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/cvs/deliantra/server/server/player.C
Revision: 1.73
Committed: Wed Dec 27 18:09:49 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.72: +11 -0 lines
Log Message:
i cannot find, nor reproduce, the problem at all.
the log clearly shows map loads where there shouldn't be any, so we lose maps.
but only on cf.schmorp.de.
i am frustrated.

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    
235 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
236    
237     ob->update_stats ();
238 root 1.54 ns->floorbox_update ();
239    
240     esrv_send_inventory (ob, ob);
241     esrv_add_spells (this, 0);
242    
243     enter_exit (ob, 0);
244    
245 root 1.59 send_rules (ob);
246     send_news (ob);
247     display_motd (ob);
248 root 1.54 INVOKE_PLAYER (LOGIN, this);
249     }
250 elmex 1.1
251 root 1.62 void
252     player::disconnect ()
253     {
254     //TODO: don't be so harsh and destroy :)
255 root 1.63 if (ns)
256 root 1.72 {
257     if (enable_save)
258     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259    
260     client *ns = this->ns;
261     ns->send_packet ("goodbye");
262     ns->flush ();
263     ns->pl = 0;
264     this->ns = 0;
265    
266     ns->destroy ();
267     destroy ();
268     }
269 root 1.62 }
270    
271 root 1.54 // the need for this function can be explained
272     // by load_object not returning the object
273     void
274     player::set_object (object *op)
275     {
276     ob = op;
277     ob->contr = this; /* this aren't yet in archetype */
278 root 1.15
279 root 1.54 ob->speed_left = 0.5;
280     ob->speed = 1.0;
281     ob->direction = 5; /* So player faces south */
282     ob->stats.wc = 2;
283     ob->run_away = 25; /* Then we panick... */
284 root 1.15
285 root 1.54 set_first_map (ob);
286 root 1.15
287 root 1.54 ob->roll_stats ();
288     }
289 root 1.15
290 root 1.54 player::player ()
291     {
292     /* There are some elements we want initialized to non zero value -
293     * we deal with that below this point.
294     */
295     outputs_sync = 16; /* Every 2 seconds */
296     outputs_count = 8; /* Keeps present behaviour */
297     unapply = unapply_nochoice;
298    
299     assign (savebed_map, first_map_path); /* Init. respawn position */
300    
301     gen_sp_armour = 10;
302     last_speed = -1;
303     shoottype = range_none;
304     bowtype = bow_normal;
305     petmode = pet_normal;
306     listening = 10;
307     usekeys = containers;
308     last_weapon_sp = -1;
309     peaceful = 1; /* default peaceful */
310     do_los = 1;
311 root 1.15
312     /* we need to clear these to -1 and not zero - otherwise,
313     * if a player quits and starts a new character, we wont
314     * send new values to the client, as things like exp start
315     * at zero.
316     */
317 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
318     last_skill_exp[i] = -1;
319    
320     for (int i = 0; i < NROFATTACKS; i++)
321     last_resist[i] = -1;
322    
323     last_stats.exp = -1;
324     last_weight = (uint32) - 1;
325     }
326    
327 root 1.62 void
328     player::do_destroy ()
329 root 1.54 {
330 root 1.72 disconnect ();
331 root 1.62
332 root 1.66 save (false);
333     enable_save = false;
334    
335 root 1.72 attachable::do_destroy ();
336 root 1.62
337 root 1.54 terminate_all_pets (ob);
338    
339     if (first_player != this)
340 root 1.15 {
341 root 1.54 player *prev = first_player;
342    
343     while (prev && prev->next && prev->next != this)
344     prev = prev->next;
345 root 1.38
346 root 1.54 if (prev->next != this)
347     {
348     LOG (llevError, "Free_player: Can't find previous player.\n");
349     abort ();
350     }
351 root 1.38
352 root 1.54 prev->next = next;
353     }
354     else
355     first_player = next;
356 root 1.15
357 root 1.54 if (ob)
358 root 1.69 {
359     ob->destroy_inv (false);
360     ob->destroy ();
361     }
362 root 1.62 }
363    
364     player::~player ()
365     {
366 root 1.54 /* Clear item stack */
367     free (stack_items);
368 elmex 1.1 }
369    
370 root 1.54 /* Tries to add player on the connection passed in ns.
371 elmex 1.1 * All we can really get in this is some settings like host and display
372     * mode.
373     */
374 root 1.54 player *
375     player::create ()
376 root 1.18 {
377 root 1.54 player *pl = new player;
378 root 1.38
379 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
380 root 1.26
381 root 1.54 return pl;
382 elmex 1.1 }
383    
384     /*
385     * get_player_archetype() return next player archetype from archetype
386     * list. Not very efficient routine, but used only creating new players.
387     * Note: there MUST be at least one player archetype!
388     */
389 root 1.18 archetype *
390     get_player_archetype (archetype *at)
391 elmex 1.1 {
392 root 1.18 archetype *start = at;
393    
394     for (;;)
395     {
396     if (at == NULL || at->next == NULL)
397     at = first_archetype;
398     else
399     at = at->next;
400 root 1.46
401 root 1.18 if (at->clone.type == PLAYER)
402     return at;
403 root 1.46
404 root 1.18 if (at == start)
405     {
406     LOG (llevError, "No Player archetypes\n");
407     exit (-1);
408 root 1.11 }
409 elmex 1.1 }
410     }
411    
412 root 1.18 object *
413     get_nearest_player (object *mon)
414     {
415     object *op = NULL;
416     objectlink *ol;
417     unsigned lastdist;
418     rv_vector rv;
419    
420     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421     {
422     /* We should not find free objects on this friendly list, but it
423     * does periodically happen. Given that, lets deal with it.
424     * While unlikely, it is possible the next object on the friendly
425     * list is also free, so encapsulate this in a while loop.
426     */
427     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
428     {
429     object *tmp = ol->ob;
430    
431     /* Can't do much more other than log the fact, because the object
432     * itself will have been cleared.
433     */
434     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
435     ol = ol->next;
436     remove_friendly_object (tmp);
437     if (!ol)
438     return op;
439     }
440 root 1.11
441 root 1.18 /* Remove special check for player from this. First, it looks to cause
442     * some crashes (ol->ob->contr not set properly?), but secondly, a more
443     * complicated method of state checking would be needed in any case -
444     * as it was, a clever player could type quit, and the function would
445     * skip them over while waiting for confirmation. Remove
446     * on_same_map check, as can_detect_enemy also does this
447     */
448     if (!can_detect_enemy (mon, ol->ob, &rv))
449     continue;
450 root 1.11
451 root 1.18 if (lastdist > rv.distance)
452     {
453     op = ol->ob;
454     lastdist = rv.distance;
455 root 1.11 }
456 elmex 1.1 }
457 root 1.61
458     for_all_players (pl)
459     if (can_detect_enemy (mon, pl->ob, &rv))
460     if (lastdist > rv.distance)
461 root 1.18 {
462 root 1.61 op = pl->ob;
463     lastdist = rv.distance;
464     }
465 elmex 1.1
466     #if 0
467 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
468 elmex 1.1 #endif
469 root 1.18 return op;
470 elmex 1.1 }
471    
472     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
473     * result in a monster paths backtracking. It basically determines how large a
474     * detour a monster will take from the direction path when looking
475     * for a path to the player. The values are in the amount of direction
476     * the deviation is
477     */
478     #define DETOUR_AMOUNT 2
479    
480     /* This is used to prevent infinite loops. Consider a case where the
481     * player is in a chamber (with gate closed), and monsters are outside.
482     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
483     * find a path into the chamber. This is a good thing, but since there
484     * is no real path, it will just keep circling the chamber for
485     * ever (this could be a nice effect for monsters, but not for the function
486     * to get stuck in. I think for the monsters, if max is reached and
487     * we return the first direction the creature could move would result in the
488     * circling behaviour. Unfortunately, this function is also used to determined
489     * if the creature should cast a spell, so returning a direction in that case
490     * is probably not a good thing.
491     */
492     #define MAX_SPACES 50
493    
494     /*
495     * Returns the direction to the player, if valid. Returns 0 otherwise.
496     * modified to verify there is a path to the player. Does this by stepping towards
497     * player and if path is blocked then see if blockage is close enough to player that
498     * direction to player is changed (ie zig or zag). Continue zig zag until either
499     * reach player or path is blocked. Thus, will only return true if there is a free
500     * path to player. Though path may not be a straight line. Note that it will find
501     * player hiding along a corridor at right angles to the corridor with the monster.
502     *
503     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
504     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
505     * down corriders.
506     * 2) I think the old code was broken if the first direction the monster
507     * should move was blocked - the code would store the first direction without
508     * verifying that the player can actually move in that direction. The new
509     * code does not store anything in firstdir until we have verified that the
510     * monster can in fact move one space in that direction.
511     * 3) I'm not sure how good this code will be for moving multipart monsters,
512     * since only simple checks to blocked are being called, which could mean the monster
513     * is blocking itself.
514     */
515 root 1.18 int
516     path_to_player (object *mon, object *pl, unsigned mindiff)
517     {
518     rv_vector rv;
519     sint16 x, y;
520     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
521 root 1.25 maptile *m, *lastmap;
522 root 1.18
523     get_rangevector (mon, pl, &rv, 0);
524    
525     if (rv.distance < mindiff)
526     return 0;
527    
528     x = mon->x;
529     y = mon->y;
530     m = mon->map;
531     dir = rv.direction;
532     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
533     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
534     /* If we can't solve it within the search distance, return now. */
535     if (diff > max)
536     return 0;
537     while (diff > 1 && max > 0)
538     {
539     lastx = x;
540     lasty = y;
541     lastmap = m;
542     x = lastx + freearr_x[dir];
543     y = lasty + freearr_y[dir];
544    
545     mflags = get_map_flags (m, &m, x, y, &x, &y);
546     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
547    
548     /* Space is blocked - try changing direction a little */
549     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
550     && (m == mon->map && blocked_link (mon, m, x, y))))
551     {
552     /* recalculate direction from last good location. Possible
553     * we were not traversing ideal location before.
554     */
555     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
556     if (rv.direction != dir)
557     {
558     /* OK - says direction should be different - lets reset the
559     * the values so it will try again.
560     */
561     x = lastx;
562     y = lasty;
563     m = lastmap;
564     dir = firstdir = rv.direction;
565     }
566     else
567     {
568     /* direct path is blocked - try taking a side step to
569     * either the left or right.
570     * Note increase the values in the loop below to be
571     * more than -1/1 respectively will mean the monster takes
572     * bigger detour. Have to be careful about these values getting
573     * too big (3 or maybe 4 or higher) as the monster may just try
574     * stepping back and forth
575     */
576     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
577     {
578     if (i == 0)
579     continue; /* already did this, so skip it */
580     /* Use lastdir here - otherwise,
581     * since the direction that the creature should move in
582     * may change, you could get infinite loops.
583     * ie, player is northwest, but monster can only
584     * move west, so it does that. It goes some distance,
585     * gets blocked, finds that it should move north,
586     * can't do that, but now finds it can move east, and
587     * gets back to its original point. lastdir contains
588     * the last direction the creature has successfully
589     * moved.
590     */
591    
592     x = lastx + freearr_x[absdir (lastdir + i)];
593     y = lasty + freearr_y[absdir (lastdir + i)];
594     m = lastmap;
595     mflags = get_map_flags (m, &m, x, y, &x, &y);
596     if (mflags & P_OUT_OF_MAP)
597     continue;
598     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
599     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
600     continue;
601     if (mflags & P_BLOCKSVIEW)
602     continue;
603    
604     if (m == mon->map && blocked_link (mon, m, x, y))
605     break;
606     }
607     /* go through entire loop without finding a valid
608     * sidestep to take - thus, no valid path.
609     */
610     if (i == (DETOUR_AMOUNT + 1))
611     return 0;
612     diff--;
613     lastdir = dir;
614     max--;
615     if (!firstdir)
616     firstdir = dir + i;
617     } /* else check alternate directions */
618     } /* if blocked */
619     else
620     {
621     /* we moved towards creature, so diff is less */
622     diff--;
623     max--;
624     lastdir = dir;
625     if (!firstdir)
626     firstdir = dir;
627     }
628     if (diff <= 1)
629     {
630     /* Recalculate diff (distance) because we may not have actually
631     * headed toward player for entire distance.
