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Revision: 1.74
Committed: Sat Dec 30 10:16:11 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.73: +13 -25 lines
Log Message:
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS
See the Changes file for details

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 root 1.74 op->enter_exit (0);
167 root 1.54 }
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 elmex 1.1
197 root 1.54 assign (title, ob->arch->clone.name);
198 root 1.15
199 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
200     * from the class, and not race. I don't see any way to get the class information
201     * to then update this. I don't think this will actually break anything - anyone
202     * that can use armour should be able to use a shield. What this may 'break'
203     * are features new characters get, eg, if someone starts up with a Q, they
204     * should be able to use a shield. However, old Q's won't get that advantage.
205 root 1.15 */
206 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
207     SET_FLAG (ob, FLAG_USE_SHIELD);
208    
209     /* if it's a dragon player, set the correct title here */
210     if (is_dragon_pl (ob))
211     {
212     object *tmp, *abil = 0, *skin = 0;
213    
214     shstr_cmp dragon_ability_force ("dragon_ability_force");
215     shstr_cmp dragon_skin_force ("dragon_skin_force");
216    
217     for (tmp = ob->inv; tmp; tmp = tmp->below)
218     if (tmp->type == FORCE)
219     if (tmp->arch->name == dragon_ability_force)
220     abil = tmp;
221     else if (tmp->arch->name == dragon_skin_force)
222     skin = tmp;
223    
224     set_dragon_name (ob, abil, skin);
225     }
226    
227     CLEAR_FLAG (ob, FLAG_FRIENDLY);
228     add_friendly_object (ob);
229    
230     LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
231 root 1.15
232 root 1.54 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
233    
234 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
235    
236     ob->update_stats ();
237 root 1.54 ns->floorbox_update ();
238    
239     esrv_send_inventory (ob, ob);
240     esrv_add_spells (this, 0);
241    
242 root 1.74 ob->enter_exit (0);
243     ob->activate (1);
244 root 1.54
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 root 1.74 if (ob)
255     ob->deactivate (1);
256    
257 root 1.62 //TODO: don't be so harsh and destroy :)
258 root 1.63 if (ns)
259 root 1.72 {
260     if (enable_save)
261     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
262    
263     client *ns = this->ns;
264     ns->send_packet ("goodbye");
265     ns->flush ();
266     ns->pl = 0;
267     this->ns = 0;
268    
269     ns->destroy ();
270     destroy ();
271     }
272 root 1.62 }
273    
274 root 1.54 // the need for this function can be explained
275     // by load_object not returning the object
276     void
277     player::set_object (object *op)
278     {
279     ob = op;
280     ob->contr = this; /* this aren't yet in archetype */
281 root 1.15
282 root 1.54 ob->speed_left = 0.5;
283     ob->speed = 1.0;
284     ob->direction = 5; /* So player faces south */
285     ob->stats.wc = 2;
286     ob->run_away = 25; /* Then we panick... */
287 root 1.15
288 root 1.54 set_first_map (ob);
289 root 1.15
290 root 1.54 ob->roll_stats ();
291     }
292 root 1.15
293 root 1.54 player::player ()
294     {
295     /* There are some elements we want initialized to non zero value -
296     * we deal with that below this point.
297     */
298     outputs_sync = 16; /* Every 2 seconds */
299     outputs_count = 8; /* Keeps present behaviour */
300     unapply = unapply_nochoice;
301    
302     assign (savebed_map, first_map_path); /* Init. respawn position */
303    
304     gen_sp_armour = 10;
305     last_speed = -1;
306     shoottype = range_none;
307     bowtype = bow_normal;
308     petmode = pet_normal;
309     listening = 10;
310     usekeys = containers;
311     last_weapon_sp = -1;
312     peaceful = 1; /* default peaceful */
313     do_los = 1;
314 root 1.15
315     /* we need to clear these to -1 and not zero - otherwise,
316     * if a player quits and starts a new character, we wont
317     * send new values to the client, as things like exp start
318     * at zero.
319     */
320 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
321     last_skill_exp[i] = -1;
322    
323     for (int i = 0; i < NROFATTACKS; i++)
324     last_resist[i] = -1;
325    
326     last_stats.exp = -1;
327     last_weight = (uint32) - 1;
328     }
329    
330 root 1.62 void
331     player::do_destroy ()
332 root 1.54 {
333 root 1.72 disconnect ();
334 root 1.62
335 root 1.66 save (false);
336     enable_save = false;
337    
338 root 1.72 attachable::do_destroy ();
339 root 1.62
340 root 1.54 terminate_all_pets (ob);
341    
342     if (first_player != this)
343 root 1.15 {
344 root 1.54 player *prev = first_player;
345    
346     while (prev && prev->next && prev->next != this)
347     prev = prev->next;
348 root 1.38
349 root 1.54 if (prev->next != this)
350     {
351     LOG (llevError, "Free_player: Can't find previous player.\n");
352     abort ();
353     }
354 root 1.38
355 root 1.54 prev->next = next;
356     }
357     else
358     first_player = next;
359 root 1.15
360 root 1.54 if (ob)
361 root 1.69 {
362     ob->destroy_inv (false);
363     ob->destroy ();
364     }
365 root 1.62 }
366    
367     player::~player ()
368     {
369 root 1.54 /* Clear item stack */
370     free (stack_items);
371 elmex 1.1 }
372    
373 root 1.54 /* Tries to add player on the connection passed in ns.
374 elmex 1.1 * All we can really get in this is some settings like host and display
375     * mode.
376     */
377 root 1.54 player *
378     player::create ()
379 root 1.18 {
380 root 1.54 player *pl = new player;
381 root 1.38
382 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
383 root 1.26
384 root 1.54 return pl;
385 elmex 1.1 }
386    
387     /*
388     * get_player_archetype() return next player archetype from archetype
389     * list. Not very efficient routine, but used only creating new players.
390     * Note: there MUST be at least one player archetype!
391     */
392 root 1.18 archetype *
393     get_player_archetype (archetype *at)
394 elmex 1.1 {
395 root 1.18 archetype *start = at;
396    
397     for (;;)
398     {
399     if (at == NULL || at->next == NULL)
400     at = first_archetype;
401     else
402     at = at->next;
403 root 1.46
404 root 1.18 if (at->clone.type == PLAYER)
405     return at;
406 root 1.46
407 root 1.18 if (at == start)
408     {
409     LOG (llevError, "No Player archetypes\n");
410     exit (-1);
411 root 1.11 }
412 elmex 1.1 }
413     }
414    
415 root 1.18 object *
416     get_nearest_player (object *mon)
417     {
418     object *op = NULL;
419     objectlink *ol;
420     unsigned lastdist;
421     rv_vector rv;
422    
423     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
424     {
425     /* We should not find free objects on this friendly list, but it
426     * does periodically happen. Given that, lets deal with it.
427     * While unlikely, it is possible the next object on the friendly
428     * list is also free, so encapsulate this in a while loop.
429     */
430     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
431     {
432     object *tmp = ol->ob;
433    
434     /* Can't do much more other than log the fact, because the object
435     * itself will have been cleared.
436     */
437     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
438     ol = ol->next;
439     remove_friendly_object (tmp);
440     if (!ol)
441     return op;
442     }
443 root 1.11
444 root 1.18 /* Remove special check for player from this. First, it looks to cause
445     * some crashes (ol->ob->contr not set properly?), but secondly, a more
446     * complicated method of state checking would be needed in any case -
447     * as it was, a clever player could type quit, and the function would
448     * skip them over while waiting for confirmation. Remove
449     * on_same_map check, as can_detect_enemy also does this
450     */
451     if (!can_detect_enemy (mon, ol->ob, &rv))
452     continue;
453 root 1.11
454 root 1.18 if (lastdist > rv.distance)
455     {
456     op = ol->ob;
457     lastdist = rv.distance;
458 root 1.11 }
459 elmex 1.1 }
460 root 1.61
461     for_all_players (pl)
462     if (can_detect_enemy (mon, pl->ob, &rv))
463     if (lastdist > rv.distance)
464 root 1.18 {
465 root 1.61 op = pl->ob;
466     lastdist = rv.distance;
467     }
468 elmex 1.1
469     #if 0
470 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
471 elmex 1.1 #endif
472 root 1.18 return op;
473 elmex 1.1 }
474    
475     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
476     * result in a monster paths backtracking. It basically determines how large a
477     * detour a monster will take from the direction path when looking
478     * for a path to the player. The values are in the amount of direction
479     * the deviation is
480     */
481     #define DETOUR_AMOUNT 2
482    
483     /* This is used to prevent infinite loops. Consider a case where the
484     * player is in a chamber (with gate closed), and monsters are outside.
485     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
486     * find a path into the chamber. This is a good thing, but since there
487     * is no real path, it will just keep circling the chamber for
488     * ever (this could be a nice effect for monsters, but not for the function
489     * to get stuck in. I think for the monsters, if max is reached and
490     * we return the first direction the creature could move would result in the
491     * circling behaviour. Unfortunately, this function is also used to determined
492     * if the creature should cast a spell, so returning a direction in that case
493     * is probably not a good thing.
494     */
495     #define MAX_SPACES 50
496    
497     /*
498     * Returns the direction to the player, if valid. Returns 0 otherwise.
499     * modified to verify there is a path to the player. Does this by stepping towards
500     * player and if path is blocked then see if blockage is close enough to player that
501     * direction to player is changed (ie zig or zag). Continue zig zag until either
502     * reach player or path is blocked. Thus, will only return true if there is a free
503     * path to player. Though path may not be a straight line. Note that it will find
504     * player hiding along a corridor at right angles to the corridor with the monster.
505     *
506     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
507     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
508     * down corriders.
509     * 2) I think the old code was broken if the first direction the monster
510     * should move was blocked - the code would store the first direction without
511     * verifying that the player can actually move in that direction. The new
512     * code does not store anything in firstdir until we have verified that the
513     * monster can in fact move one space in that direction.
514     * 3) I'm not sure how good this code will be for moving multipart monsters,
515     * since only simple checks to blocked are being called, which could mean the monster
516     * is blocking itself.
517     */
518 root 1.18 int
519     path_to_player (object *mon, object *pl, unsigned mindiff)
520     {
521     rv_vector rv;
522     sint16 x, y;
523     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
524 root 1.25 maptile *m, *lastmap;
525 root 1.18
526     get_rangevector (mon, pl, &rv, 0);
527    
528     if (rv.distance < mindiff)
529     return 0;
530    
531     x = mon->x;
532     y = mon->y;
533     m = mon->map;
534     dir = rv.direction;
535     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
536     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
537     /* If we can't solve it within the search distance, return now. */
538     if (diff > max)
539     return 0;
540     while (diff > 1 && max > 0)
541     {
542     lastx = x;
543     lasty = y;
544     lastmap = m;
545     x = lastx + freearr_x[dir];
546     y = lasty + freearr_y[dir];
547    
548     mflags = get_map_flags (m, &m, x, y, &x, &y);
549     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
550    
551     /* Space is blocked - try changing direction a little */
552     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
553     && (m == mon->map && blocked_link (mon, m, x, y))))
554     {
555     /* recalculate direction from last good location. Possible
556     * we were not traversing ideal location before.
557     */
558     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
559     if (rv.direction != dir)
560     {
561     /* OK - says direction should be different - lets reset the
562     * the values so it will try again.
563     */
564     x = lastx;
565     y = lasty;
566     m = lastmap;
567     dir = firstdir = rv.direction;
568     }
569     else
570     {
571     /* direct path is blocked - try taking a side step to
572     * either the left or right.
573     * Note increase the values in the loop below to be
574     * more than -1/1 respectively will mean the monster takes
575     * bigger detour. Have to be careful about these values getting
576     * too big (3 or maybe 4 or higher) as the monster may just try
577     * stepping back and forth
578     */
579     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
580     {
581     if (i == 0)
582     continue; /* already did this, so skip it */
583     /* Use lastdir here - otherwise,
584     * since the direction that the creature should move in
585     * may change, you could get infinite loops.
586     * ie, player is northwest, but monster can only
587     * move west, so it does that. It goes some distance,
588     * gets blocked, finds that it should move north,
589     * can't do that, but now finds it can move east, and
590     * gets back to its original point. lastdir contains
591     * the last direction the creature has successfully
592     * moved.
593     */
594    
595     x = lastx + freearr_x[absdir (lastdir + i)];
596     y = lasty + freearr_y[absdir (lastdir + i)];
597     m = lastmap;
598     mflags = get_map_flags (m, &m, x, y, &x, &y);
599     if (mflags & P_OUT_OF_MAP)
600     continue;
601     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
602     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
603     continue;
604     if (mflags & P_BLOCKSVIEW)
605     continue;
606    
607     if (m == mon->map && blocked_link (mon, m, x, y))
608     break;
609     }
610     /* go through entire loop without finding a valid
611     * sidestep to take - thus, no valid path.
