (strcmp(god, "none")))
2807     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2808     "moment you feel the holy presence of %s protecting"
2809     " you.", god);
2810     else
2811     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812     " feel a holy presence protecting you.");
2813     }
2814     #endif
2815     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816     " feel a holy presence protecting you from losing yourself completely.");
2817    
2818     /* Put a gravestone up where the character 'almost' died. List the
2819     * exp loss on the stone.
2820     */
2821     tmp=arch_to_object(find_archetype("gravestone"));
2822     sprintf(buf,"%s's gravestone",op->name);
2823     FREE_AND_COPY(tmp->name, buf);
2824     sprintf(buf,"%s's gravestones",op->name);
2825     FREE_AND_COPY(tmp->name_pl, buf);
2826     sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2827     "who was killed\n"
2828     "by %s.\n",
2829     op->name, op->contr->title,
2830     op->contr->killer);
2831     tmp->msg = add_string(buf);
2832     tmp->x=op->x,tmp->y=op->y;
2833     insert_ob_in_map (tmp, op->map, NULL,0);
2834    
2835     /**************************************/
2836     /* */
2837     /* Subtract the experience points, */
2838     /* if we died cause of food, give us */
2839     /* food, and reset HP's... */
2840     /* */
2841     /**************************************/
2842    
2843     /* remove any poisoning and confusion the character may be suffering.*/
2844     /* restore player */
2845     at = find_archetype("poisoning");
2846     tmp=present_arch_in_ob(at,op);
2847     if (tmp) {
2848     remove_ob(tmp);
2849     free_object(tmp);
2850     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2851     }
2852    
2853     at = find_archetype("confusion");
2854     tmp=present_arch_in_ob(at,op);
2855     if (tmp) {
2856     remove_ob(tmp);
2857     free_object(tmp);
2858     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2859     }
2860     cure_disease(op,0); /* remove any disease */
2861    
2862     /*add_exp(op, (op->stats.exp * -0.20)); */
2863     apply_death_exp_penalty(op);
2864     if(op->stats.food < 100) op->stats.food = 900;
2865     op->stats.hp = op->stats.maxhp;
2866     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2867     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2868    
2869     /*
2870     * Check to see if the player is in a shop. IF so, then check to see if
2871     * the player has any unpaid items. If so, remove them and put them back
2872     * in the map.
2873     */
2874    
2875     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876     if (tmp->type == SHOP_FLOOR) {
2877     remove_unpaid_objects(op->inv, op);
2878     break;
2879     }
2880     }
2881    
2882    
2883     /****************************************/
2884     /* */
2885     /* Move player to his current respawn- */
2886     /* position (usually last savebed) */
2887     /* */
2888     /****************************************/
2889    
2890     enter_player_savebed(op);
2891    
2892     /* Save the player before inserting the force to reduce
2893     * chance of abuse.
2894     */
2895     op->contr->braced=0;
2896     save_player(op,1);
2897    
2898     /* it is possible that the player has blown something up
2899     * at his savebed location, and that can have long lasting
2900     * spell effects. So first see if there is a spell effect
2901     * on the space that might harm the player.
2902     */
2903     will_kill_again=0;
2904     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2905     if (tmp->type ==SPELL_EFFECT)
2906     will_kill_again|=tmp->attacktype;
2907     }
2908     if (will_kill_again) {
2909     object *force;
2910     int at;
2911    
2912     force=get_archetype(FORCE_NAME);
2913     /* 50 ticks should be enough time for the spell to abate */
2914     force->speed=0.1;
2915     force->speed_left=-5.0;
2916     SET_FLAG(force, FLAG_APPLIED);
2917     for (at=0; at<NROFATTACKS; at++) {
2918     if (will_kill_again & (1 << at))
2919     force->resist[at] = 100;
2920     }
2921     insert_ob_in_ob(force, op);
2922     fix_player(op);
2923    
2924     }
2925     /**************************************/
2926     /* */
2927     /* Repaint the characters inv, and */
2928     /* stats, and show a nasty message ;) */
2929     /* */
2930     /**************************************/
2931    
2932     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2933     return;
2934     } /* NOT_PERMADETH */
2935     else {
2936     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937     * should probably be embedded in an else statement.
