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Revision: 1.70
Committed: Tue Dec 26 20:04:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.69: +14 -26 lines
Log Message:
- added maptile->insert and object->insert_at methods that might
  make code using it clearer.
- replaced some insert_ob_in_map calls.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.23 The author can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25 pippijn 1.31 #include <pwd.h>
26 root 1.38 #include <sproto.h>
27 elmex 1.1 #include <sounds.h>
28     #include <living.h>
29     #include <object.h>
30     #include <spells.h>
31     #include <skills.h>
32    
33 root 1.54 #include <algorithm>
34     #include <functional>
35 elmex 1.1
36 root 1.18 player *
37     find_player (const char *plname)
38 elmex 1.1 {
39 root 1.61 for_all_players (pl)
40 root 1.54 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41     return pl;
42 root 1.53
43     return 0;
44 elmex 1.1 }
45    
46 root 1.18 void
47     display_motd (const object *op)
48     {
49     char buf[MAX_BUF];
50     char motd[HUGE_BUF];
51     FILE *fp;
52     int comp;
53     int size;
54 elmex 1.1
55 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 root 1.44 return;
58    
59 root 1.18 motd[0] = '\0';
60     size = 0;
61 root 1.44
62 root 1.53 while (fgets (buf, MAX_BUF, fp))
63 root 1.18 {
64     if (*buf == '#')
65     continue;
66 root 1.44
67 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
68     size += strlen (buf);
69 elmex 1.1 }
70 root 1.44
71 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72     close_and_delete (fp, comp);
73 elmex 1.1 }
74    
75 root 1.18 void
76     send_rules (const object *op)
77     {
78     char buf[MAX_BUF];
79     char rules[HUGE_BUF];
80     FILE *fp;
81     int comp;
82     int size;
83    
84     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 root 1.44 return;
87    
88 root 1.18 rules[0] = '\0';
89     size = 0;
90 root 1.44
91 root 1.53 while (fgets (buf, MAX_BUF, fp))
92 root 1.18 {
93     if (*buf == '#')
94 elmex 1.1 continue;
95 root 1.44
96 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
97     {
98     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 elmex 1.1 break;
100 root 1.18 }
101 root 1.44
102 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
103     size += strlen (buf);
104 elmex 1.1 }
105 root 1.44
106 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107     close_and_delete (fp, comp);
108 elmex 1.1 }
109    
110 root 1.18 void
111     send_news (const object *op)
112     {
113     char buf[MAX_BUF];
114     char news[HUGE_BUF];
115     char subject[MAX_BUF];
116     FILE *fp;
117     int comp;
118     int size;
119    
120     sprintf (buf, "%s/%s", settings.confdir, settings.news);
121     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122     return;
123 root 1.44
124 root 1.18 news[0] = '\0';
125     subject[0] = '\0';
126     size = 0;
127 root 1.44
128 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
129     {
130     if (*buf == '#')
131     continue;
132 root 1.44
133 root 1.18 if (*buf == '%')
134     { /* send one news */
135     if (size > 0)
136     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137     strcpy (subject, buf + 1);
138     strip_endline (subject);
139     size = 0;
140     news[0] = '\0';
141     }
142     else
143     {
144     if (size + strlen (buf) >= HUGE_BUF)
145     {
146     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 elmex 1.1 break;
148 root 1.18 }
149     strncat (news + size, buf, HUGE_BUF - size);
150     size += strlen (buf);
151     }
152 elmex 1.1 }
153 root 1.18
154     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156     close_and_delete (fp, comp);
157 elmex 1.1 }
158    
159 root 1.54 /* This loads the first map an puts the player on it. */
160     static void
161     set_first_map (object *op)
162     {
163     strcpy (op->contr->maplevel, first_map_path);
164     op->x = -1;
165     op->y = -1;
166     enter_exit (op, 0);
167     }
168    
169 root 1.56 // connect the player with a specific client
170     // also changed, rationalises, and fixes some incorrect settings
171 root 1.54 void
172     player::connect (client *ns)
173 root 1.18 {
174 root 1.54 this->ns = ns;
175     ns->pl = this;
176    
177     next = first_player;
178     first_player = this;
179    
180     ns->update_look = 0;
181     ns->look_position = 0;
182    
183     clear_los (ob);
184    
185 root 1.57 /* make sure he's a player -- needed because of class change. */
186 root 1.54 ob->type = PLAYER; // we are paranoid
187     ob->race = ob->arch->clone.race;
188 elmex 1.1
189 root 1.56 if (!legal_range (ob, shoottype))
190     shoottype = range_none;
191 root 1.44
192 root 1.54 ob->carrying = sum_weight (ob);
193     link_player_skills (ob);
194 elmex 1.1
195 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 root 1.67 ob->set_speed (ob->speed);
197 elmex 1.1
198 root 1.54 assign (title, ob->arch->clone.name);
199 root 1.15
200 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201     * from the class, and not race. I don't see any way to get the class information
202     * to then update this. I don't think this will actually break anything - anyone
203     * that can use armour should be able to use a shield. What this may 'break'
204     * are features new characters get, eg, if someone starts up with a Q, they
205     * should be able to use a shield. However, old Q's won't get that advantage.
206 root 1.15 */
207 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208     SET_FLAG (ob, FLAG_USE_SHIELD);
209    
210     /* if it's a dragon player, set the correct title here */
211     if (is_dragon_pl (ob))
212     {
213     object *tmp, *abil = 0, *skin = 0;
214    
215     shstr_cmp dragon_ability_force ("dragon_ability_force");
216     shstr_cmp dragon_skin_force ("dragon_skin_force");
217    
218     for (tmp = ob->inv; tmp; tmp = tmp->below)
219     if (tmp->type == FORCE)
220     if (tmp->arch->name == dragon_ability_force)
221     abil = tmp;
222     else if (tmp->arch->name == dragon_skin_force)
223     skin = tmp;
224    
225     set_dragon_name (ob, abil, skin);
226     }
227    
228     CLEAR_FLAG (ob, FLAG_FRIENDLY);
229     add_friendly_object (ob);
230    
231     LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232 root 1.15
233 root 1.54 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235    
236 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
237    
238     ob->update_stats ();
239 root 1.54 ns->floorbox_update ();
240    
241     esrv_send_inventory (ob, ob);
242     esrv_add_spells (this, 0);
243    
244     enter_exit (ob, 0);
245    
246 root 1.59 send_rules (ob);
247     send_news (ob);
248     display_motd (ob);
249 root 1.54 INVOKE_PLAYER (LOGIN, this);
250     }
251 elmex 1.1
252 root 1.62 void
253     player::disconnect ()
254     {
255     //TODO: don't be so harsh and destroy :)
256 root 1.63 if (ns)
257     destroy ();
258 root 1.62 }
259    
260 root 1.54 // the need for this function can be explained
261     // by load_object not returning the object
262     void
263     player::set_object (object *op)
264     {
265     ob = op;
266     ob->contr = this; /* this aren't yet in archetype */
267 root 1.15
268 root 1.54 ob->speed_left = 0.5;
269     ob->speed = 1.0;
270     ob->direction = 5; /* So player faces south */
271     ob->stats.wc = 2;
272     ob->run_away = 25; /* Then we panick... */
273 root 1.15
274 root 1.54 set_first_map (ob);
275 root 1.15
276 root 1.54 ob->roll_stats ();
277     }
278 root 1.15
279 root 1.54 player::player ()
280     {
281     /* There are some elements we want initialized to non zero value -
282     * we deal with that below this point.
283     */
284     outputs_sync = 16; /* Every 2 seconds */
285     outputs_count = 8; /* Keeps present behaviour */
286     unapply = unapply_nochoice;
287    
288     assign (savebed_map, first_map_path); /* Init. respawn position */
289    
290     gen_sp_armour = 10;
291     last_speed = -1;
292     shoottype = range_none;
293     bowtype = bow_normal;
294     petmode = pet_normal;
295     listening = 10;
296     usekeys = containers;
297     last_weapon_sp = -1;
298     peaceful = 1; /* default peaceful */
299     do_los = 1;
300 root 1.15
301     /* we need to clear these to -1 and not zero - otherwise,
302     * if a player quits and starts a new character, we wont
303     * send new values to the client, as things like exp start
304     * at zero.
305     */
306 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
307     last_skill_exp[i] = -1;
308    
309     for (int i = 0; i < NROFATTACKS; i++)
310     last_resist[i] = -1;
311    
312     last_stats.exp = -1;
313     last_weight = (uint32) - 1;
314     }
315    
316 root 1.62 void
317     player::do_destroy ()
318 root 1.54 {
319 root 1.62 attachable::do_destroy ();
320    
321 root 1.66 save (false);
322     enable_save = false;
323    
324 root 1.62 disconnect ();
325    
326 root 1.54 terminate_all_pets (ob);
327    
328     if (first_player != this)
329 root 1.15 {
330 root 1.54 player *prev = first_player;
331    
332     while (prev && prev->next && prev->next != this)
333     prev = prev->next;
334 root 1.38
335 root 1.54 if (prev->next != this)
336     {
337     LOG (llevError, "Free_player: Can't find previous player.\n");
338     abort ();
339     }
340 root 1.38
341 root 1.54 prev->next = next;
342     }
343     else
344     first_player = next;
345 root 1.15
346 root 1.54 if (ob)
347 root 1.69 {
348     ob->destroy_inv (false);
349     ob->destroy ();
350     }
351 root 1.38
352 root 1.54 if (ns)
353     {
354 root 1.63 client *ns = this->ns;
355 root 1.54 ns->send_packet ("goodbye");
356     ns->flush ();
357     ns->pl = 0;
358 root 1.63 this->ns = 0;
359 root 1.54 ns->destroy ();
360     }
361 root 1.62 }
362    
363     player::~player ()
364     {
365 root 1.54 /* Clear item stack */
366     free (stack_items);
367 elmex 1.1 }
368    
369 root 1.54 /* Tries to add player on the connection passed in ns.
370 elmex 1.1 * All we can really get in this is some settings like host and display
371     * mode.
372     */
373 root 1.54 player *
374     player::create ()
375 root 1.18 {
376 root 1.54 player *pl = new player;
377 root 1.38
378 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
379 root 1.26
380 root 1.54 return pl;
381 elmex 1.1 }
382    
383     /*
384     * get_player_archetype() return next player archetype from archetype
385     * list. Not very efficient routine, but used only creating new players.
386     * Note: there MUST be at least one player archetype!
387     */
388 root 1.18 archetype *
389     get_player_archetype (archetype *at)
390 elmex 1.1 {
391 root 1.18 archetype *start = at;
392    
393     for (;;)
394     {
395     if (at == NULL || at->next == NULL)
396     at = first_archetype;
397     else
398     at = at->next;
399 root 1.46
400 root 1.18 if (at->clone.type == PLAYER)
401     return at;
402 root 1.46
403 root 1.18 if (at == start)
404     {
405     LOG (llevError, "No Player archetypes\n");
406     exit (-1);
407 root 1.11 }
408 elmex 1.1 }
409     }
410    
411 root 1.18 object *
412     get_nearest_player (object *mon)
413     {
414     object *op = NULL;
415     objectlink *ol;
416     unsigned lastdist;
417     rv_vector rv;
418    
419     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
420     {
421     /* We should not find free objects on this friendly list, but it
422     * does periodically happen. Given that, lets deal with it.
423     * While unlikely, it is possible the next object on the friendly
424     * list is also free, so encapsulate this in a while loop.
425     */
426     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427     {
428     object *tmp = ol->ob;
429    
430     /* Can't do much more other than log the fact, because the object
431     * itself will have been cleared.
432     */
433     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
434     ol = ol->next;
435     remove_friendly_object (tmp);
436     if (!ol)
437     return op;
438     }
439 root 1.11
440 root 1.18 /* Remove special check for player from this. First, it looks to cause
441     * some crashes (ol->ob->contr not set properly?), but secondly, a more
442     * complicated method of state checking would be needed in any case -
443     * as it was, a clever player could type quit, and the function would
444     * skip them over while waiting for confirmation. Remove
445     * on_same_map check, as can_detect_enemy also does this
446     */
447     if (!can_detect_enemy (mon, ol->ob, &rv))
448     continue;
449 root 1.11
450 root 1.18 if (lastdist > rv.distance)
451     {
452     op = ol->ob;
453     lastdist = rv.distance;
454 root 1.11 }
455 elmex 1.1 }
456 root 1.61
457     for_all_players (pl)
458     if (can_detect_enemy (mon, pl->ob, &rv))
459     if (lastdist > rv.distance)
460 root 1.18 {
461 root 1.61 op = pl->ob;
462     lastdist = rv.distance;
463     }
464 elmex 1.1
465     #if 0
466 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
467 elmex 1.1 #endif
468 root 1.18 return op;
469 elmex 1.1 }
470    
471     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
472     * result in a monster paths backtracking. It basically determines how large a
473     * detour a monster will take from the direction path when looking
474     * for a path to the player. The values are in the amount of direction
475     * the deviation is
476     */
477     #define DETOUR_AMOUNT 2
478    
479     /* This is used to prevent infinite loops. Consider a case where the
480     * player is in a chamber (with gate closed), and monsters are outside.