612     */
613     if (i == (DETOUR_AMOUNT + 1))
614     return 0;
615     diff--;
616     lastdir = dir;
617     max--;
618     if (!firstdir)
619     firstdir = dir + i;
620     } /* else check alternate directions */
621     } /* if blocked */
622     else
623     {
624     /* we moved towards creature, so diff is less */
625     diff--;
626     max--;
627     lastdir = dir;
628     if (!firstdir)
629     firstdir = dir;
630     }
631     if (diff <= 1)
632     {
633     /* Recalculate diff (distance) because we may not have actually
634     * headed toward player for entire distance.
635     */
636     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
637     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
638     }
639     if (diff > max)
640     return 0;
641     }
642     /* If we reached the max, didn't find a direction in time */
643     if (!max)
644     return 0;
645    
646     return firstdir;
647     }
648    
649     void
650     give_initial_items (object *pl, treasurelist * items)
651     {
652     object *op, *next = NULL;
653    
654     if (pl->randomitems != NULL)
655     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
656    
657     for (op = pl->inv; op; op = next)
658     {
659     next = op->below;
660    
661     /* Forces get applied per default, unless they have the
662     * flag "neutral" set. Sorry but I can't think of a better way
663     */
664     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
665     SET_FLAG (op, FLAG_APPLIED);
666    
667     /* we never give weapons/armour if these cannot be used
668     * by this player due to race restrictions
669     */
670     if (pl->type == PLAYER)
671     {
672     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
673     (op->type == ARMOUR || op->type == BOOTS ||
674     op->type == CLOAK || op->type == HELMET ||
675     op->type == SHIELD || op->type == GLOVES ||
676     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
677     {
678 root 1.33 op->destroy ();
679 root 1.18 continue;
680     }
681 root 1.11 }
682    
683 root 1.18 /* This really needs to be better - we should really give
684     * a substitute spellbook. The problem is that we don't really
685     * have a good idea what to replace it with (need something like
686     * a first level treasurelist for each skill.)
687     * remove duplicate skills also
688     */
689     if (op->type == SPELLBOOK || op->type == SKILL)
690     {
691     object *tmp;
692 elmex 1.1
693 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
694     if (tmp->type == op->type && tmp->name == op->name)
695     break;
696 root 1.11
697 root 1.18 if (tmp)
698     {
699 root 1.33 op->destroy ();
700 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
701     continue;
702 root 1.11 }
703 root 1.33
704 root 1.18 if (op->nrof > 1)
705     op->nrof = 1;
706 root 1.11 }
707 elmex 1.1
708 root 1.18 if (op->type == SPELLBOOK && op->inv)
709     {
710     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
711 root 1.11 }
712    
713 root 1.18 /* Give starting characters identified, uncursed, and undamned
714     * items. Just don't identify gold or silver, or it won't be
715     * merged properly.
716     */
717     if (need_identify (op))
718     {
719     SET_FLAG (op, FLAG_IDENTIFIED);
720     CLEAR_FLAG (op, FLAG_CURSED);
721     CLEAR_FLAG (op, FLAG_DAMNED);
722     }
723     if (op->type == SPELL)
724     {
725 root 1.33 op->destroy ();
726 root 1.18 continue;
727     }
728     else if (op->type == SKILL)
729     {
730     SET_FLAG (op, FLAG_CAN_USE_SKILL);
731     op->stats.exp = 0;
732     op->level = 1;
733 root 1.11 }
734 root 1.18 /* lock all 'normal items by default */
735     else
736     SET_FLAG (op, FLAG_INV_LOCKED);
737     } /* for loop of objects in player inv */
738    
739     /* Need to set up the skill pointers */
740     link_player_skills (pl);
741     }
742    
743     void
744     get_party_password (object *op, partylist *party)
745     {
746     if (party == NULL)
747     {
748     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
749     return;
750 elmex 1.1 }
751 root 1.54
752 root 1.18 op->contr->write_buf[0] = '\0';
753 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
754 root 1.18 op->contr->party_to_join = party;
755 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
756 elmex 1.1 }
757    
758     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
759 root 1.54 static int
760 root 1.18 roll_stat (void)
761     {
762     int a[4], i, j, k;
763    
764     for (i = 0; i < 4; i++)
765     a[i] = (int) RANDOM () % 6 + 1;
766    
767     for (i = 0, j = 0, k = 7; i < 4; i++)
768     if (a[i] < k)
769     k = a[i], j = i;
770    
771     for (i = 0, k = 0; i < 4; i++)
772 root 1.54 if (i != j)
773     k += a[i];
774    
775 root 1.18 return k;
776     }
777    
778     void
779 root 1.54 object::roll_stats ()
780 root 1.18 {
781 root 1.54 int statsort [7];
782 root 1.18
783 root 1.54 for (;;)
784 root 1.18 {
785 root 1.54 int sum = 0;
786     for (int i = 7; i--; )
787     sum += statsort [i] = roll_stat ();
788    
789     if (sum >= 82 && sum <= 116)
790     break;
791 root 1.18 }
792    
793 root 1.54 // Sort the stats so that rerolling is easier...
794     std::sort (statsort, statsort + 7, std::greater<int>());
795 root 1.18
796 root 1.54 stats.Str = statsort[0];
797     stats.Dex = statsort[1];
798     stats.Con = statsort[2];
799     stats.Int = statsort[3];
800     stats.Wis = statsort[4];
801     stats.Pow = statsort[5];
802     stats.Cha = statsort[6];
803 root 1.18
804 root 1.54 stats.exp = 0;
805     stats.ac = 0;
806 root 1.18
807 root 1.54 stats.hp = stats.maxhp;
808     stats.sp = stats.maxsp;
809     stats.grace = stats.maxgrace;
810 root 1.18
811 root 1.54 if (contr)
812     {
813     contr->levhp[1] = 9;
814     contr->levsp[1] = 6;
815     contr->levgrace[1] = 3;
816 root 1.18
817 root 1.54 contr->orig_stats = stats;
818     }
819 root 1.18 }
820    
821     void
822 root 1.54 object::swap_stats (int a, int b)
823 root 1.18 {
824 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
825     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
826     set_attr_value (&contr->orig_stats, b, tmp);
827 elmex 1.1
828 root 1.54 stats.Str = contr->orig_stats.Str;
829     stats.Dex = contr->orig_stats.Dex;
830     stats.Con = contr->orig_stats.Con;
831     stats.Int = contr->orig_stats.Int;
832     stats.Wis = contr->orig_stats.Wis;
833     stats.Pow = contr->orig_stats.Pow;
834     stats.Cha = contr->orig_stats.Cha;
835 elmex 1.1
836 root 1.54 //TODO: the following code looks so borked and should, at the very least,
837     // be merged with the similar code in roll_stats
838     stats.ac = 0;
839 elmex 1.1
840 root 1.54 level = 1;
841     stats.exp = 0;
842     stats.ac = 0;
843 elmex 1.1
844 root 1.54 stats.hp = stats.maxhp;
845     stats.sp = stats.maxsp;
846     stats.grace = stats.maxgrace;
847 elmex 1.1
848 root 1.54 if (contr)
849 root 1.18 {
850 root 1.54 contr->levhp[1] = 9;
851     contr->levsp[1] = 6;
852     contr->levgrace[1] = 3;
853 root 1.18
854 root 1.54 contr->orig_stats = stats;
855 elmex 1.1 }
856     }
857    
858 root 1.73 static void
859     start_info (object *op)
860     {
861     char buf[MAX_BUF];
862    
863     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
864     new_draw_info (NDI_UNIQUE, 0, op, buf);
865     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
866     //new_draw_info (NDI_UNIQUE, 0, op, " ");
867     }
868    
869 elmex 1.1 /* This function takes the key that is passed, and does the
870     * appropriate action with it (change race, or other things).
871     * The function name is for historical reasons - now we have
872     * separate race and class; this actually changes the RACE,
873     * not the class.
874     */
875 root 1.18 int
876     key_change_class (object *op, char key)
877 elmex 1.1 {
878 root 1.18 int tmp_loop;
879 elmex 1.1
880 root 1.18 if (key == 'd' || key == 'D')
881     {
882     char buf[MAX_BUF];
883 elmex 1.1
884 root 1.18 /* this must before then initial items are given */
885     esrv_new_player (op->contr, op->weight + op->carrying);
886 elmex 1.36
887     treasurelist *tl = find_treasurelist ("starting_wealth");
888     if (tl)
889     create_treasure (tl, op, 0, 0, 0);
890 elmex 1.1
891 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
892     INVOKE_PLAYER (LOGIN, op->contr);
893 elmex 1.1
894 root 1.52 op->contr->ns->state = ST_PLAYING;
895 root 1.11
896 root 1.18 if (op->msg)
897     op->msg = NULL;
898 elmex 1.1
899 root 1.18 /* We create this now because some of the unique maps will need it
900     * to save here.
901     */
902     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
903     make_path_to_file (buf);
904 elmex 1.1
905     #ifdef AUTOSAVE
906 root 1.18 op->contr->last_save_tick = pticks;
907 elmex 1.1 #endif
908 root 1.18 start_info (op);
909     CLEAR_FLAG (op, FLAG_WIZ);
910     give_initial_items (op, op->randomitems);
911     link_player_skills (op);
912     esrv_send_inventory (op, op);
913 root 1.54 op->update_stats ();
914 elmex 1.1
915 root 1.18 /* This moves the player to a different start map, if there
916     * is one for this race
917     */
918     if (*first_map_ext_path)
919     {
920     object *tmp;
921     char mapname[MAX_BUF];
922    
923     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
924 root 1.33 tmp = object::create ();
925 root 1.18 EXIT_PATH (tmp) = mapname;
926     EXIT_X (tmp) = op->x;
927     EXIT_Y (tmp) = op->y;
928 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
929 elmex 1.1 * if the map isn't there, then stay on the
930     * default initial map */
931 root 1.33 tmp->destroy ();
932 elmex 1.1 }
933 root 1.18 else
934 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
935    
936 root 1.18 return 0;
937 elmex 1.1 }
938    
939 root 1.18 /* Following actually changes the race - this is the default command
940     * if we don't match with one of the options above.
941     */
942    
943     tmp_loop = 0;
944     while (!tmp_loop)
945     {
946     shstr name = op->name;
947     int x = op->x, y = op->y;
948    
949 root 1.54 op->remove_statbonus ();
950 root 1.32 op->remove ();
951 root 1.18 op->arch = get_player_archetype (op->arch);
952 root 1.33 op->arch->clone.copy_to (op);
953 root 1.18 op->instantiate ();
954     op->stats = op->contr->orig_stats;
955     op->name = op->name_pl = name;
956     op->x = x;
957     op->y = y;
958     SET_ANIMATION (op, 2); /* So player faces south */
959     insert_ob_in_map (op, op->map, op, 0);
960 root 1.21 assign (op->contr->title, op->arch->clone.name);
961 root 1.54 op->add_statbonus ();
962 root 1.18 tmp_loop = allowed_class (op);
963     }
964 root 1.19
965 root 1.18 update_object (op, UP_OBJ_FACE);
966     esrv_update_item (UPD_FACE, op, op);
967 root 1.54 op->update_stats ();
968 root 1.18 op->stats.hp = op->stats.maxhp;
969     op->stats.sp = op->stats.maxsp;
970     op->stats.grace = 0;
971 root 1.21
972 root 1.18 if (op->msg)
973     new_draw_info (NDI_BLUE, 0, op, op->msg);
974 root 1.21
975 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");
976 root 1.18 return 0;
977 elmex 1.1 }
978    
979 root 1.18 int
980     key_confirm_quit (object *op, char key)
981 elmex 1.1 {
982 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
983     {
984 root 1.52 op->contr->ns->state = ST_PLAYING;
985 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
986     return 1;
987 elmex 1.1 }
988    
989 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
990     INVOKE_PLAYER (QUIT, op->contr);
991 root 1.3
992 root 1.65 op->contr->enable_save = false;
993    
994 root 1.18 terminate_all_pets (op);
995 root 1.74 op->remove ();
996 root 1.18 op->direction = 0;
997     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
998    
999     strcpy (op->contr->killer, "quit");
1000     check_score (op);
1001 root 1.54 op->contr->party = 0;
1002     op->contr->own_title[0] = '\0';
1003 root 1.74 op->contr->destroy ();
1004 root 1.19
1005 root 1.18 return 1;
1006 elmex 1.1 }
1007    
1008 root 1.18 void
1009     flee_player (object *op)
1010     {
1011     int dir, diff;
1012     rv_vector rv;
1013    
1014     if (op->stats.hp < 0)
1015     {
1016     LOG (llevDebug, "Fleeing player is dead.\n");
1017     CLEAR_FLAG (op, FLAG_SCARED);
1018     return;
1019 elmex 1.1 }
1020    
1021 root 1.18 if (op->enemy == NULL)
1022     {
1023     LOG (llevDebug, "Fleeing player had no enemy.\n");
1024     CLEAR_FLAG (op, FLAG_SCARED);
1025     return;
1026 elmex 1.1 }
1027    
1028 root 1.18 /* Seen some crashes here. Since we don't store an
1029     * op->enemy_count, it is possible that something destroys the
1030     * actual enemy, and the object is recycled.