2938     */
2939    
2940     op->contr->party=NULL;
2941     if (settings.set_title == TRUE)
2942     op->contr->own_title[0]='\0';
2943     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944     check_score(op);
2945     if(op->contr->ranges[range_golem]!=NULL) {
2946     remove_friendly_object(op->contr->ranges[range_golem]);
2947     remove_ob(op->contr->ranges[range_golem]);
2948     free_object(op->contr->ranges[range_golem]);
2949     op->contr->ranges[range_golem]=NULL;
2950     op->contr->golem_count=0;
2951     }
2952     loot_object(op); /* Remove some of the items for good */
2953     remove_ob(op);
2954     op->direction=0;
2955    
2956     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957     delete_character(op->name,0);
2958     if (settings.resurrection == TRUE) {
2959     /* save playerfile sans equipment when player dies
2960     ** then save it as player.pl.dead so that future resurrection
2961     ** type spells will work on them nicely
2962     */
2963     delete_character(op->name,0);
2964     op->stats.hp = op->stats.maxhp;
2965     op->stats.food = 999;
2966    
2967     /* set the location of where the person will reappear when */
2968     /* maybe resurrection code should fix map also */
2969     strcpy(op->contr->maplevel, settings.emergency_mapname);
2970     if(op->map!=NULL)
2971     op->map = NULL;
2972     op->x = settings.emergency_x;
2973     op->y = settings.emergency_y;
2974     save_player(op,0);
2975     op->map = map;
2976     /* please see resurrection.c: peterm */
2977     dead_player(op);
2978     } else {
2979     delete_character(op->name,1);
2980     }
2981     }
2982     play_again(op);
2983    
2984     /* peterm: added to create a corpse at deathsite. */
2985     tmp=arch_to_object(find_archetype("corpse_pl"));
2986     sprintf(buf,"%s", op->name);
2987     FREE_AND_COPY(tmp->name, buf);
2988     FREE_AND_COPY(tmp->name_pl, buf);
2989     tmp->level=op->level;
2990     tmp->x=x;tmp->y=y;
2991     if (tmp->msg)
2992     free_string(tmp->msg);
2993     tmp->msg = add_string (gravestone_text(op));
2994     SET_FLAG (tmp, FLAG_UNIQUE);
2995     insert_ob_in_map (tmp, map, NULL,0);
2996     }
2997     }
2998    
2999    
3000     void loot_object(object *op) { /* Grab and destroy some treasure */
3001     object *tmp,*tmp2,*next;
3002    
3003     if (op->container) { /* close open sack first */
3004     esrv_apply_container (op, op->container);
3005     }
3006    
3007     for(tmp=op->inv;tmp!=NULL;tmp=next) {
3008     next=tmp->below;
3009     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3010     remove_ob(tmp);
3011     tmp->x=op->x,tmp->y=op->y;
3012     if (tmp->type == CONTAINER) { /* empty container to ground */
3013     loot_object(tmp);
3014     }
3015     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3016     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3017     if(tmp->nrof>1) {
3018     tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3019     free_object(tmp2);
3020     insert_ob_in_map(tmp,op->map,NULL,0);
3021     } else
3022     free_object(tmp);
3023     } else
3024     insert_ob_in_map(tmp,op->map,NULL,0);
3025     }
3026     }
3027    
3028     /*
3029     * fix_weight(): Check recursively the weight of all players, and fix
3030     * what needs to be fixed. Refresh windows and fix speed if anything
3031     * was changed.
3032     */
3033    
3034     void fix_weight(void) {
3035     player *pl;
3036     for (pl = first_player; pl != NULL; pl = pl->next) {
3037     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3038     if(old == sum)
3039     continue;
3040     fix_player(pl->ob);
3041     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3042     pl->ob->name, old, sum);
3043     }
3044     }
3045    
3046     void fix_luck(void) {
3047     player *pl;
3048     for (pl = first_player; pl != NULL; pl = pl->next)
3049     if (!pl->ob->contr->state)
3050     change_luck(pl->ob, 0);
3051     }
3052    
3053    
3054     /* cast_dust() - handles op throwing objects of type 'DUST'.
3055     * This is much simpler in the new spell code - we basically
3056     * just treat this as any other spell casting object.