632     */
633     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
634     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
635     }
636     if (diff > max)
637     return 0;
638     }
639     /* If we reached the max, didn't find a direction in time */
640     if (!max)
641     return 0;
642    
643     return firstdir;
644     }
645    
646     void
647     give_initial_items (object *pl, treasurelist * items)
648     {
649     object *op, *next = NULL;
650    
651     if (pl->randomitems != NULL)
652     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
653    
654     for (op = pl->inv; op; op = next)
655     {
656     next = op->below;
657    
658     /* Forces get applied per default, unless they have the
659     * flag "neutral" set. Sorry but I can't think of a better way
660     */
661     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
662     SET_FLAG (op, FLAG_APPLIED);
663    
664     /* we never give weapons/armour if these cannot be used
665     * by this player due to race restrictions
666     */
667     if (pl->type == PLAYER)
668     {
669     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
670     (op->type == ARMOUR || op->type == BOOTS ||
671     op->type == CLOAK || op->type == HELMET ||
672     op->type == SHIELD || op->type == GLOVES ||
673     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
674     {
675 root 1.33 op->destroy ();
676 root 1.18 continue;
677     }
678 root 1.11 }
679    
680 root 1.18 /* This really needs to be better - we should really give
681     * a substitute spellbook. The problem is that we don't really
682     * have a good idea what to replace it with (need something like
683     * a first level treasurelist for each skill.)
684     * remove duplicate skills also
685     */
686     if (op->type == SPELLBOOK || op->type == SKILL)
687     {
688     object *tmp;
689 elmex 1.1
690 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
691     if (tmp->type == op->type && tmp->name == op->name)
692     break;
693 root 1.11
694 root 1.18 if (tmp)
695     {
696 root 1.33 op->destroy ();
697 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
698     continue;
699 root 1.11 }
700 root 1.33
701 root 1.18 if (op->nrof > 1)
702     op->nrof = 1;
703 root 1.11 }
704 elmex 1.1
705 root 1.18 if (op->type == SPELLBOOK && op->inv)
706     {
707     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
708 root 1.11 }
709    
710 root 1.18 /* Give starting characters identified, uncursed, and undamned
711     * items. Just don't identify gold or silver, or it won't be
712     * merged properly.
713     */
714     if (need_identify (op))
715     {
716     SET_FLAG (op, FLAG_IDENTIFIED);
717     CLEAR_FLAG (op, FLAG_CURSED);
718     CLEAR_FLAG (op, FLAG_DAMNED);
719     }
720     if (op->type == SPELL)
721     {
722 root 1.33 op->destroy ();
723 root 1.18 continue;
724     }
725     else if (op->type == SKILL)
726     {
727     SET_FLAG (op, FLAG_CAN_USE_SKILL);
728     op->stats.exp = 0;
729     op->level = 1;
730 root 1.11 }
731 root 1.18 /* lock all 'normal items by default */
732     else
733     SET_FLAG (op, FLAG_INV_LOCKED);
734     } /* for loop of objects in player inv */
735    
736     /* Need to set up the skill pointers */
737     link_player_skills (pl);
738     }
739    
740     void
741     get_party_password (object *op, partylist *party)
742     {
743     if (party == NULL)
744     {
745     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
746     return;
747 elmex 1.1 }
748 root 1.54
749 root 1.18 op->contr->write_buf[0] = '\0';
750 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
751 root 1.18 op->contr->party_to_join = party;
752 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
753 elmex 1.1 }
754    
755     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
756 root 1.54 static int
757 root 1.18 roll_stat (void)
758     {
759     int a[4], i, j, k;
760    
761     for (i = 0; i < 4; i++)
762     a[i] = (int) RANDOM () % 6 + 1;
763    
764     for (i = 0, j = 0, k = 7; i < 4; i++)
765     if (a[i] < k)
766     k = a[i], j = i;
767    
768     for (i = 0, k = 0; i < 4; i++)
769 root 1.54 if (i != j)
770     k += a[i];
771    
772 root 1.18 return k;
773     }
774    
775     void
776 root 1.54 object::roll_stats ()
777 root 1.18 {
778 root 1.54 int statsort [7];
779 root 1.18
780 root 1.54 for (;;)
781 root 1.18 {
782 root 1.54 int sum = 0;
783     for (int i = 7; i--; )
784     sum += statsort [i] = roll_stat ();
785    
786     if (sum >= 82 && sum <= 116)
787     break;
788 root 1.18 }
789    
790 root 1.54 // Sort the stats so that rerolling is easier...
791     std::sort (statsort, statsort + 7, std::greater<int>());
792 root 1.18
793 root 1.54 stats.Str = statsort[0];
794     stats.Dex = statsort[1];
795     stats.Con = statsort[2];
796     stats.Int = statsort[3];
797     stats.Wis = statsort[4];
798     stats.Pow = statsort[5];
799     stats.Cha = statsort[6];
800 root 1.18
801 root 1.54 stats.exp = 0;
802     stats.ac = 0;
803 root 1.18
804 root 1.54 stats.hp = stats.maxhp;
805     stats.sp = stats.maxsp;
806     stats.grace = stats.maxgrace;
807 root 1.18
808 root 1.54 if (contr)
809     {
810     contr->levhp[1] = 9;
811     contr->levsp[1] = 6;
812     contr->levgrace[1] = 3;
813 root 1.18
814 root 1.54 contr->orig_stats = stats;
815     }
816 root 1.18 }
817    
818     void
819 root 1.54 object::swap_stats (int a, int b)
820 root 1.18 {
821 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
822     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
823     set_attr_value (&contr->orig_stats, b, tmp);
824 elmex 1.1
825 root 1.54 stats.Str = contr->orig_stats.Str;
826     stats.Dex = contr->orig_stats.Dex;
827     stats.Con = contr->orig_stats.Con;
828     stats.Int = contr->orig_stats.Int;
829     stats.Wis = contr->orig_stats.Wis;
830     stats.Pow = contr->orig_stats.Pow;
831     stats.Cha = contr->orig_stats.Cha;
832 elmex 1.1
833 root 1.54 //TODO: the following code looks so borked and should, at the very least,
834     // be merged with the similar code in roll_stats
835     stats.ac = 0;
836 elmex 1.1
837 root 1.54 level = 1;
838     stats.exp = 0;
839     stats.ac = 0;
840 elmex 1.1
841 root 1.54 stats.hp = stats.maxhp;
842     stats.sp = stats.maxsp;
843     stats.grace = stats.maxgrace;
844 elmex 1.1
845 root 1.54 if (contr)
846 root 1.18 {
847 root 1.54 contr->levhp[1] = 9;
848     contr->levsp[1] = 6;
849     contr->levgrace[1] = 3;
850 root 1.18
851 root 1.54 contr->orig_stats = stats;
852 elmex 1.1 }
853     }
854    
855 root 1.73 static void
856     start_info (object *op)
857     {
858     char buf[MAX_BUF];
859    
860     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
861     new_draw_info (NDI_UNIQUE, 0, op, buf);
862     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863     //new_draw_info (NDI_UNIQUE, 0, op, " ");
864     }
865    
866 elmex 1.1 /* This function takes the key that is passed, and does the
867     * appropriate action with it (change race, or other things).
868     * The function name is for historical reasons - now we have
869     * separate race and class; this actually changes the RACE,
870     * not the class.
871     */
872 root 1.18 int
873     key_change_class (object *op, char key)
874 elmex 1.1 {
875 root 1.18 int tmp_loop;
876 elmex 1.1
877 root 1.18 if (key == 'd' || key == 'D')
878     {
879     char buf[MAX_BUF];
880 elmex 1.1
881 root 1.18 /* this must before then initial items are given */
882     esrv_new_player (op->contr, op->weight + op->carrying);
883 elmex 1.36
884     treasurelist *tl = find_treasurelist ("starting_wealth");
885     if (tl)
886     create_treasure (tl, op, 0, 0, 0);
887 elmex 1.1
888 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
889     INVOKE_PLAYER (LOGIN, op->contr);
890 elmex 1.1
891 root 1.52 op->contr->ns->state = ST_PLAYING;
892 root 1.11
893 root 1.18 if (op->msg)
894     op->msg = NULL;
895 elmex 1.1
896 root 1.18 /* We create this now because some of the unique maps will need it
897     * to save here.
898     */
899     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
900     make_path_to_file (buf);
901 elmex 1.1
902     #ifdef AUTOSAVE
903 root 1.18 op->contr->last_save_tick = pticks;
904 elmex 1.1 #endif
905 root 1.18 start_info (op);
906     CLEAR_FLAG (op, FLAG_WIZ);
907     give_initial_items (op, op->randomitems);
908     link_player_skills (op);
909     esrv_send_inventory (op, op);
910 root 1.54 op->update_stats ();
911 elmex 1.1
912 root 1.18 /* This moves the player to a different start map, if there
913     * is one for this race
914     */
915     if (*first_map_ext_path)
916     {
917     object *tmp;
918     char mapname[MAX_BUF];
919    
920     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
921 root 1.33 tmp = object::create ();
922 root 1.18 EXIT_PATH (tmp) = mapname;
923     EXIT_X (tmp) = op->x;
924     EXIT_Y (tmp) = op->y;
925     enter_exit (op, tmp); /* we don't really care if it succeeded;
926 elmex 1.1 * if the map isn't there, then stay on the
927     * default initial map */
928 root 1.33 tmp->destroy ();
929 elmex 1.1 }
930 root 1.18 else
931 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
932    
933 root 1.18 return 0;
934 elmex 1.1 }
935    
936 root 1.18 /* Following actually changes the race - this is the default command
937     * if we don't match with one of the options above.
938     */
939    
940     tmp_loop = 0;
941     while (!tmp_loop)
942     {
943     shstr name = op->name;
944     int x = op->x, y = op->y;
945    
946 root 1.54 op->remove_statbonus ();
947 root 1.32 op->remove ();
948 root 1.18 op->arch = get_player_archetype (op->arch);
949 root 1.33 op->arch->clone.copy_to (op);
950 root 1.18 op->instantiate ();
951     op->stats = op->contr->orig_stats;
952     op->name = op->name_pl = name;
953     op->x = x;
954     op->y = y;
955     SET_ANIMATION (op, 2); /* So player faces south */
956     insert_ob_in_map (op, op->map, op, 0);
957 root 1.21 assign (op->contr->title, op->arch->clone.name);
958 root 1.54 op->add_statbonus ();
959 root 1.18 tmp_loop = allowed_class (op);
960     }
961 root 1.19
962 root 1.18 update_object (op, UP_OBJ_FACE);
963     esrv_update_item (UPD_FACE, op, op);
964 root 1.54 op->update_stats ();
965 root 1.18 op->stats.hp = op->stats.maxhp;
966     op->stats.sp = op->stats.maxsp;
967     op->stats.grace = 0;
968 root 1.21
969 root 1.18 if (op->msg)
970     new_draw_info (NDI_BLUE, 0, op, op->msg);
971 root 1.21
972 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");
973 root 1.18 return 0;
974 elmex 1.1 }
975    
976 root 1.18 int
977     key_confirm_quit (object *op, char key)
978 elmex 1.1 {
979 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
980     {
981 root 1.52 op->contr->ns->state = ST_PLAYING;
982 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
983     return 1;
984 elmex 1.1 }
985    
986 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
987     INVOKE_PLAYER (QUIT, op->contr);
988 root 1.3
989 root 1.65 op->contr->enable_save = false;
990    
991 root 1.18 terminate_all_pets (op);
992     leave_map (op);
993     op->direction = 0;
994     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
995    
996     strcpy (op->contr->killer, "quit");
997     check_score (op);
998 root 1.54 op->contr->party = 0;
999     op->contr->own_title[0] = '\0';
1000    
1001     object_ptr ob = op;
1002 root 1.18
1003 root 1.54 /* We need to hunt for any per player unique maps in memory and
1004     * get rid of them. The trailing slash in the path is intentional,
1005     * so that players named 'Ab' won't match against players 'Abe' pathname
1006     */
1007     char buf[MAX_BUF];
1008     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1009    
1010 root 1.71 for_all_maps (mp)
1011     if (!strncmp (mp->path, buf, strlen (buf)))
1012     delete_map (mp);
1013 root 1.18
1014 root 1.54 delete_character (ob->name, 1);
1015 root 1.65 ob->contr->destroy ();
1016 root 1.19
1017 root 1.18 return 1;
1018 elmex 1.1 }
1019    
1020 root 1.18 void
1021     flee_player (object *op)
1022     {
1023     int dir, diff;
1024     rv_vector rv;
1025    
1026     if (op->stats.hp < 0)
1027     {
1028     LOG (llevDebug, "Fleeing player is dead.\n");
1029     CLEAR_FLAG (op, FLAG_SCARED);
1030     return;
1031 elmex 1.1 }
1032    
1033 root 1.18 if (op->enemy == NULL)
1034     {
1035     LOG (llevDebug, "Fleeing player had no enemy.\n");
1036     CLEAR_FLAG (op, FLAG_SCARED);
1037     return;
1038 elmex 1.1 }
1039    
1040 root 1.18 /* Seen some crashes here. Since we don't store an
1041     * op->enemy_count, it is possible that something destroys the
1042     * actual enemy, and the object is recycled.