1031     */
1032     if (op->enemy->map == NULL)
1033     {
1034     CLEAR_FLAG (op, FLAG_SCARED);
1035     op->enemy = NULL;
1036     return;
1037 elmex 1.1 }
1038    
1039 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1040     {
1041     op->enemy = NULL;
1042     CLEAR_FLAG (op, FLAG_SCARED);
1043     return;
1044 elmex 1.1 }
1045 root 1.49
1046 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1047    
1048     dir = absdir (4 + rv.direction);
1049     for (diff = 0; diff < 3; diff++)
1050     {
1051     int m = 1 - (RANDOM () & 2);
1052 elmex 1.1
1053 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1054 root 1.49 return;
1055 elmex 1.1 }
1056 root 1.49
1057 root 1.18 /* Cornered, get rid of scared */
1058     CLEAR_FLAG (op, FLAG_SCARED);
1059     op->enemy = NULL;
1060 elmex 1.1 }
1061    
1062    
1063     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1064     * IT returns 1 if the player should keep on moving, 0 if he should
1065     * stop.
1066     */
1067 root 1.18 int
1068     check_pick (object *op)
1069     {
1070 elmex 1.1 object *tmp, *next;
1071     int stop = 0;
1072     int j, k, wvratio;
1073     char putstring[128], tmpstr[16];
1074    
1075     /* if you're flying, you cna't pick up anything */
1076     if (op->move_type & MOVE_FLYING)
1077     return 1;
1078    
1079     next = op->below;
1080    
1081     /* loop while there are items on the floor that are not marked as
1082     * destroyed */
1083 root 1.24 while (next && !next->destroyed ())
1084 root 1.18 {
1085     tmp = next;
1086     next = tmp->below;
1087 elmex 1.1
1088 root 1.24 if (op->destroyed ())
1089 elmex 1.1 return 0;
1090    
1091 root 1.18 if (!can_pick (op, tmp))
1092     continue;
1093 elmex 1.1
1094 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1095     {
1096     if (item_matched_string (op, tmp, op->contr->search_str))
1097     pick_up (op, tmp);
1098     continue;
1099 root 1.11 }
1100    
1101 root 1.18 /* high not bit set? We're using the old autopickup model */
1102     if (!(op->contr->mode & PU_NEWMODE))
1103 root 1.11 {
1104 root 1.18 switch (op->contr->mode)
1105 root 1.11 {
1106 root 1.20 case 0:
1107     return 1; /* don't pick up */
1108     case 1:
1109     pick_up (op, tmp);
1110     return 1;
1111     case 2:
1112     pick_up (op, tmp);
1113     return 0;
1114     case 3:
1115     return 0; /* stop before pickup */
1116     case 4:
1117     pick_up (op, tmp);
1118     break;
1119     case 5:
1120     pick_up (op, tmp);
1121     stop = 1;
1122     break;
1123     case 6:
1124     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1125 root 1.18 pick_up (op, tmp);
1126 root 1.20 break;
1127    
1128     case 7:
1129     if (tmp->type == MONEY || tmp->type == GEM)
1130 root 1.18 pick_up (op, tmp);
1131 root 1.20 break;
1132    
1133     default:
1134     /* use value density */
1135     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1136     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1137 root 1.18 pick_up (op, tmp);
1138 root 1.11 }
1139     }
1140 root 1.18 else
1141     { /* old model */
1142     /* NEW pickup handling */
1143     if (op->contr->mode & PU_DEBUG)
1144     {
1145     /* some debugging code to figure out item information */
1146     if (tmp->name != NULL)
1147     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1148     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1149     else
1150     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1151     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1152    
1153     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154 root 1.58 }
1155 elmex 1.1
1156 root 1.18 /* philosophy:
1157     * It's easy to grab an item type from a pile, as long as it's
1158     * generic. This takes no game-time. For more detailed pickups
1159 root 1.58 * and selections, select-items should be used. This is a
1160 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1161     * example.
1162     * The drawback: right now it has no frontend, so you need to
1163     * stick the bits you want into a calculator in hex mode and then
1164     * convert to decimal and then 'pickup <#>
1165     */
1166    
1167     /* the first two modes are exclusive: if NOTHING we return, if
1168     * STOP then we stop. All the rest are applied sequentially,
1169     * meaning if any test passes, the item gets picked up. */
1170    
1171     /* if mode is set to pick nothing up, return */
1172    
1173     if (op->contr->mode & PU_NOTHING)
1174     return 1;
1175    
1176     /* if mode is set to stop when encountering objects, return */
1177     /* take STOP before INHIBIT since it doesn't actually pick
1178     * anything up */
1179    
1180     if (op->contr->mode & PU_STOP)
1181     return 0;
1182    
1183     /* useful for going into stores and not losing your settings... */
1184     /* and for battles wher you don't want to get loaded down while
1185     * fighting */
1186     if (op->contr->mode & PU_INHIBIT)
1187     return 1;
1188    
1189     /* prevent us from turning into auto-thieves :) */
1190     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1191     continue;
1192    
1193     /* ignore known cursed objects */
1194     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1195     continue;
1196    
1197     /* all food and drink if desired */
1198     /* question: don't pick up known-poisonous stuff? */
1199     if (op->contr->mode & PU_FOOD)
1200     if (tmp->type == FOOD)
1201     {
1202     pick_up (op, tmp);
1203     continue;
1204     }
1205 root 1.29
1206 root 1.18 if (op->contr->mode & PU_DRINK)
1207     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1208     {
1209     pick_up (op, tmp);
1210     continue;
1211     }
1212    
1213     if (op->contr->mode & PU_POTION)
1214     if (tmp->type == POTION)
1215     {
1216     pick_up (op, tmp);
1217     continue;
1218     }
1219    
1220     /* spellbooks, skillscrolls and normal books/scrolls */
1221     if (op->contr->mode & PU_SPELLBOOK)
1222     if (tmp->type == SPELLBOOK)
1223     {
1224     pick_up (op, tmp);
1225     continue;
1226     }
1227 root 1.29
1228 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1229     if (tmp->type == SKILLSCROLL)
1230     {
1231     pick_up (op, tmp);
1232     continue;
1233     }
1234 root 1.29
1235 root 1.18 if (op->contr->mode & PU_READABLES)
1236     if (tmp->type == BOOK || tmp->type == SCROLL)
1237     {
1238     pick_up (op, tmp);
1239     continue;
1240     }
1241    
1242     /* wands/staves/rods/horns */
1243     if (op->contr->mode & PU_MAGIC_DEVICE)
1244     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1245     {
1246     pick_up (op, tmp);
1247     continue;
1248     }
1249    
1250     /* pick up all magical items */
1251     if (op->contr->mode & PU_MAGICAL)
1252     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1253     {
1254     pick_up (op, tmp);
1255     continue;
1256     }
1257    
1258     if (op->contr->mode & PU_VALUABLES)
1259     {
1260     if (tmp->type == MONEY || tmp->type == GEM)
1261     {
1262     pick_up (op, tmp);
1263     continue;
1264     }
1265     }
1266    
1267     /* rings & amulets - talismans seems to be typed AMULET */
1268     if (op->contr->mode & PU_JEWELS)
1269     if (tmp->type == RING || tmp->type == AMULET)
1270     {
1271     pick_up (op, tmp);
1272 root 1.29 continue;
1273     }
1274    
1275     /* we don't forget dragon food */
1276     if (op->contr->mode & PU_FLESH)
1277     if (tmp->type == FLESH)
1278     {
1279     pick_up (op, tmp);
1280 root 1.18 continue;
1281     }
1282    
1283     /* bows and arrows. Bows are good for selling! */
1284     if (op->contr->mode & PU_BOW)
1285     if (tmp->type == BOW)
1286     {
1287     pick_up (op, tmp);
1288     continue;
1289     }
1290 root 1.29
1291 root 1.18 if (op->contr->mode & PU_ARROW)
1292     if (tmp->type == ARROW)
1293     {
1294     pick_up (op, tmp);
1295     continue;
1296     }
1297    
1298     /* all kinds of armor etc. */
1299     if (op->contr->mode & PU_ARMOUR)
1300     if (tmp->type == ARMOUR)
1301     {
1302     pick_up (op, tmp);
1303     continue;
1304     }
1305 root 1.29
1306 root 1.18 if (op->contr->mode & PU_HELMET)
1307     if (tmp->type == HELMET)
1308     {
1309     pick_up (op, tmp);
1310     continue;
1311     }
1312 root 1.29
1313 root 1.18 if (op->contr->mode & PU_SHIELD)
1314     if (tmp->type == SHIELD)
1315     {
1316     pick_up (op, tmp);
1317     continue;
1318     }
1319 root 1.29
1320 root 1.18 if (op->contr->mode & PU_BOOTS)
1321     if (tmp->type == BOOTS)
1322     {
1323     pick_up (op, tmp);
1324     continue;
1325     }
1326 root 1.29
1327 root 1.18 if (op->contr->mode & PU_GLOVES)
1328     if (tmp->type == GLOVES)
1329     {
1330     pick_up (op, tmp);
1331     continue;
1332     }
1333 root 1.29
1334 root 1.18 if (op->contr->mode & PU_CLOAK)
1335     if (tmp->type == CLOAK)
1336     {
1337     pick_up (op, tmp);
1338     continue;
1339     }
1340 elmex 1.1
1341 root 1.18 /* hoping to catch throwing daggers here */
1342     if (op->contr->mode & PU_MISSILEWEAPON)
1343     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1344     {
1345     pick_up (op, tmp);
1346     continue;
1347     }
1348 elmex 1.1
1349 root 1.18 /* careful: chairs and tables are weapons! */
1350     if (op->contr->mode & PU_ALLWEAPON)
1351     {
1352     if (tmp->type == WEAPON && tmp->name != NULL)
1353     {
1354     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1355     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1356     {
1357     pick_up (op, tmp);
1358     continue;
1359     }
1360     }
1361 root 1.29
1362 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1363     {
1364     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1365     {
1366     pick_up (op, tmp);
1367     continue;
1368     }
1369     }
1370     }
1371 elmex 1.1
1372 root 1.18 /* misc stuff that's useful */
1373     if (op->contr->mode & PU_KEY)
1374     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1375     {
1376     pick_up (op, tmp);
1377     continue;
1378     }
1379 elmex 1.1
1380 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1381     * pickups */
1382     if (op->contr->mode & PU_RATIO)
1383     {
1384     /* use value density to decide what else to grab */
1385     /* >=7 was >= op->contr->mode */
1386     /* >=7 is the old standard setting. Now we take the last 4 bits
1387     * and multiply them by 5, giving 0..15*5== 5..75 */
1388     wvratio = (op->contr->mode & PU_RATIO) * 5;
1389     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1390     {
1391     pick_up (op, tmp);
1392 elmex 1.1 #if 0
1393 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1394     if (tmp->name != NULL)
1395     {
1396     fprintf (stderr, "%s", tmp->name);
1397     }
1398     else
1399     fprintf (stderr, "%s", tmp->arch->name);
1400     fprintf (stderr, ",%d] = ", tmp->type);
1401     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1402 elmex 1.1 #endif
1403 root 1.18 continue;
1404     }
1405     }
1406     } /* the new pickup model */
1407     }
1408 root 1.29
1409 root 1.18 return !stop;
1410 elmex 1.1 }
1411    
1412     /*
1413     * Find an arrow in the inventory and after that
1414     * in the right type container (quiver). Pointer to the
1415     * found object is returned.
1416     */
1417 root 1.18 object *
1418     find_arrow (object *op, const char *type)
1419 elmex 1.1 {
1420 root 1.18 object *tmp = NULL;
1421 elmex 1.1
1422 root 1.18 for (op = op->inv; op; op = op->below)
1423     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1424     tmp = find_arrow (op, type);
1425     else if (op->type == ARROW && op->race == type)
1426     return op;
1427     return tmp;
1428 elmex 1.1 }
1429    
1430     /*
1431     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1432     * against the target. A full test is not performed, simply a basic test
1433     * of resistances. The archer is making a quick guess at what he sees down
1434     * the hall. Failing that it does it's best to pick the highest plus arrow.