481     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
482     * find a path into the chamber. This is a good thing, but since there
483     * is no real path, it will just keep circling the chamber for
484     * ever (this could be a nice effect for monsters, but not for the function
485     * to get stuck in. I think for the monsters, if max is reached and
486     * we return the first direction the creature could move would result in the
487     * circling behaviour. Unfortunately, this function is also used to determined
488     * if the creature should cast a spell, so returning a direction in that case
489     * is probably not a good thing.
490     */
491     #define MAX_SPACES 50
492    
493     /*
494     * Returns the direction to the player, if valid. Returns 0 otherwise.
495     * modified to verify there is a path to the player. Does this by stepping towards
496     * player and if path is blocked then see if blockage is close enough to player that
497     * direction to player is changed (ie zig or zag). Continue zig zag until either
498     * reach player or path is blocked. Thus, will only return true if there is a free
499     * path to player. Though path may not be a straight line. Note that it will find
500     * player hiding along a corridor at right angles to the corridor with the monster.
501     *
502     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
503     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
504     * down corriders.
505     * 2) I think the old code was broken if the first direction the monster
506     * should move was blocked - the code would store the first direction without
507     * verifying that the player can actually move in that direction. The new
508     * code does not store anything in firstdir until we have verified that the
509     * monster can in fact move one space in that direction.
510     * 3) I'm not sure how good this code will be for moving multipart monsters,
511     * since only simple checks to blocked are being called, which could mean the monster
512     * is blocking itself.
513     */
514 root 1.18 int
515     path_to_player (object *mon, object *pl, unsigned mindiff)
516     {
517     rv_vector rv;
518     sint16 x, y;
519     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
520 root 1.25 maptile *m, *lastmap;
521 root 1.18
522     get_rangevector (mon, pl, &rv, 0);
523    
524     if (rv.distance < mindiff)
525     return 0;
526    
527     x = mon->x;
528     y = mon->y;
529     m = mon->map;
530     dir = rv.direction;
531     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
533     /* If we can't solve it within the search distance, return now. */
534     if (diff > max)
535     return 0;
536     while (diff > 1 && max > 0)
537     {
538     lastx = x;
539     lasty = y;
540     lastmap = m;
541     x = lastx + freearr_x[dir];
542     y = lasty + freearr_y[dir];
543    
544     mflags = get_map_flags (m, &m, x, y, &x, &y);
545     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
546    
547     /* Space is blocked - try changing direction a little */
548     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
549     && (m == mon->map && blocked_link (mon, m, x, y))))
550     {
551     /* recalculate direction from last good location. Possible
552     * we were not traversing ideal location before.
553     */
554     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
555     if (rv.direction != dir)
556     {
557     /* OK - says direction should be different - lets reset the
558     * the values so it will try again.
559     */
560     x = lastx;
561     y = lasty;
562     m = lastmap;
563     dir = firstdir = rv.direction;
564     }
565     else
566     {
567     /* direct path is blocked - try taking a side step to
568     * either the left or right.
569     * Note increase the values in the loop below to be
570     * more than -1/1 respectively will mean the monster takes
571     * bigger detour. Have to be careful about these values getting
572     * too big (3 or maybe 4 or higher) as the monster may just try
573     * stepping back and forth
574     */
575     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576     {
577     if (i == 0)
578     continue; /* already did this, so skip it */
579     /* Use lastdir here - otherwise,
580     * since the direction that the creature should move in
581     * may change, you could get infinite loops.
582     * ie, player is northwest, but monster can only
583     * move west, so it does that. It goes some distance,
584     * gets blocked, finds that it should move north,
585     * can't do that, but now finds it can move east, and
586     * gets back to its original point. lastdir contains
587     * the last direction the creature has successfully
588     * moved.
589     */
590    
591     x = lastx + freearr_x[absdir (lastdir + i)];
592     y = lasty + freearr_y[absdir (lastdir + i)];
593     m = lastmap;
594     mflags = get_map_flags (m, &m, x, y, &x, &y);
595     if (mflags & P_OUT_OF_MAP)
596     continue;
597     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
598     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
599     continue;
600     if (mflags & P_BLOCKSVIEW)
601     continue;
602    
603     if (m == mon->map && blocked_link (mon, m, x, y))
604     break;
605     }
606     /* go through entire loop without finding a valid
607     * sidestep to take - thus, no valid path.
608     */
609     if (i == (DETOUR_AMOUNT + 1))
610     return 0;
611     diff--;
612     lastdir = dir;
613     max--;
614     if (!firstdir)
615     firstdir = dir + i;
616     } /* else check alternate directions */
617     } /* if blocked */
618     else
619     {
620     /* we moved towards creature, so diff is less */
621     diff--;
622     max--;
623     lastdir = dir;
624     if (!firstdir)
625     firstdir = dir;
626     }
627     if (diff <= 1)
628     {
629     /* Recalculate diff (distance) because we may not have actually
630     * headed toward player for entire distance.
631     */
632     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
634     }
635     if (diff > max)
636     return 0;
637     }
638     /* If we reached the max, didn't find a direction in time */
639     if (!max)
640     return 0;
641    
642     return firstdir;
643     }
644    
645     void
646     give_initial_items (object *pl, treasurelist * items)
647     {
648     object *op, *next = NULL;
649    
650     if (pl->randomitems != NULL)
651     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652    
653     for (op = pl->inv; op; op = next)
654     {
655     next = op->below;
656    
657     /* Forces get applied per default, unless they have the
658     * flag "neutral" set. Sorry but I can't think of a better way
659     */
660     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
661     SET_FLAG (op, FLAG_APPLIED);
662    
663     /* we never give weapons/armour if these cannot be used
664     * by this player due to race restrictions
665     */
666     if (pl->type == PLAYER)
667     {
668     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
669     (op->type == ARMOUR || op->type == BOOTS ||
670     op->type == CLOAK || op->type == HELMET ||
671     op->type == SHIELD || op->type == GLOVES ||
672     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673     {
674 root 1.33 op->destroy ();
675 root 1.18 continue;
676     }
677 root 1.11 }
678    
679 root 1.18 /* This really needs to be better - we should really give
680     * a substitute spellbook. The problem is that we don't really
681     * have a good idea what to replace it with (need something like
682     * a first level treasurelist for each skill.)
683     * remove duplicate skills also
684     */
685     if (op->type == SPELLBOOK || op->type == SKILL)
686     {
687     object *tmp;
688 elmex 1.1
689 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
690     if (tmp->type == op->type && tmp->name == op->name)
691     break;
692 root 1.11
693 root 1.18 if (tmp)
694     {
695 root 1.33 op->destroy ();
696 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
697     continue;
698 root 1.11 }
699 root 1.33
700 root 1.18 if (op->nrof > 1)
701     op->nrof = 1;
702 root 1.11 }
703 elmex 1.1
704 root 1.18 if (op->type == SPELLBOOK && op->inv)
705     {
706     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 root 1.11 }
708    
709 root 1.18 /* Give starting characters identified, uncursed, and undamned
710     * items. Just don't identify gold or silver, or it won't be
711     * merged properly.
712     */
713     if (need_identify (op))
714     {
715     SET_FLAG (op, FLAG_IDENTIFIED);
716     CLEAR_FLAG (op, FLAG_CURSED);
717     CLEAR_FLAG (op, FLAG_DAMNED);
718     }
719     if (op->type == SPELL)
720     {
721 root 1.33 op->destroy ();
722 root 1.18 continue;
723     }
724     else if (op->type == SKILL)
725     {
726     SET_FLAG (op, FLAG_CAN_USE_SKILL);
727     op->stats.exp = 0;
728     op->level = 1;
729 root 1.11 }
730 root 1.18 /* lock all 'normal items by default */
731     else
732     SET_FLAG (op, FLAG_INV_LOCKED);
733     } /* for loop of objects in player inv */
734    
735     /* Need to set up the skill pointers */
736     link_player_skills (pl);
737     }
738    
739     void
740     get_party_password (object *op, partylist *party)
741     {
742     if (party == NULL)
743     {
744     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
745     return;
746 elmex 1.1 }
747 root 1.54
748 root 1.18 op->contr->write_buf[0] = '\0';
749 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
750 root 1.18 op->contr->party_to_join = party;
751 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
752 elmex 1.1 }
753    
754     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
755 root 1.54 static int
756 root 1.18 roll_stat (void)
757     {
758     int a[4], i, j, k;
759    
760     for (i = 0; i < 4; i++)
761     a[i] = (int) RANDOM () % 6 + 1;
762    
763     for (i = 0, j = 0, k = 7; i < 4; i++)
764     if (a[i] < k)
765     k = a[i], j = i;
766    
767     for (i = 0, k = 0; i < 4; i++)
768 root 1.54 if (i != j)
769     k += a[i];
770    
771 root 1.18 return k;
772     }
773    
774     void
775 root 1.54 object::roll_stats ()
776 root 1.18 {
777 root 1.54 int statsort [7];
778 root 1.18
779 root 1.54 for (;;)
780 root 1.18 {
781 root 1.54 int sum = 0;
782     for (int i = 7; i--; )
783     sum += statsort [i] = roll_stat ();
784    
785     if (sum >= 82 && sum <= 116)
786     break;
787 root 1.18 }
788    
789 root 1.54 // Sort the stats so that rerolling is easier...
790     std::sort (statsort, statsort + 7, std::greater<int>());
791 root 1.18
792 root 1.54 stats.Str = statsort[0];
793     stats.Dex = statsort[1];
794     stats.Con = statsort[2];
795     stats.Int = statsort[3];
796     stats.Wis = statsort[4];
797     stats.Pow = statsort[5];
798     stats.Cha = statsort[6];
799 root 1.18
800 root 1.54 stats.exp = 0;
801     stats.ac = 0;
802 root 1.18
803 root 1.54 stats.hp = stats.maxhp;
804     stats.sp = stats.maxsp;
805     stats.grace = stats.maxgrace;
806 root 1.18
807 root 1.54 if (contr)
808     {
809     contr->levhp[1] = 9;
810     contr->levsp[1] = 6;
811     contr->levgrace[1] = 3;
812 root 1.18
813 root 1.54 contr->orig_stats = stats;
814     }
815 root 1.18 }
816    
817     void
818 root 1.54 object::swap_stats (int a, int b)
819 root 1.18 {
820 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
821     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822     set_attr_value (&contr->orig_stats, b, tmp);
823 elmex 1.1
824 root 1.54 stats.Str = contr->orig_stats.Str;
825     stats.Dex = contr->orig_stats.Dex;
826     stats.Con = contr->orig_stats.Con;
827     stats.Int = contr->orig_stats.Int;
828     stats.Wis = contr->orig_stats.Wis;
829     stats.Pow = contr->orig_stats.Pow;
830     stats.Cha = contr->orig_stats.Cha;
831 elmex 1.1
832 root 1.54 //TODO: the following code looks so borked and should, at the very least,
833     // be merged with the similar code in roll_stats
834     stats.ac = 0;
835 elmex 1.1
836 root 1.54 level = 1;
837     stats.exp = 0;
838     stats.ac = 0;
839 elmex 1.1
840 root 1.54 stats.hp = stats.maxhp;
841     stats.sp = stats.maxsp;
842     stats.grace = stats.maxgrace;
843 elmex 1.1
844 root 1.54 if (contr)
845 root 1.18 {
846 root 1.54 contr->levhp[1] = 9;
847     contr->levsp[1] = 6;
848     contr->levgrace[1] = 3;
849 root 1.18
850 root 1.54 contr->orig_stats = stats;
851 elmex 1.1 }
852     }
853    
854     /* This function takes the key that is passed, and does the
855     * appropriate action with it (change race, or other things).
856     * The function name is for historical reasons - now we have
857     * separate race and class; this actually changes the RACE,
858     * not the class.
859     */
860 root 1.18 int
861     key_change_class (object *op, char key)
862 elmex 1.1 {
863 root 1.18 int tmp_loop;
864 elmex 1.1
865 root 1.18 if (key == 'd' || key == 'D')
866     {
867     char buf[MAX_BUF];
868 elmex 1.1
869 root 1.18 /* this must before then initial items are given */
870     esrv_new_player (op->contr, op->weight + op->carrying);
871 elmex 1.36
872     treasurelist *tl = find_treasurelist ("starting_wealth");
873     if (tl)
874     create_treasure (tl, op, 0, 0, 0);
875 elmex 1.1
876 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
877     INVOKE_PLAYER (LOGIN, op->contr);
878 elmex 1.1
879 root 1.52 op->contr->ns->state = ST_PLAYING;
880 root 1.11
881 root 1.18 if (op->msg)
882     op->msg = NULL;
883 elmex 1.1
884 root 1.18 /* We create this now because some of the unique maps will need it
885     * to save here.
886     */
887     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
888     make_path_to_file (buf);
889 elmex 1.1
890     #ifdef AUTOSAVE
891 root 1.18 op->contr->last_save_tick = pticks;
892 elmex 1.1 #endif
893 root 1.18 start_info (op);
894     CLEAR_FLAG (op, FLAG_WIZ);
895     give_initial_items (op, op->randomitems);
896     link_player_skills (op);
897     esrv_send_inventory (op, op);
898 root 1.54 op->update_stats ();
899 elmex 1.1
900 root 1.18 /* This moves the player to a different start map, if there
901     * is one for this race
902     */
903     if (*first_map_ext_path)
904     {
905     object *tmp;
906     char mapname[MAX_BUF];
907    
908     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
909 root 1.33 tmp = object::create ();
910 root 1.18 EXIT_PATH (tmp) = mapname;
911     EXIT_X (tmp) = op->x;
912     EXIT_Y (tmp) = op->y;
913     enter_exit (op, tmp); /* we don't really care if it succeeded;
914 elmex 1.1 * if the map isn't there, then stay on the
915     * default initial map */
916 root 1.33 tmp->destroy ();
917 elmex 1.1 }
918 root 1.18 else
919 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
920    
921 root 1.18 return 0;
922 elmex 1.1 }
923    
924 root 1.18 /* Following actually changes the race - this is the default command
925     * if we don't match with one of the options above.
