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Revision: 1.75
Committed: Sat Dec 30 21:15:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.74: +15 -2 lines
Log Message:
get rid of annoying enter_exit (0)

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 1.75 }
167    
168     void
169     player::enter_map ()
170     {
171     object *tmp = object::create ();
172    
173     EXIT_PATH (tmp) = maplevel;
174     EXIT_X (tmp) = ob->x;
175     EXIT_Y (tmp) = ob->y;
176     ob->enter_exit (tmp);
177    
178     tmp->destroy ();
179 root 1.54 }
180    
181 root 1.56 // connect the player with a specific client
182     // also changed, rationalises, and fixes some incorrect settings
183 root 1.54 void
184     player::connect (client *ns)
185 root 1.18 {
186 root 1.54 this->ns = ns;
187     ns->pl = this;
188    
189     next = first_player;
190     first_player = this;
191    
192     ns->update_look = 0;
193     ns->look_position = 0;
194    
195     clear_los (ob);
196    
197 root 1.57 /* make sure he's a player -- needed because of class change. */
198 root 1.54 ob->type = PLAYER; // we are paranoid
199     ob->race = ob->arch->clone.race;
200 elmex 1.1
201 root 1.56 if (!legal_range (ob, shoottype))
202     shoottype = range_none;
203 root 1.44
204 root 1.54 ob->carrying = sum_weight (ob);
205     link_player_skills (ob);
206 elmex 1.1
207 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208 elmex 1.1
209 root 1.54 assign (title, ob->arch->clone.name);
210 root 1.15
211 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212     * from the class, and not race. I don't see any way to get the class information
213     * to then update this. I don't think this will actually break anything - anyone
214     * that can use armour should be able to use a shield. What this may 'break'
215     * are features new characters get, eg, if someone starts up with a Q, they
216     * should be able to use a shield. However, old Q's won't get that advantage.
217 root 1.15 */
218 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219     SET_FLAG (ob, FLAG_USE_SHIELD);
220    
221     /* if it's a dragon player, set the correct title here */
222     if (is_dragon_pl (ob))
223     {
224     object *tmp, *abil = 0, *skin = 0;
225    
226     shstr_cmp dragon_ability_force ("dragon_ability_force");
227     shstr_cmp dragon_skin_force ("dragon_skin_force");
228    
229     for (tmp = ob->inv; tmp; tmp = tmp->below)
230     if (tmp->type == FORCE)
231     if (tmp->arch->name == dragon_ability_force)
232     abil = tmp;
233     else if (tmp->arch->name == dragon_skin_force)
234     skin = tmp;
235    
236     set_dragon_name (ob, abil, skin);
237     }
238    
239     CLEAR_FLAG (ob, FLAG_FRIENDLY);
240     add_friendly_object (ob);
241    
242     LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243 root 1.15
244 root 1.54 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245    
246 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
247    
248     ob->update_stats ();
249 root 1.54 ns->floorbox_update ();
250    
251     esrv_send_inventory (ob, ob);
252     esrv_add_spells (this, 0);
253    
254 root 1.74 ob->activate (1);
255 root 1.75 enter_map ();
256 root 1.54
257 root 1.59 send_rules (ob);
258     send_news (ob);
259     display_motd (ob);
260 root 1.54 INVOKE_PLAYER (LOGIN, this);
261     }
262 elmex 1.1
263 root 1.62 void
264     player::disconnect ()
265     {
266 root 1.74 if (ob)
267     ob->deactivate (1);
268    
269 root 1.62 //TODO: don't be so harsh and destroy :)
270 root 1.63 if (ns)
271 root 1.72 {
272     if (enable_save)
273     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274    
275     client *ns = this->ns;
276     ns->send_packet ("goodbye");
277     ns->flush ();
278     ns->pl = 0;
279     this->ns = 0;
280    
281     ns->destroy ();
282     destroy ();
283     }
284 root 1.62 }
285    
286 root 1.54 // the need for this function can be explained
287     // by load_object not returning the object
288     void
289     player::set_object (object *op)
290     {
291     ob = op;
292     ob->contr = this; /* this aren't yet in archetype */
293 root 1.15
294 root 1.54 ob->speed_left = 0.5;
295     ob->speed = 1.0;
296     ob->direction = 5; /* So player faces south */
297     ob->stats.wc = 2;
298     ob->run_away = 25; /* Then we panick... */
299 root 1.15
300 root 1.54 set_first_map (ob);
301 root 1.75 enter_map ();
302 root 1.15
303 root 1.54 ob->roll_stats ();
304     }
305 root 1.15
306 root 1.54 player::player ()
307     {
308     /* There are some elements we want initialized to non zero value -
309     * we deal with that below this point.