1435     */
1436    
1437 root 1.18 object *
1438     find_better_arrow (object *op, object *target, const char *type, int *better)
1439 elmex 1.1 {
1440 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1441     int attacknum, attacktype, betterby = 0, i;
1442 elmex 1.1
1443 root 1.18 if (!type)
1444     return NULL;
1445 elmex 1.1
1446 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1447     {
1448     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1449     {
1450     i = 0;
1451     ntmp = find_better_arrow (arrow, target, type, &i);
1452     if (i > betterby)
1453     {
1454     tmp = ntmp;
1455     betterby = i;
1456     }
1457     }
1458     else if (arrow->type == ARROW && arrow->race == type)
1459     {
1460     /* allways prefer assasination/slaying */
1461     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1462     {
1463     if (arrow->attacktype & AT_DEATH)
1464     {
1465     *better = 100;
1466     return arrow;
1467     }
1468     else
1469     {
1470     tmp = arrow;
1471     betterby = (arrow->magic + arrow->stats.dam) * 2;
1472     }
1473     }
1474     else
1475     {
1476     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1477     {
1478     attacktype = 1 << attacknum;
1479     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1480     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1481     {
1482     tmp = arrow;
1483     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1484     }
1485 root 1.11 }
1486 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1487     {
1488     tmp = arrow;
1489     betterby = 2 + arrow->magic + arrow->stats.dam;
1490 root 1.11 }
1491 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1492     {
1493     tmp = arrow;
1494     betterby = 1 + arrow->magic + arrow->stats.dam;
1495 root 1.11 }
1496     }
1497     }
1498 elmex 1.1 }
1499 root 1.18 if (tmp == NULL && arrow == NULL)
1500     return find_arrow (op, type);
1501 elmex 1.1
1502 root 1.18 *better = betterby;
1503     return tmp;
1504 elmex 1.1 }
1505    
1506     /* looks in a given direction, finds the first valid target, and calls
1507     * find_better_arrow to find a decent arrow to use.
1508     * op = the shooter
1509     * type = bow->race
1510     * dir = fire direction
1511     */
1512    
1513 root 1.18 object *
1514     pick_arrow_target (object *op, const char *type, int dir)
1515 elmex 1.1 {
1516 root 1.18 object *tmp = NULL;
1517 root 1.25 maptile *m;
1518 root 1.18 int i, mflags, found, number;
1519     sint16 x, y;
1520    
1521     if (op->map == NULL)
1522     return find_arrow (op, type);
1523    
1524     /* do a dex check */
1525     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1526     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1527     return find_arrow (op, type);
1528    
1529     m = op->map;
1530     x = op->x;
1531     y = op->y;
1532    
1533     /* find the first target */
1534     for (i = 0, found = 0; i < 20; i++)
1535     {
1536     x += freearr_x[dir];
1537     y += freearr_y[dir];
1538     mflags = get_map_flags (m, &m, x, y, &x, &y);
1539     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1540     {
1541     tmp = NULL;
1542     break;
1543     }
1544     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1545     {
1546     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1547     * perhaps a bad assumption.
1548     */
1549     tmp = NULL;
1550     break;
1551 root 1.11 }
1552 root 1.18 if (mflags & P_IS_ALIVE)
1553     {
1554     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1555     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1556     {
1557     found++;
1558 root 1.11 break;
1559 root 1.18 }
1560     if (found)
1561     break;
1562 root 1.11 }
1563 elmex 1.1 }
1564 root 1.18 if (tmp == NULL)
1565     return find_arrow (op, type);
1566 elmex 1.1
1567 root 1.18 if (tmp->head)
1568     tmp = tmp->head;
1569 elmex 1.1
1570 root 1.18 return find_better_arrow (op, tmp, type, &i);
1571 elmex 1.1 }
1572    
1573     /*
1574     * Creature fires a bow - op can be monster or player. Returns
1575     * 1 if bow was actually fired, 0 otherwise.
1576     * op is the object firing the bow.
1577     * part is for multipart creatures - the part firing the bow.
1578     * dir is the direction of fire.
1579     * wc_mod is any special modifier to give (used in special player fire modes)
1580     * sx, sy are coordinates to fire arrow from - also used in some of the special
1581     * player fire modes.
1582     */
1583 root 1.18 int
1584     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1585 elmex 1.1 {
1586 root 1.18 object *left, *bow;
1587     int bowspeed, mflags;
1588 root 1.25 maptile *m;
1589 elmex 1.1
1590 root 1.18 if (!dir)
1591     {
1592     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1593     return 0;
1594 elmex 1.1 }
1595 root 1.48
1596 root 1.18 if (op->type == PLAYER)
1597     bow = op->contr->ranges[range_bow];
1598     else
1599     {
1600     for (bow = op->inv; bow; bow = bow->below)
1601     /* Don't check for applied - monsters don't apply bows - in that way, they
1602     * don't need to switch back and forth between bows and weapons.
1603     */
1604     if (bow->type == BOW)
1605     break;
1606 root 1.11
1607 root 1.18 if (!bow)
1608     {
1609     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610     return 0;
1611 root 1.11 }
1612 elmex 1.1 }
1613 root 1.48
1614 root 1.18 if (!bow->race || !bow->skill)
1615     {
1616     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1617     return 0;
1618 elmex 1.1 }
1619    
1620 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1621 elmex 1.1
1622 root 1.18 /* penalize ROF for bestarrow */
1623     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1624     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1625 root 1.48
1626 root 1.18 if (bowspeed < 1)
1627     bowspeed = 1;
1628    
1629     if (arrow == NULL)
1630     {
1631     if ((arrow = find_arrow (op, bow->race)) == NULL)
1632     {
1633     if (op->type == PLAYER)
1634     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1635     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1636     else
1637     CLEAR_FLAG (op, FLAG_READY_BOW);
1638     return 0;
1639 root 1.11 }
1640 elmex 1.1 }
1641 root 1.48
1642 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1643     if (mflags & P_OUT_OF_MAP)
1644 root 1.48 return 0;
1645    
1646 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1647     {
1648     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1649     return 0;
1650     }
1651    
1652     /* this should not happen, but sometimes does */
1653     if (arrow->nrof == 0)
1654     {
1655 root 1.33 arrow->destroy ();
1656 root 1.18 return 0;
1657     }
1658    
1659     left = arrow; /* these are arrows left to the player */
1660     arrow = get_split_ob (arrow, 1);
1661 root 1.48 if (!arrow)
1662 root 1.18 {
1663     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1664     return 0;
1665 elmex 1.1 }
1666 root 1.48
1667 root 1.34 arrow->set_owner (op);
1668 root 1.18 arrow->skill = bow->skill;
1669     arrow->direction = dir;
1670    
1671     if (op->type == PLAYER)
1672     {
1673     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1674 root 1.54 op->update_stats ();
1675 elmex 1.1 }
1676    
1677 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1678     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1679     arrow->stats.hp = arrow->stats.dam;
1680     arrow->stats.grace = arrow->attacktype;
1681     if (arrow->slaying != NULL)
1682 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1683 root 1.18
1684     /* Note that this was different for monsters - they got their level
1685     * added to the damage. I think the strength bonus is more proper.
1686     */
1687    
1688     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1689    
1690     /* update the speed */
1691     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1692     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1693    
1694 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1695 root 1.18 arrow->speed_left = 0;
1696    
1697     if (op->type == PLAYER)
1698     {
1699     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1702    
1703     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 elmex 1.1 }
1705 root 1.18 else
1706     {
1707     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1708     arrow->level = op->level;
1709 elmex 1.1 }
1710 root 1.24
1711 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1712     arrow->attacktype |= bow->attacktype;
1713 root 1.24
1714 root 1.48 if (bow->slaying)
1715 root 1.18 arrow->slaying = bow->slaying;
1716    
1717     arrow->move_type = MOVE_FLY_LOW;
1718     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719    
1720     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1721 root 1.70 m->insert (arrow, sx, sy, op);
1722 root 1.18
1723 root 1.24 if (!arrow->destroyed ())
1724 root 1.18 move_arrow (arrow);
1725 elmex 1.1
1726 root 1.18 if (op->type == PLAYER)
1727     {
1728 root 1.24 if (left->destroyed ())
1729     esrv_del_item (op->contr, left->count);
1730 root 1.18 else
1731     esrv_send_item (op, left);
1732 elmex 1.1 }
1733 root 1.24
1734 root 1.18 return 1;
1735 elmex 1.1 }
1736    
1737     /* Special fire code for players - this takes into
1738     * account the special fire modes players can have
1739     * but monsters can't. Putting that code here
1740     * makes the fire_bow code much cleaner.
1741     * this function should only be called if 'op' is a player,
1742     * hence the function name.
1743     */
1744 root 1.18 int
1745     player_fire_bow (object *op, int dir)
1746 elmex 1.1 {
1747 root 1.18 int ret = 0, wcmod = 0;
1748    
1749     if (op->contr->bowtype == bow_bestarrow)
1750     {
1751     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1752     }
1753     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1754     {
1755     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1756     wcmod = -1;
1757 root 1.74
1758 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1759     }
1760     else if (op->contr->bowtype == bow_threewide)
1761     {
1762     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1763     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1764     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1765     }
1766     else if (op->contr->bowtype == bow_spreadshot)
1767     {
1768     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1770     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1771 elmex 1.1
1772     }
1773 root 1.18 else
1774     {
1775     /* Simple case */
1776     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1777     }
1778     return ret;
1779 elmex 1.1 }
1780    
1781    
1782     /* Fires a misc (wand/rod/horn) object in 'dir'.
1783     * Broken apart from 'fire' to keep it more readable.
1784     */
1785 root 1.18 void
1786     fire_misc_object (object *op, int dir)
1787 elmex 1.1 {
1788 root 1.18 object *item;
1789 elmex 1.1
1790 root 1.18 if (!op->contr->ranges[range_misc])
1791     {
1792     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793     return;
1794 elmex 1.1 }
1795    
1796 root 1.18 item = op->contr->ranges[range_misc];
1797     if (!item->inv)
1798     {
1799     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800     return;
1801 elmex 1.1 }
1802 root 1.18 if (item->type == WAND)
1803     {
1804     if (item->stats.food <= 0)
1805     {
1806     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1807     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1808     return;
1809 root 1.11 }
1810 root 1.18 }
1811     else if (item->type == ROD || item->type == HORN)
1812     {
1813     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1814     {
1815     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1816     if (item->type == ROD)
1817     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1818     else
1819     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1820     return;
1821 root 1.11 }
1822 elmex 1.1 }
1823    
1824 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1825     {
1826     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1827     if (item->type == WAND)
1828     {
1829     if (!(--item->stats.food))
1830     {
1831     object *tmp;
1832    
1833     if (item->arch)
1834     {
1835     CLEAR_FLAG (item, FLAG_ANIMATE);
1836     item->face = item->arch->clone.face;
1837 root 1.67 item->set_speed (0);
1838 root 1.11 }
1839 root 1.67
1840 root 1.49 if ((tmp = item->in_player ()))
1841 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1842 root 1.11 }
1843     }
1844 root 1.18 else if (item->type == ROD || item->type == HORN)
1845 root 1.67 drain_rod_charge (item);
1846 elmex 1.1 }
1847     }
1848    
1849     /* Received a fire command for the player - go and do it.
1850     */
1851 root 1.18 void
1852     fire (object *op, int dir)
1853     {
1854     int spellcost = 0;
1855 elmex 1.1
1856 root 1.18 /* check for loss of invisiblity/hide */
1857     if (action_makes_visible (op))
1858     make_visible (op);
1859 elmex 1.1
1860 root 1.18 switch (op->contr->shoottype)
1861     {
1862 root 1.20 case range_none:
1863     return;
1864 elmex 1.1
1865 root 1.20 case range_bow:
1866     player_fire_bow (op, dir);
1867     return;
1868 elmex 1.1
1869 root 1.20 case range_magic: /* Casting spells */
1870     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1871     return;
1872 elmex 1.1
1873 root 1.20 case range_misc:
1874     fire_misc_object (op, dir);
1875     return;
1876 root 1.11
1877 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1878 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1879 root 1.20 {
1880 root 1.30 op->contr->ranges[range_golem] = 0;
1881 root 1.20 op->contr->shoottype = range_none;
1882     }
1883     else
1884     control_golem (op->contr->ranges[range_golem], dir);
1885     return;
1886 root 1.11
1887 root 1.20 case range_skill:
1888     if (!op->chosen_skill)
1889     {
1890     if (op->type == PLAYER)
1891     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1892     return;
1893     }
1894     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1895     return;
1896     case range_builder:
1897     apply_map_builder (op, dir);
1898     return;
1899     default:
1900     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1901     return;
1902 elmex 1.1 }
1903     }
1904    
1905    
1906    
1907     /* find_key
1908     * We try to find a key for the door as passed. If we find a key
1909     * and successfully use it, we return the key, otherwise NULL
1910     * This function merges both normal and locked door, since the logic
1911     * for both is the same - just the specific key is different.