3057     */
3058    
3059 elmex 1.2 void
3060     cast_dust (object * op, object * throw_ob, int dir)
3061     {
3062     object *skop, *spob;
3063    
3064     skop = find_skill_by_name (op, throw_ob->skill);
3065    
3066     /* casting POTION 'dusts' is really a use_magic_item skill */
3067     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068     {
3069     LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3070     op->name);
3071     return;
3072     }
3073    
3074     spob = throw_ob->inv;
3075    
3076     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3077     // not pass NULL to cast_spell (which did indeed check itself, but
3078     // errors should be reported as early as possible IMHO)
3079     if (!spob)
3080     {
3081     LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3082     throw_ob->name, op->name);
3083     return;
3084 elmex 1.1 }
3085    
3086 elmex 1.2 if (op->type == PLAYER)
3087     new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name);
3088    
3089     cast_spell (op, throw_ob, dir, spob, NULL);
3090    
3091     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3092     remove_ob (throw_ob);
3093     free_object (throw_ob);
3094 elmex 1.1 }
3095    
3096     void make_visible (object *op) {
3097     op->hide = 0;
3098     op->invisible = 0;
3099     if(op->type==PLAYER) {
3100     op->contr->tmp_invis = 0;
3101     if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3102     }
3103     update_object(op,UP_OBJ_FACE);
3104     }
3105    
3106     int is_true_undead(object *op) {
3107     object *tmp=NULL;
3108    
3109     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110    
3111     if(op->type==PLAYER)
3112     for(tmp=op->inv;tmp;tmp=tmp->below)
3113     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3114     if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3115     return 0;
3116     }
3117    
3118     /* look at the surrounding terrain to determine
3119     * the hideability of this object. Positive levels
3120     * indicate greater hideability.
3121     */
3122    
3123     int hideability(object *ob) {
3124     int i,level=0, mflag;
3125     sint16 x,y;
3126    
3127     if(!ob||!ob->map) return 0;
3128    
3129     /* so, on normal lighted maps, its hard to hide */
3130     level=ob->map->darkness - 2;
3131    
3132     /* this also picks up whether the object is glowing.
3133     * If you carry a light on a non-dark map, its not
3134     * as bad as carrying a light on a pitch dark map */
3135     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3136    
3137     /* scan through all nearby squares for terrain to hide in */
3138     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3139     mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3140     if (mflag & P_OUT_OF_MAP) { continue; }
3141     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3142     level += 2;
3143     else /* open terrain! */
3144     level -= 1;
3145     }
3146    
3147     #if 0
3148     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3149     #endif
3150     return level;
3151     }
3152    
3153     /* For Hidden creatures - a chance of becoming 'unhidden'
3154     * every time they move - as we subtract off 'invisibility'
3155     * AND, for players, if they move into a ridiculously unhideable
3156     * spot (surrounded by clear terrain in broad daylight). -b.t.
3157     */
3158    
3159     void do_hidden_move (object *op) {
3160     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3161     object *skop;
3162    
3163     if(!op || !op->map) return;
3164    
3165     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3166    
3167     /* its *extremely* hard to run and sneak/hide at the same time! */
3168     if(op->type==PLAYER && op->contr->run_on) {
3169     if(!skop || num >= skop->level) {
3170     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3171     make_visible(op);
3172     return;
3173     } else num += 20;
3174     }
3175     num += op->map->difficulty;
3176     hide = hideability(op); /* modify by terrain hidden level */
3177     num -= hide;
3178     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3179     make_visible(op);
3180     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3181     "You moved out of hiding! You are visible!");
3182     }
3183     else if (op->type == PLAYER && skop) {
3184     change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3185     }
3186     }
3187    
3188     /* determine if who is standing near a hostile creature. */
3189    
3190     int stand_near_hostile( object *who ) {
3191     object *tmp=NULL;
3192     int i,friendly=0,player=0, mflags;
3193     mapstruct *m;
3194     sint16 x,y;
3195    
3196     if(!who) return 0;
3197    
3198     if(who->type==PLAYER) player=1;
3199     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200    
3201     /* search adjacent squares */
3202     for(i=1;i<9;i++) {
3203     x = who->x+freearr_x[i];
3204     y = who->y+freearr_y[i];
3205     m = who->map;
3206     mflags = get_map_flags(m, &m, x, y, &x, &y);
3207     /* space must be blocked if there is a monster. If not
3208     * blocked, don't need to check this space.