1043     */
1044     if (op->enemy->map == NULL)
1045     {
1046     CLEAR_FLAG (op, FLAG_SCARED);
1047     op->enemy = NULL;
1048     return;
1049 elmex 1.1 }
1050    
1051 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1052     {
1053     op->enemy = NULL;
1054     CLEAR_FLAG (op, FLAG_SCARED);
1055     return;
1056 elmex 1.1 }
1057 root 1.49
1058 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1059    
1060     dir = absdir (4 + rv.direction);
1061     for (diff = 0; diff < 3; diff++)
1062     {
1063     int m = 1 - (RANDOM () & 2);
1064 elmex 1.1
1065 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1066 root 1.49 return;
1067 elmex 1.1 }
1068 root 1.49
1069 root 1.18 /* Cornered, get rid of scared */
1070     CLEAR_FLAG (op, FLAG_SCARED);
1071     op->enemy = NULL;
1072 elmex 1.1 }
1073    
1074    
1075     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1076     * IT returns 1 if the player should keep on moving, 0 if he should
1077     * stop.
1078     */
1079 root 1.18 int
1080     check_pick (object *op)
1081     {
1082 elmex 1.1 object *tmp, *next;
1083     int stop = 0;
1084     int j, k, wvratio;
1085     char putstring[128], tmpstr[16];
1086    
1087     /* if you're flying, you cna't pick up anything */
1088     if (op->move_type & MOVE_FLYING)
1089     return 1;
1090    
1091     next = op->below;
1092    
1093     /* loop while there are items on the floor that are not marked as
1094     * destroyed */
1095 root 1.24 while (next && !next->destroyed ())
1096 root 1.18 {
1097     tmp = next;
1098     next = tmp->below;
1099 elmex 1.1
1100 root 1.24 if (op->destroyed ())
1101 elmex 1.1 return 0;
1102    
1103 root 1.18 if (!can_pick (op, tmp))
1104     continue;
1105 elmex 1.1
1106 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1107     {
1108     if (item_matched_string (op, tmp, op->contr->search_str))
1109     pick_up (op, tmp);
1110     continue;
1111 root 1.11 }
1112    
1113 root 1.18 /* high not bit set? We're using the old autopickup model */
1114     if (!(op->contr->mode & PU_NEWMODE))
1115 root 1.11 {
1116 root 1.18 switch (op->contr->mode)
1117 root 1.11 {
1118 root 1.20 case 0:
1119     return 1; /* don't pick up */
1120     case 1:
1121     pick_up (op, tmp);
1122     return 1;
1123     case 2:
1124     pick_up (op, tmp);
1125     return 0;
1126     case 3:
1127     return 0; /* stop before pickup */
1128     case 4:
1129     pick_up (op, tmp);
1130     break;
1131     case 5:
1132     pick_up (op, tmp);
1133     stop = 1;
1134     break;
1135     case 6:
1136     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1137 root 1.18 pick_up (op, tmp);
1138 root 1.20 break;
1139    
1140     case 7:
1141     if (tmp->type == MONEY || tmp->type == GEM)
1142 root 1.18 pick_up (op, tmp);
1143 root 1.20 break;
1144    
1145     default:
1146     /* use value density */
1147     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1148     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1149 root 1.18 pick_up (op, tmp);
1150 root 1.11 }
1151     }
1152 root 1.18 else
1153     { /* old model */
1154     /* NEW pickup handling */
1155     if (op->contr->mode & PU_DEBUG)
1156     {
1157     /* some debugging code to figure out item information */
1158     if (tmp->name != NULL)
1159     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1160     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1161     else
1162     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1163     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1164    
1165     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1166 root 1.58 }
1167 elmex 1.1
1168 root 1.18 /* philosophy:
1169     * It's easy to grab an item type from a pile, as long as it's
1170     * generic. This takes no game-time. For more detailed pickups
1171 root 1.58 * and selections, select-items should be used. This is a
1172 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1173     * example.
1174     * The drawback: right now it has no frontend, so you need to
1175     * stick the bits you want into a calculator in hex mode and then
1176     * convert to decimal and then 'pickup <#>
1177     */
1178    
1179     /* the first two modes are exclusive: if NOTHING we return, if
1180     * STOP then we stop. All the rest are applied sequentially,
1181     * meaning if any test passes, the item gets picked up. */
1182    
1183     /* if mode is set to pick nothing up, return */
1184    
1185     if (op->contr->mode & PU_NOTHING)
1186     return 1;
1187    
1188     /* if mode is set to stop when encountering objects, return */
1189     /* take STOP before INHIBIT since it doesn't actually pick
1190     * anything up */
1191    
1192     if (op->contr->mode & PU_STOP)
1193     return 0;
1194    
1195     /* useful for going into stores and not losing your settings... */
1196     /* and for battles wher you don't want to get loaded down while
1197     * fighting */
1198     if (op->contr->mode & PU_INHIBIT)
1199     return 1;
1200    
1201     /* prevent us from turning into auto-thieves :) */
1202     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1203     continue;
1204    
1205     /* ignore known cursed objects */
1206     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1207     continue;
1208    
1209     /* all food and drink if desired */
1210     /* question: don't pick up known-poisonous stuff? */
1211     if (op->contr->mode & PU_FOOD)
1212     if (tmp->type == FOOD)
1213     {
1214     pick_up (op, tmp);
1215     continue;
1216     }
1217 root 1.29
1218 root 1.18 if (op->contr->mode & PU_DRINK)
1219     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1220     {
1221     pick_up (op, tmp);
1222     continue;
1223     }
1224    
1225     if (op->contr->mode & PU_POTION)
1226     if (tmp->type == POTION)
1227     {
1228     pick_up (op, tmp);
1229     continue;
1230     }
1231    
1232     /* spellbooks, skillscrolls and normal books/scrolls */
1233     if (op->contr->mode & PU_SPELLBOOK)
1234     if (tmp->type == SPELLBOOK)
1235     {
1236     pick_up (op, tmp);
1237     continue;
1238     }
1239 root 1.29
1240 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1241     if (tmp->type == SKILLSCROLL)
1242     {
1243     pick_up (op, tmp);
1244     continue;
1245     }
1246 root 1.29
1247 root 1.18 if (op->contr->mode & PU_READABLES)
1248     if (tmp->type == BOOK || tmp->type == SCROLL)
1249     {
1250     pick_up (op, tmp);
1251     continue;
1252     }
1253    
1254     /* wands/staves/rods/horns */
1255     if (op->contr->mode & PU_MAGIC_DEVICE)
1256     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1257     {
1258     pick_up (op, tmp);
1259     continue;
1260     }
1261    
1262     /* pick up all magical items */
1263     if (op->contr->mode & PU_MAGICAL)
1264     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1265     {
1266     pick_up (op, tmp);
1267     continue;
1268     }
1269    
1270     if (op->contr->mode & PU_VALUABLES)
1271     {
1272     if (tmp->type == MONEY || tmp->type == GEM)
1273     {
1274     pick_up (op, tmp);
1275     continue;
1276     }
1277     }
1278    
1279     /* rings & amulets - talismans seems to be typed AMULET */
1280     if (op->contr->mode & PU_JEWELS)
1281     if (tmp->type == RING || tmp->type == AMULET)
1282     {
1283     pick_up (op, tmp);
1284 root 1.29 continue;
1285     }
1286    
1287     /* we don't forget dragon food */
1288     if (op->contr->mode & PU_FLESH)
1289     if (tmp->type == FLESH)
1290     {
1291     pick_up (op, tmp);
1292 root 1.18 continue;
1293     }
1294    
1295     /* bows and arrows. Bows are good for selling! */
1296     if (op->contr->mode & PU_BOW)
1297     if (tmp->type == BOW)
1298     {
1299     pick_up (op, tmp);
1300     continue;
1301     }
1302 root 1.29
1303 root 1.18 if (op->contr->mode & PU_ARROW)
1304     if (tmp->type == ARROW)
1305     {
1306     pick_up (op, tmp);
1307     continue;
1308     }
1309    
1310     /* all kinds of armor etc. */
1311     if (op->contr->mode & PU_ARMOUR)
1312     if (tmp->type == ARMOUR)
1313     {
1314     pick_up (op, tmp);
1315     continue;
1316     }
1317 root 1.29
1318 root 1.18 if (op->contr->mode & PU_HELMET)
1319     if (tmp->type == HELMET)
1320     {
1321     pick_up (op, tmp);
1322     continue;
1323     }
1324 root 1.29
1325 root 1.18 if (op->contr->mode & PU_SHIELD)
1326     if (tmp->type == SHIELD)
1327     {
1328     pick_up (op, tmp);
1329     continue;
1330     }
1331 root 1.29
1332 root 1.18 if (op->contr->mode & PU_BOOTS)
1333     if (tmp->type == BOOTS)
1334     {
1335     pick_up (op, tmp);
1336     continue;
1337     }
1338 root 1.29
1339 root 1.18 if (op->contr->mode & PU_GLOVES)
1340     if (tmp->type == GLOVES)
1341     {
1342     pick_up (op, tmp);
1343     continue;
1344     }
1345 root 1.29
1346 root 1.18 if (op->contr->mode & PU_CLOAK)
1347     if (tmp->type == CLOAK)
1348     {
1349     pick_up (op, tmp);
1350     continue;
1351     }
1352 elmex 1.1
1353 root 1.18 /* hoping to catch throwing daggers here */
1354     if (op->contr->mode & PU_MISSILEWEAPON)
1355     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1356     {
1357     pick_up (op, tmp);
1358     continue;
1359     }
1360 elmex 1.1
1361 root 1.18 /* careful: chairs and tables are weapons! */
1362     if (op->contr->mode & PU_ALLWEAPON)
1363     {
1364     if (tmp->type == WEAPON && tmp->name != NULL)
1365     {
1366     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1367     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1368     {
1369     pick_up (op, tmp);
1370     continue;
1371     }
1372     }
1373 root 1.29
1374 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1375     {
1376     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1377     {
1378     pick_up (op, tmp);
1379     continue;
1380     }
1381     }
1382     }
1383 elmex 1.1
1384 root 1.18 /* misc stuff that's useful */
1385     if (op->contr->mode & PU_KEY)
1386     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1387     {
1388     pick_up (op, tmp);
1389     continue;
1390     }
1391 elmex 1.1
1392 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1393     * pickups */
1394     if (op->contr->mode & PU_RATIO)
1395     {
1396     /* use value density to decide what else to grab */
1397     /* >=7 was >= op->contr->mode */
1398     /* >=7 is the old standard setting. Now we take the last 4 bits
1399     * and multiply them by 5, giving 0..15*5== 5..75 */
1400     wvratio = (op->contr->mode & PU_RATIO) * 5;
1401     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1402     {
1403     pick_up (op, tmp);
1404 elmex 1.1 #if 0
1405 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1406     if (tmp->name != NULL)
1407     {
1408     fprintf (stderr, "%s", tmp->name);
1409     }
1410     else
1411     fprintf (stderr, "%s", tmp->arch->name);
1412     fprintf (stderr, ",%d] = ", tmp->type);
1413     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1414 elmex 1.1 #endif
1415 root 1.18 continue;
1416     }
1417     }
1418     } /* the new pickup model */
1419     }
1420 root 1.29
1421 root 1.18 return !stop;
1422 elmex 1.1 }
1423    
1424     /*
1425     * Find an arrow in the inventory and after that
1426     * in the right type container (quiver). Pointer to the
1427     * found object is returned.
1428     */
1429 root 1.18 object *
1430     find_arrow (object *op, const char *type)
1431 elmex 1.1 {
1432 root 1.18 object *tmp = NULL;
1433 elmex 1.1
1434 root 1.18 for (op = op->inv; op; op = op->below)
1435     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1436     tmp = find_arrow (op, type);
1437     else if (op->type == ARROW && op->race == type)
1438     return op;
1439     return tmp;
1440 elmex 1.1 }
1441    
1442     /*
1443     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1444     * against the target. A full test is not performed, simply a basic test
1445     * of resistances. The archer is making a quick guess at what he sees down
1446     * the hall. Failing that it does it's best to pick the highest plus arrow.