1912     * pl is the player,
1913     * inv is the objects inventory to searched
1914     * door is the door we are trying to match against.
1915     * This function can be called recursively to search containers.
1916     */
1917    
1918 root 1.18 object *
1919     find_key (object *pl, object *container, object *door)
1920 elmex 1.1 {
1921 root 1.18 object *tmp, *key;
1922 elmex 1.1
1923 root 1.18 /* Should not happen, but sanity checking is never bad */
1924     if (container->inv == NULL)
1925     return NULL;
1926 elmex 1.1
1927 root 1.18 /* First, lets try to find a key in the top level inventory */
1928     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1929     {
1930     if (door->type == DOOR && tmp->type == KEY)
1931     break;
1932     /* For sanity, we should really check door type, but other stuff
1933     * (like containers) can be locked with special keys
1934     */
1935     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1936     break;
1937     }
1938     /* No key found - lets search inventories now */
1939     /* If we find and use a key in an inventory, return at that time.
1940     * otherwise, if we search all the inventories and still don't find
1941     * a key, return
1942     */
1943     if (!tmp)
1944     {
1945     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1946     {
1947     /* No reason to search empty containers */
1948     if (tmp->type == CONTAINER && tmp->inv)
1949     {
1950     if ((key = find_key (pl, tmp, door)) != NULL)
1951     return key;
1952     }
1953     }
1954     if (!tmp)
1955     return NULL;
1956 elmex 1.1 }
1957 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1958     * see if we actually want to use it
1959     */
1960     if (pl != container)
1961     {
1962     /* Only let players use keys in containers */
1963     if (!pl->contr)
1964     return NULL;
1965     /* cases where this fails:
1966     * If we only search the player inventory, return now since we
1967     * are not in the players inventory.
1968     * If the container is not active, return now since only active
1969     * containers can be used.
1970     * If we only search keyrings and the container does not have
1971     * a race/isn't a keyring.
1972     * No checking for all containers - to fall through past here,
1973     * inv must have been an container and must have been active.
1974     *
1975     * Change the color so that the message doesn't disappear with
1976     * all the others.
1977     */
1978     if (pl->contr->usekeys == key_inventory ||
1979     !QUERY_FLAG (container, FLAG_APPLIED) ||
1980     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1981     {
1982     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1983     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1984     return NULL;
1985 root 1.11 }
1986 elmex 1.1 }
1987 root 1.18 return tmp;
1988 elmex 1.1 }
1989    
1990     /* moved door processing out of move_player_attack.
1991     * returns 1 if player has opened the door with a key
1992     * such that the caller should not do anything more,
1993     * 0 otherwise
1994     */
1995 root 1.18 static int
1996     player_attack_door (object *op, object *door)
1997 elmex 1.1 {
1998 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1999     * might as well return immediately as there is nothing more to do -
2000     * otherwise, we fall through to the rest of the code.
2001     */
2002     object *key = find_key (op, op, door);
2003    
2004     /* IF we found a key, do some extra work */
2005     if (key)
2006     {
2007     object *container = key->env;
2008    
2009     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2010     if (action_makes_visible (op))
2011     make_visible (op);
2012     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2013     spring_trap (door->inv, op);
2014     if (door->type == DOOR)
2015     {
2016     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2017     }
2018     else if (door->type == LOCKED_DOOR)
2019     {
2020     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2021     remove_door2 (door); /* remove door without violence ;-) */
2022     }
2023     /* Do this after we print the message */
2024     decrease_ob (key); /* Use up one of the keys */
2025     /* Need to update the weight the container the key was in */
2026     if (container != op)
2027     esrv_update_item (UPD_WEIGHT, op, container);
2028     return 1; /* Nothing more to do below */
2029     }
2030     else if (door->type == LOCKED_DOOR)
2031     {
2032     /* Might as well return now - no other way to open this */
2033     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2034     return 1;
2035 elmex 1.1 }
2036 root 1.18 return 0;
2037 elmex 1.1 }
2038    
2039     /* This function is just part of a breakup from move_player.
2040     * It should keep the code cleaner.
2041     * When this is called, the players direction has been updated
2042     * (taking into account confusion.) The player is also actually
2043     * going to try and move (not fire weapons).
2044     */
2045 root 1.18 void
2046     move_player_attack (object *op, int dir)
2047 elmex 1.1 {
2048 root 1.18 object *tmp, *mon;
2049     sint16 nx, ny;
2050     int on_battleground;
2051 root 1.25 maptile *m;
2052 root 1.18
2053     nx = freearr_x[dir] + op->x;
2054     ny = freearr_y[dir] + op->y;
2055    
2056 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2057 root 1.18
2058     /* If braced, or can't move to the square, and it is not out of the
2059     * map, attack it. Note order of if statement is important - don't
2060     * want to be calling move_ob if braced, because move_ob will move the
2061     * player. This is a pretty nasty hack, because if we could
2062     * move to some space, it then means that if we are braced, we should
2063     * do nothing at all. As it is, if we are braced, we go through
2064     * quite a bit of processing. However, it probably is less than what
2065     * move_ob uses.
2066     */
2067     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2068     {
2069     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2070     {
2071     m = get_map_from_coord (op->map, &nx, &ny);
2072     if (!m)
2073     return; /* Don't think this should happen */
2074     }
2075     else
2076     m = op->map;
2077    
2078 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2079 root 1.18 {
2080 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2081 root 1.18 return;
2082 root 1.11 }
2083    
2084 root 1.49 mon = 0;
2085 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2086     * we find a monster - that is something we know we want to attack.
2087     * if its a door or barrel (can roll) see if there may be monsters
2088     * on the space
2089     */
2090 root 1.49 while (tmp)
2091 root 1.18 {
2092     if (tmp == op)
2093     {
2094     tmp = tmp->above;
2095     continue;
2096 root 1.11 }
2097 root 1.27
2098 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2099     {
2100     mon = tmp;
2101     break;
2102 root 1.11 }
2103 root 1.27
2104 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2105     mon = tmp;
2106 root 1.27
2107 root 1.18 tmp = tmp->above;
2108     }
2109    
2110 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2111 root 1.18 return; /* into a wall */
2112    
2113 root 1.49 if (mon->head)
2114 root 1.18 mon = mon->head;
2115    
2116     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2117     if (player_attack_door (op, mon))
2118     return;
2119    
2120     /* The following deals with possibly attacking peaceful
2121     * or frienddly creatures. Basically, all players are considered
2122     * unaggressive. If the moving player has peaceful set, then the
2123     * object should be pushed instead of attacked. It is assumed that
2124     * if you are braced, you will not attack friends accidently,
2125     * and thus will not push them.
2126     */
2127 root 1.11
2128 root 1.18 /* If the creature is a pet, push it even if the player is not
2129     * peaceful. Our assumption is the creature is a pet if the
2130     * player owns it and it is either friendly or unagressive.
2131     */
2132     if ((op->type == PLAYER)
2133 elmex 1.1 #if COZY_SERVER
2134 root 1.18 &&
2135 root 1.34 ((mon->owner && mon->owner->contr
2136     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2137 elmex 1.1 #else
2138 root 1.34 && mon->owner == op
2139 elmex 1.1 #endif
2140 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2141 root 1.11 {
2142 root 1.18 /* If we're braced, we don't want to switch places with it */
2143     if (op->contr->braced)
2144 root 1.11 return;
2145 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2146     (void) push_ob (mon, dir, op);
2147     if (op->contr->tmp_invis || op->hide)
2148     make_visible (op);
2149     return;
2150 root 1.11 }
2151    
2152 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2153     * creatures. Note that if you are braced, you can't push
2154     * someone, but put it inside this loop so that you won't
2155     * attack them either.
2156     */
2157     if ((mon->type == PLAYER || mon->enemy != op) &&
2158     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2159 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2160 root 1.49 (op->contr->peaceful
2161     || (mon->type == PLAYER
2162     && mon->contr->
2163     peaceful)) &&
2164 elmex 1.1 #else
2165 root 1.49 op->contr->peaceful &&
2166 elmex 1.1 #endif
2167 root 1.49 !on_battleground))
2168 root 1.18 {
2169     if (!op->contr->braced)
2170     {
2171     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2172     (void) push_ob (mon, dir, op);
2173     }
2174     else
2175 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2176    
2177 root 1.18 if (op->contr->tmp_invis || op->hide)
2178     make_visible (op);
2179 root 1.11 }
2180 elmex 1.1
2181 root 1.18 /* If the object is a boulder or other rollable object, then
2182     * roll it if not braced. You can't roll it if you are braced.
2183     */
2184     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2185     {
2186     recursive_roll (mon, dir, op);
2187     if (action_makes_visible (op))
2188     make_visible (op);
2189 root 1.11 }
2190    
2191 root 1.18 /* Any generic living creature. Including things like doors.
2192     * Way it works is like this: First, it must have some hit points
2193     * and be living. Then, it must be one of the following:
2194     * 1) Not a player, 2) A player, but of a different party. Note
2195     * that party_number -1 is no party, so attacks can still happen.
2196     */
2197 root 1.11
2198 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2199     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2200     {
2201 elmex 1.1
2202 root 1.18 /* If the player hasn't hit something this tick, and does
2203     * so, give them speed boost based on weapon speed. Doing
2204     * it here is better than process_players2, which basically
2205     * incurred a 1 tick offset.
2206     */
2207     if (!op->contr->has_hit)
2208     {
2209     op->speed_left += op->speed / op->contr->weapon_sp;
2210 root 1.11
2211 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2212 root 1.11 }
2213    
2214 root 1.49 skill_attack (mon, op, 0, 0, 0);
2215 root 1.11
2216 root 1.18 /* If attacking another player, that player gets automatic
2217     * hitback, and doesn't loose luck either.
2218     * Disable hitback on the battleground or if the target is
2219     * the wiz.
2220     */
2221     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2222     {
2223     short luck = mon->stats.luck;
2224    
2225     mon->contr->has_hit = 1;
2226 root 1.49 skill_attack (op, mon, 0, 0, 0);
2227 root 1.18 mon->stats.luck = luck;
2228 root 1.11 }
2229 root 1.49
2230 root 1.18 if (action_makes_visible (op))
2231     make_visible (op);
2232 root 1.11 }
2233 root 1.18 } /* if player should attack something */
2234 elmex 1.1 }
2235    
2236 root 1.18 int
2237     move_player (object *op, int dir)
2238     {
2239     int pick;
2240 elmex 1.1
2241 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2242     return 0;
2243 elmex 1.1
2244 root 1.18 /* Sanity check: make sure dir is valid */
2245     if ((dir < 0) || (dir >= 9))
2246     {
2247     LOG (llevError, "move_player: invalid direction %d\n", dir);
2248     return 0;
2249 elmex 1.1 }
2250    
2251 root 1.18 /* peterm: added following line */
2252     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2253     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2254    
2255     op->facing = dir;
2256    
2257     if (op->hide)
2258     do_hidden_move (op);
2259    
2260     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2261     /*nop */ ;
2262     else if (op->contr->fire_on)
2263     fire (op, dir);
2264     else
2265     {
2266     move_player_attack (op, dir);
2267     pick = check_pick (op);
2268     }
2269 elmex 1.1
2270 root 1.18 /* Add special check for newcs players and fire on - this way, the
2271     * server can handle repeat firing.
2272     */
2273     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2274 root 1.49 op->direction = dir;
2275 root 1.18 else
2276 root 1.49 op->direction = 0;
2277    
2278 root 1.18 /* Update how the player looks. Use the facing, so direction may
2279     * get reset to zero. This allows for full animation capabilities
2280     * for players.
2281     */
2282     animate_object (op, op->facing);
2283     return 0;
2284 elmex 1.1 }
2285    
2286     /* This is similar to handle_player, below, but is only used by the
2287     * new client/server stuff.
2288     * This is sort of special, in that the new client/server actually uses
2289     * the new speed values for commands.
2290     *
2291     * Returns true if there are more actions we can do.
2292     */
2293 root 1.18 int
2294     handle_newcs_player (object *op)
2295 elmex 1.1 {
2296 root 1.18 if (op->contr->hidden)
2297     {
2298     op->invisible = 1000;
2299     /* the socket code flashes the player visible/invisible
2300     * depending on the value of invisible, so we need to
2301     * alternate it here for it to work correctly.