926     */
927    
928     tmp_loop = 0;
929     while (!tmp_loop)
930     {
931     shstr name = op->name;
932     int x = op->x, y = op->y;
933    
934 root 1.54 op->remove_statbonus ();
935 root 1.32 op->remove ();
936 root 1.18 op->arch = get_player_archetype (op->arch);
937 root 1.33 op->arch->clone.copy_to (op);
938 root 1.18 op->instantiate ();
939     op->stats = op->contr->orig_stats;
940     op->name = op->name_pl = name;
941     op->x = x;
942     op->y = y;
943     SET_ANIMATION (op, 2); /* So player faces south */
944     insert_ob_in_map (op, op->map, op, 0);
945 root 1.21 assign (op->contr->title, op->arch->clone.name);
946 root 1.54 op->add_statbonus ();
947 root 1.18 tmp_loop = allowed_class (op);
948     }
949 root 1.19
950 root 1.18 update_object (op, UP_OBJ_FACE);
951     esrv_update_item (UPD_FACE, op, op);
952 root 1.54 op->update_stats ();
953 root 1.18 op->stats.hp = op->stats.maxhp;
954     op->stats.sp = op->stats.maxsp;
955     op->stats.grace = 0;
956 root 1.21
957 root 1.18 if (op->msg)
958     new_draw_info (NDI_BLUE, 0, op, op->msg);
959 root 1.21
960 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 root 1.18 return 0;
962 elmex 1.1 }
963    
964 root 1.18 int
965     key_confirm_quit (object *op, char key)
966 elmex 1.1 {
967 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968     {
969 root 1.52 op->contr->ns->state = ST_PLAYING;
970 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971     return 1;
972 elmex 1.1 }
973    
974 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
975     INVOKE_PLAYER (QUIT, op->contr);
976 root 1.3
977 root 1.65 op->contr->enable_save = false;
978    
979 root 1.18 terminate_all_pets (op);
980     leave_map (op);
981     op->direction = 0;
982     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983    
984     strcpy (op->contr->killer, "quit");
985     check_score (op);
986 root 1.54 op->contr->party = 0;
987     op->contr->own_title[0] = '\0';
988    
989     object_ptr ob = op;
990 root 1.18
991 root 1.54 /* We need to hunt for any per player unique maps in memory and
992     * get rid of them. The trailing slash in the path is intentional,
993     * so that players named 'Ab' won't match against players 'Abe' pathname
994     */
995     char buf[MAX_BUF];
996     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997    
998     for (maptile *next, *mp = first_map; mp; mp = next)
999 root 1.18 {
1000 root 1.54 next = mp->next;
1001 root 1.18
1002 root 1.54 if (!strncmp (mp->path, buf, strlen (buf)))
1003     delete_map (mp);
1004     }
1005 root 1.18
1006 root 1.54 delete_character (ob->name, 1);
1007 root 1.65 ob->contr->destroy ();
1008 root 1.19
1009 root 1.18 return 1;
1010 elmex 1.1 }
1011    
1012 root 1.18 void
1013     flee_player (object *op)
1014     {
1015     int dir, diff;
1016     rv_vector rv;
1017    
1018     if (op->stats.hp < 0)
1019     {
1020     LOG (llevDebug, "Fleeing player is dead.\n");
1021     CLEAR_FLAG (op, FLAG_SCARED);
1022     return;
1023 elmex 1.1 }
1024    
1025 root 1.18 if (op->enemy == NULL)
1026     {
1027     LOG (llevDebug, "Fleeing player had no enemy.\n");
1028     CLEAR_FLAG (op, FLAG_SCARED);
1029     return;
1030 elmex 1.1 }
1031    
1032 root 1.18 /* Seen some crashes here. Since we don't store an
1033     * op->enemy_count, it is possible that something destroys the
1034     * actual enemy, and the object is recycled.
1035     */
1036     if (op->enemy->map == NULL)
1037     {
1038     CLEAR_FLAG (op, FLAG_SCARED);
1039     op->enemy = NULL;
1040     return;
1041 elmex 1.1 }
1042    
1043 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1044     {
1045     op->enemy = NULL;
1046     CLEAR_FLAG (op, FLAG_SCARED);
1047     return;
1048 elmex 1.1 }
1049 root 1.49
1050 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1051    
1052     dir = absdir (4 + rv.direction);
1053     for (diff = 0; diff < 3; diff++)
1054     {
1055     int m = 1 - (RANDOM () & 2);
1056 elmex 1.1
1057 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1058 root 1.49 return;
1059 elmex 1.1 }
1060 root 1.49
1061 root 1.18 /* Cornered, get rid of scared */
1062     CLEAR_FLAG (op, FLAG_SCARED);
1063     op->enemy = NULL;
1064 elmex 1.1 }
1065    
1066    
1067     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1068     * IT returns 1 if the player should keep on moving, 0 if he should
1069     * stop.
1070     */
1071 root 1.18 int
1072     check_pick (object *op)
1073     {
1074 elmex 1.1 object *tmp, *next;
1075     int stop = 0;
1076     int j, k, wvratio;
1077     char putstring[128], tmpstr[16];
1078    
1079     /* if you're flying, you cna't pick up anything */
1080     if (op->move_type & MOVE_FLYING)
1081     return 1;
1082    
1083     next = op->below;
1084    
1085     /* loop while there are items on the floor that are not marked as
1086     * destroyed */
1087 root 1.24 while (next && !next->destroyed ())
1088 root 1.18 {
1089     tmp = next;
1090     next = tmp->below;
1091 elmex 1.1
1092 root 1.24 if (op->destroyed ())
1093 elmex 1.1 return 0;
1094    
1095 root 1.18 if (!can_pick (op, tmp))
1096     continue;
1097 elmex 1.1
1098 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1099     {
1100     if (item_matched_string (op, tmp, op->contr->search_str))
1101     pick_up (op, tmp);
1102     continue;
1103 root 1.11 }
1104    
1105 root 1.18 /* high not bit set? We're using the old autopickup model */
1106     if (!(op->contr->mode & PU_NEWMODE))
1107 root 1.11 {
1108 root 1.18 switch (op->contr->mode)
1109 root 1.11 {
1110 root 1.20 case 0:
1111     return 1; /* don't pick up */
1112     case 1:
1113     pick_up (op, tmp);
1114     return 1;
1115     case 2:
1116     pick_up (op, tmp);
1117     return 0;
1118     case 3:
1119     return 0; /* stop before pickup */
1120     case 4:
1121     pick_up (op, tmp);
1122     break;
1123     case 5:
1124     pick_up (op, tmp);
1125     stop = 1;
1126     break;
1127     case 6:
1128     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1129 root 1.18 pick_up (op, tmp);
1130 root 1.20 break;
1131    
1132     case 7:
1133     if (tmp->type == MONEY || tmp->type == GEM)
1134 root 1.18 pick_up (op, tmp);
1135 root 1.20 break;
1136    
1137     default:
1138     /* use value density */
1139     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1140     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1141 root 1.18 pick_up (op, tmp);
1142 root 1.11 }
1143     }
1144 root 1.18 else
1145     { /* old model */
1146     /* NEW pickup handling */
1147     if (op->contr->mode & PU_DEBUG)
1148     {
1149     /* some debugging code to figure out item information */
1150     if (tmp->name != NULL)
1151     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153     else
1154     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1155     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156    
1157     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 root 1.58 }
1159 elmex 1.1
1160 root 1.18 /* philosophy:
1161     * It's easy to grab an item type from a pile, as long as it's
1162     * generic. This takes no game-time. For more detailed pickups
1163 root 1.58 * and selections, select-items should be used. This is a
1164 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1165     * example.
1166     * The drawback: right now it has no frontend, so you need to
1167     * stick the bits you want into a calculator in hex mode and then
1168     * convert to decimal and then 'pickup <#>
1169     */
1170    
1171     /* the first two modes are exclusive: if NOTHING we return, if
1172     * STOP then we stop. All the rest are applied sequentially,
1173     * meaning if any test passes, the item gets picked up. */
1174    
1175     /* if mode is set to pick nothing up, return */
1176    
1177     if (op->contr->mode & PU_NOTHING)
1178     return 1;
1179    
1180     /* if mode is set to stop when encountering objects, return */
1181     /* take STOP before INHIBIT since it doesn't actually pick
1182     * anything up */
1183    
1184     if (op->contr->mode & PU_STOP)
1185     return 0;
1186    
1187     /* useful for going into stores and not losing your settings... */
1188     /* and for battles wher you don't want to get loaded down while
1189     * fighting */
1190     if (op->contr->mode & PU_INHIBIT)
1191     return 1;
1192    
1193     /* prevent us from turning into auto-thieves :) */
1194     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1195     continue;
1196    
1197     /* ignore known cursed objects */
1198     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1199     continue;
1200    
1201     /* all food and drink if desired */
1202     /* question: don't pick up known-poisonous stuff? */
1203     if (op->contr->mode & PU_FOOD)
1204     if (tmp->type == FOOD)
1205     {
1206     pick_up (op, tmp);
1207     continue;
1208     }
1209 root 1.29
1210 root 1.18 if (op->contr->mode & PU_DRINK)
1211     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1212     {
1213     pick_up (op, tmp);
1214     continue;
1215     }
1216    
1217     if (op->contr->mode & PU_POTION)
1218     if (tmp->type == POTION)
1219     {
1220     pick_up (op, tmp);
1221     continue;
1222     }
1223    
1224     /* spellbooks, skillscrolls and normal books/scrolls */
1225     if (op->contr->mode & PU_SPELLBOOK)
1226     if (tmp->type == SPELLBOOK)
1227     {
1228     pick_up (op, tmp);
1229     continue;
1230     }
1231 root 1.29
1232 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1233     if (tmp->type == SKILLSCROLL)
1234     {
1235     pick_up (op, tmp);
1236     continue;
1237     }
1238 root 1.29
1239 root 1.18 if (op->contr->mode & PU_READABLES)
1240     if (tmp->type == BOOK || tmp->type == SCROLL)
1241     {
1242     pick_up (op, tmp);
1243     continue;
1244     }
1245    
1246     /* wands/staves/rods/horns */
1247     if (op->contr->mode & PU_MAGIC_DEVICE)
1248     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1249     {
1250     pick_up (op, tmp);
1251     continue;
1252     }
1253    
1254     /* pick up all magical items */
1255     if (op->contr->mode & PU_MAGICAL)
1256     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1257     {
1258     pick_up (op, tmp);
1259     continue;
1260     }
1261    
1262     if (op->contr->mode & PU_VALUABLES)
1263     {
1264     if (tmp->type == MONEY || tmp->type == GEM)
1265     {
1266     pick_up (op, tmp);
1267     continue;
1268     }
1269     }
1270    
1271     /* rings & amulets - talismans seems to be typed AMULET */
1272     if (op->contr->mode & PU_JEWELS)
1273     if (tmp->type == RING || tmp->type == AMULET)
1274     {
1275     pick_up (op, tmp);
1276 root 1.29 continue;
1277     }
1278    
1279     /* we don't forget dragon food */
1280     if (op->contr->mode & PU_FLESH)
1281     if (tmp->type == FLESH)
1282     {
1283     pick_up (op, tmp);
1284 root 1.18 continue;
1285     }
1286    
1287     /* bows and arrows. Bows are good for selling! */
1288     if (op->contr->mode & PU_BOW)
1289     if (tmp->type == BOW)
1290     {
1291     pick_up (op, tmp);
1292     continue;
1293     }
1294 root 1.29
1295 root 1.18 if (op->contr->mode & PU_ARROW)
1296     if (tmp->type == ARROW)
1297     {
1298     pick_up (op, tmp);
1299     continue;
1300     }
1301    
1302     /* all kinds of armor etc. */
1303     if (op->contr->mode & PU_ARMOUR)
1304     if (tmp->type == ARMOUR)
1305     {
1306     pick_up (op, tmp);
1307     continue;
1308     }
1309 root 1.29
1310 root 1.18 if (op->contr->mode & PU_HELMET)
1311     if (tmp->type == HELMET)
1312     {
1313     pick_up (op, tmp);
1314     continue;
1315     }
1316 root 1.29
1317 root 1.18 if (op->contr->mode & PU_SHIELD)
1318     if (tmp->type == SHIELD)
1319     {
1320     pick_up (op, tmp);
1321     continue;
1322     }
1323 root 1.29
1324 root 1.18 if (op->contr->mode & PU_BOOTS)
1325     if (tmp->type == BOOTS)
1326     {
1327     pick_up (op, tmp);
1328     continue;
1329     }
1330 root 1.29
1331 root 1.18 if (op->contr->mode & PU_GLOVES)
1332     if (tmp->type == GLOVES)
1333     {
1334     pick_up (op, tmp);
1335     continue;
1336     }
1337 root 1.29
1338 root 1.18 if (op->contr->mode & PU_CLOAK)
1339     if (tmp->type == CLOAK)
1340     {
1341     pick_up (op, tmp);
1342     continue;
1343     }
1344 elmex 1.1
1345 root 1.18 /* hoping to catch throwing daggers here */
1346     if (op->contr->mode & PU_MISSILEWEAPON)
1347     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1348     {
1349     pick_up (op, tmp);
1350     continue;
1351     }
1352 elmex 1.1
1353 root 1.18 /* careful: chairs and tables are weapons! */
1354     if (op->contr->mode & PU_ALLWEAPON)
1355     {
1356     if (tmp->type == WEAPON && tmp->name != NULL)
1357     {
1358     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1359     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1360     {
1361     pick_up (op, tmp);
1362     continue;
1363     }
1364     }
1365 root 1.29
1366 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1367     {
1368     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1369     {
1370     pick_up (op, tmp);
1371     continue;
1372     }
1373     }
1374     }
1375 elmex 1.1
1376 root 1.18 /* misc stuff that's useful */
1377     if (op->contr->mode & PU_KEY)
1378     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1379     {
1380     pick_up (op, tmp);
1381     continue;
1382     }
1383 elmex 1.1
1384 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1385     * pickups */
1386     if (op->contr->mode & PU_RATIO)
1387     {
1388     /* use value density to decide what else to grab */
1389     /* >=7 was >= op->contr->mode */
1390     /* >=7 is the old standard setting. Now we take the last 4 bits
1391     * and multiply them by 5, giving 0..15*5== 5..75 */
1392     wvratio = (op->contr->mode & PU_RATIO) * 5;
1393     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1394     {
1395     pick_up (op, tmp);
1396 elmex 1.1 #if 0
1397 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1398     if (tmp->name != NULL)
1399     {
1400     fprintf (stderr, "%s", tmp->name);
1401     }
1402     else
1403     fprintf (stderr, "%s", tmp->arch->name);
1404     fprintf (stderr, ",%d] = ", tmp->type);
1405     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1406 elmex 1.1 #endif
1407 root 1.18 continue;
1408     }
1409     }
1410     } /* the new pickup model */
1411     }
1412 root 1.29
1413 root 1.18 return !stop;
1414 elmex 1.1 }
1415    
1416     /*
1417     * Find an arrow in the inventory and after that
1418     * in the right type container (quiver). Pointer to the
1419     * found object is returned.