1447     */
1448    
1449 root 1.18 object *
1450     find_better_arrow (object *op, object *target, const char *type, int *better)
1451 elmex 1.1 {
1452 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1453     int attacknum, attacktype, betterby = 0, i;
1454 elmex 1.1
1455 root 1.18 if (!type)
1456     return NULL;
1457 elmex 1.1
1458 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1459     {
1460     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1461     {
1462     i = 0;
1463     ntmp = find_better_arrow (arrow, target, type, &i);
1464     if (i > betterby)
1465     {
1466     tmp = ntmp;
1467     betterby = i;
1468     }
1469     }
1470     else if (arrow->type == ARROW && arrow->race == type)
1471     {
1472     /* allways prefer assasination/slaying */
1473     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1474     {
1475     if (arrow->attacktype & AT_DEATH)
1476     {
1477     *better = 100;
1478     return arrow;
1479     }
1480     else
1481     {
1482     tmp = arrow;
1483     betterby = (arrow->magic + arrow->stats.dam) * 2;
1484     }
1485     }
1486     else
1487     {
1488     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1489     {
1490     attacktype = 1 << attacknum;
1491     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1493     {
1494     tmp = arrow;
1495     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1496     }
1497 root 1.11 }
1498 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1499     {
1500     tmp = arrow;
1501     betterby = 2 + arrow->magic + arrow->stats.dam;
1502 root 1.11 }
1503 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1504     {
1505     tmp = arrow;
1506     betterby = 1 + arrow->magic + arrow->stats.dam;
1507 root 1.11 }
1508     }
1509     }
1510 elmex 1.1 }
1511 root 1.18 if (tmp == NULL && arrow == NULL)
1512     return find_arrow (op, type);
1513 elmex 1.1
1514 root 1.18 *better = betterby;
1515     return tmp;
1516 elmex 1.1 }
1517    
1518     /* looks in a given direction, finds the first valid target, and calls
1519     * find_better_arrow to find a decent arrow to use.
1520     * op = the shooter
1521     * type = bow->race
1522     * dir = fire direction
1523     */
1524    
1525 root 1.18 object *
1526     pick_arrow_target (object *op, const char *type, int dir)
1527 elmex 1.1 {
1528 root 1.18 object *tmp = NULL;
1529 root 1.25 maptile *m;
1530 root 1.18 int i, mflags, found, number;
1531     sint16 x, y;
1532    
1533     if (op->map == NULL)
1534     return find_arrow (op, type);
1535    
1536     /* do a dex check */
1537     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1538     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1539     return find_arrow (op, type);
1540    
1541     m = op->map;
1542     x = op->x;
1543     y = op->y;
1544    
1545     /* find the first target */
1546     for (i = 0, found = 0; i < 20; i++)
1547     {
1548     x += freearr_x[dir];
1549     y += freearr_y[dir];
1550     mflags = get_map_flags (m, &m, x, y, &x, &y);
1551     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1552     {
1553     tmp = NULL;
1554     break;
1555     }
1556     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1557     {
1558     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559     * perhaps a bad assumption.
1560     */
1561     tmp = NULL;
1562     break;
1563 root 1.11 }
1564 root 1.18 if (mflags & P_IS_ALIVE)
1565     {
1566     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1567     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1568     {
1569     found++;
1570 root 1.11 break;
1571 root 1.18 }
1572     if (found)
1573     break;
1574 root 1.11 }
1575 elmex 1.1 }
1576 root 1.18 if (tmp == NULL)
1577     return find_arrow (op, type);
1578 elmex 1.1
1579 root 1.18 if (tmp->head)
1580     tmp = tmp->head;
1581 elmex 1.1
1582 root 1.18 return find_better_arrow (op, tmp, type, &i);
1583 elmex 1.1 }
1584    
1585     /*
1586     * Creature fires a bow - op can be monster or player. Returns
1587     * 1 if bow was actually fired, 0 otherwise.
1588     * op is the object firing the bow.
1589     * part is for multipart creatures - the part firing the bow.
1590     * dir is the direction of fire.
1591     * wc_mod is any special modifier to give (used in special player fire modes)
1592     * sx, sy are coordinates to fire arrow from - also used in some of the special
1593     * player fire modes.
1594     */
1595 root 1.18 int
1596     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 elmex 1.1 {
1598 root 1.18 object *left, *bow;
1599     int bowspeed, mflags;
1600 root 1.25 maptile *m;
1601 elmex 1.1
1602 root 1.18 if (!dir)
1603     {
1604     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605     return 0;
1606 elmex 1.1 }
1607 root 1.48
1608 root 1.18 if (op->type == PLAYER)
1609     bow = op->contr->ranges[range_bow];
1610     else
1611     {
1612     for (bow = op->inv; bow; bow = bow->below)
1613     /* Don't check for applied - monsters don't apply bows - in that way, they
1614     * don't need to switch back and forth between bows and weapons.
1615     */
1616     if (bow->type == BOW)
1617     break;
1618 root 1.11
1619 root 1.18 if (!bow)
1620     {
1621     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1622     return 0;
1623 root 1.11 }
1624 elmex 1.1 }
1625 root 1.48
1626 root 1.18 if (!bow->race || !bow->skill)
1627     {
1628     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1629     return 0;
1630 elmex 1.1 }
1631    
1632 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1633 elmex 1.1
1634 root 1.18 /* penalize ROF for bestarrow */
1635     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1636     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1637 root 1.48
1638 root 1.18 if (bowspeed < 1)
1639     bowspeed = 1;
1640    
1641     if (arrow == NULL)
1642     {
1643     if ((arrow = find_arrow (op, bow->race)) == NULL)
1644     {
1645     if (op->type == PLAYER)
1646     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1647     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1648     else
1649     CLEAR_FLAG (op, FLAG_READY_BOW);
1650     return 0;
1651 root 1.11 }
1652 elmex 1.1 }
1653 root 1.48
1654 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1655     if (mflags & P_OUT_OF_MAP)
1656 root 1.48 return 0;
1657    
1658 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1659     {
1660     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1661     return 0;
1662     }
1663    
1664     /* this should not happen, but sometimes does */
1665     if (arrow->nrof == 0)
1666     {
1667 root 1.33 arrow->destroy ();
1668 root 1.18 return 0;
1669     }
1670    
1671     left = arrow; /* these are arrows left to the player */
1672     arrow = get_split_ob (arrow, 1);
1673 root 1.48 if (!arrow)
1674 root 1.18 {
1675     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1676     return 0;
1677 elmex 1.1 }
1678 root 1.48
1679 root 1.34 arrow->set_owner (op);
1680 root 1.18 arrow->skill = bow->skill;
1681     arrow->direction = dir;
1682    
1683     if (op->type == PLAYER)
1684     {
1685     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1686 root 1.54 op->update_stats ();
1687 elmex 1.1 }
1688    
1689 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1690     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1691     arrow->stats.hp = arrow->stats.dam;
1692     arrow->stats.grace = arrow->attacktype;
1693     if (arrow->slaying != NULL)
1694 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1695 root 1.18
1696     /* Note that this was different for monsters - they got their level
1697     * added to the damage. I think the strength bonus is more proper.
1698     */
1699    
1700     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1701    
1702     /* update the speed */
1703     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1704     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1705    
1706 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1707 root 1.18 arrow->speed_left = 0;
1708    
1709     if (op->type == PLAYER)
1710     {
1711     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714    
1715     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 elmex 1.1 }
1717 root 1.18 else
1718     {
1719     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720     arrow->level = op->level;
1721 elmex 1.1 }
1722 root 1.24
1723 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1724     arrow->attacktype |= bow->attacktype;
1725 root 1.24
1726 root 1.48 if (bow->slaying)
1727 root 1.18 arrow->slaying = bow->slaying;
1728    
1729     arrow->move_type = MOVE_FLY_LOW;
1730     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731    
1732     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 root 1.70 m->insert (arrow, sx, sy, op);
1734 root 1.18
1735 root 1.24 if (!arrow->destroyed ())
1736 root 1.18 move_arrow (arrow);
1737 elmex 1.1
1738 root 1.18 if (op->type == PLAYER)
1739     {
1740 root 1.24 if (left->destroyed ())
1741     esrv_del_item (op->contr, left->count);
1742 root 1.18 else
1743     esrv_send_item (op, left);
1744 elmex 1.1 }
1745 root 1.24
1746 root 1.18 return 1;
1747 elmex 1.1 }
1748    
1749     /* Special fire code for players - this takes into
1750     * account the special fire modes players can have
1751     * but monsters can't. Putting that code here
1752     * makes the fire_bow code much cleaner.
1753     * this function should only be called if 'op' is a player,
1754     * hence the function name.
1755     */
1756 root 1.18 int
1757     player_fire_bow (object *op, int dir)
1758 elmex 1.1 {
1759 root 1.18 int ret = 0, wcmod = 0;
1760    
1761     if (op->contr->bowtype == bow_bestarrow)
1762     {
1763     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1764     }
1765     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1766     {
1767     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1768     wcmod = -1;
1769     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1770     }
1771     else if (op->contr->bowtype == bow_threewide)
1772     {
1773     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1775     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1776     }
1777     else if (op->contr->bowtype == bow_spreadshot)
1778     {
1779     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1781     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1782 elmex 1.1
1783     }
1784 root 1.18 else
1785     {
1786     /* Simple case */
1787     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1788     }
1789     return ret;
1790 elmex 1.1 }
1791    
1792    
1793     /* Fires a misc (wand/rod/horn) object in 'dir'.
1794     * Broken apart from 'fire' to keep it more readable.
1795     */
1796 root 1.18 void
1797     fire_misc_object (object *op, int dir)
1798 elmex 1.1 {
1799 root 1.18 object *item;
1800 elmex 1.1
1801 root 1.18 if (!op->contr->ranges[range_misc])
1802     {
1803     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1804     return;
1805 elmex 1.1 }
1806    
1807 root 1.18 item = op->contr->ranges[range_misc];
1808     if (!item->inv)
1809     {
1810     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1811     return;
1812 elmex 1.1 }
1813 root 1.18 if (item->type == WAND)
1814     {
1815     if (item->stats.food <= 0)
1816     {
1817     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1818     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1819     return;
1820 root 1.11 }
1821 root 1.18 }
1822     else if (item->type == ROD || item->type == HORN)
1823     {
1824     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1825     {
1826     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1827     if (item->type == ROD)
1828     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1829     else
1830     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1831     return;
1832 root 1.11 }
1833 elmex 1.1 }
1834    
1835 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1836     {
1837     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1838     if (item->type == WAND)
1839     {
1840     if (!(--item->stats.food))
1841     {
1842     object *tmp;
1843    
1844     if (item->arch)
1845     {
1846     CLEAR_FLAG (item, FLAG_ANIMATE);
1847     item->face = item->arch->clone.face;
1848 root 1.67 item->set_speed (0);
1849 root 1.11 }
1850 root 1.67
1851 root 1.49 if ((tmp = item->in_player ()))
1852 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1853 root 1.11 }
1854     }
1855 root 1.18 else if (item->type == ROD || item->type == HORN)
1856 root 1.67 drain_rod_charge (item);
1857 elmex 1.1 }
1858     }
1859    
1860     /* Received a fire command for the player - go and do it.
1861     */
1862 root 1.18 void
1863     fire (object *op, int dir)
1864     {
1865     int spellcost = 0;
1866 elmex 1.1
1867 root 1.18 /* check for loss of invisiblity/hide */
1868     if (action_makes_visible (op))
1869     make_visible (op);
1870 elmex 1.1
1871 root 1.18 switch (op->contr->shoottype)
1872     {
1873 root 1.20 case range_none:
1874     return;
1875 elmex 1.1
1876 root 1.20 case range_bow:
1877     player_fire_bow (op, dir);
1878     return;
1879 elmex 1.1
1880 root 1.20 case range_magic: /* Casting spells */
1881     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1882     return;
1883 elmex 1.1
1884 root 1.20 case range_misc:
1885     fire_misc_object (op, dir);
1886     return;
1887 root 1.11
1888 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1889 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 root 1.20 {
1891 root 1.30 op->contr->ranges[range_golem] = 0;
1892 root 1.20 op->contr->shoottype = range_none;
1893     }
1894     else
1895     control_golem (op->contr->ranges[range_golem], dir);
1896     return;
1897 root 1.11
1898 root 1.20 case range_skill:
1899     if (!op->chosen_skill)
1900     {
1901     if (op->type == PLAYER)
1902     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903     return;
1904     }
1905     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906     return;
1907     case range_builder:
1908     apply_map_builder (op, dir);
1909     return;
1910     default:
1911     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1912     return;
1913 elmex 1.1 }
1914     }
1915    
1916    
1917    
1918     /* find_key
1919     * We try to find a key for the door as passed. If we find a key
1920     * and successfully use it, we return the key, otherwise NULL
1921     * This function merges both normal and locked door, since the logic
1922     * for both is the same - just the specific key is different.