2302     */
2303     if (pticks & 2)
2304 root 1.11 op->invisible--;
2305 root 1.18 }
2306     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2307     {
2308     op->invisible--;
2309     if (!op->invisible)
2310     {
2311     make_visible (op);
2312     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2313 root 1.11 }
2314 elmex 1.1 }
2315    
2316 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2317     {
2318     flee_player (op);
2319     /* If player is still scared, that is his action for this tick */
2320     if (QUERY_FLAG (op, FLAG_SCARED))
2321     {
2322     op->speed_left--;
2323     return 0;
2324 root 1.11 }
2325 elmex 1.1 }
2326    
2327 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2328     * the player object still points to the defunct golem. The code that
2329     * destroys the golem looks correct, and it doesn't always happen, so
2330     * put this in a a workaround to clean up the golem pointer.
2331     */
2332 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2333     op->contr->ranges[range_golem] = 0;
2334 root 1.18
2335     /* call this here - we also will call this in do_ericserver, but
2336     * the players time has been increased when doericserver has been
2337     * called, so we recheck it here.
2338     */
2339 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2340 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2341 root 1.47 ;
2342    
2343 root 1.18 if (op->speed_left < 0)
2344 elmex 1.1 return 0;
2345    
2346 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2347     {
2348     /* All move commands take 1 tick, at least for now */
2349     op->speed_left--;
2350 elmex 1.1
2351 root 1.18 /* Instead of all the stuff below, let move_player take care
2352     * of it. Also, some of the skill stuff is only put in
2353     * there, as well as the confusion stuff.
2354     */
2355     move_player (op, op->direction);
2356     if (op->speed_left > 0)
2357     return 1;
2358     else
2359 root 1.11 return 0;
2360 root 1.18 }
2361 root 1.41
2362 root 1.18 return 0;
2363     }
2364    
2365     int
2366     save_life (object *op)
2367     {
2368     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2369 elmex 1.1 return 0;
2370 root 1.18
2371 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2372 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2373     {
2374     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2375     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2376 root 1.33
2377 root 1.18 if (op->contr)
2378     esrv_del_item (op->contr, tmp->count);
2379 root 1.33
2380     tmp->destroy ();
2381 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2382 root 1.33
2383 root 1.18 if (op->stats.hp < 0)
2384     op->stats.hp = op->stats.maxhp;
2385 root 1.33
2386 root 1.18 if (op->stats.food < 0)
2387     op->stats.food = 999;
2388 root 1.33
2389 root 1.54 op->update_stats ();
2390 root 1.18 return 1;
2391     }
2392 root 1.41
2393 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2394     CLEAR_FLAG (op, FLAG_LIFESAVE);
2395     enter_player_savebed (op); /* bring him home. */
2396     return 0;
2397 elmex 1.1 }
2398    
2399     /* This goes throws the inventory and removes unpaid objects, and puts them
2400     * back in the map (location and map determined by values of env). This
2401     * function will descend into containers. op is the object to start the search
2402     * from.
2403     */
2404 root 1.18 void
2405     remove_unpaid_objects (object *op, object *env)
2406 elmex 1.1 {
2407 root 1.18 object *next;
2408 elmex 1.1
2409 root 1.18 while (op)
2410     {
2411 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2412    
2413 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2414     {
2415     if (env->type == PLAYER)
2416     esrv_del_item (env->contr, op->count);
2417 root 1.70
2418     op->insert_at (env);
2419 root 1.18 }
2420     else if (op->inv)
2421     remove_unpaid_objects (op->inv, env);
2422 root 1.41
2423 root 1.18 op = next;
2424 elmex 1.1 }
2425     }
2426    
2427     /*
2428     * Returns pointer a static string containing gravestone text
2429     * Moved from apply.c to player.c - player.c is what
2430     * actually uses this function. player.c may not be quite the
2431     * best, a misc file for object actions is probably better,
2432     * but there isn't one in the server directory.
2433     */
2434 root 1.18 char *
2435     gravestone_text (object *op)
2436 elmex 1.1 {
2437 root 1.18 static char buf2[MAX_BUF];
2438     char buf[MAX_BUF];
2439     time_t now = time (NULL);
2440    
2441     strcpy (buf2, " R.I.P.\n\n");
2442     if (op->type == PLAYER)
2443     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2444     else
2445     sprintf (buf, "%s\n", &op->name);
2446 root 1.41
2447 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2448     strcat (buf2, buf);
2449     if (op->type == PLAYER)
2450     sprintf (buf, "who was in level %d when killed\n", op->level);
2451     else
2452     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2453 root 1.41
2454 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2455     strcat (buf2, buf);
2456     if (op->type == PLAYER)
2457     {
2458     sprintf (buf, "by %s.\n\n", op->contr->killer);
2459     strncat (buf2, " ", 21 - strlen (buf) / 2);
2460     strcat (buf2, buf);
2461     }
2462 root 1.41
2463 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2464     strncat (buf2, " ", 20 - strlen (buf) / 2);
2465     strcat (buf2, buf);
2466 root 1.41
2467 root 1.18 return buf2;
2468 elmex 1.1 }
2469    
2470 root 1.18 void
2471     do_some_living (object *op)
2472     {
2473     int last_food = op->stats.food;
2474 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2475     int over_hp, over_sp, over_grace;
2476     int i;
2477     int rate_hp = 1200;
2478     int rate_sp = 2500;
2479     int rate_grace = 2000;
2480     const int max_hp = 1;
2481     const int max_sp = 1;
2482     const int max_grace = 1;
2483    
2484 pippijn 1.17 if (op->contr->outputs_sync)
2485 root 1.18 {
2486     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2487 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2488 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2489     }
2490    
2491 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2492 root 1.18 {
2493     /* these next three if clauses make it possible to SLOW DOWN
2494     hp/grace/spellpoint regeneration. */
2495     if (op->contr->gen_hp >= 0)
2496     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2497     else
2498     {
2499     gen_hp = op->stats.maxhp;
2500     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2501     }
2502 root 1.55
2503 root 1.18 if (op->contr->gen_sp >= 0)
2504     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2505     else
2506     {
2507     gen_sp = op->stats.maxsp;
2508     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2509     }
2510 root 1.55
2511 root 1.18 if (op->contr->gen_grace >= 0)
2512     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2513     else
2514     {
2515     gen_grace = op->stats.maxgrace;
2516     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2517     }
2518    
2519     /* Regenerate Spell Points */
2520     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2521     {
2522     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2523     if (op->stats.sp < op->stats.maxsp)
2524     {
2525     op->stats.sp++;
2526     /* dms do not consume food */
2527     if (!QUERY_FLAG (op, FLAG_WIZ))
2528     {
2529     op->stats.food--;
2530     if (op->contr->digestion < 0)
2531     op->stats.food += op->contr->digestion;
2532     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2533     op->stats.food = last_food;
2534     }
2535     }
2536 root 1.55
2537 root 1.18 if (max_sp > 1)
2538     {
2539     over_sp = (gen_sp + 10) / rate_sp;
2540     if (over_sp > 0)
2541     {
2542     if (op->stats.sp < op->stats.maxsp)
2543     {
2544     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2545 root 1.55
2546 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2547     op->stats.sp--;
2548 root 1.55
2549 root 1.18 if (op->stats.sp > op->stats.maxsp)
2550     op->stats.sp = op->stats.maxsp;
2551     }
2552     op->last_sp = 0;
2553     }
2554     else
2555 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2556 root 1.18 }
2557     else
2558 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2559 root 1.18 }
2560    
2561     /* Regenerate Grace */
2562     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2563     if (--op->last_grace < 0)
2564     {
2565     if (op->stats.grace < op->stats.maxgrace / 2)
2566     op->stats.grace++; /* no penalty in food for regaining grace */
2567 root 1.55
2568 root 1.18 if (max_grace > 1)
2569     {
2570     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2571     if (over_grace > 0)
2572     {
2573     op->stats.sp += over_grace
2574     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2575     op->last_grace = 0;
2576     }
2577     else
2578     {
2579     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2580     }
2581     }
2582     else
2583     {
2584     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2585     }
2586     /* wearing stuff doesn't detract from grace generation. */
2587     }
2588    
2589     /* Regenerate Hit Points */
2590     if (--op->last_heal < 0)
2591     {
2592     if (op->stats.hp < op->stats.maxhp)
2593     {
2594     op->stats.hp++;
2595     /* dms do not consume food */
2596     if (!QUERY_FLAG (op, FLAG_WIZ))
2597     {
2598     op->stats.food--;
2599     if (op->contr->digestion < 0)
2600     op->stats.food += op->contr->digestion;
2601     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2602     op->stats.food = last_food;
2603     }
2604     }
2605 root 1.55
2606 root 1.18 if (max_hp > 1)
2607     {
2608     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2609     if (over_hp > 0)
2610     {
2611     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2612     op->last_heal = 0;
2613     }
2614     else
2615     {
2616     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2617     }
2618     }
2619     else
2620     {
2621     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2622     }
2623 root 1.11 }
2624 elmex 1.1
2625 root 1.18 /* Digestion */
2626     if (--op->last_eat < 0)
2627     {
2628     #ifdef COZY_SERVER
2629     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2630     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2631     #else
2632     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2633     #endif
2634    
2635     if (op->contr->gen_hp > 0)
2636     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2637     else
2638     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2639 root 1.55
2640 root 1.18 /* dms do not consume food */
2641     if (!QUERY_FLAG (op, FLAG_WIZ))
2642     op->stats.food--;
2643 root 1.11 }
2644 elmex 1.1
2645 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2646     {
2647     object *tmp, *flesh = 0;
2648 root 1.18
2649 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2650 root 1.18 {
2651 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2652 root 1.18 {
2653 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2654     {
2655     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2656     manual_apply (op, tmp, 0);
2657     if (op->stats.food >= 0 || op->stats.hp < 0)
2658     break;
2659     }
2660     else if (tmp->type == FLESH)
2661     flesh = tmp;
2662     } /* End if paid for object */
2663     } /* end of for loop */
2664    
2665     /* If player is still starving, it means they don't have any food, so
2666     * eat flesh instead.
2667     */
2668     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2669     {
2670     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2671     manual_apply (op, flesh, 0);
2672     }
2673 root 1.11 }
2674 elmex 1.1
2675 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2676     op->stats.food++, op->stats.hp--;
2677 elmex 1.1
2678 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2679     kill_player (op);
2680     }
2681 elmex 1.1 }
2682    
2683     /* If the player should die (lack of hp, food, etc), we call this.
2684     * op is the player in jeopardy. If the player can not be saved (not
2685     * permadeath, no lifesave), this will take care of removing the player
2686     * file.
2687     */
2688 root 1.18 void
2689     kill_player (object *op)
2690 elmex 1.1 {
2691 root 1.18 char buf[MAX_BUF];
2692     int x, y;
2693    
2694     //int i;
2695 root 1.25 maptile *map; /* this is for resurrection */
2696 root 1.18
2697     /* int z;
2698     int num_stats_lose;
2699     int lost_a_stat;
2700     int lose_this_stat;
2701     int this_stat; */
2702     int will_kill_again;
2703     archetype *at;
2704     object *tmp;
2705    
2706     if (save_life (op))
2707     return;
2708    
2709    
2710     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2711     * in cities ONLY!!! It is very important that this doesn't get abused.
2712     * Look at op_on_battleground() for more info --AndreasV
2713     */
2714     if (op_on_battleground (op, &x, &y))
2715     {
2716     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2717     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2718    
2719     /* restore player */
2720 root 1.22 at = archetype::find ("poisoning");
2721 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2722 root 1.18 {
2723 root 1.33 tmp->destroy ();
2724 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2725     }
2726 elmex 1.1
2727 root 1.22 at = archetype::find ("confusion");
2728 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2729 root 1.18 {
2730 root 1.33 tmp->destroy ();
2731 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732     }
2733    
2734     cure_disease (op, 0); /* remove any disease */
2735     op->stats.hp = op->stats.maxhp;
2736     if (op->stats.food <= 0)
2737     op->stats.food = 999;
2738 elmex 1.1
2739 root 1.18 /* create a bodypart-trophy to make the winner happy */
2740 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2741 root 1.18 {
2742     sprintf (buf, "%s's finger", &op->name);
2743     tmp->name = buf;
2744     sprintf (buf, " This finger has been cut off %s\n"
2745     " the %s, when he was defeated at\n level %d by %s.\n",
2746     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2747     tmp->msg = buf;
2748     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2749     tmp->materialname = NULL;
2750 root 1.70 op->insert_at (tmp, op);
2751 root 1.18 }
2752 elmex 1.1
2753 root 1.18 /* teleport defeated player to new destination */
2754     transfer_ob (op, x, y, 0, NULL);
2755     op->contr->braced = 0;
2756     return;
2757 elmex 1.1 }
2758    
2759 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2760 root 1.3
2761 root 1.18 command_kill_pets (op, 0);
2762 elmex 1.1
2763 root 1.18 if (op->stats.food < 0)
2764     {
2765     if (op->contr->explore)
2766     {
2767     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2768     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2769     op->stats.food = 999;
2770     return;
2771 root 1.11 }
2772 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2773     strcpy (op->contr->killer, "starvation");
2774 elmex 1.1 }
2775 root 1.18 else
2776     {
2777     if (op->contr->explore)
2778     {
2779     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2780     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2781     op->stats.hp = op->stats.maxhp;
2782     return;
2783 root 1.11 }
2784 root 1.18 sprintf (buf, "%s died.", &op->name);
2785 elmex 1.1 }
2786 root 1.70
2787 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2788 elmex 1.1
2789 root 1.18 /* save the map location for corpse, gravestone */
2790 root 1.70 x = op->x;
2791     y = op->y;
2792 root 1.18 map = op->map;
2793 elmex 1.1
2794 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2795     * life if they are dead - it takes some exp and a random stat.