1420     */
1421 root 1.18 object *
1422     find_arrow (object *op, const char *type)
1423 elmex 1.1 {
1424 root 1.18 object *tmp = NULL;
1425 elmex 1.1
1426 root 1.18 for (op = op->inv; op; op = op->below)
1427     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1428     tmp = find_arrow (op, type);
1429     else if (op->type == ARROW && op->race == type)
1430     return op;
1431     return tmp;
1432 elmex 1.1 }
1433    
1434     /*
1435     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1436     * against the target. A full test is not performed, simply a basic test
1437     * of resistances. The archer is making a quick guess at what he sees down
1438     * the hall. Failing that it does it's best to pick the highest plus arrow.
1439     */
1440    
1441 root 1.18 object *
1442     find_better_arrow (object *op, object *target, const char *type, int *better)
1443 elmex 1.1 {
1444 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1445     int attacknum, attacktype, betterby = 0, i;
1446 elmex 1.1
1447 root 1.18 if (!type)
1448     return NULL;
1449 elmex 1.1
1450 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1451     {
1452     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1453     {
1454     i = 0;
1455     ntmp = find_better_arrow (arrow, target, type, &i);
1456     if (i > betterby)
1457     {
1458     tmp = ntmp;
1459     betterby = i;
1460     }
1461     }
1462     else if (arrow->type == ARROW && arrow->race == type)
1463     {
1464     /* allways prefer assasination/slaying */
1465     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1466     {
1467     if (arrow->attacktype & AT_DEATH)
1468     {
1469     *better = 100;
1470     return arrow;
1471     }
1472     else
1473     {
1474     tmp = arrow;
1475     betterby = (arrow->magic + arrow->stats.dam) * 2;
1476     }
1477     }
1478     else
1479     {
1480     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481     {
1482     attacktype = 1 << attacknum;
1483     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1484     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1485     {
1486     tmp = arrow;
1487     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1488     }
1489 root 1.11 }
1490 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1491     {
1492     tmp = arrow;
1493     betterby = 2 + arrow->magic + arrow->stats.dam;
1494 root 1.11 }
1495 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1496     {
1497     tmp = arrow;
1498     betterby = 1 + arrow->magic + arrow->stats.dam;
1499 root 1.11 }
1500     }
1501     }
1502 elmex 1.1 }
1503 root 1.18 if (tmp == NULL && arrow == NULL)
1504     return find_arrow (op, type);
1505 elmex 1.1
1506 root 1.18 *better = betterby;
1507     return tmp;
1508 elmex 1.1 }
1509    
1510     /* looks in a given direction, finds the first valid target, and calls
1511     * find_better_arrow to find a decent arrow to use.
1512     * op = the shooter
1513     * type = bow->race
1514     * dir = fire direction
1515     */
1516    
1517 root 1.18 object *
1518     pick_arrow_target (object *op, const char *type, int dir)
1519 elmex 1.1 {
1520 root 1.18 object *tmp = NULL;
1521 root 1.25 maptile *m;
1522 root 1.18 int i, mflags, found, number;
1523     sint16 x, y;
1524    
1525     if (op->map == NULL)
1526     return find_arrow (op, type);
1527    
1528     /* do a dex check */
1529     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1530     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1531     return find_arrow (op, type);
1532    
1533     m = op->map;
1534     x = op->x;
1535     y = op->y;
1536    
1537     /* find the first target */
1538     for (i = 0, found = 0; i < 20; i++)
1539     {
1540     x += freearr_x[dir];
1541     y += freearr_y[dir];
1542     mflags = get_map_flags (m, &m, x, y, &x, &y);
1543     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1544     {
1545     tmp = NULL;
1546     break;
1547     }
1548     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1549     {
1550     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551     * perhaps a bad assumption.
1552     */
1553     tmp = NULL;
1554     break;
1555 root 1.11 }
1556 root 1.18 if (mflags & P_IS_ALIVE)
1557     {
1558     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1559     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1560     {
1561     found++;
1562 root 1.11 break;
1563 root 1.18 }
1564     if (found)
1565     break;
1566 root 1.11 }
1567 elmex 1.1 }
1568 root 1.18 if (tmp == NULL)
1569     return find_arrow (op, type);
1570 elmex 1.1
1571 root 1.18 if (tmp->head)
1572     tmp = tmp->head;
1573 elmex 1.1
1574 root 1.18 return find_better_arrow (op, tmp, type, &i);
1575 elmex 1.1 }
1576    
1577     /*
1578     * Creature fires a bow - op can be monster or player. Returns
1579     * 1 if bow was actually fired, 0 otherwise.
1580     * op is the object firing the bow.
1581     * part is for multipart creatures - the part firing the bow.
1582     * dir is the direction of fire.
1583     * wc_mod is any special modifier to give (used in special player fire modes)
1584     * sx, sy are coordinates to fire arrow from - also used in some of the special
1585     * player fire modes.
1586     */
1587 root 1.18 int
1588     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1589 elmex 1.1 {
1590 root 1.18 object *left, *bow;
1591     int bowspeed, mflags;
1592 root 1.25 maptile *m;
1593 elmex 1.1
1594 root 1.18 if (!dir)
1595     {
1596     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1597     return 0;
1598 elmex 1.1 }
1599 root 1.48
1600 root 1.18 if (op->type == PLAYER)
1601     bow = op->contr->ranges[range_bow];
1602     else
1603     {
1604     for (bow = op->inv; bow; bow = bow->below)
1605     /* Don't check for applied - monsters don't apply bows - in that way, they
1606     * don't need to switch back and forth between bows and weapons.
1607     */
1608     if (bow->type == BOW)
1609     break;
1610 root 1.11
1611 root 1.18 if (!bow)
1612     {
1613     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614     return 0;
1615 root 1.11 }
1616 elmex 1.1 }
1617 root 1.48
1618 root 1.18 if (!bow->race || !bow->skill)
1619     {
1620     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1621     return 0;
1622 elmex 1.1 }
1623    
1624 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625 elmex 1.1
1626 root 1.18 /* penalize ROF for bestarrow */
1627     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629 root 1.48
1630 root 1.18 if (bowspeed < 1)
1631     bowspeed = 1;
1632    
1633     if (arrow == NULL)
1634     {
1635     if ((arrow = find_arrow (op, bow->race)) == NULL)
1636     {
1637     if (op->type == PLAYER)
1638     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1640     else
1641     CLEAR_FLAG (op, FLAG_READY_BOW);
1642     return 0;
1643 root 1.11 }
1644 elmex 1.1 }
1645 root 1.48
1646 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647     if (mflags & P_OUT_OF_MAP)
1648 root 1.48 return 0;
1649    
1650 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1651     {
1652     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653     return 0;
1654     }
1655    
1656     /* this should not happen, but sometimes does */
1657     if (arrow->nrof == 0)
1658     {
1659 root 1.33 arrow->destroy ();
1660 root 1.18 return 0;
1661     }
1662    
1663     left = arrow; /* these are arrows left to the player */
1664     arrow = get_split_ob (arrow, 1);
1665 root 1.48 if (!arrow)
1666 root 1.18 {
1667     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668     return 0;
1669 elmex 1.1 }
1670 root 1.48
1671 root 1.34 arrow->set_owner (op);
1672 root 1.18 arrow->skill = bow->skill;
1673     arrow->direction = dir;
1674    
1675     if (op->type == PLAYER)
1676     {
1677     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 root 1.54 op->update_stats ();
1679 elmex 1.1 }
1680    
1681 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1682     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683     arrow->stats.hp = arrow->stats.dam;
1684     arrow->stats.grace = arrow->attacktype;
1685     if (arrow->slaying != NULL)
1686 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1687 root 1.18
1688     /* Note that this was different for monsters - they got their level
1689     * added to the damage. I think the strength bonus is more proper.
1690     */
1691    
1692     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693    
1694     /* update the speed */
1695     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697    
1698 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1699 root 1.18 arrow->speed_left = 0;
1700    
1701     if (op->type == PLAYER)
1702     {
1703     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706    
1707     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1708 elmex 1.1 }
1709 root 1.18 else
1710     {
1711     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712     arrow->level = op->level;
1713 elmex 1.1 }
1714 root 1.24
1715 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1716     arrow->attacktype |= bow->attacktype;
1717 root 1.24
1718 root 1.48 if (bow->slaying)
1719 root 1.18 arrow->slaying = bow->slaying;
1720    
1721     arrow->move_type = MOVE_FLY_LOW;
1722     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723    
1724     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1725 root 1.70 m->insert (arrow, sx, sy, op);
1726 root 1.18
1727 root 1.24 if (!arrow->destroyed ())
1728 root 1.18 move_arrow (arrow);
1729 elmex 1.1
1730 root 1.18 if (op->type == PLAYER)
1731     {
1732 root 1.24 if (left->destroyed ())
1733     esrv_del_item (op->contr, left->count);
1734 root 1.18 else
1735     esrv_send_item (op, left);
1736 elmex 1.1 }
1737 root 1.24
1738 root 1.18 return 1;
1739 elmex 1.1 }
1740    
1741     /* Special fire code for players - this takes into
1742     * account the special fire modes players can have
1743     * but monsters can't. Putting that code here
1744     * makes the fire_bow code much cleaner.
1745     * this function should only be called if 'op' is a player,
1746     * hence the function name.
1747     */
1748 root 1.18 int
1749     player_fire_bow (object *op, int dir)
1750 elmex 1.1 {
1751 root 1.18 int ret = 0, wcmod = 0;
1752    
1753     if (op->contr->bowtype == bow_bestarrow)
1754     {
1755     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1756     }
1757     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1758     {
1759     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1760     wcmod = -1;
1761     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1762     }
1763     else if (op->contr->bowtype == bow_threewide)
1764     {
1765     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1766     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1767     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1768     }
1769     else if (op->contr->bowtype == bow_spreadshot)
1770     {
1771     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1772     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1773     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1774 elmex 1.1
1775     }
1776 root 1.18 else
1777     {
1778     /* Simple case */
1779     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780     }
1781     return ret;
1782 elmex 1.1 }
1783    
1784    
1785     /* Fires a misc (wand/rod/horn) object in 'dir'.
1786     * Broken apart from 'fire' to keep it more readable.