1923     * pl is the player,
1924     * inv is the objects inventory to searched
1925     * door is the door we are trying to match against.
1926     * This function can be called recursively to search containers.
1927     */
1928    
1929 root 1.18 object *
1930     find_key (object *pl, object *container, object *door)
1931 elmex 1.1 {
1932 root 1.18 object *tmp, *key;
1933 elmex 1.1
1934 root 1.18 /* Should not happen, but sanity checking is never bad */
1935     if (container->inv == NULL)
1936     return NULL;
1937 elmex 1.1
1938 root 1.18 /* First, lets try to find a key in the top level inventory */
1939     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1940     {
1941     if (door->type == DOOR && tmp->type == KEY)
1942     break;
1943     /* For sanity, we should really check door type, but other stuff
1944     * (like containers) can be locked with special keys
1945     */
1946     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947     break;
1948     }
1949     /* No key found - lets search inventories now */
1950     /* If we find and use a key in an inventory, return at that time.
1951     * otherwise, if we search all the inventories and still don't find
1952     * a key, return
1953     */
1954     if (!tmp)
1955     {
1956     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1957     {
1958     /* No reason to search empty containers */
1959     if (tmp->type == CONTAINER && tmp->inv)
1960     {
1961     if ((key = find_key (pl, tmp, door)) != NULL)
1962     return key;
1963     }
1964     }
1965     if (!tmp)
1966     return NULL;
1967 elmex 1.1 }
1968 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1969     * see if we actually want to use it
1970     */
1971     if (pl != container)
1972     {
1973     /* Only let players use keys in containers */
1974     if (!pl->contr)
1975     return NULL;
1976     /* cases where this fails:
1977     * If we only search the player inventory, return now since we
1978     * are not in the players inventory.
1979     * If the container is not active, return now since only active
1980     * containers can be used.
1981     * If we only search keyrings and the container does not have
1982     * a race/isn't a keyring.
1983     * No checking for all containers - to fall through past here,
1984     * inv must have been an container and must have been active.
1985     *
1986     * Change the color so that the message doesn't disappear with
1987     * all the others.
1988     */
1989     if (pl->contr->usekeys == key_inventory ||
1990     !QUERY_FLAG (container, FLAG_APPLIED) ||
1991     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1992     {
1993     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1995     return NULL;
1996 root 1.11 }
1997 elmex 1.1 }
1998 root 1.18 return tmp;
1999 elmex 1.1 }
2000    
2001     /* moved door processing out of move_player_attack.
2002     * returns 1 if player has opened the door with a key
2003     * such that the caller should not do anything more,
2004     * 0 otherwise
2005     */
2006 root 1.18 static int
2007     player_attack_door (object *op, object *door)
2008 elmex 1.1 {
2009 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2010     * might as well return immediately as there is nothing more to do -
2011     * otherwise, we fall through to the rest of the code.
2012     */
2013     object *key = find_key (op, op, door);
2014    
2015     /* IF we found a key, do some extra work */
2016     if (key)
2017     {
2018     object *container = key->env;
2019    
2020     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2021     if (action_makes_visible (op))
2022     make_visible (op);
2023     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024     spring_trap (door->inv, op);
2025     if (door->type == DOOR)
2026     {
2027     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2028     }
2029     else if (door->type == LOCKED_DOOR)
2030     {
2031     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2032     remove_door2 (door); /* remove door without violence ;-) */
2033     }
2034     /* Do this after we print the message */
2035     decrease_ob (key); /* Use up one of the keys */
2036     /* Need to update the weight the container the key was in */
2037     if (container != op)
2038     esrv_update_item (UPD_WEIGHT, op, container);
2039     return 1; /* Nothing more to do below */
2040     }
2041     else if (door->type == LOCKED_DOOR)
2042     {
2043     /* Might as well return now - no other way to open this */
2044     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2045     return 1;
2046 elmex 1.1 }
2047 root 1.18 return 0;
2048 elmex 1.1 }
2049    
2050     /* This function is just part of a breakup from move_player.
2051     * It should keep the code cleaner.
2052     * When this is called, the players direction has been updated
2053     * (taking into account confusion.) The player is also actually
2054     * going to try and move (not fire weapons).
2055     */
2056 root 1.18 void
2057     move_player_attack (object *op, int dir)
2058 elmex 1.1 {
2059 root 1.18 object *tmp, *mon;
2060     sint16 nx, ny;
2061     int on_battleground;
2062 root 1.25 maptile *m;
2063 root 1.18
2064     nx = freearr_x[dir] + op->x;
2065     ny = freearr_y[dir] + op->y;
2066    
2067 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2068 root 1.18
2069     /* If braced, or can't move to the square, and it is not out of the
2070     * map, attack it. Note order of if statement is important - don't
2071     * want to be calling move_ob if braced, because move_ob will move the
2072     * player. This is a pretty nasty hack, because if we could
2073     * move to some space, it then means that if we are braced, we should
2074     * do nothing at all. As it is, if we are braced, we go through
2075     * quite a bit of processing. However, it probably is less than what
2076     * move_ob uses.
2077     */
2078     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2079     {
2080     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081     {
2082     m = get_map_from_coord (op->map, &nx, &ny);
2083     if (!m)
2084     return; /* Don't think this should happen */
2085     }
2086     else
2087     m = op->map;
2088    
2089 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 root 1.18 {
2091 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 root 1.18 return;
2093 root 1.11 }
2094    
2095 root 1.49 mon = 0;
2096 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2097     * we find a monster - that is something we know we want to attack.
2098     * if its a door or barrel (can roll) see if there may be monsters
2099     * on the space
2100     */
2101 root 1.49 while (tmp)
2102 root 1.18 {
2103     if (tmp == op)
2104     {
2105     tmp = tmp->above;
2106     continue;
2107 root 1.11 }
2108 root 1.27
2109 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2110     {
2111     mon = tmp;
2112     break;
2113 root 1.11 }
2114 root 1.27
2115 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2116     mon = tmp;
2117 root 1.27
2118 root 1.18 tmp = tmp->above;
2119     }
2120    
2121 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2122 root 1.18 return; /* into a wall */
2123    
2124 root 1.49 if (mon->head)
2125 root 1.18 mon = mon->head;
2126    
2127     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2128     if (player_attack_door (op, mon))
2129     return;
2130    
2131     /* The following deals with possibly attacking peaceful
2132     * or frienddly creatures. Basically, all players are considered
2133     * unaggressive. If the moving player has peaceful set, then the
2134     * object should be pushed instead of attacked. It is assumed that
2135     * if you are braced, you will not attack friends accidently,
2136     * and thus will not push them.
2137     */
2138 root 1.11
2139 root 1.18 /* If the creature is a pet, push it even if the player is not
2140     * peaceful. Our assumption is the creature is a pet if the
2141     * player owns it and it is either friendly or unagressive.
2142     */
2143     if ((op->type == PLAYER)
2144 elmex 1.1 #if COZY_SERVER
2145 root 1.18 &&
2146 root 1.34 ((mon->owner && mon->owner->contr
2147     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2148 elmex 1.1 #else
2149 root 1.34 && mon->owner == op
2150 elmex 1.1 #endif
2151 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 root 1.11 {
2153 root 1.18 /* If we're braced, we don't want to switch places with it */
2154     if (op->contr->braced)
2155 root 1.11 return;
2156 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2157     (void) push_ob (mon, dir, op);
2158     if (op->contr->tmp_invis || op->hide)
2159     make_visible (op);
2160     return;
2161 root 1.11 }
2162    
2163 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2164     * creatures. Note that if you are braced, you can't push
2165     * someone, but put it inside this loop so that you won't
2166     * attack them either.
2167     */
2168     if ((mon->type == PLAYER || mon->enemy != op) &&
2169     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2170 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2171 root 1.49 (op->contr->peaceful
2172     || (mon->type == PLAYER
2173     && mon->contr->
2174     peaceful)) &&
2175 elmex 1.1 #else
2176 root 1.49 op->contr->peaceful &&
2177 elmex 1.1 #endif
2178 root 1.49 !on_battleground))
2179 root 1.18 {
2180     if (!op->contr->braced)
2181     {
2182     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2183     (void) push_ob (mon, dir, op);
2184     }
2185     else
2186 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2187    
2188 root 1.18 if (op->contr->tmp_invis || op->hide)
2189     make_visible (op);
2190 root 1.11 }
2191 elmex 1.1
2192 root 1.18 /* If the object is a boulder or other rollable object, then
2193     * roll it if not braced. You can't roll it if you are braced.
2194     */
2195     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2196     {
2197     recursive_roll (mon, dir, op);
2198     if (action_makes_visible (op))
2199     make_visible (op);
2200 root 1.11 }
2201    
2202 root 1.18 /* Any generic living creature. Including things like doors.
2203     * Way it works is like this: First, it must have some hit points
2204     * and be living. Then, it must be one of the following:
2205     * 1) Not a player, 2) A player, but of a different party. Note
2206     * that party_number -1 is no party, so attacks can still happen.
2207     */
2208 root 1.11
2209 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2211     {
2212 elmex 1.1
2213 root 1.18 /* If the player hasn't hit something this tick, and does
2214     * so, give them speed boost based on weapon speed. Doing
2215     * it here is better than process_players2, which basically
2216     * incurred a 1 tick offset.
2217     */
2218     if (!op->contr->has_hit)
2219     {
2220     op->speed_left += op->speed / op->contr->weapon_sp;
2221 root 1.11
2222 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2223 root 1.11 }
2224    
2225 root 1.49 skill_attack (mon, op, 0, 0, 0);
2226 root 1.11
2227 root 1.18 /* If attacking another player, that player gets automatic
2228     * hitback, and doesn't loose luck either.
2229     * Disable hitback on the battleground or if the target is
2230     * the wiz.
2231     */
2232     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2233     {
2234     short luck = mon->stats.luck;
2235    
2236     mon->contr->has_hit = 1;
2237 root 1.49 skill_attack (op, mon, 0, 0, 0);
2238 root 1.18 mon->stats.luck = luck;
2239 root 1.11 }
2240 root 1.49
2241 root 1.18 if (action_makes_visible (op))
2242     make_visible (op);
2243 root 1.11 }
2244 root 1.18 } /* if player should attack something */
2245 elmex 1.1 }
2246    
2247 root 1.18 int
2248     move_player (object *op, int dir)
2249     {
2250     int pick;
2251 elmex 1.1
2252 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2253     return 0;
2254 elmex 1.1
2255 root 1.18 /* Sanity check: make sure dir is valid */
2256     if ((dir < 0) || (dir >= 9))
2257     {
2258     LOG (llevError, "move_player: invalid direction %d\n", dir);
2259     return 0;
2260 elmex 1.1 }
2261    
2262 root 1.18 /* peterm: added following line */
2263     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2265    
2266     op->facing = dir;
2267    
2268     if (op->hide)
2269     do_hidden_move (op);
2270    
2271     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272     /*nop */ ;
2273     else if (op->contr->fire_on)
2274     fire (op, dir);
2275     else
2276     {
2277     move_player_attack (op, dir);
2278     pick = check_pick (op);
2279     }
2280 elmex 1.1
2281 root 1.18 /* Add special check for newcs players and fire on - this way, the
2282     * server can handle repeat firing.
2283     */
2284     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2285 root 1.49 op->direction = dir;
2286 root 1.18 else
2287 root 1.49 op->direction = 0;
2288    
2289 root 1.18 /* Update how the player looks. Use the facing, so direction may
2290     * get reset to zero. This allows for full animation capabilities
2291     * for players.
2292     */
2293     animate_object (op, op->facing);
2294     return 0;
2295 elmex 1.1 }
2296    
2297     /* This is similar to handle_player, below, but is only used by the
2298     * new client/server stuff.
2299     * This is sort of special, in that the new client/server actually uses
2300     * the new speed values for commands.
2301     *
2302     * Returns true if there are more actions we can do.
2303     */
2304 root 1.18 int
2305     handle_newcs_player (object *op)
2306 elmex 1.1 {
2307 root 1.18 if (op->contr->hidden)
2308     {
2309     op->invisible = 1000;
2310     /* the socket code flashes the player visible/invisible
2311     * depending on the value of invisible, so we need to
2312     * alternate it here for it to work correctly.