2796     * See the config.h file for a little more in depth detail about this.
2797     */
2798    
2799     /* Basically two ways to go - remove a stat permanently, or just
2800     * make it depletion. This bunch of code deals with that aspect
2801     * of death.
2802     */
2803     #ifndef COZY_SERVER
2804     if (settings.balanced_stat_loss)
2805 root 1.18 {
2806 root 1.54 /* If stat loss is permanent, lose one stat only. */
2807     /* Lower level chars don't lose as many stats because they suffer
2808     more if they do. */
2809     /* Higher level characters can afford things such as potions of
2810     restoration, or better, stat potions. So we slug them that
2811     little bit harder. */
2812     /* GD */
2813     if (settings.stat_loss_on_death)
2814     num_stats_lose = 1;
2815     else
2816     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2817     }
2818     else
2819 root 1.70 num_stats_lose = 1;
2820    
2821 root 1.54 lost_a_stat = 0;
2822    
2823     for (z = 0; z < num_stats_lose; z++)
2824     {
2825     i = RANDOM () % NUM_STATS;
2826 root 1.11
2827 root 1.54 if (settings.stat_loss_on_death)
2828 root 1.18 {
2829 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2830     * what he lost.
2831     */
2832     change_attr_value (&(op->stats), i, -1);
2833     check_stat_bounds (&(op->stats));
2834     change_attr_value (&(op->contr->orig_stats), i, -1);
2835     check_stat_bounds (&(op->contr->orig_stats));
2836     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2837     lost_a_stat = 1;
2838 root 1.18 }
2839     else
2840     {
2841 root 1.54 /* deplete a stat */
2842     archetype *deparch = archetype::find ("depletion");
2843     object *dep;
2844 root 1.11
2845 root 1.54 dep = present_arch_in_ob (deparch, op);
2846     if (!dep)
2847 root 1.18 {
2848 root 1.54 dep = arch_to_object (deparch);
2849     insert_ob_in_ob (dep, op);
2850 root 1.18 }
2851 root 1.54 lose_this_stat = 1;
2852     if (settings.balanced_stat_loss)
2853 root 1.18 {
2854 root 1.54 /* GD */
2855     /* Get the stat that we're about to deplete. */
2856     this_stat = get_attr_value (&(dep->stats), i);
2857     if (this_stat < 0)
2858     {
2859     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2860     int keep_chance = this_stat * this_stat;
2861 root 1.18
2862 root 1.54 /* Yes, I am paranoid. Sue me. */
2863     if (keep_chance < 1)
2864     keep_chance = 1;
2865 root 1.18
2866 root 1.54 /* There is a maximum depletion total per level. */
2867     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2868     {
2869     lose_this_stat = 0;
2870     /* Take loss chance vs keep chance to see if we
2871     retain the stat. */
2872     }
2873     else
2874     {
2875     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2876     lose_this_stat = 0;
2877     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2878     this_stat, keep_chance, loss_chance,
2879     lose_this_stat?"LOSE":"KEEP"); */
2880 root 1.11 }
2881     }
2882 root 1.54 }
2883 root 1.18
2884 root 1.54 if (lose_this_stat)
2885     {
2886     this_stat = get_attr_value (&(dep->stats), i);
2887     /* We could try to do something clever like find another
2888     * stat to reduce if this fails. But chances are, if
2889     * stats have been depleted to -50, all are pretty low
2890     * and should be roughly the same, so it shouldn't make a
2891     * difference.
2892     */
2893     if (this_stat >= -50)
2894 root 1.18 {
2895 root 1.54 change_attr_value (&(dep->stats), i, -1);
2896     SET_FLAG (dep, FLAG_APPLIED);
2897     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2898     op->update_stats ();
2899     lost_a_stat = 1;
2900 root 1.11 }
2901     }
2902     }
2903 root 1.54 }
2904     /* If no stat lost, tell the player. */
2905     if (!lost_a_stat)
2906     {
2907     /* determine_god() seems to not work sometimes... why is this?
2908     Should I be using something else? GD */
2909     const char *god = determine_god (op);
2910 root 1.18
2911 root 1.54 if (god && (strcmp (god, "none")))
2912     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2913     else
2914     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2915     }
2916 root 1.28 #else
2917 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.");
2918 elmex 1.1 #endif
2919    
2920 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2921     * exp loss on the stone.
2922     */
2923     tmp = arch_to_object (archetype::find ("gravestone"));
2924     sprintf (buf, "%s's gravestone", &op->name);
2925     tmp->name = buf;
2926     sprintf (buf, "%s's gravestones", &op->name);
2927     tmp->name_pl = buf;
2928     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);
2929     tmp->msg = buf;
2930     tmp->x = op->x, tmp->y = op->y;
2931     insert_ob_in_map (tmp, op->map, NULL, 0);
2932    
2933     /**************************************/
2934     /* */
2935     /* Subtract the experience points, */
2936     /* if we died cause of food, give us */
2937     /* food, and reset HP's... */
2938     /* */
2939     /**************************************/
2940    
2941     /* remove any poisoning and confusion the character may be suffering. */
2942     /* restore player */
2943     at = archetype::find ("poisoning");
2944     tmp = present_arch_in_ob (at, op);
2945    
2946     if (tmp)
2947     {
2948     tmp->destroy ();
2949     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2950     }
2951    
2952     at = archetype::find ("confusion");
2953     tmp = present_arch_in_ob (at, op);
2954     if (tmp)
2955     {
2956     tmp->destroy ();
2957     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2958     }
2959    
2960     cure_disease (op, 0); /* remove any disease */
2961    
2962     /*add_exp(op, (op->stats.exp * -0.20)); */
2963     apply_death_exp_penalty (op);
2964     if (op->stats.food < 100)
2965     op->stats.food = 900;
2966     op->stats.hp = op->stats.maxhp;
2967     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2968     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2969 root 1.11
2970 root 1.54 /*
2971     * Check to see if the player is in a shop. IF so, then check to see if
2972     * the player has any unpaid items. If so, remove them and put them back
2973     * in the map.
2974     */
2975 root 1.33
2976 root 1.54 if (is_in_shop (op))
2977     remove_unpaid_objects (op->inv, op);
2978 root 1.18
2979 root 1.54 /****************************************/
2980     /* */
2981     /* Move player to his current respawn- */
2982     /* position (usually last savebed) */
2983     /* */
2984     /****************************************/
2985 root 1.18
2986 root 1.54 enter_player_savebed (op);
2987 root 1.18
2988 root 1.54 /* Save the player before inserting the force to reduce
2989     * chance of abuse.
2990     */
2991     op->contr->braced = 0;
2992     op->contr->save ();
2993 root 1.11
2994 root 1.54 /* it is possible that the player has blown something up
2995     * at his savebed location, and that can have long lasting
2996     * spell effects. So first see if there is a spell effect
2997     * on the space that might harm the player.
2998     */
2999     will_kill_again = 0;
3000     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3001     if (tmp->type == SPELL_EFFECT)
3002     will_kill_again |= tmp->attacktype;
3003 elmex 1.1
3004 root 1.54 if (will_kill_again)
3005 root 1.18 {
3006 root 1.54 object *force;
3007     int at;
3008 root 1.18
3009 root 1.54 force = get_archetype (FORCE_NAME);
3010     /* 50 ticks should be enough time for the spell to abate */
3011     force->speed = 0.1;
3012     force->speed_left = -5.0;
3013     SET_FLAG (force, FLAG_APPLIED);
3014     for (at = 0; at < NROFATTACKS; at++)
3015     if (will_kill_again & (1 << at))
3016     force->resist[at] = 100;
3017 root 1.30
3018 root 1.54 insert_ob_in_ob (force, op);
3019     op->update_stats ();
3020 root 1.30
3021 root 1.54 }
3022 root 1.18
3023 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3024 elmex 1.1 }
3025    
3026 root 1.18 void
3027     loot_object (object *op)
3028     { /* Grab and destroy some treasure */
3029     object *tmp, *tmp2, *next;
3030 elmex 1.1
3031 root 1.18 if (op->container)
3032 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3033 elmex 1.1
3034 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3035 root 1.18 {
3036     next = tmp->below;
3037 root 1.54
3038 elmex 1.50 if (tmp->invisible)
3039 root 1.18 continue;
3040 root 1.54
3041 root 1.32 tmp->remove ();
3042 root 1.18 tmp->x = op->x, tmp->y = op->y;
3043     if (tmp->type == CONTAINER)
3044     { /* empty container to ground */
3045     loot_object (tmp);
3046     }
3047     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3048     {
3049     if (tmp->nrof > 1)
3050     {
3051     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3052 root 1.33 tmp2->destroy ();
3053 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3054     }
3055     else
3056 root 1.33 tmp->destroy ();
3057 root 1.18 }
3058     else
3059     insert_ob_in_map (tmp, op->map, NULL, 0);
3060     }
3061 elmex 1.1 }
3062    
3063     /*
3064     * fix_weight(): Check recursively the weight of all players, and fix
3065     * what needs to be fixed. Refresh windows and fix speed if anything
3066     * was changed.
3067     */
3068    
3069 root 1.18 void
3070     fix_weight (void)
3071     {
3072 root 1.61 for_all_players (pl)
3073 root 1.18 {
3074     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3075    
3076     if (old == sum)
3077     continue;
3078 root 1.54 pl->ob->update_stats ();
3079 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3080     }
3081 elmex 1.1 }
3082    
3083 root 1.18 void
3084     fix_luck (void)
3085     {
3086 root 1.61 for_all_players (pl)
3087 root 1.52 if (!pl->ob->contr->ns->state)
3088 root 1.54 pl->ob->change_luck (0);
3089 elmex 1.1 }
3090    
3091     /* cast_dust() - handles op throwing objects of type 'DUST'.
3092     * This is much simpler in the new spell code - we basically
3093     * just treat this as any other spell casting object.
3094     */
3095 elmex 1.2 void
3096 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3097 elmex 1.2 {
3098     object *skop, *spob;
3099    
3100     skop = find_skill_by_name (op, throw_ob->skill);
3101    
3102     /* casting POTION 'dusts' is really a use_magic_item skill */
3103     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3104     {
3105 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3106 elmex 1.2 return;
3107     }
3108    
3109     spob = throw_ob->inv;
3110    
3111     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3112     // not pass NULL to cast_spell (which did indeed check itself, but
3113     // errors should be reported as early as possible IMHO)
3114     if (!spob)
3115     {
3116 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3117 elmex 1.2 return;
3118 elmex 1.1 }
3119    
3120 elmex 1.2 if (op->type == PLAYER)
3121 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3122 elmex 1.2
3123     cast_spell (op, throw_ob, dir, spob, NULL);
3124    
3125 root 1.33 throw_ob->destroy ();
3126 elmex 1.1 }
3127    
3128 root 1.18 void
3129     make_visible (object *op)
3130     {
3131     op->hide = 0;
3132     op->invisible = 0;
3133     if (op->type == PLAYER)
3134     {
3135     op->contr->tmp_invis = 0;
3136     op->contr->invis_race = 0;
3137     }
3138     update_object (op, UP_OBJ_FACE);
3139     }
3140    
3141     int
3142     is_true_undead (object *op)
3143     {
3144     object *tmp = NULL;
3145    
3146     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3147     return 1;
3148    
3149 elmex 1.1 return 0;
3150     }
3151    
3152     /* look at the surrounding terrain to determine
3153     * the hideability of this object. Positive levels
3154     * indicate greater hideability.
3155     */
3156    
3157 root 1.18 int
3158     hideability (object *ob)
3159     {
3160     int i, level = 0, mflag;
3161     sint16 x, y;
3162    
3163     if (!ob || !ob->map)
3164     return 0;
3165    
3166     /* so, on normal lighted maps, its hard to hide */
3167     level = ob->map->darkness - 2;
3168    
3169     /* this also picks up whether the object is glowing.