1787     */
1788 root 1.18 void
1789     fire_misc_object (object *op, int dir)
1790 elmex 1.1 {
1791 root 1.18 object *item;
1792 elmex 1.1
1793 root 1.18 if (!op->contr->ranges[range_misc])
1794     {
1795     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1796     return;
1797 elmex 1.1 }
1798    
1799 root 1.18 item = op->contr->ranges[range_misc];
1800     if (!item->inv)
1801     {
1802     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803     return;
1804 elmex 1.1 }
1805 root 1.18 if (item->type == WAND)
1806     {
1807     if (item->stats.food <= 0)
1808     {
1809     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1811     return;
1812 root 1.11 }
1813 root 1.18 }
1814     else if (item->type == ROD || item->type == HORN)
1815     {
1816     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1817     {
1818     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1819     if (item->type == ROD)
1820     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1821     else
1822     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1823     return;
1824 root 1.11 }
1825 elmex 1.1 }
1826    
1827 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1828     {
1829     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1830     if (item->type == WAND)
1831     {
1832     if (!(--item->stats.food))
1833     {
1834     object *tmp;
1835    
1836     if (item->arch)
1837     {
1838     CLEAR_FLAG (item, FLAG_ANIMATE);
1839     item->face = item->arch->clone.face;
1840 root 1.67 item->set_speed (0);
1841 root 1.11 }
1842 root 1.67
1843 root 1.49 if ((tmp = item->in_player ()))
1844 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1845 root 1.11 }
1846     }
1847 root 1.18 else if (item->type == ROD || item->type == HORN)
1848 root 1.67 drain_rod_charge (item);
1849 elmex 1.1 }
1850     }
1851    
1852     /* Received a fire command for the player - go and do it.
1853     */
1854 root 1.18 void
1855     fire (object *op, int dir)
1856     {
1857     int spellcost = 0;
1858 elmex 1.1
1859 root 1.18 /* check for loss of invisiblity/hide */
1860     if (action_makes_visible (op))
1861     make_visible (op);
1862 elmex 1.1
1863 root 1.18 switch (op->contr->shoottype)
1864     {
1865 root 1.20 case range_none:
1866     return;
1867 elmex 1.1
1868 root 1.20 case range_bow:
1869     player_fire_bow (op, dir);
1870     return;
1871 elmex 1.1
1872 root 1.20 case range_magic: /* Casting spells */
1873     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1874     return;
1875 elmex 1.1
1876 root 1.20 case range_misc:
1877     fire_misc_object (op, dir);
1878     return;
1879 root 1.11
1880 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1881 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1882 root 1.20 {
1883 root 1.30 op->contr->ranges[range_golem] = 0;
1884 root 1.20 op->contr->shoottype = range_none;
1885     }
1886     else
1887     control_golem (op->contr->ranges[range_golem], dir);
1888     return;
1889 root 1.11
1890 root 1.20 case range_skill:
1891     if (!op->chosen_skill)
1892     {
1893     if (op->type == PLAYER)
1894     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1895     return;
1896     }
1897     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1898     return;
1899     case range_builder:
1900     apply_map_builder (op, dir);
1901     return;
1902     default:
1903     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1904     return;
1905 elmex 1.1 }
1906     }
1907    
1908    
1909    
1910     /* find_key
1911     * We try to find a key for the door as passed. If we find a key
1912     * and successfully use it, we return the key, otherwise NULL
1913     * This function merges both normal and locked door, since the logic
1914     * for both is the same - just the specific key is different.
1915     * pl is the player,
1916     * inv is the objects inventory to searched
1917     * door is the door we are trying to match against.
1918     * This function can be called recursively to search containers.
1919     */
1920    
1921 root 1.18 object *
1922     find_key (object *pl, object *container, object *door)
1923 elmex 1.1 {
1924 root 1.18 object *tmp, *key;
1925 elmex 1.1
1926 root 1.18 /* Should not happen, but sanity checking is never bad */
1927     if (container->inv == NULL)
1928     return NULL;
1929 elmex 1.1
1930 root 1.18 /* First, lets try to find a key in the top level inventory */
1931     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1932     {
1933     if (door->type == DOOR && tmp->type == KEY)
1934     break;
1935     /* For sanity, we should really check door type, but other stuff
1936     * (like containers) can be locked with special keys
1937     */
1938     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1939     break;
1940     }
1941     /* No key found - lets search inventories now */
1942     /* If we find and use a key in an inventory, return at that time.
1943     * otherwise, if we search all the inventories and still don't find
1944     * a key, return
1945     */
1946     if (!tmp)
1947     {
1948     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1949     {
1950     /* No reason to search empty containers */
1951     if (tmp->type == CONTAINER && tmp->inv)
1952     {
1953     if ((key = find_key (pl, tmp, door)) != NULL)
1954     return key;
1955     }
1956     }
1957     if (!tmp)
1958     return NULL;
1959 elmex 1.1 }
1960 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1961     * see if we actually want to use it
1962     */
1963     if (pl != container)
1964     {
1965     /* Only let players use keys in containers */
1966     if (!pl->contr)
1967     return NULL;
1968     /* cases where this fails:
1969     * If we only search the player inventory, return now since we
1970     * are not in the players inventory.
1971     * If the container is not active, return now since only active
1972     * containers can be used.
1973     * If we only search keyrings and the container does not have
1974     * a race/isn't a keyring.
1975     * No checking for all containers - to fall through past here,
1976     * inv must have been an container and must have been active.
1977     *
1978     * Change the color so that the message doesn't disappear with
1979     * all the others.
1980     */
1981     if (pl->contr->usekeys == key_inventory ||
1982     !QUERY_FLAG (container, FLAG_APPLIED) ||
1983     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1984     {
1985     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1986     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1987     return NULL;
1988 root 1.11 }
1989 elmex 1.1 }
1990 root 1.18 return tmp;
1991 elmex 1.1 }
1992    
1993     /* moved door processing out of move_player_attack.
1994     * returns 1 if player has opened the door with a key
1995     * such that the caller should not do anything more,
1996     * 0 otherwise
1997     */
1998 root 1.18 static int
1999     player_attack_door (object *op, object *door)
2000 elmex 1.1 {
2001 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2002     * might as well return immediately as there is nothing more to do -
2003     * otherwise, we fall through to the rest of the code.
2004     */
2005     object *key = find_key (op, op, door);
2006    
2007     /* IF we found a key, do some extra work */
2008     if (key)
2009     {
2010     object *container = key->env;
2011    
2012     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2013     if (action_makes_visible (op))
2014     make_visible (op);
2015     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2016     spring_trap (door->inv, op);
2017     if (door->type == DOOR)
2018     {
2019     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2020     }
2021     else if (door->type == LOCKED_DOOR)
2022     {
2023     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2024     remove_door2 (door); /* remove door without violence ;-) */
2025     }
2026     /* Do this after we print the message */
2027     decrease_ob (key); /* Use up one of the keys */
2028     /* Need to update the weight the container the key was in */
2029     if (container != op)
2030     esrv_update_item (UPD_WEIGHT, op, container);
2031     return 1; /* Nothing more to do below */
2032     }
2033     else if (door->type == LOCKED_DOOR)
2034     {
2035     /* Might as well return now - no other way to open this */
2036     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2037     return 1;
2038 elmex 1.1 }
2039 root 1.18 return 0;
2040 elmex 1.1 }
2041    
2042     /* This function is just part of a breakup from move_player.
2043     * It should keep the code cleaner.
2044     * When this is called, the players direction has been updated
2045     * (taking into account confusion.) The player is also actually
2046     * going to try and move (not fire weapons).
2047     */
2048 root 1.18 void
2049     move_player_attack (object *op, int dir)
2050 elmex 1.1 {
2051 root 1.18 object *tmp, *mon;
2052     sint16 nx, ny;
2053     int on_battleground;
2054 root 1.25 maptile *m;
2055 root 1.18
2056     nx = freearr_x[dir] + op->x;
2057     ny = freearr_y[dir] + op->y;
2058    
2059 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2060 root 1.18
2061     /* If braced, or can't move to the square, and it is not out of the
2062     * map, attack it. Note order of if statement is important - don't
2063     * want to be calling move_ob if braced, because move_ob will move the
2064     * player. This is a pretty nasty hack, because if we could
2065     * move to some space, it then means that if we are braced, we should
2066     * do nothing at all. As it is, if we are braced, we go through
2067     * quite a bit of processing. However, it probably is less than what
2068     * move_ob uses.
2069     */
2070     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2071     {
2072     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2073     {
2074     m = get_map_from_coord (op->map, &nx, &ny);
2075     if (!m)
2076     return; /* Don't think this should happen */
2077     }
2078     else
2079     m = op->map;
2080    
2081 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2082 root 1.18 {
2083 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2084 root 1.18 return;
2085 root 1.11 }
2086    
2087 root 1.49 mon = 0;
2088 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2089     * we find a monster - that is something we know we want to attack.
2090     * if its a door or barrel (can roll) see if there may be monsters
2091     * on the space
2092     */
2093 root 1.49 while (tmp)
2094 root 1.18 {
2095     if (tmp == op)
2096     {
2097     tmp = tmp->above;
2098     continue;
2099 root 1.11 }
2100 root 1.27
2101 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2102     {
2103     mon = tmp;
2104     break;
2105 root 1.11 }
2106 root 1.27
2107 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2108     mon = tmp;
2109 root 1.27
2110 root 1.18 tmp = tmp->above;
2111     }
2112    
2113 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2114 root 1.18 return; /* into a wall */
2115    
2116 root 1.49 if (mon->head)
2117 root 1.18 mon = mon->head;
2118    
2119     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2120     if (player_attack_door (op, mon))
2121     return;
2122    
2123     /* The following deals with possibly attacking peaceful
2124     * or frienddly creatures. Basically, all players are considered
2125     * unaggressive. If the moving player has peaceful set, then the
2126     * object should be pushed instead of attacked. It is assumed that
2127     * if you are braced, you will not attack friends accidently,
2128     * and thus will not push them.
2129     */
2130 root 1.11
2131 root 1.18 /* If the creature is a pet, push it even if the player is not
2132     * peaceful. Our assumption is the creature is a pet if the
2133     * player owns it and it is either friendly or unagressive.
2134     */
2135     if ((op->type == PLAYER)
2136 elmex 1.1 #if COZY_SERVER
2137 root 1.18 &&
2138 root 1.34 ((mon->owner && mon->owner->contr
2139     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2140 elmex 1.1 #else
2141 root 1.34 && mon->owner == op
2142 elmex 1.1 #endif
2143 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2144 root 1.11 {
2145 root 1.18 /* If we're braced, we don't want to switch places with it */
2146     if (op->contr->braced)
2147 root 1.11 return;
2148 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2149     (void) push_ob (mon, dir, op);
2150     if (op->contr->tmp_invis || op->hide)
2151     make_visible (op);
2152     return;
2153 root 1.11 }
2154    
2155 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2156     * creatures. Note that if you are braced, you can't push
2157     * someone, but put it inside this loop so that you won't
2158     * attack them either.
2159     */
2160     if ((mon->type == PLAYER || mon->enemy != op) &&
2161     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2162 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2163 root 1.49 (op->contr->peaceful
2164     || (mon->type == PLAYER
2165     && mon->contr->
2166     peaceful)) &&
2167 elmex 1.1 #else
2168 root 1.49 op->contr->peaceful &&
2169 elmex 1.1 #endif
2170 root 1.49 !on_battleground))
2171 root 1.18 {
2172     if (!op->contr->braced)
2173     {
2174     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2175     (void) push_ob (mon, dir, op);
2176     }
2177     else
2178 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2179    
2180 root 1.18 if (op->contr->tmp_invis || op->hide)
2181     make_visible (op);
2182 root 1.11 }
2183 elmex 1.1
2184 root 1.18 /* If the object is a boulder or other rollable object, then
2185     * roll it if not braced. You can't roll it if you are braced.
2186     */
2187     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2188     {
2189     recursive_roll (mon, dir, op);
2190     if (action_makes_visible (op))
2191     make_visible (op);
2192 root 1.11 }
2193    
2194 root 1.18 /* Any generic living creature. Including things like doors.
2195     * Way it works is like this: First, it must have some hit points
2196     * and be living. Then, it must be one of the following:
2197     * 1) Not a player, 2) A player, but of a different party. Note
2198     * that party_number -1 is no party, so attacks can still happen.
2199     */
2200 root 1.11
2201 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2202     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2203     {
2204 elmex 1.1
2205 root 1.18 /* If the player hasn't hit something this tick, and does
2206     * so, give them speed boost based on weapon speed. Doing
2207     * it here is better than process_players2, which basically
2208     * incurred a 1 tick offset.
2209     */
2210     if (!op->contr->has_hit)
2211     {
2212     op->speed_left += op->speed / op->contr->weapon_sp;
2213 root 1.11
2214 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2215 root 1.11 }
2216    
2217 root 1.49 skill_attack (mon, op, 0, 0, 0);
2218 root 1.11
2219 root 1.18 /* If attacking another player, that player gets automatic
2220     * hitback, and doesn't loose luck either.
2221     * Disable hitback on the battleground or if the target is
2222     * the wiz.
2223     */
2224     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2225     {
2226     short luck = mon->stats.luck;
2227    
2228     mon->contr->has_hit = 1;
2229 root 1.49 skill_attack (op, mon, 0, 0, 0);
2230 root 1.18 mon->stats.luck = luck;
2231 root 1.11 }
2232 root 1.49
2233 root 1.18 if (action_makes_visible (op))
2234     make_visible (op);
2235 root 1.11 }
2236 root 1.18 } /* if player should attack something */
2237 elmex 1.1 }
2238    
2239 root 1.18 int
2240     move_player (object *op, int dir)
2241     {
2242     int pick;
2243 elmex 1.1
2244 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2245     return 0;
2246 elmex 1.1
2247 root 1.18 /* Sanity check: make sure dir is valid */
2248     if ((dir < 0) || (dir >= 9))
2249     {
2250     LOG (llevError, "move_player: invalid direction %d\n", dir);
2251     return 0;
2252 elmex 1.1 }
2253    
2254 root 1.18 /* peterm: added following line */
2255     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2256     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2257    
2258     op->facing = dir;
2259    
2260     if (op->hide)
2261     do_hidden_move (op);
2262    
2263     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2264     /*nop */ ;
2265     else if (op->contr->fire_on)
2266     fire (op, dir);
2267     else
2268     {
2269     move_player_attack (op, dir);
2270     pick = check_pick (op);
2271     }
2272 elmex 1.1
2273 root 1.18 /* Add special check for newcs players and fire on - this way, the
2274     * server can handle repeat firing.