2313     */
2314     if (pticks & 2)
2315 root 1.11 op->invisible--;
2316 root 1.18 }
2317     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318     {
2319     op->invisible--;
2320     if (!op->invisible)
2321     {
2322     make_visible (op);
2323     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 root 1.11 }
2325 elmex 1.1 }
2326    
2327 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2328     {
2329     flee_player (op);
2330     /* If player is still scared, that is his action for this tick */
2331     if (QUERY_FLAG (op, FLAG_SCARED))
2332     {
2333     op->speed_left--;
2334     return 0;
2335 root 1.11 }
2336 elmex 1.1 }
2337    
2338 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2339     * the player object still points to the defunct golem. The code that
2340     * destroys the golem looks correct, and it doesn't always happen, so
2341     * put this in a a workaround to clean up the golem pointer.
2342     */
2343 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344     op->contr->ranges[range_golem] = 0;
2345 root 1.18
2346     /* call this here - we also will call this in do_ericserver, but
2347     * the players time has been increased when doericserver has been
2348     * called, so we recheck it here.
2349     */
2350 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2351 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 root 1.47 ;
2353    
2354 root 1.18 if (op->speed_left < 0)
2355 elmex 1.1 return 0;
2356    
2357 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358     {
2359     /* All move commands take 1 tick, at least for now */
2360     op->speed_left--;
2361 elmex 1.1
2362 root 1.18 /* Instead of all the stuff below, let move_player take care
2363     * of it. Also, some of the skill stuff is only put in
2364     * there, as well as the confusion stuff.
2365     */
2366     move_player (op, op->direction);
2367     if (op->speed_left > 0)
2368     return 1;
2369     else
2370 root 1.11 return 0;
2371 root 1.18 }
2372 root 1.41
2373 root 1.18 return 0;
2374     }
2375    
2376     int
2377     save_life (object *op)
2378     {
2379     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2380 elmex 1.1 return 0;
2381 root 1.18
2382 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2383 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2384     {
2385     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2386     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2387 root 1.33
2388 root 1.18 if (op->contr)
2389     esrv_del_item (op->contr, tmp->count);
2390 root 1.33
2391     tmp->destroy ();
2392 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2393 root 1.33
2394 root 1.18 if (op->stats.hp < 0)
2395     op->stats.hp = op->stats.maxhp;
2396 root 1.33
2397 root 1.18 if (op->stats.food < 0)
2398     op->stats.food = 999;
2399 root 1.33
2400 root 1.54 op->update_stats ();
2401 root 1.18 return 1;
2402     }
2403 root 1.41
2404 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2405     CLEAR_FLAG (op, FLAG_LIFESAVE);
2406     enter_player_savebed (op); /* bring him home. */
2407     return 0;
2408 elmex 1.1 }
2409    
2410     /* This goes throws the inventory and removes unpaid objects, and puts them
2411     * back in the map (location and map determined by values of env). This
2412     * function will descend into containers. op is the object to start the search
2413     * from.
2414     */
2415 root 1.18 void
2416     remove_unpaid_objects (object *op, object *env)
2417 elmex 1.1 {
2418 root 1.18 object *next;
2419 elmex 1.1
2420 root 1.18 while (op)
2421     {
2422 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2423    
2424 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2425     {
2426     if (env->type == PLAYER)
2427     esrv_del_item (env->contr, op->count);
2428 root 1.70
2429     op->insert_at (env);
2430 root 1.18 }
2431     else if (op->inv)
2432     remove_unpaid_objects (op->inv, env);
2433 root 1.41
2434 root 1.18 op = next;
2435 elmex 1.1 }
2436     }
2437    
2438     /*
2439     * Returns pointer a static string containing gravestone text
2440     * Moved from apply.c to player.c - player.c is what
2441     * actually uses this function. player.c may not be quite the
2442     * best, a misc file for object actions is probably better,
2443     * but there isn't one in the server directory.
2444     */
2445 root 1.18 char *
2446     gravestone_text (object *op)
2447 elmex 1.1 {
2448 root 1.18 static char buf2[MAX_BUF];
2449     char buf[MAX_BUF];
2450     time_t now = time (NULL);
2451    
2452     strcpy (buf2, " R.I.P.\n\n");
2453     if (op->type == PLAYER)
2454     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2455     else
2456     sprintf (buf, "%s\n", &op->name);
2457 root 1.41
2458 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2459     strcat (buf2, buf);
2460     if (op->type == PLAYER)
2461     sprintf (buf, "who was in level %d when killed\n", op->level);
2462     else
2463     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2464 root 1.41
2465 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2466     strcat (buf2, buf);
2467     if (op->type == PLAYER)
2468     {
2469     sprintf (buf, "by %s.\n\n", op->contr->killer);
2470     strncat (buf2, " ", 21 - strlen (buf) / 2);
2471     strcat (buf2, buf);
2472     }
2473 root 1.41
2474 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2475     strncat (buf2, " ", 20 - strlen (buf) / 2);
2476     strcat (buf2, buf);
2477 root 1.41
2478 root 1.18 return buf2;
2479 elmex 1.1 }
2480    
2481 root 1.18 void
2482     do_some_living (object *op)
2483     {
2484     int last_food = op->stats.food;
2485 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2486     int over_hp, over_sp, over_grace;
2487     int i;
2488     int rate_hp = 1200;
2489     int rate_sp = 2500;
2490     int rate_grace = 2000;
2491     const int max_hp = 1;
2492     const int max_sp = 1;
2493     const int max_grace = 1;
2494    
2495 pippijn 1.17 if (op->contr->outputs_sync)
2496 root 1.18 {
2497     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2498 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2499 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2500     }
2501    
2502 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2503 root 1.18 {
2504     /* these next three if clauses make it possible to SLOW DOWN
2505     hp/grace/spellpoint regeneration. */
2506     if (op->contr->gen_hp >= 0)
2507     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2508     else
2509     {
2510     gen_hp = op->stats.maxhp;
2511     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2512     }
2513 root 1.55
2514 root 1.18 if (op->contr->gen_sp >= 0)
2515     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2516     else
2517     {
2518     gen_sp = op->stats.maxsp;
2519     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2520     }
2521 root 1.55
2522 root 1.18 if (op->contr->gen_grace >= 0)
2523     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2524     else
2525     {
2526     gen_grace = op->stats.maxgrace;
2527     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528     }
2529    
2530     /* Regenerate Spell Points */
2531     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2532     {
2533     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2534     if (op->stats.sp < op->stats.maxsp)
2535     {
2536     op->stats.sp++;
2537     /* dms do not consume food */
2538     if (!QUERY_FLAG (op, FLAG_WIZ))
2539     {
2540     op->stats.food--;
2541     if (op->contr->digestion < 0)
2542     op->stats.food += op->contr->digestion;
2543     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2544     op->stats.food = last_food;
2545     }
2546     }
2547 root 1.55
2548 root 1.18 if (max_sp > 1)
2549     {
2550     over_sp = (gen_sp + 10) / rate_sp;
2551     if (over_sp > 0)
2552     {
2553     if (op->stats.sp < op->stats.maxsp)
2554     {
2555     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556 root 1.55
2557 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2558     op->stats.sp--;
2559 root 1.55
2560 root 1.18 if (op->stats.sp > op->stats.maxsp)
2561     op->stats.sp = op->stats.maxsp;
2562     }
2563     op->last_sp = 0;
2564     }
2565     else
2566 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 root 1.18 }
2568     else
2569 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 root 1.18 }
2571    
2572     /* Regenerate Grace */
2573     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2574     if (--op->last_grace < 0)
2575     {
2576     if (op->stats.grace < op->stats.maxgrace / 2)
2577     op->stats.grace++; /* no penalty in food for regaining grace */
2578 root 1.55
2579 root 1.18 if (max_grace > 1)
2580     {
2581     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2582     if (over_grace > 0)
2583     {
2584     op->stats.sp += over_grace
2585     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2586     op->last_grace = 0;
2587     }
2588     else
2589     {
2590     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2591     }
2592     }
2593     else
2594     {
2595     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2596     }
2597     /* wearing stuff doesn't detract from grace generation. */
2598     }
2599    
2600     /* Regenerate Hit Points */
2601     if (--op->last_heal < 0)
2602     {
2603     if (op->stats.hp < op->stats.maxhp)
2604     {
2605     op->stats.hp++;
2606     /* dms do not consume food */
2607     if (!QUERY_FLAG (op, FLAG_WIZ))
2608     {
2609     op->stats.food--;
2610     if (op->contr->digestion < 0)
2611     op->stats.food += op->contr->digestion;
2612     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2613     op->stats.food = last_food;
2614     }
2615     }
2616 root 1.55
2617 root 1.18 if (max_hp > 1)
2618     {
2619     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2620     if (over_hp > 0)
2621     {
2622     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2623     op->last_heal = 0;
2624     }
2625     else
2626     {
2627     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2628     }
2629     }
2630     else
2631     {
2632     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2633     }
2634 root 1.11 }
2635 elmex 1.1
2636 root 1.18 /* Digestion */
2637     if (--op->last_eat < 0)
2638     {
2639     #ifdef COZY_SERVER
2640     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2641     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2642     #else
2643     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2644     #endif
2645    
2646     if (op->contr->gen_hp > 0)
2647     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2648     else
2649     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650 root 1.55
2651 root 1.18 /* dms do not consume food */
2652     if (!QUERY_FLAG (op, FLAG_WIZ))
2653     op->stats.food--;
2654 root 1.11 }
2655 elmex 1.1
2656 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2657     {
2658     object *tmp, *flesh = 0;
2659 root 1.18
2660 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2661 root 1.18 {
2662 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2663 root 1.18 {
2664 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2665     {
2666     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2667     manual_apply (op, tmp, 0);
2668     if (op->stats.food >= 0 || op->stats.hp < 0)
2669     break;
2670     }
2671     else if (tmp->type == FLESH)
2672     flesh = tmp;
2673     } /* End if paid for object */
2674     } /* end of for loop */
2675    
2676     /* If player is still starving, it means they don't have any food, so
2677     * eat flesh instead.
2678     */
2679     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2680     {
2681     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2682     manual_apply (op, flesh, 0);
2683     }
2684 root 1.11 }
2685 elmex 1.1
2686 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2687     op->stats.food++, op->stats.hp--;
2688 elmex 1.1
2689 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2690     kill_player (op);
2691     }
2692 elmex 1.1 }
2693    
2694     /* If the player should die (lack of hp, food, etc), we call this.
2695     * op is the player in jeopardy. If the player can not be saved (not
2696     * permadeath, no lifesave), this will take care of removing the player
2697     * file.
2698     */
2699 root 1.18 void
2700     kill_player (object *op)
2701 elmex 1.1 {
2702 root 1.18 char buf[MAX_BUF];
2703     int x, y;
2704    
2705     //int i;
2706 root 1.25 maptile *map; /* this is for resurrection */
2707 root 1.18
2708     /* int z;
2709     int num_stats_lose;
2710     int lost_a_stat;
2711     int lose_this_stat;
2712     int this_stat; */
2713     int will_kill_again;
2714     archetype *at;
2715     object *tmp;
2716    
2717     if (save_life (op))
2718     return;
2719    
2720    
2721     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2722     * in cities ONLY!!! It is very important that this doesn't get abused.
2723     * Look at op_on_battleground() for more info --AndreasV
2724     */
2725     if (op_on_battleground (op, &x, &y))
2726     {
2727     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2728     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2729    
2730     /* restore player */
2731 root 1.22 at = archetype::find ("poisoning");
2732 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2733 root 1.18 {
2734 root 1.33 tmp->destroy ();
2735 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2736     }
2737 elmex 1.1
2738 root 1.22 at = archetype::find ("confusion");
2739 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2740 root 1.18 {
2741 root 1.33 tmp->destroy ();
2742 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2743     }
2744    
2745     cure_disease (op, 0); /* remove any disease */
2746     op->stats.hp = op->stats.maxhp;
2747     if (op->stats.food <= 0)
2748     op->stats.food = 999;
2749 elmex 1.1
2750 root 1.18 /* create a bodypart-trophy to make the winner happy */
2751 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2752 root 1.18 {
2753     sprintf (buf, "%s's finger", &op->name);
2754     tmp->name = buf;
2755     sprintf (buf, " This finger has been cut off %s\n"
2756     " the %s, when he was defeated at\n level %d by %s.\n",
2757     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758     tmp->msg = buf;
2759     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2760     tmp->materialname = NULL;
2761 root 1.70 op->insert_at (tmp, op);
2762 root 1.18 }
2763 elmex 1.1
2764 root 1.18 /* teleport defeated player to new destination */
2765     transfer_ob (op, x, y, 0, NULL);
2766     op->contr->braced = 0;
2767     return;
2768 elmex 1.1 }
2769    
2770 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2771 root 1.3
2772 root 1.18 command_kill_pets (op, 0);
2773 elmex 1.1
2774 root 1.18 if (op->stats.food < 0)
2775     {
2776     if (op->contr->explore)
2777     {
2778     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780     op->stats.food = 999;
2781     return;
2782 root 1.11 }
2783 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2784     strcpy (op->contr->killer, "starvation");
2785 elmex 1.1 }
2786 root 1.18 else
2787     {
2788     if (op->contr->explore)
2789     {
2790     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792     op->stats.hp = op->stats.maxhp;
2793     return;
2794 root 1.11 }
2795 root 1.18 sprintf (buf, "%s died.", &op->name);
2796 elmex 1.1 }
2797 root 1.70
2798 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 elmex 1.1
2800 root 1.18 /* save the map location for corpse, gravestone */
2801 root 1.70 x = op->x;
2802     y = op->y;
2803 root 1.18 map = op->map;
2804 elmex 1.1
2805 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2806     * life if they are dead - it takes some exp and a random stat.