3170     * If you carry a light on a non-dark map, its not
3171     * as bad as carrying a light on a pitch dark map */
3172     if (has_carried_lights (ob))
3173     level = -(10 + (2 * ob->map->darkness));
3174    
3175     /* scan through all nearby squares for terrain to hide in */
3176     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3177     {
3178     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3179     if (mflag & P_OUT_OF_MAP)
3180     {
3181     continue;
3182     }
3183     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3184     level += 2;
3185     else /* open terrain! */
3186     level -= 1;
3187 elmex 1.1 }
3188 root 1.18
3189 elmex 1.1 #if 0
3190 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3191 elmex 1.1 #endif
3192 root 1.18 return level;
3193 elmex 1.1 }
3194    
3195     /* For Hidden creatures - a chance of becoming 'unhidden'
3196     * every time they move - as we subtract off 'invisibility'
3197     * AND, for players, if they move into a ridiculously unhideable
3198     * spot (surrounded by clear terrain in broad daylight). -b.t.
3199     */
3200    
3201 root 1.18 void
3202     do_hidden_move (object *op)
3203     {
3204     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3205     object *skop;
3206    
3207     if (!op || !op->map)
3208     return;
3209    
3210     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3211    
3212     /* its *extremely* hard to run and sneak/hide at the same time! */
3213     if (op->type == PLAYER && op->contr->run_on)
3214     {
3215     if (!skop || num >= skop->level)
3216     {
3217     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3218     make_visible (op);
3219     return;
3220     }
3221     else
3222     num += 20;
3223 elmex 1.1 }
3224 root 1.18 num += op->map->difficulty;
3225     hide = hideability (op); /* modify by terrain hidden level */
3226     num -= hide;
3227     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3228     {
3229     make_visible (op);
3230     if (op->type == PLAYER)
3231     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3232 elmex 1.1 }
3233 root 1.18 else if (op->type == PLAYER && skop)
3234     {
3235     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3236 elmex 1.1 }
3237     }
3238    
3239     /* determine if who is standing near a hostile creature. */
3240    
3241 root 1.18 int
3242     stand_near_hostile (object *who)
3243     {
3244     object *tmp = NULL;
3245     int i, friendly = 0, player = 0, mflags;
3246 root 1.25 maptile *m;
3247 root 1.18 sint16 x, y;
3248    
3249     if (!who)
3250     return 0;
3251    
3252     if (who->type == PLAYER)
3253     player = 1;
3254    
3255     else
3256     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3257    
3258     /* search adjacent squares */
3259     for (i = 1; i < 9; i++)
3260     {
3261     x = who->x + freearr_x[i];
3262     y = who->y + freearr_y[i];
3263     m = who->map;
3264     mflags = get_map_flags (m, &m, x, y, &x, &y);
3265     /* space must be blocked if there is a monster. If not
3266     * blocked, don't need to check this space.
3267     */
3268     if (mflags & P_OUT_OF_MAP)
3269     continue;
3270     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3271     continue;
3272    
3273 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3274 root 1.18 {
3275     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3276     return 1;
3277     else if (tmp->type == PLAYER)
3278     {
3279     /*don't let a hidden DM prevent you from hiding */
3280     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3281 root 1.11 return 1;
3282 root 1.18 }
3283 root 1.11 }
3284 elmex 1.1 }
3285 root 1.18 return 0;
3286 elmex 1.1 }
3287    
3288     /* check the player los field for viewability of the
3289     * object op. This function works fine for monsters,
3290     * but we dont worry if the object isnt the top one in
3291     * a pile (say a coin under a table would return "viewable"
3292     * by this routine). Another question, should we be
3293     * concerned with the direction the player is looking
3294     * in? Realistically, most of use cant see stuff behind
3295     * our backs...on the other hand, does the "facing" direction
3296     * imply the way your head, or body is facing? Its possible
3297     * for them to differ. Sigh, this fctn could get a bit more complex.
3298     * -b.t.
3299     * This function is now map tiling safe.
3300     */
3301    
3302 root 1.18 int
3303     player_can_view (object *pl, object *op)
3304     {
3305     rv_vector rv;
3306     int dx, dy;
3307    
3308     if (pl->type != PLAYER)
3309     {
3310     LOG (llevError, "player_can_view() called for non-player object\n");
3311     return -1;
3312 elmex 1.1 }
3313 root 1.74
3314 root 1.18 if (!pl || !op)
3315 elmex 1.1 return 0;
3316 root 1.18
3317 root 1.74 op = op->head_ ();
3318    
3319 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3320    
3321     /* starting with the 'head' part, lets loop
3322     * through the object and find if it has any
3323     * part that is in the los array but isnt on
3324     * a blocked los square.
3325     * we use the archetype to figure out offsets.
3326     */
3327     while (op)
3328     {
3329     dx = rv.distance_x + op->arch->clone.x;
3330     dy = rv.distance_y + op->arch->clone.y;
3331    
3332     /* only the viewable area the player sees is updated by LOS
3333     * code, so we need to restrict ourselves to that range of values
3334     * for any meaningful values.
3335     */
3336 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3337     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3338     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3339 root 1.18 return 1;
3340     op = op->more;
3341     }
3342     return 0;
3343 elmex 1.1 }
3344    
3345     /* routine for both players and monsters. We call this when
3346     * there is a possibility for our action distrubing our hiding
3347     * place or invisiblity spell. Artefact invisiblity is not
3348     * effected by this. If we arent invisible to begin with, we
3349     * return 0.
3350     */
3351 root 1.18 int
3352     action_makes_visible (object *op)
3353     {
3354    
3355     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3356     {
3357     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3358     return 0;
3359    
3360     if (op->contr && op->contr->tmp_invis == 0)
3361     return 0;
3362 elmex 1.1
3363 root 1.18 /* If monsters, they should become visible */
3364     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3365     {
3366     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3367     return 1;
3368 root 1.11 }
3369 elmex 1.1 }
3370 root 1.18 return 0;
3371 elmex 1.1 }
3372    
3373     /* op_on_battleground - checks if the given object op (usually
3374     * a player) is standing on a valid battleground-tile,
3375     * function returns TRUE/FALSE. If true x, y returns the battleground
3376     * -exit-coord. (and if x, y not NULL)
3377     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3378     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3379     * Default is to do the same as before, so only people wanting to have different points need worry about this
3380     */
3381 root 1.18 int
3382     op_on_battleground (object *op, int *x, int *y)
3383     {
3384 elmex 1.1 object *tmp;
3385 root 1.18
3386 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3387     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3388     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3389     * and the exit-coordinates sp/hp must both be > 0.
3390     * => The intention here is to prevent abuse of the battleground-
3391     * feature (like pickable or hidden battleground tiles). */
3392 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3393     {
3394     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3395     {
3396     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3397     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3398     {
3399     /*before we assign the exit, check if this is a teambattle */
3400     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3401     {
3402     object *invtmp;
3403    
3404     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3405     {
3406     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3407     {
3408     if (x != NULL && y != NULL)
3409     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3410     return 1;
3411     }
3412     }
3413     }
3414     if (x != NULL && y != NULL)
3415     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3416     return 1;
3417     }
3418     }
3419 elmex 1.1 }
3420     /* If we got here, did not find a battleground */
3421     return 0;
3422     }
3423    
3424     /*
3425     * When a dragon-player gains a new stage of evolution,
3426     * he gets some treasure
3427     *
3428     * attributes:
3429     * object *who the dragon player
3430     * int atnr the attack-number of the ability focus
3431     * int level ability level
3432     */
3433 root 1.18 void
3434     dragon_ability_gain (object *who, int atnr, int level)
3435     {
3436     treasurelist *trlist = NULL; /* treasurelist */
3437     treasure *tr; /* treasure */
3438     object *tmp, *skop; /* tmp. object */
3439     object *item; /* treasure object */
3440     char buf[MAX_BUF]; /* tmp. string buffer */
3441     int i = 0, j = 0;
3442    
3443     /* get the appropriate treasurelist */
3444     if (atnr == ATNR_FIRE)
3445     trlist = find_treasurelist ("dragon_ability_fire");
3446     else if (atnr == ATNR_COLD)
3447     trlist = find_treasurelist ("dragon_ability_cold");
3448     else if (atnr == ATNR_ELECTRICITY)
3449     trlist = find_treasurelist ("dragon_ability_elec");
3450     else if (atnr == ATNR_POISON)
3451     trlist = find_treasurelist ("dragon_ability_poison");
3452    
3453     if (trlist == NULL || who->type != PLAYER)
3454     return;
3455    
3456     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3457    
3458     if (tr == NULL || tr->item == NULL)
3459     {
3460     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3461     return;
3462 elmex 1.1 }
3463    
3464 root 1.18 /* everything seems okay - now bring on the gift: */
3465     item = &(tr->item->clone);
3466 elmex 1.1
3467 root 1.18 if (item->type == SPELL)
3468     {
3469     if (check_spell_known (who, item->name))
3470 root 1.11 return;
3471 root 1.18
3472     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3473     do_learn_spell (who, item, 0);
3474     return;
3475 elmex 1.1 }
3476    
3477 root 1.18 /* grant direct spell */
3478     if (item->type == SPELLBOOK)
3479     {
3480     if (!item->inv)
3481     {
3482     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3483     return;
3484     }
3485     if (check_spell_known (who, item->inv->name))
3486     return;
3487     if (item->invisible)
3488     {
3489     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3490     do_learn_spell (who, item->inv, 0);
3491     return;
3492 root 1.11 }
3493 root 1.18 }
3494     else if (item->type == SKILL_TOOL && item->invisible)
3495     {
3496     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3497     {
3498    
3499     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3500     * in this way, if the player is missing any of the attacktypes, he gets
3501     * them. As it is now, if the player has any that match the granted skill,
3502     * but not all of them, he gets nothing.
3503     */
3504     if (!(skop->attacktype & item->attacktype))
3505     {
3506     /* Give new attacktype */
3507     skop->attacktype |= item->attacktype;
3508    
3509     /* always add physical if there's none */
3510     skop->attacktype |= AT_PHYSICAL;
3511    
3512     if (item->msg != NULL)
3513     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3514    
3515     /* Give player new face */
3516     if (item->animation_id)
3517     {
3518     who->face = skop->face;
3519     who->animation_id = item->animation_id;
3520     who->anim_speed = item->anim_speed;
3521     who->last_anim = 0;
3522     who->state = 0;
3523     animate_object (who, who->direction);
3524     }
3525     }
3526 root 1.11 }
3527 elmex 1.1 }
3528 root 1.18 else if (item->type == FORCE)
3529     {
3530     /* forces in the treasurelist can alter the player's stats */
3531     object *skin;
3532 elmex 1.1
3533 root 1.18 /* first get the dragon skin force */
3534 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3535     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3536     ;
3537    
3538     if (!skin)
3539 root 1.18 return;
3540    
3541     /* adding new spellpath attunements */
3542     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3543     {
3544     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3545    
3546     /* print message */
3547     sprintf (buf, "You feel attuned to ");
3548     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3549     {
3550     if (item->path_attuned & (1 << i))
3551     {
3552     if (j)
3553     strcat (buf, " and ");
3554     else
3555     j = 1;
3556     strcat (buf, spellpathnames[i]);
3557     }
3558     }
3559     strcat (buf, ".");
3560     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3561     }
3562    
3563     /* evtl. adding flags: */
3564     if (QUERY_FLAG (item, FLAG_XRAYS))
3565     SET_FLAG (skin, FLAG_XRAYS);
3566     if (QUERY_FLAG (item, FLAG_STEALTH))
3567     SET_FLAG (skin, FLAG_STEALTH);
3568     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3569     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3570    
3571     /* print message if there is one */
3572     if (item->msg != NULL)
3573     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3574     }
3575     else
3576     {
3577     /* generate misc. treasure */
3578     tmp = arch_to_object (tr->item);
3579     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3580     tmp = insert_ob_in_ob (tmp, who);
3581     if (who->type == PLAYER)
3582     esrv_send_item (who, tmp);
3583 elmex 1.1 }
3584     }
3585    
3586     /**
3587     * Unready an object for a player. This function does nothing if the object was
3588     * not readied.
3589     */
3590 root 1.18 void
3591     player_unready_range_ob (player *pl, object *ob)
3592     {
3593     rangetype i;
3594 elmex 1.1
3595 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3596     {
3597     if (pl->ranges[i] == ob)
3598     {
3599     pl->ranges[i] = NULL;
3600     if (pl->shoottype == i)
3601     {
3602     pl->shoottype = range_none;
3603 elmex 1.1 }
3604     }
3605     }
3606     }