2275     */
2276     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2277 root 1.49 op->direction = dir;
2278 root 1.18 else
2279 root 1.49 op->direction = 0;
2280    
2281 root 1.18 /* Update how the player looks. Use the facing, so direction may
2282     * get reset to zero. This allows for full animation capabilities
2283     * for players.
2284     */
2285     animate_object (op, op->facing);
2286     return 0;
2287 elmex 1.1 }
2288    
2289     /* This is similar to handle_player, below, but is only used by the
2290     * new client/server stuff.
2291     * This is sort of special, in that the new client/server actually uses
2292     * the new speed values for commands.
2293     *
2294     * Returns true if there are more actions we can do.
2295     */
2296 root 1.18 int
2297     handle_newcs_player (object *op)
2298 elmex 1.1 {
2299 root 1.18 if (op->contr->hidden)
2300     {
2301     op->invisible = 1000;
2302     /* the socket code flashes the player visible/invisible
2303     * depending on the value of invisible, so we need to
2304     * alternate it here for it to work correctly.
2305     */
2306     if (pticks & 2)
2307 root 1.11 op->invisible--;
2308 root 1.18 }
2309     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310     {
2311     op->invisible--;
2312     if (!op->invisible)
2313     {
2314     make_visible (op);
2315     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2316 root 1.11 }
2317 elmex 1.1 }
2318    
2319 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2320     {
2321     flee_player (op);
2322     /* If player is still scared, that is his action for this tick */
2323     if (QUERY_FLAG (op, FLAG_SCARED))
2324     {
2325     op->speed_left--;
2326     return 0;
2327 root 1.11 }
2328 elmex 1.1 }
2329    
2330 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2331     * the player object still points to the defunct golem. The code that
2332     * destroys the golem looks correct, and it doesn't always happen, so
2333     * put this in a a workaround to clean up the golem pointer.
2334     */
2335 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2336     op->contr->ranges[range_golem] = 0;
2337 root 1.18
2338     /* call this here - we also will call this in do_ericserver, but
2339     * the players time has been increased when doericserver has been
2340     * called, so we recheck it here.
2341     */
2342 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2343 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2344 root 1.47 ;
2345    
2346 root 1.18 if (op->speed_left < 0)
2347 elmex 1.1 return 0;
2348    
2349 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2350     {
2351     /* All move commands take 1 tick, at least for now */
2352     op->speed_left--;
2353 elmex 1.1
2354 root 1.18 /* Instead of all the stuff below, let move_player take care
2355     * of it. Also, some of the skill stuff is only put in
2356     * there, as well as the confusion stuff.
2357     */
2358     move_player (op, op->direction);
2359     if (op->speed_left > 0)
2360     return 1;
2361     else
2362 root 1.11 return 0;
2363 root 1.18 }
2364 root 1.41
2365 root 1.18 return 0;
2366     }
2367    
2368     int
2369     save_life (object *op)
2370     {
2371     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2372 elmex 1.1 return 0;
2373 root 1.18
2374 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2375 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2376     {
2377     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2378     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2379 root 1.33
2380 root 1.18 if (op->contr)
2381     esrv_del_item (op->contr, tmp->count);
2382 root 1.33
2383     tmp->destroy ();
2384 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2385 root 1.33
2386 root 1.18 if (op->stats.hp < 0)
2387     op->stats.hp = op->stats.maxhp;
2388 root 1.33
2389 root 1.18 if (op->stats.food < 0)
2390     op->stats.food = 999;
2391 root 1.33
2392 root 1.54 op->update_stats ();
2393 root 1.18 return 1;
2394     }
2395 root 1.41
2396 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2397     CLEAR_FLAG (op, FLAG_LIFESAVE);
2398     enter_player_savebed (op); /* bring him home. */
2399     return 0;
2400 elmex 1.1 }
2401    
2402     /* This goes throws the inventory and removes unpaid objects, and puts them
2403     * back in the map (location and map determined by values of env). This
2404     * function will descend into containers. op is the object to start the search
2405     * from.
2406     */
2407 root 1.18 void
2408     remove_unpaid_objects (object *op, object *env)
2409 elmex 1.1 {
2410 root 1.18 object *next;
2411 elmex 1.1
2412 root 1.18 while (op)
2413     {
2414 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2415    
2416 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2417     {
2418     if (env->type == PLAYER)
2419     esrv_del_item (env->contr, op->count);
2420 root 1.70
2421     op->insert_at (env);
2422 root 1.18 }
2423     else if (op->inv)
2424     remove_unpaid_objects (op->inv, env);
2425 root 1.41
2426 root 1.18 op = next;
2427 elmex 1.1 }
2428     }
2429    
2430     /*
2431     * Returns pointer a static string containing gravestone text
2432     * Moved from apply.c to player.c - player.c is what
2433     * actually uses this function. player.c may not be quite the
2434     * best, a misc file for object actions is probably better,
2435     * but there isn't one in the server directory.
2436     */
2437 root 1.18 char *
2438     gravestone_text (object *op)
2439 elmex 1.1 {
2440 root 1.18 static char buf2[MAX_BUF];
2441     char buf[MAX_BUF];
2442     time_t now = time (NULL);
2443    
2444     strcpy (buf2, " R.I.P.\n\n");
2445     if (op->type == PLAYER)
2446     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2447     else
2448     sprintf (buf, "%s\n", &op->name);
2449 root 1.41
2450 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2451     strcat (buf2, buf);
2452     if (op->type == PLAYER)
2453     sprintf (buf, "who was in level %d when killed\n", op->level);
2454     else
2455     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2456 root 1.41
2457 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2458     strcat (buf2, buf);
2459     if (op->type == PLAYER)
2460     {
2461     sprintf (buf, "by %s.\n\n", op->contr->killer);
2462     strncat (buf2, " ", 21 - strlen (buf) / 2);
2463     strcat (buf2, buf);
2464     }
2465 root 1.41
2466 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2467     strncat (buf2, " ", 20 - strlen (buf) / 2);
2468     strcat (buf2, buf);
2469 root 1.41
2470 root 1.18 return buf2;
2471 elmex 1.1 }
2472    
2473 root 1.18 void
2474     do_some_living (object *op)
2475     {
2476     int last_food = op->stats.food;
2477 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2478     int over_hp, over_sp, over_grace;
2479     int i;
2480     int rate_hp = 1200;
2481     int rate_sp = 2500;
2482     int rate_grace = 2000;
2483     const int max_hp = 1;
2484     const int max_sp = 1;
2485     const int max_grace = 1;
2486    
2487 pippijn 1.17 if (op->contr->outputs_sync)
2488 root 1.18 {
2489     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2490 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2491 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2492     }
2493    
2494 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2495 root 1.18 {
2496     /* these next three if clauses make it possible to SLOW DOWN
2497     hp/grace/spellpoint regeneration. */
2498     if (op->contr->gen_hp >= 0)
2499     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2500     else
2501     {
2502     gen_hp = op->stats.maxhp;
2503     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2504     }
2505 root 1.55
2506 root 1.18 if (op->contr->gen_sp >= 0)
2507     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2508     else
2509     {
2510     gen_sp = op->stats.maxsp;
2511     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2512     }
2513 root 1.55
2514 root 1.18 if (op->contr->gen_grace >= 0)
2515     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2516     else
2517     {
2518     gen_grace = op->stats.maxgrace;
2519     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2520     }
2521    
2522     /* Regenerate Spell Points */
2523     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2524     {
2525     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2526     if (op->stats.sp < op->stats.maxsp)
2527     {
2528     op->stats.sp++;
2529     /* dms do not consume food */
2530     if (!QUERY_FLAG (op, FLAG_WIZ))
2531     {
2532     op->stats.food--;
2533     if (op->contr->digestion < 0)
2534     op->stats.food += op->contr->digestion;
2535     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2536     op->stats.food = last_food;
2537     }
2538     }
2539 root 1.55
2540 root 1.18 if (max_sp > 1)
2541     {
2542     over_sp = (gen_sp + 10) / rate_sp;
2543     if (over_sp > 0)
2544     {
2545     if (op->stats.sp < op->stats.maxsp)
2546     {
2547     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2548 root 1.55
2549 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2550     op->stats.sp--;
2551 root 1.55
2552 root 1.18 if (op->stats.sp > op->stats.maxsp)
2553     op->stats.sp = op->stats.maxsp;
2554     }
2555     op->last_sp = 0;
2556     }
2557     else
2558 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2559 root 1.18 }
2560     else
2561 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 root 1.18 }
2563    
2564     /* Regenerate Grace */
2565     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2566     if (--op->last_grace < 0)
2567     {
2568     if (op->stats.grace < op->stats.maxgrace / 2)
2569     op->stats.grace++; /* no penalty in food for regaining grace */
2570 root 1.55
2571 root 1.18 if (max_grace > 1)
2572     {
2573     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2574     if (over_grace > 0)
2575     {
2576     op->stats.sp += over_grace
2577     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2578     op->last_grace = 0;
2579     }
2580     else
2581     {
2582     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2583     }
2584     }
2585     else
2586     {
2587     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2588     }
2589     /* wearing stuff doesn't detract from grace generation. */
2590     }
2591    
2592     /* Regenerate Hit Points */
2593     if (--op->last_heal < 0)
2594     {
2595     if (op->stats.hp < op->stats.maxhp)
2596     {
2597     op->stats.hp++;
2598     /* dms do not consume food */
2599     if (!QUERY_FLAG (op, FLAG_WIZ))
2600     {
2601     op->stats.food--;
2602     if (op->contr->digestion < 0)
2603     op->stats.food += op->contr->digestion;
2604     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2605     op->stats.food = last_food;
2606     }
2607     }
2608 root 1.55
2609 root 1.18 if (max_hp > 1)
2610     {
2611     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2612     if (over_hp > 0)
2613     {
2614     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2615     op->last_heal = 0;
2616     }
2617     else
2618     {
2619     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2620     }
2621     }
2622     else
2623     {
2624     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2625     }
2626 root 1.11 }
2627 elmex 1.1
2628 root 1.18 /* Digestion */
2629     if (--op->last_eat < 0)
2630     {
2631     #ifdef COZY_SERVER
2632     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2633     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2634     #else
2635     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2636     #endif
2637    
2638     if (op->contr->gen_hp > 0)
2639     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2640     else
2641     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642 root 1.55
2643 root 1.18 /* dms do not consume food */
2644     if (!QUERY_FLAG (op, FLAG_WIZ))
2645     op->stats.food--;
2646 root 1.11 }
2647 elmex 1.1
2648 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2649     {
2650     object *tmp, *flesh = 0;
2651 root 1.18
2652 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2653 root 1.18 {
2654 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2655 root 1.18 {
2656 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2657     {
2658     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2659     manual_apply (op, tmp, 0);
2660     if (op->stats.food >= 0 || op->stats.hp < 0)
2661     break;
2662     }
2663     else if (tmp->type == FLESH)
2664     flesh = tmp;
2665     } /* End if paid for object */
2666     } /* end of for loop */
2667    
2668     /* If player is still starving, it means they don't have any food, so
2669     * eat flesh instead.
2670     */
2671     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2672     {
2673     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2674     manual_apply (op, flesh, 0);
2675     }
2676 root 1.11 }
2677 elmex 1.1
2678 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2679     op->stats.food++, op->stats.hp--;
2680 elmex 1.1
2681 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2682     kill_player (op);
2683     }
2684 elmex 1.1 }
2685    
2686     /* If the player should die (lack of hp, food, etc), we call this.
2687     * op is the player in jeopardy. If the player can not be saved (not
2688     * permadeath, no lifesave), this will take care of removing the player
2689     * file.
2690     */
2691 root 1.18 void
2692     kill_player (object *op)
2693 elmex 1.1 {
2694 root 1.18 char buf[MAX_BUF];
2695     int x, y;
2696    
2697     //int i;
2698 root 1.25 maptile *map; /* this is for resurrection */
2699 root 1.18
2700     /* int z;
2701     int num_stats_lose;
2702     int lost_a_stat;
2703     int lose_this_stat;
2704     int this_stat; */
2705     int will_kill_again;
2706     archetype *at;
2707     object *tmp;
2708    
2709     if (save_life (op))
2710     return;
2711    
2712    
2713     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2714     * in cities ONLY!!! It is very important that this doesn't get abused.