2807     * See the config.h file for a little more in depth detail about this.
2808     */
2809    
2810     /* Basically two ways to go - remove a stat permanently, or just
2811     * make it depletion. This bunch of code deals with that aspect
2812     * of death.
2813     */
2814     #ifndef COZY_SERVER
2815     if (settings.balanced_stat_loss)
2816 root 1.18 {
2817 root 1.54 /* If stat loss is permanent, lose one stat only. */
2818     /* Lower level chars don't lose as many stats because they suffer
2819     more if they do. */
2820     /* Higher level characters can afford things such as potions of
2821     restoration, or better, stat potions. So we slug them that
2822     little bit harder. */
2823     /* GD */
2824     if (settings.stat_loss_on_death)
2825     num_stats_lose = 1;
2826     else
2827     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828     }
2829     else
2830 root 1.70 num_stats_lose = 1;
2831    
2832 root 1.54 lost_a_stat = 0;
2833    
2834     for (z = 0; z < num_stats_lose; z++)
2835     {
2836     i = RANDOM () % NUM_STATS;
2837 root 1.11
2838 root 1.54 if (settings.stat_loss_on_death)
2839 root 1.18 {
2840 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2841     * what he lost.
2842     */
2843     change_attr_value (&(op->stats), i, -1);
2844     check_stat_bounds (&(op->stats));
2845     change_attr_value (&(op->contr->orig_stats), i, -1);
2846     check_stat_bounds (&(op->contr->orig_stats));
2847     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2848     lost_a_stat = 1;
2849 root 1.18 }
2850     else
2851     {
2852 root 1.54 /* deplete a stat */
2853     archetype *deparch = archetype::find ("depletion");
2854     object *dep;
2855 root 1.11
2856 root 1.54 dep = present_arch_in_ob (deparch, op);
2857     if (!dep)
2858 root 1.18 {
2859 root 1.54 dep = arch_to_object (deparch);
2860     insert_ob_in_ob (dep, op);
2861 root 1.18 }
2862 root 1.54 lose_this_stat = 1;
2863     if (settings.balanced_stat_loss)
2864 root 1.18 {
2865 root 1.54 /* GD */
2866     /* Get the stat that we're about to deplete. */
2867     this_stat = get_attr_value (&(dep->stats), i);
2868     if (this_stat < 0)
2869     {
2870     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2871     int keep_chance = this_stat * this_stat;
2872 root 1.18
2873 root 1.54 /* Yes, I am paranoid. Sue me. */
2874     if (keep_chance < 1)
2875     keep_chance = 1;
2876 root 1.18
2877 root 1.54 /* There is a maximum depletion total per level. */
2878     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2879     {
2880     lose_this_stat = 0;
2881     /* Take loss chance vs keep chance to see if we
2882     retain the stat. */
2883     }
2884     else
2885     {
2886     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2887     lose_this_stat = 0;
2888     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2889     this_stat, keep_chance, loss_chance,
2890     lose_this_stat?"LOSE":"KEEP"); */
2891 root 1.11 }
2892     }
2893 root 1.54 }
2894 root 1.18
2895 root 1.54 if (lose_this_stat)
2896     {
2897     this_stat = get_attr_value (&(dep->stats), i);
2898     /* We could try to do something clever like find another
2899     * stat to reduce if this fails. But chances are, if
2900     * stats have been depleted to -50, all are pretty low
2901     * and should be roughly the same, so it shouldn't make a
2902     * difference.
2903     */
2904     if (this_stat >= -50)
2905 root 1.18 {
2906 root 1.54 change_attr_value (&(dep->stats), i, -1);
2907     SET_FLAG (dep, FLAG_APPLIED);
2908     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2909     op->update_stats ();
2910     lost_a_stat = 1;
2911 root 1.11 }
2912     }
2913     }
2914 root 1.54 }
2915     /* If no stat lost, tell the player. */
2916     if (!lost_a_stat)
2917     {
2918     /* determine_god() seems to not work sometimes... why is this?
2919     Should I be using something else? GD */
2920     const char *god = determine_god (op);
2921 root 1.18
2922 root 1.54 if (god && (strcmp (god, "none")))
2923     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2924     else
2925     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2926     }
2927 root 1.28 #else
2928 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.");
2929 elmex 1.1 #endif
2930    
2931 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2932     * exp loss on the stone.
2933     */
2934     tmp = arch_to_object (archetype::find ("gravestone"));
2935     sprintf (buf, "%s's gravestone", &op->name);
2936     tmp->name = buf;
2937     sprintf (buf, "%s's gravestones", &op->name);
2938     tmp->name_pl = buf;
2939     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);
2940     tmp->msg = buf;
2941     tmp->x = op->x, tmp->y = op->y;
2942     insert_ob_in_map (tmp, op->map, NULL, 0);
2943    
2944     /**************************************/
2945     /* */
2946     /* Subtract the experience points, */
2947     /* if we died cause of food, give us */
2948     /* food, and reset HP's... */
2949     /* */
2950     /**************************************/
2951    
2952     /* remove any poisoning and confusion the character may be suffering. */
2953     /* restore player */
2954     at = archetype::find ("poisoning");
2955     tmp = present_arch_in_ob (at, op);
2956    
2957     if (tmp)
2958     {
2959     tmp->destroy ();
2960     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961     }
2962    
2963     at = archetype::find ("confusion");
2964     tmp = present_arch_in_ob (at, op);
2965     if (tmp)
2966     {
2967     tmp->destroy ();
2968     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2969     }
2970    
2971     cure_disease (op, 0); /* remove any disease */
2972    
2973     /*add_exp(op, (op->stats.exp * -0.20)); */
2974     apply_death_exp_penalty (op);
2975     if (op->stats.food < 100)
2976     op->stats.food = 900;
2977     op->stats.hp = op->stats.maxhp;
2978     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 root 1.11
2981 root 1.54 /*
2982     * Check to see if the player is in a shop. IF so, then check to see if
2983     * the player has any unpaid items. If so, remove them and put them back
2984     * in the map.
2985     */
2986 root 1.33
2987 root 1.54 if (is_in_shop (op))
2988     remove_unpaid_objects (op->inv, op);
2989 root 1.18
2990 root 1.54 /****************************************/
2991     /* */
2992     /* Move player to his current respawn- */
2993     /* position (usually last savebed) */
2994     /* */
2995     /****************************************/
2996 root 1.18
2997 root 1.54 enter_player_savebed (op);
2998 root 1.18
2999 root 1.54 /* Save the player before inserting the force to reduce
3000     * chance of abuse.
3001     */
3002     op->contr->braced = 0;
3003     op->contr->save ();
3004 root 1.11
3005 root 1.54 /* it is possible that the player has blown something up
3006     * at his savebed location, and that can have long lasting
3007     * spell effects. So first see if there is a spell effect
3008     * on the space that might harm the player.
3009     */
3010     will_kill_again = 0;
3011     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3012     if (tmp->type == SPELL_EFFECT)
3013     will_kill_again |= tmp->attacktype;
3014 elmex 1.1
3015 root 1.54 if (will_kill_again)
3016 root 1.18 {
3017 root 1.54 object *force;
3018     int at;
3019 root 1.18
3020 root 1.54 force = get_archetype (FORCE_NAME);
3021     /* 50 ticks should be enough time for the spell to abate */
3022     force->speed = 0.1;
3023     force->speed_left = -5.0;
3024     SET_FLAG (force, FLAG_APPLIED);
3025     for (at = 0; at < NROFATTACKS; at++)
3026     if (will_kill_again & (1 << at))
3027     force->resist[at] = 100;
3028 root 1.30
3029 root 1.54 insert_ob_in_ob (force, op);
3030     op->update_stats ();
3031 root 1.30
3032 root 1.54 }
3033 root 1.18
3034 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3035 elmex 1.1 }
3036    
3037 root 1.18 void
3038     loot_object (object *op)
3039     { /* Grab and destroy some treasure */
3040     object *tmp, *tmp2, *next;
3041 elmex 1.1
3042 root 1.18 if (op->container)
3043 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3044 elmex 1.1
3045 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3046 root 1.18 {
3047     next = tmp->below;
3048 root 1.54
3049 elmex 1.50 if (tmp->invisible)
3050 root 1.18 continue;
3051 root 1.54
3052 root 1.32 tmp->remove ();
3053 root 1.18 tmp->x = op->x, tmp->y = op->y;
3054     if (tmp->type == CONTAINER)
3055     { /* empty container to ground */
3056     loot_object (tmp);
3057     }
3058     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3059     {
3060     if (tmp->nrof > 1)
3061     {
3062     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3063 root 1.33 tmp2->destroy ();
3064 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3065     }
3066     else
3067 root 1.33 tmp->destroy ();
3068 root 1.18 }
3069     else
3070     insert_ob_in_map (tmp, op->map, NULL, 0);
3071     }
3072 elmex 1.1 }
3073    
3074     /*
3075     * fix_weight(): Check recursively the weight of all players, and fix
3076     * what needs to be fixed. Refresh windows and fix speed if anything
3077     * was changed.
3078     */
3079    
3080 root 1.18 void
3081     fix_weight (void)
3082     {
3083 root 1.61 for_all_players (pl)
3084 root 1.18 {
3085     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3086    
3087     if (old == sum)
3088     continue;
3089 root 1.54 pl->ob->update_stats ();
3090 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3091     }
3092 elmex 1.1 }
3093    
3094 root 1.18 void
3095     fix_luck (void)
3096     {
3097 root 1.61 for_all_players (pl)
3098 root 1.52 if (!pl->ob->contr->ns->state)
3099 root 1.54 pl->ob->change_luck (0);
3100 elmex 1.1 }
3101    
3102     /* cast_dust() - handles op throwing objects of type 'DUST'.
3103     * This is much simpler in the new spell code - we basically
3104     * just treat this as any other spell casting object.
3105     */
3106 elmex 1.2 void
3107 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3108 elmex 1.2 {
3109     object *skop, *spob;
3110    
3111     skop = find_skill_by_name (op, throw_ob->skill);
3112    
3113     /* casting POTION 'dusts' is really a use_magic_item skill */
3114     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3115     {
3116 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3117 elmex 1.2 return;
3118     }
3119    
3120     spob = throw_ob->inv;
3121    
3122     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3123     // not pass NULL to cast_spell (which did indeed check itself, but
3124     // errors should be reported as early as possible IMHO)
3125     if (!spob)
3126     {
3127 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3128 elmex 1.2 return;
3129 elmex 1.1 }
3130    
3131 elmex 1.2 if (op->type == PLAYER)
3132 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3133 elmex 1.2
3134     cast_spell (op, throw_ob, dir, spob, NULL);
3135    
3136 root 1.33 throw_ob->destroy ();
3137 elmex 1.1 }
3138    
3139 root 1.18 void
3140     make_visible (object *op)
3141     {
3142     op->hide = 0;
3143     op->invisible = 0;
3144     if (op->type == PLAYER)
3145     {
3146     op->contr->tmp_invis = 0;
3147     op->contr->invis_race = 0;
3148     }
3149     update_object (op, UP_OBJ_FACE);
3150     }
3151    
3152     int
3153     is_true_undead (object *op)
3154     {
3155     object *tmp = NULL;
3156    
3157     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3158     return 1;
3159    
3160 elmex 1.1 return 0;
3161     }
3162    
3163     /* look at the surrounding terrain to determine
3164     * the hideability of this object. Positive levels
3165     * indicate greater hideability.
3166     */
3167    
3168 root 1.18 int
3169     hideability (object *ob)
3170     {
3171     int i, level = 0, mflag;
3172     sint16 x, y;
3173    
3174     if (!ob || !ob->map)
3175     return 0;
3176    
3177     /* so, on normal lighted maps, its hard to hide */
3178     level = ob->map->darkness - 2;
3179    
3180     /* this also picks up whether the object is glowing.