3209     */
3210     if (mflags & P_OUT_OF_MAP) continue;
3211     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212    
3213     for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214     if((player||friendly)
3215     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216     return 1;
3217     else if(tmp->type==PLAYER)
3218     {
3219     /*don't let a hidden DM prevent you from hiding*/
3220     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221     return 1;
3222     }
3223     }
3224     }
3225     return 0;
3226     }
3227    
3228     /* check the player los field for viewability of the
3229     * object op. This function works fine for monsters,
3230     * but we dont worry if the object isnt the top one in
3231     * a pile (say a coin under a table would return "viewable"
3232     * by this routine). Another question, should we be
3233     * concerned with the direction the player is looking
3234     * in? Realistically, most of use cant see stuff behind
3235     * our backs...on the other hand, does the "facing" direction
3236     * imply the way your head, or body is facing? Its possible
3237     * for them to differ. Sigh, this fctn could get a bit more complex.
3238     * -b.t.
3239     * This function is now map tiling safe.
3240     */
3241    
3242     int player_can_view (object *pl,object *op) {
3243     rv_vector rv;
3244     int dx,dy;
3245    
3246     if(pl->type!=PLAYER) {
3247     LOG(llevError,"player_can_view() called for non-player object\n");
3248     return -1;
3249     }
3250     if (!pl || !op) return 0;
3251    
3252     if(op->head) { op = op->head; }
3253     get_rangevector(pl, op, &rv, 0x1);
3254    
3255     /* starting with the 'head' part, lets loop
3256     * through the object and find if it has any
3257     * part that is in the los array but isnt on
3258     * a blocked los square.
3259     * we use the archetype to figure out offsets.
3260     */
3261     while(op) {
3262     dx = rv.distance_x + op->arch->clone.x;
3263     dy = rv.distance_y + op->arch->clone.y;
3264    
3265     /* only the viewable area the player sees is updated by LOS
3266     * code, so we need to restrict ourselves to that range of values
3267     * for any meaningful values.
3268     */
3269     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272     return 1;
3273     op = op->more;
3274     }
3275     return 0;
3276     }
3277    
3278     /* routine for both players and monsters. We call this when
3279     * there is a possibility for our action distrubing our hiding
3280     * place or invisiblity spell. Artefact invisiblity is not
3281     * effected by this. If we arent invisible to begin with, we
3282     * return 0.
3283     */
3284     int action_makes_visible (object *op) {
3285    
3286     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3287     if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3288     return 0;
3289    
3290     if (op->contr && op->contr->tmp_invis == 0) return 0;
3291    
3292     /* If monsters, they should become visible */
3293     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3294     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3295     return 1;
3296     }
3297     }
3298     return 0;
3299     }
3300    
3301     /* op_on_battleground - checks if the given object op (usually
3302     * a player) is standing on a valid battleground-tile,
3303     * function returns TRUE/FALSE. If true x, y returns the battleground
3304     * -exit-coord. (and if x, y not NULL)
3305     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3306     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3307     * Default is to do the same as before, so only people wanting to have different points need worry about this
3308     */
3309     int op_on_battleground (object *op, int *x, int *y) {
3310     object *tmp;
3311    
3312     /* A battleground-tile needs the following attributes to be valid:
3313     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315     * and the exit-coordinates sp/hp must both be > 0.
3316     * => The intention here is to prevent abuse of the battleground-
3317     * feature (like pickable or hidden battleground tiles). */
3318     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3319     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3320     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321     strcmp(tmp->name, "battleground")==0 &&
3322     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3323     /*before we assign the exit, check if this is a teambattle*/
3324     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3325     object *invtmp;
3326     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3327     if(invtmp->type==FORCE && invtmp->slaying &&
3328     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3329     if (x != NULL && y != NULL)
3330     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3331     return 1;
3332     }
3333     }
3334     }
3335     if (x != NULL && y != NULL)
3336     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337     return 1;
3338     }
3339     }
3340     }
3341     /* If we got here, did not find a battleground */
3342     return 0;
3343     }
3344    
3345     /*
3346     * When a dragon-player gains a new stage of evolution,
3347     * he gets some treasure
3348     *
3349     * attributes:
3350     * object *who the dragon player
3351     * int atnr the attack-number of the ability focus
3352     * int level ability level
3353     */
3354     void dragon_ability_gain(object *who, int atnr, int level) {
3355     treasurelist *trlist = NULL; /* treasurelist */
3356     treasure *tr; /* treasure */
3357     object *tmp,*skop; /* tmp. object */
3358     object *item; /* treasure object */
3359     char buf[MAX_BUF]; /* tmp. string buffer */
3360     int i=0, j=0;
3361    
3362     /* get the appropriate treasurelist */
3363     if (atnr == ATNR_FIRE)
3364     trlist = find_treasurelist("dragon_ability_fire");
3365     else if (atnr == ATNR_COLD)
3366     trlist = find_treasurelist("dragon_ability_cold");
3367     else if (atnr == ATNR_ELECTRICITY)
3368     trlist = find_treasurelist("dragon_ability_elec");
3369     else if (atnr == ATNR_POISON)
3370     trlist = find_treasurelist("dragon_ability_poison");
3371    
3372     if (trlist == NULL || who->type != PLAYER)
3373     return;
3374    
3375     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3376     tr = tr->next, i++);
3377    
3378     if (tr == NULL || tr->item == NULL) {
3379     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3380     return;
3381     }
3382    
3383     /* everything seems okay - now bring on the gift: */
3384     item = &(tr->item->clone);
3385    
3386     if (item->type == SPELL) {
3387     if (check_spell_known (who, item->name))
3388     return;
3389    
3390     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3391     do_learn_spell (who, item, 0);
3392     return;
3393     }
3394    
3395     /* grant direct spell */
3396     if (item->type == SPELLBOOK) {
3397     if (!item->inv) {
3398     LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3399     item->name);
3400     return;
3401     }
3402     if (check_spell_known (who, item->inv->name))
3403     return;
3404     if (item->invisible) {
3405     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3406     do_learn_spell (who, item->inv, 0);
3407     return;
3408     }
3409     }
3410     else if (item->type == SKILL_TOOL && item->invisible) {
3411     if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3412    
3413     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414     * in this way, if the player is missing any of the attacktypes, he gets
3415     * them. As it is now, if the player has any that match the granted skill,
3416     * but not all of them, he gets nothing.
3417     */
3418     if (!(skop->attacktype & item->attacktype)) {
3419     /* Give new attacktype */
3420     skop->attacktype |= item->attacktype;
3421    
3422     /* always add physical if there's none */
3423     skop->attacktype |= AT_PHYSICAL;
3424    
3425     if (item->msg != NULL)
3426     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3427    
3428     /* Give player new face */
3429     if (item->animation_id) {
3430     who->face = skop->face;
3431     who->animation_id = item->animation_id;
3432     who->anim_speed = item->anim_speed;
3433     who->last_anim = 0;
3434     who->state = 0;
3435     animate_object(who, who->direction);
3436     }
3437     }
3438     }
3439     }
3440     else if (item->type == FORCE) {
3441     /* forces in the treasurelist can alter the player's stats */
3442     object *skin;
3443     /* first get the dragon skin force */
3444     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3445     skin=skin->below);
3446     if (skin == NULL) return;
3447    
3448     /* adding new spellpath attunements */
3449     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3450     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451    
3452     /* print message */
3453     sprintf(buf, "You feel attuned to ");
3454     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3455     if(item->path_attuned & (1<<i)) {
3456     if (j)
3457     strcat(buf," and ");
3458     else
3459     j = 1;
3460     strcat(buf, spellpathnames[i]);
3461     }
3462     }
3463     strcat(buf,".");
3464     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3465     }
3466    
3467     /* evtl. adding flags: */
3468     if(QUERY_FLAG(item, FLAG_XRAYS))
3469     SET_FLAG(skin, FLAG_XRAYS);
3470     if(QUERY_FLAG(item, FLAG_STEALTH))
3471     SET_FLAG(skin, FLAG_STEALTH);
3472     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3473     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3474    
3475     /* print message if there is one */
3476     if (item->msg != NULL)
3477     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3478     }
3479     else {
3480     /* generate misc. treasure */
3481     tmp = arch_to_object (tr->item);
3482     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3483     tmp = insert_ob_in_ob (tmp, who);
3484     if (who->type == PLAYER)
3485     esrv_send_item(who, tmp);
3486     }
3487     }
3488    
3489     /**
3490     * Unready an object for a player. This function does nothing if the object was
3491     * not readied.
3492     */
3493     void player_unready_range_ob(player *pl, object *ob) {
3494     rangetype i;
3495    
3496     for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3497     if (pl->ranges[i] == ob) {
3498     pl->ranges[i] = NULL;
3499     if (pl->shoottype == i) {
3500     pl->shoottype = range_none;
3501     }
3502     }
3503     }
3504     }