2715     * Look at op_on_battleground() for more info --AndreasV
2716     */
2717     if (op_on_battleground (op, &x, &y))
2718     {
2719     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2720     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2721    
2722     /* restore player */
2723 root 1.22 at = archetype::find ("poisoning");
2724 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2725 root 1.18 {
2726 root 1.33 tmp->destroy ();
2727 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2728     }
2729 elmex 1.1
2730 root 1.22 at = archetype::find ("confusion");
2731 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2732 root 1.18 {
2733 root 1.33 tmp->destroy ();
2734 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2735     }
2736    
2737     cure_disease (op, 0); /* remove any disease */
2738     op->stats.hp = op->stats.maxhp;
2739     if (op->stats.food <= 0)
2740     op->stats.food = 999;
2741 elmex 1.1
2742 root 1.18 /* create a bodypart-trophy to make the winner happy */
2743 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2744 root 1.18 {
2745     sprintf (buf, "%s's finger", &op->name);
2746     tmp->name = buf;
2747     sprintf (buf, " This finger has been cut off %s\n"
2748     " the %s, when he was defeated at\n level %d by %s.\n",
2749     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2750     tmp->msg = buf;
2751     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2752     tmp->materialname = NULL;
2753 root 1.70 op->insert_at (tmp, op);
2754 root 1.18 }
2755 elmex 1.1
2756 root 1.18 /* teleport defeated player to new destination */
2757     transfer_ob (op, x, y, 0, NULL);
2758     op->contr->braced = 0;
2759     return;
2760 elmex 1.1 }
2761    
2762 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2763 root 1.3
2764 root 1.18 command_kill_pets (op, 0);
2765 elmex 1.1
2766 root 1.18 if (op->stats.food < 0)
2767     {
2768     if (op->contr->explore)
2769     {
2770     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2771     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2772     op->stats.food = 999;
2773     return;
2774 root 1.11 }
2775 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2776     strcpy (op->contr->killer, "starvation");
2777 elmex 1.1 }
2778 root 1.18 else
2779     {
2780     if (op->contr->explore)
2781     {
2782     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2783     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784     op->stats.hp = op->stats.maxhp;
2785     return;
2786 root 1.11 }
2787 root 1.18 sprintf (buf, "%s died.", &op->name);
2788 elmex 1.1 }
2789 root 1.70
2790 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2791 elmex 1.1
2792 root 1.18 /* save the map location for corpse, gravestone */
2793 root 1.70 x = op->x;
2794     y = op->y;
2795 root 1.18 map = op->map;
2796 elmex 1.1
2797 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2798     * life if they are dead - it takes some exp and a random stat.
2799     * See the config.h file for a little more in depth detail about this.
2800     */
2801    
2802     /* Basically two ways to go - remove a stat permanently, or just
2803     * make it depletion. This bunch of code deals with that aspect
2804     * of death.
2805     */
2806     #ifndef COZY_SERVER
2807     if (settings.balanced_stat_loss)
2808 root 1.18 {
2809 root 1.54 /* If stat loss is permanent, lose one stat only. */
2810     /* Lower level chars don't lose as many stats because they suffer
2811     more if they do. */
2812     /* Higher level characters can afford things such as potions of
2813     restoration, or better, stat potions. So we slug them that
2814     little bit harder. */
2815     /* GD */
2816     if (settings.stat_loss_on_death)
2817     num_stats_lose = 1;
2818     else
2819     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2820     }
2821     else
2822 root 1.70 num_stats_lose = 1;
2823    
2824 root 1.54 lost_a_stat = 0;
2825    
2826     for (z = 0; z < num_stats_lose; z++)
2827     {
2828     i = RANDOM () % NUM_STATS;
2829 root 1.11
2830 root 1.54 if (settings.stat_loss_on_death)
2831 root 1.18 {
2832 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2833     * what he lost.
2834     */
2835     change_attr_value (&(op->stats), i, -1);
2836     check_stat_bounds (&(op->stats));
2837     change_attr_value (&(op->contr->orig_stats), i, -1);
2838     check_stat_bounds (&(op->contr->orig_stats));
2839     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840     lost_a_stat = 1;
2841 root 1.18 }
2842     else
2843     {
2844 root 1.54 /* deplete a stat */
2845     archetype *deparch = archetype::find ("depletion");
2846     object *dep;
2847 root 1.11
2848 root 1.54 dep = present_arch_in_ob (deparch, op);
2849     if (!dep)
2850 root 1.18 {
2851 root 1.54 dep = arch_to_object (deparch);
2852     insert_ob_in_ob (dep, op);
2853 root 1.18 }
2854 root 1.54 lose_this_stat = 1;
2855     if (settings.balanced_stat_loss)
2856 root 1.18 {
2857 root 1.54 /* GD */
2858     /* Get the stat that we're about to deplete. */
2859     this_stat = get_attr_value (&(dep->stats), i);
2860     if (this_stat < 0)
2861     {
2862     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2863     int keep_chance = this_stat * this_stat;
2864 root 1.18
2865 root 1.54 /* Yes, I am paranoid. Sue me. */
2866     if (keep_chance < 1)
2867     keep_chance = 1;
2868 root 1.18
2869 root 1.54 /* There is a maximum depletion total per level. */
2870     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2871     {
2872     lose_this_stat = 0;
2873     /* Take loss chance vs keep chance to see if we
2874     retain the stat. */
2875     }
2876     else
2877     {
2878     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2879     lose_this_stat = 0;
2880     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881     this_stat, keep_chance, loss_chance,
2882     lose_this_stat?"LOSE":"KEEP"); */
2883 root 1.11 }
2884     }
2885 root 1.54 }
2886 root 1.18
2887 root 1.54 if (lose_this_stat)
2888     {
2889     this_stat = get_attr_value (&(dep->stats), i);
2890     /* We could try to do something clever like find another
2891     * stat to reduce if this fails. But chances are, if
2892     * stats have been depleted to -50, all are pretty low
2893     * and should be roughly the same, so it shouldn't make a
2894     * difference.
2895     */
2896     if (this_stat >= -50)
2897 root 1.18 {
2898 root 1.54 change_attr_value (&(dep->stats), i, -1);
2899     SET_FLAG (dep, FLAG_APPLIED);
2900     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901     op->update_stats ();
2902     lost_a_stat = 1;
2903 root 1.11 }
2904     }
2905     }
2906 root 1.54 }
2907     /* If no stat lost, tell the player. */
2908     if (!lost_a_stat)
2909     {
2910     /* determine_god() seems to not work sometimes... why is this?
2911     Should I be using something else? GD */
2912     const char *god = determine_god (op);
2913 root 1.18
2914 root 1.54 if (god && (strcmp (god, "none")))
2915     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2916     else
2917     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2918     }
2919 root 1.28 #else
2920 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2921 elmex 1.1 #endif
2922    
2923 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2924     * exp loss on the stone.
2925     */
2926     tmp = arch_to_object (archetype::find ("gravestone"));
2927     sprintf (buf, "%s's gravestone", &op->name);
2928     tmp->name = buf;
2929     sprintf (buf, "%s's gravestones", &op->name);
2930     tmp->name_pl = buf;
2931     sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2932     tmp->msg = buf;
2933     tmp->x = op->x, tmp->y = op->y;
2934     insert_ob_in_map (tmp, op->map, NULL, 0);
2935    
2936     /**************************************/
2937     /* */
2938     /* Subtract the experience points, */
2939     /* if we died cause of food, give us */
2940     /* food, and reset HP's... */
2941     /* */
2942     /**************************************/
2943    
2944     /* remove any poisoning and confusion the character may be suffering. */
2945     /* restore player */
2946     at = archetype::find ("poisoning");
2947     tmp = present_arch_in_ob (at, op);
2948    
2949     if (tmp)
2950     {
2951     tmp->destroy ();
2952     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2953     }
2954    
2955     at = archetype::find ("confusion");
2956     tmp = present_arch_in_ob (at, op);
2957     if (tmp)
2958     {
2959     tmp->destroy ();
2960     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961     }
2962    
2963     cure_disease (op, 0); /* remove any disease */
2964    
2965     /*add_exp(op, (op->stats.exp * -0.20)); */
2966     apply_death_exp_penalty (op);
2967     if (op->stats.food < 100)
2968     op->stats.food = 900;
2969     op->stats.hp = op->stats.maxhp;
2970     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 root 1.11
2973 root 1.54 /*
2974     * Check to see if the player is in a shop. IF so, then check to see if
2975     * the player has any unpaid items. If so, remove them and put them back
2976     * in the map.
2977     */
2978 root 1.33
2979 root 1.54 if (is_in_shop (op))
2980     remove_unpaid_objects (op->inv, op);
2981 root 1.18
2982 root 1.54 /****************************************/
2983     /* */
2984     /* Move player to his current respawn- */
2985     /* position (usually last savebed) */
2986     /* */
2987     /****************************************/
2988 root 1.18
2989 root 1.54 enter_player_savebed (op);
2990 root 1.18
2991 root 1.54 /* Save the player before inserting the force to reduce
2992     * chance of abuse.
2993     */
2994     op->contr->braced = 0;
2995     op->contr->save ();
2996 root 1.11
2997 root 1.54 /* it is possible that the player has blown something up
2998     * at his savebed location, and that can have long lasting
2999     * spell effects. So first see if there is a spell effect
3000     * on the space that might harm the player.
3001     */
3002     will_kill_again = 0;
3003     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3004     if (tmp->type == SPELL_EFFECT)
3005     will_kill_again |= tmp->attacktype;
3006 elmex 1.1
3007 root 1.54 if (will_kill_again)
3008 root 1.18 {
3009 root 1.54 object *force;
3010     int at;
3011 root 1.18
3012 root 1.54 force = get_archetype (FORCE_NAME);
3013     /* 50 ticks should be enough time for the spell to abate */
3014     force->speed = 0.1;
3015     force->speed_left = -5.0;
3016     SET_FLAG (force, FLAG_APPLIED);
3017     for (at = 0; at < NROFATTACKS; at++)
3018     if (will_kill_again & (1 << at))
3019     force->resist[at] = 100;
3020 root 1.30
3021 root 1.54 insert_ob_in_ob (force, op);
3022     op->update_stats ();
3023 root 1.30
3024 root 1.54 }
3025 root 1.18
3026 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3027 elmex 1.1 }
3028    
3029 root 1.18 void
3030     loot_object (object *op)
3031     { /* Grab and destroy some treasure */
3032     object *tmp, *tmp2, *next;
3033 elmex 1.1
3034 root 1.18 if (op->container)
3035 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3036 elmex 1.1
3037 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3038 root 1.18 {
3039     next = tmp->below;
3040 root 1.54
3041 elmex 1.50 if (tmp->invisible)
3042 root 1.18 continue;
3043 root 1.54
3044 root 1.32 tmp->remove ();
3045 root 1.18 tmp->x = op->x, tmp->y = op->y;
3046     if (tmp->type == CONTAINER)
3047     { /* empty container to ground */
3048     loot_object (tmp);
3049     }
3050     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3051     {
3052     if (tmp->nrof > 1)
3053     {
3054     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3055 root 1.33 tmp2->destroy ();
3056 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3057     }
3058     else
3059 root 1.33 tmp->destroy ();
3060 root 1.18 }
3061     else
3062     insert_ob_in_map (tmp, op->map, NULL, 0);
3063     }
3064 elmex 1.1 }
3065    
3066     /*
3067     * fix_weight(): Check recursively the weight of all players, and fix
3068     * what needs to be fixed. Refresh windows and fix speed if anything
3069     * was changed.
3070     */
3071    
3072 root 1.18 void
3073     fix_weight (void)
3074     {
3075 root 1.61 for_all_players (pl)
3076 root 1.18 {
3077     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3078    
3079     if (old == sum)
3080     continue;
3081 root 1.54 pl->ob->update_stats ();
3082 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3083     }
3084 elmex 1.1 }
3085    
3086 root 1.18 void
3087     fix_luck (void)
3088     {
3089 root 1.61 for_all_players (pl)
3090 root 1.52 if (!pl->ob->contr->ns->state)
3091 root 1.54 pl->ob->change_luck (0);
3092 elmex 1.1 }
3093    
3094     /* cast_dust() - handles op throwing objects of type 'DUST'.
3095     * This is much simpler in the new spell code - we basically
3096     * just treat this as any other spell casting object.
3097     */
3098 elmex 1.2 void
3099 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3100 elmex 1.2 {
3101     object *skop, *spob;
3102    
3103     skop = find_skill_by_name (op, throw_ob->skill);
3104    
3105     /* casting POTION 'dusts' is really a use_magic_item skill */
3106     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3107     {
3108 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3109 elmex 1.2 return;
3110     }
3111    
3112     spob = throw_ob->inv;
3113    
3114     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3115     // not pass NULL to cast_spell (which did indeed check itself, but
3116     // errors should be reported as early as possible IMHO)
3117     if (!spob)
3118     {
3119 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3120 elmex 1.2 return;
3121 elmex 1.1 }
3122    
3123 elmex 1.2 if (op->type == PLAYER)
3124 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3125 elmex 1.2
3126     cast_spell (op, throw_ob, dir, spob, NULL);
3127    
3128 root 1.33 throw_ob->destroy ();
3129 elmex 1.1 }
3130    
3131 root 1.18 void
3132     make_visible (object *op)
3133     {
3134     op->hide = 0;
3135     op->invisible = 0;
3136     if (op->type == PLAYER)
3137     {
3138     op->contr->tmp_invis = 0;
3139     op->contr->invis_race = 0;
3140     }
3141     update_object (op, UP_OBJ_FACE);
3142     }
3143    
3144     int
3145     is_true_undead (object *op)
3146     {
3147     object *tmp = NULL;
3148    
3149     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150     return 1;
3151    
3152 elmex 1.1 return 0;
3153     }
3154    
3155     /* look at the surrounding terrain to determine
3156     * the hideability of this object. Positive levels
3157     * indicate greater hideability.