3181     * If you carry a light on a non-dark map, its not
3182     * as bad as carrying a light on a pitch dark map */
3183     if (has_carried_lights (ob))
3184     level = -(10 + (2 * ob->map->darkness));
3185    
3186     /* scan through all nearby squares for terrain to hide in */
3187     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3188     {
3189     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3190     if (mflag & P_OUT_OF_MAP)
3191     {
3192     continue;
3193     }
3194     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3195     level += 2;
3196     else /* open terrain! */
3197     level -= 1;
3198 elmex 1.1 }
3199 root 1.18
3200 elmex 1.1 #if 0
3201 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3202 elmex 1.1 #endif
3203 root 1.18 return level;
3204 elmex 1.1 }
3205    
3206     /* For Hidden creatures - a chance of becoming 'unhidden'
3207     * every time they move - as we subtract off 'invisibility'
3208     * AND, for players, if they move into a ridiculously unhideable
3209     * spot (surrounded by clear terrain in broad daylight). -b.t.
3210     */
3211    
3212 root 1.18 void
3213     do_hidden_move (object *op)
3214     {
3215     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3216     object *skop;
3217    
3218     if (!op || !op->map)
3219     return;
3220    
3221     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3222    
3223     /* its *extremely* hard to run and sneak/hide at the same time! */
3224     if (op->type == PLAYER && op->contr->run_on)
3225     {
3226     if (!skop || num >= skop->level)
3227     {
3228     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3229     make_visible (op);
3230     return;
3231     }
3232     else
3233     num += 20;
3234 elmex 1.1 }
3235 root 1.18 num += op->map->difficulty;
3236     hide = hideability (op); /* modify by terrain hidden level */
3237     num -= hide;
3238     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239     {
3240     make_visible (op);
3241     if (op->type == PLAYER)
3242     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3243 elmex 1.1 }
3244 root 1.18 else if (op->type == PLAYER && skop)
3245     {
3246     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3247 elmex 1.1 }
3248     }
3249    
3250     /* determine if who is standing near a hostile creature. */
3251    
3252 root 1.18 int
3253     stand_near_hostile (object *who)
3254     {
3255     object *tmp = NULL;
3256     int i, friendly = 0, player = 0, mflags;
3257 root 1.25 maptile *m;
3258 root 1.18 sint16 x, y;
3259    
3260     if (!who)
3261     return 0;
3262    
3263     if (who->type == PLAYER)
3264     player = 1;
3265    
3266     else
3267     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3268    
3269     /* search adjacent squares */
3270     for (i = 1; i < 9; i++)
3271     {
3272     x = who->x + freearr_x[i];
3273     y = who->y + freearr_y[i];
3274     m = who->map;
3275     mflags = get_map_flags (m, &m, x, y, &x, &y);
3276     /* space must be blocked if there is a monster. If not
3277     * blocked, don't need to check this space.
3278     */
3279     if (mflags & P_OUT_OF_MAP)
3280     continue;
3281     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3282     continue;
3283    
3284 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3285 root 1.18 {
3286     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3287     return 1;
3288     else if (tmp->type == PLAYER)
3289     {
3290     /*don't let a hidden DM prevent you from hiding */
3291     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3292 root 1.11 return 1;
3293 root 1.18 }
3294 root 1.11 }
3295 elmex 1.1 }
3296 root 1.18 return 0;
3297 elmex 1.1 }
3298    
3299     /* check the player los field for viewability of the
3300     * object op. This function works fine for monsters,
3301     * but we dont worry if the object isnt the top one in
3302     * a pile (say a coin under a table would return "viewable"
3303     * by this routine). Another question, should we be
3304     * concerned with the direction the player is looking
3305     * in? Realistically, most of use cant see stuff behind
3306     * our backs...on the other hand, does the "facing" direction
3307     * imply the way your head, or body is facing? Its possible
3308     * for them to differ. Sigh, this fctn could get a bit more complex.
3309     * -b.t.
3310     * This function is now map tiling safe.
3311     */
3312    
3313 root 1.18 int
3314     player_can_view (object *pl, object *op)
3315     {
3316     rv_vector rv;
3317     int dx, dy;
3318    
3319     if (pl->type != PLAYER)
3320     {
3321     LOG (llevError, "player_can_view() called for non-player object\n");
3322     return -1;
3323 elmex 1.1 }
3324 root 1.18 if (!pl || !op)
3325 elmex 1.1 return 0;
3326 root 1.18
3327     if (op->head)
3328     {
3329     op = op->head;
3330     }
3331     get_rangevector (pl, op, &rv, 0x1);
3332    
3333     /* starting with the 'head' part, lets loop
3334     * through the object and find if it has any
3335     * part that is in the los array but isnt on
3336     * a blocked los square.
3337     * we use the archetype to figure out offsets.
3338     */
3339     while (op)
3340     {
3341     dx = rv.distance_x + op->arch->clone.x;
3342     dy = rv.distance_y + op->arch->clone.y;
3343    
3344     /* only the viewable area the player sees is updated by LOS
3345     * code, so we need to restrict ourselves to that range of values
3346     * for any meaningful values.
3347     */
3348 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3349     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3350     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3351 root 1.18 return 1;
3352     op = op->more;
3353     }
3354     return 0;
3355 elmex 1.1 }
3356    
3357     /* routine for both players and monsters. We call this when
3358     * there is a possibility for our action distrubing our hiding
3359     * place or invisiblity spell. Artefact invisiblity is not
3360     * effected by this. If we arent invisible to begin with, we
3361     * return 0.
3362     */
3363 root 1.18 int
3364     action_makes_visible (object *op)
3365     {
3366    
3367     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3368     {
3369     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3370     return 0;
3371    
3372     if (op->contr && op->contr->tmp_invis == 0)
3373     return 0;
3374 elmex 1.1
3375 root 1.18 /* If monsters, they should become visible */
3376     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3377     {
3378     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3379     return 1;
3380 root 1.11 }
3381 elmex 1.1 }
3382 root 1.18 return 0;
3383 elmex 1.1 }
3384    
3385     /* op_on_battleground - checks if the given object op (usually
3386     * a player) is standing on a valid battleground-tile,
3387     * function returns TRUE/FALSE. If true x, y returns the battleground
3388     * -exit-coord. (and if x, y not NULL)
3389     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3390     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3391     * Default is to do the same as before, so only people wanting to have different points need worry about this
3392     */
3393 root 1.18 int
3394     op_on_battleground (object *op, int *x, int *y)
3395     {
3396 elmex 1.1 object *tmp;
3397 root 1.18
3398 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3399     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3400     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3401     * and the exit-coordinates sp/hp must both be > 0.
3402     * => The intention here is to prevent abuse of the battleground-
3403     * feature (like pickable or hidden battleground tiles). */
3404 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3405     {
3406     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3407     {
3408     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3409     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3410     {
3411     /*before we assign the exit, check if this is a teambattle */
3412     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3413     {
3414     object *invtmp;
3415    
3416     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3417     {
3418     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3419     {
3420     if (x != NULL && y != NULL)
3421     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3422     return 1;
3423     }
3424     }
3425     }
3426     if (x != NULL && y != NULL)
3427     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3428     return 1;
3429     }
3430     }
3431 elmex 1.1 }
3432     /* If we got here, did not find a battleground */
3433     return 0;
3434     }
3435    
3436     /*
3437     * When a dragon-player gains a new stage of evolution,
3438     * he gets some treasure
3439     *
3440     * attributes:
3441     * object *who the dragon player
3442     * int atnr the attack-number of the ability focus
3443     * int level ability level
3444     */
3445 root 1.18 void
3446     dragon_ability_gain (object *who, int atnr, int level)
3447     {
3448     treasurelist *trlist = NULL; /* treasurelist */
3449     treasure *tr; /* treasure */
3450     object *tmp, *skop; /* tmp. object */
3451     object *item; /* treasure object */
3452     char buf[MAX_BUF]; /* tmp. string buffer */
3453     int i = 0, j = 0;
3454    
3455     /* get the appropriate treasurelist */
3456     if (atnr == ATNR_FIRE)
3457     trlist = find_treasurelist ("dragon_ability_fire");
3458     else if (atnr == ATNR_COLD)
3459     trlist = find_treasurelist ("dragon_ability_cold");
3460     else if (atnr == ATNR_ELECTRICITY)
3461     trlist = find_treasurelist ("dragon_ability_elec");
3462     else if (atnr == ATNR_POISON)
3463     trlist = find_treasurelist ("dragon_ability_poison");
3464    
3465     if (trlist == NULL || who->type != PLAYER)
3466     return;
3467    
3468     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3469    
3470     if (tr == NULL || tr->item == NULL)
3471     {
3472     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3473     return;
3474 elmex 1.1 }
3475    
3476 root 1.18 /* everything seems okay - now bring on the gift: */
3477     item = &(tr->item->clone);
3478 elmex 1.1
3479 root 1.18 if (item->type == SPELL)
3480     {
3481     if (check_spell_known (who, item->name))
3482 root 1.11 return;
3483 root 1.18
3484     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3485     do_learn_spell (who, item, 0);
3486     return;
3487 elmex 1.1 }
3488    
3489 root 1.18 /* grant direct spell */
3490     if (item->type == SPELLBOOK)
3491     {
3492     if (!item->inv)
3493     {
3494     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3495     return;
3496     }
3497     if (check_spell_known (who, item->inv->name))
3498     return;
3499     if (item->invisible)
3500     {
3501     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3502     do_learn_spell (who, item->inv, 0);
3503     return;
3504 root 1.11 }
3505 root 1.18 }
3506     else if (item->type == SKILL_TOOL && item->invisible)
3507     {
3508     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3509     {
3510    
3511     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3512     * in this way, if the player is missing any of the attacktypes, he gets
3513     * them. As it is now, if the player has any that match the granted skill,
3514     * but not all of them, he gets nothing.
3515     */
3516     if (!(skop->attacktype & item->attacktype))
3517     {
3518     /* Give new attacktype */
3519     skop->attacktype |= item->attacktype;
3520    
3521     /* always add physical if there's none */
3522     skop->attacktype |= AT_PHYSICAL;
3523    
3524     if (item->msg != NULL)
3525     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3526    
3527     /* Give player new face */
3528     if (item->animation_id)
3529     {
3530     who->face = skop->face;
3531     who->animation_id = item->animation_id;
3532     who->anim_speed = item->anim_speed;
3533     who->last_anim = 0;
3534     who->state = 0;
3535     animate_object (who, who->direction);
3536     }
3537     }
3538 root 1.11 }
3539 elmex 1.1 }
3540 root 1.18 else if (item->type == FORCE)
3541     {
3542     /* forces in the treasurelist can alter the player's stats */
3543     object *skin;
3544 elmex 1.1
3545 root 1.18 /* first get the dragon skin force */
3546 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3547     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3548     ;
3549    
3550     if (!skin)
3551 root 1.18 return;
3552    
3553     /* adding new spellpath attunements */
3554     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3555     {
3556     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3557    
3558     /* print message */
3559     sprintf (buf, "You feel attuned to ");
3560     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3561     {
3562     if (item->path_attuned & (1 << i))
3563     {
3564     if (j)
3565     strcat (buf, " and ");
3566     else
3567     j = 1;
3568     strcat (buf, spellpathnames[i]);
3569     }
3570     }
3571     strcat (buf, ".");
3572     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3573     }
3574    
3575     /* evtl. adding flags: */
3576     if (QUERY_FLAG (item, FLAG_XRAYS))
3577     SET_FLAG (skin, FLAG_XRAYS);
3578     if (QUERY_FLAG (item, FLAG_STEALTH))
3579     SET_FLAG (skin, FLAG_STEALTH);
3580     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3581     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3582    
3583     /* print message if there is one */
3584     if (item->msg != NULL)
3585     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3586     }
3587     else
3588     {
3589     /* generate misc. treasure */
3590     tmp = arch_to_object (tr->item);
3591     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3592     tmp = insert_ob_in_ob (tmp, who);
3593     if (who->type == PLAYER)
3594     esrv_send_item (who, tmp);
3595 elmex 1.1 }
3596     }
3597    
3598     /**
3599     * Unready an object for a player. This function does nothing if the object was
3600     * not readied.
3601     */
3602 root 1.18 void
3603     player_unready_range_ob (player *pl, object *ob)
3604     {
3605     rangetype i;
3606 elmex 1.1
3607 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3608     {
3609     if (pl->ranges[i] == ob)
3610     {
3611     pl->ranges[i] = NULL;
3612     if (pl->shoottype == i)
3613     {
3614     pl->shoottype = range_none;
3615 elmex 1.1 }
3616     }
3617     }
3618     }