3158     */
3159    
3160 root 1.18 int
3161     hideability (object *ob)
3162     {
3163     int i, level = 0, mflag;
3164     sint16 x, y;
3165    
3166     if (!ob || !ob->map)
3167     return 0;
3168    
3169     /* so, on normal lighted maps, its hard to hide */
3170     level = ob->map->darkness - 2;
3171    
3172     /* this also picks up whether the object is glowing.
3173     * If you carry a light on a non-dark map, its not
3174     * as bad as carrying a light on a pitch dark map */
3175     if (has_carried_lights (ob))
3176     level = -(10 + (2 * ob->map->darkness));
3177    
3178     /* scan through all nearby squares for terrain to hide in */
3179     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3180     {
3181     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3182     if (mflag & P_OUT_OF_MAP)
3183     {
3184     continue;
3185     }
3186     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3187     level += 2;
3188     else /* open terrain! */
3189     level -= 1;
3190 elmex 1.1 }
3191 root 1.18
3192 elmex 1.1 #if 0
3193 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3194 elmex 1.1 #endif
3195 root 1.18 return level;
3196 elmex 1.1 }
3197    
3198     /* For Hidden creatures - a chance of becoming 'unhidden'
3199     * every time they move - as we subtract off 'invisibility'
3200     * AND, for players, if they move into a ridiculously unhideable
3201     * spot (surrounded by clear terrain in broad daylight). -b.t.
3202     */
3203    
3204 root 1.18 void
3205     do_hidden_move (object *op)
3206     {
3207     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3208     object *skop;
3209    
3210     if (!op || !op->map)
3211     return;
3212    
3213     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3214    
3215     /* its *extremely* hard to run and sneak/hide at the same time! */
3216     if (op->type == PLAYER && op->contr->run_on)
3217     {
3218     if (!skop || num >= skop->level)
3219     {
3220     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3221     make_visible (op);
3222     return;
3223     }
3224     else
3225     num += 20;
3226 elmex 1.1 }
3227 root 1.18 num += op->map->difficulty;
3228     hide = hideability (op); /* modify by terrain hidden level */
3229     num -= hide;
3230     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231     {
3232     make_visible (op);
3233     if (op->type == PLAYER)
3234     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3235 elmex 1.1 }
3236 root 1.18 else if (op->type == PLAYER && skop)
3237     {
3238     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3239 elmex 1.1 }
3240     }
3241    
3242     /* determine if who is standing near a hostile creature. */
3243    
3244 root 1.18 int
3245     stand_near_hostile (object *who)
3246     {
3247     object *tmp = NULL;
3248     int i, friendly = 0, player = 0, mflags;
3249 root 1.25 maptile *m;
3250 root 1.18 sint16 x, y;
3251    
3252     if (!who)
3253     return 0;
3254    
3255     if (who->type == PLAYER)
3256     player = 1;
3257    
3258     else
3259     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3260    
3261     /* search adjacent squares */
3262     for (i = 1; i < 9; i++)
3263     {
3264     x = who->x + freearr_x[i];
3265     y = who->y + freearr_y[i];
3266     m = who->map;
3267     mflags = get_map_flags (m, &m, x, y, &x, &y);
3268     /* space must be blocked if there is a monster. If not
3269     * blocked, don't need to check this space.
3270     */
3271     if (mflags & P_OUT_OF_MAP)
3272     continue;
3273     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3274     continue;
3275    
3276 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3277 root 1.18 {
3278     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3279     return 1;
3280     else if (tmp->type == PLAYER)
3281     {
3282     /*don't let a hidden DM prevent you from hiding */
3283     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3284 root 1.11 return 1;
3285 root 1.18 }
3286 root 1.11 }
3287 elmex 1.1 }
3288 root 1.18 return 0;
3289 elmex 1.1 }
3290    
3291     /* check the player los field for viewability of the
3292     * object op. This function works fine for monsters,
3293     * but we dont worry if the object isnt the top one in
3294     * a pile (say a coin under a table would return "viewable"
3295     * by this routine). Another question, should we be
3296     * concerned with the direction the player is looking
3297     * in? Realistically, most of use cant see stuff behind
3298     * our backs...on the other hand, does the "facing" direction
3299     * imply the way your head, or body is facing? Its possible
3300     * for them to differ. Sigh, this fctn could get a bit more complex.
3301     * -b.t.
3302     * This function is now map tiling safe.
3303     */
3304    
3305 root 1.18 int
3306     player_can_view (object *pl, object *op)
3307     {
3308     rv_vector rv;
3309     int dx, dy;
3310    
3311     if (pl->type != PLAYER)
3312     {
3313     LOG (llevError, "player_can_view() called for non-player object\n");
3314     return -1;
3315 elmex 1.1 }
3316 root 1.18 if (!pl || !op)
3317 elmex 1.1 return 0;
3318 root 1.18
3319     if (op->head)
3320     {
3321     op = op->head;
3322     }
3323     get_rangevector (pl, op, &rv, 0x1);
3324    
3325     /* starting with the 'head' part, lets loop
3326     * through the object and find if it has any
3327     * part that is in the los array but isnt on
3328     * a blocked los square.
3329     * we use the archetype to figure out offsets.
3330     */
3331     while (op)
3332     {
3333     dx = rv.distance_x + op->arch->clone.x;
3334     dy = rv.distance_y + op->arch->clone.y;
3335    
3336     /* only the viewable area the player sees is updated by LOS
3337     * code, so we need to restrict ourselves to that range of values
3338     * for any meaningful values.
3339     */
3340 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3341     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3342     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 root 1.18 return 1;
3344     op = op->more;
3345     }
3346     return 0;
3347 elmex 1.1 }
3348    
3349     /* routine for both players and monsters. We call this when
3350     * there is a possibility for our action distrubing our hiding
3351     * place or invisiblity spell. Artefact invisiblity is not
3352     * effected by this. If we arent invisible to begin with, we
3353     * return 0.
3354     */
3355 root 1.18 int
3356     action_makes_visible (object *op)
3357     {
3358    
3359     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360     {
3361     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362     return 0;
3363    
3364     if (op->contr && op->contr->tmp_invis == 0)
3365     return 0;
3366 elmex 1.1
3367 root 1.18 /* If monsters, they should become visible */
3368     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3369     {
3370     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3371     return 1;
3372 root 1.11 }
3373 elmex 1.1 }
3374 root 1.18 return 0;
3375 elmex 1.1 }
3376    
3377     /* op_on_battleground - checks if the given object op (usually
3378     * a player) is standing on a valid battleground-tile,
3379     * function returns TRUE/FALSE. If true x, y returns the battleground
3380     * -exit-coord. (and if x, y not NULL)
3381     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3382     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3383     * Default is to do the same as before, so only people wanting to have different points need worry about this
3384     */
3385 root 1.18 int
3386     op_on_battleground (object *op, int *x, int *y)
3387     {
3388 elmex 1.1 object *tmp;
3389 root 1.18
3390 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3391     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3392     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393     * and the exit-coordinates sp/hp must both be > 0.
3394     * => The intention here is to prevent abuse of the battleground-
3395     * feature (like pickable or hidden battleground tiles). */
3396 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3397     {
3398     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399     {
3400     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3401     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3402     {
3403     /*before we assign the exit, check if this is a teambattle */
3404     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3405     {
3406     object *invtmp;
3407    
3408     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3409     {
3410     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3411     {
3412     if (x != NULL && y != NULL)
3413     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3414     return 1;
3415     }
3416     }
3417     }
3418     if (x != NULL && y != NULL)
3419     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3420     return 1;
3421     }
3422     }
3423 elmex 1.1 }
3424     /* If we got here, did not find a battleground */
3425     return 0;
3426     }
3427    
3428     /*
3429     * When a dragon-player gains a new stage of evolution,
3430     * he gets some treasure
3431     *
3432     * attributes:
3433     * object *who the dragon player
3434     * int atnr the attack-number of the ability focus
3435     * int level ability level
3436     */
3437 root 1.18 void
3438     dragon_ability_gain (object *who, int atnr, int level)
3439     {
3440     treasurelist *trlist = NULL; /* treasurelist */
3441     treasure *tr; /* treasure */
3442     object *tmp, *skop; /* tmp. object */
3443     object *item; /* treasure object */
3444     char buf[MAX_BUF]; /* tmp. string buffer */
3445     int i = 0, j = 0;
3446    
3447     /* get the appropriate treasurelist */
3448     if (atnr == ATNR_FIRE)
3449     trlist = find_treasurelist ("dragon_ability_fire");
3450     else if (atnr == ATNR_COLD)
3451     trlist = find_treasurelist ("dragon_ability_cold");
3452     else if (atnr == ATNR_ELECTRICITY)
3453     trlist = find_treasurelist ("dragon_ability_elec");
3454     else if (atnr == ATNR_POISON)
3455     trlist = find_treasurelist ("dragon_ability_poison");
3456    
3457     if (trlist == NULL || who->type != PLAYER)
3458     return;
3459    
3460     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3461    
3462     if (tr == NULL || tr->item == NULL)
3463     {
3464     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3465     return;
3466 elmex 1.1 }
3467    
3468 root 1.18 /* everything seems okay - now bring on the gift: */
3469     item = &(tr->item->clone);
3470 elmex 1.1
3471 root 1.18 if (item->type == SPELL)
3472     {
3473     if (check_spell_known (who, item->name))
3474 root 1.11 return;
3475 root 1.18
3476     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3477     do_learn_spell (who, item, 0);
3478     return;
3479 elmex 1.1 }
3480    
3481 root 1.18 /* grant direct spell */
3482     if (item->type == SPELLBOOK)
3483     {
3484     if (!item->inv)
3485     {
3486     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3487     return;
3488     }
3489     if (check_spell_known (who, item->inv->name))
3490     return;
3491     if (item->invisible)
3492     {
3493     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3494     do_learn_spell (who, item->inv, 0);
3495     return;
3496 root 1.11 }
3497 root 1.18 }
3498     else if (item->type == SKILL_TOOL && item->invisible)
3499     {
3500     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3501     {
3502    
3503     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3504     * in this way, if the player is missing any of the attacktypes, he gets
3505     * them. As it is now, if the player has any that match the granted skill,
3506     * but not all of them, he gets nothing.
3507     */
3508     if (!(skop->attacktype & item->attacktype))
3509     {
3510     /* Give new attacktype */
3511     skop->attacktype |= item->attacktype;
3512    
3513     /* always add physical if there's none */
3514     skop->attacktype |= AT_PHYSICAL;
3515    
3516     if (item->msg != NULL)
3517     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3518    
3519     /* Give player new face */
3520     if (item->animation_id)
3521     {
3522     who->face = skop->face;
3523     who->animation_id = item->animation_id;
3524     who->anim_speed = item->anim_speed;
3525     who->last_anim = 0;
3526     who->state = 0;
3527     animate_object (who, who->direction);
3528     }
3529     }
3530 root 1.11 }
3531 elmex 1.1 }
3532 root 1.18 else if (item->type == FORCE)
3533     {
3534     /* forces in the treasurelist can alter the player's stats */
3535     object *skin;
3536 elmex 1.1
3537 root 1.18 /* first get the dragon skin force */
3538 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3540     ;
3541    
3542     if (!skin)
3543 root 1.18 return;
3544    
3545     /* adding new spellpath attunements */
3546     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3547     {
3548     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3549    
3550     /* print message */
3551     sprintf (buf, "You feel attuned to ");
3552     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3553     {
3554     if (item->path_attuned & (1 << i))
3555     {
3556     if (j)
3557     strcat (buf, " and ");
3558     else
3559     j = 1;
3560     strcat (buf, spellpathnames[i]);
3561     }
3562     }
3563     strcat (buf, ".");
3564     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3565     }
3566    
3567     /* evtl. adding flags: */
3568     if (QUERY_FLAG (item, FLAG_XRAYS))
3569     SET_FLAG (skin, FLAG_XRAYS);
3570     if (QUERY_FLAG (item, FLAG_STEALTH))
3571     SET_FLAG (skin, FLAG_STEALTH);
3572     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3573     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3574    
3575     /* print message if there is one */
3576     if (item->msg != NULL)
3577     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3578     }
3579     else
3580     {
3581     /* generate misc. treasure */
3582     tmp = arch_to_object (tr->item);
3583     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3584     tmp = insert_ob_in_ob (tmp, who);
3585     if (who->type == PLAYER)
3586     esrv_send_item (who, tmp);
3587 elmex 1.1 }
3588     }
3589    
3590     /**
3591     * Unready an object for a player. This function does nothing if the object was
3592     * not readied.
3593     */
3594 root 1.18 void
3595     player_unready_range_ob (player *pl, object *ob)
3596     {
3597     rangetype i;
3598 elmex 1.1
3599 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3600     {
3601     if (pl->ranges[i] == ob)
3602     {
3603     pl->ranges[i] = NULL;
3604     if (pl->shoottype == i)
3605     {
3606     pl->shoottype = range_none;
3607 elmex 1.1 }
3608     }
3609     }
3610     }