310     */
311     outputs_sync = 16; /* Every 2 seconds */
312     outputs_count = 8; /* Keeps present behaviour */
313     unapply = unapply_nochoice;
314    
315     assign (savebed_map, first_map_path); /* Init. respawn position */
316    
317     gen_sp_armour = 10;
318     last_speed = -1;
319     shoottype = range_none;
320     bowtype = bow_normal;
321     petmode = pet_normal;
322     listening = 10;
323     usekeys = containers;
324     last_weapon_sp = -1;
325     peaceful = 1; /* default peaceful */
326     do_los = 1;
327 root 1.15
328     /* we need to clear these to -1 and not zero - otherwise,
329     * if a player quits and starts a new character, we wont
330     * send new values to the client, as things like exp start
331     * at zero.
332     */
333 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
334     last_skill_exp[i] = -1;
335    
336     for (int i = 0; i < NROFATTACKS; i++)
337     last_resist[i] = -1;
338    
339     last_stats.exp = -1;
340     last_weight = (uint32) - 1;
341     }
342    
343 root 1.62 void
344     player::do_destroy ()
345 root 1.54 {
346 root 1.72 disconnect ();
347 root 1.62
348 root 1.66 save (false);
349     enable_save = false;
350    
351 root 1.72 attachable::do_destroy ();
352 root 1.62
353 root 1.54 terminate_all_pets (ob);
354    
355     if (first_player != this)
356 root 1.15 {
357 root 1.54 player *prev = first_player;
358    
359     while (prev && prev->next && prev->next != this)
360     prev = prev->next;
361 root 1.38
362 root 1.54 if (prev->next != this)
363     {
364     LOG (llevError, "Free_player: Can't find previous player.\n");
365     abort ();
366     }
367 root 1.38
368 root 1.54 prev->next = next;
369     }
370     else
371     first_player = next;
372 root 1.15
373 root 1.54 if (ob)
374 root 1.69 {
375     ob->destroy_inv (false);
376     ob->destroy ();
377     }
378 root 1.62 }
379    
380     player::~player ()
381     {
382 root 1.54 /* Clear item stack */
383     free (stack_items);
384 elmex 1.1 }
385    
386 root 1.54 /* Tries to add player on the connection passed in ns.
387 elmex 1.1 * All we can really get in this is some settings like host and display
388     * mode.
389     */
390 root 1.54 player *
391     player::create ()
392 root 1.18 {
393 root 1.54 player *pl = new player;
394 root 1.38
395 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
396 root 1.26
397 root 1.54 return pl;
398 elmex 1.1 }
399    
400     /*
401     * get_player_archetype() return next player archetype from archetype
402     * list. Not very efficient routine, but used only creating new players.
403     * Note: there MUST be at least one player archetype!
404     */
405 root 1.18 archetype *
406     get_player_archetype (archetype *at)
407 elmex 1.1 {
408 root 1.18 archetype *start = at;
409    
410     for (;;)
411     {
412     if (at == NULL || at->next == NULL)
413     at = first_archetype;
414     else
415     at = at->next;
416 root 1.46
417 root 1.18 if (at->clone.type == PLAYER)
418     return at;
419 root 1.46
420 root 1.18 if (at == start)
421     {
422     LOG (llevError, "No Player archetypes\n");
423     exit (-1);
424 root 1.11 }
425 elmex 1.1 }
426     }
427    
428 root 1.18 object *
429     get_nearest_player (object *mon)
430     {
431     object *op = NULL;
432     objectlink *ol;
433     unsigned lastdist;
434     rv_vector rv;
435    
436     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
437     {
438     /* We should not find free objects on this friendly list, but it
439     * does periodically happen. Given that, lets deal with it.
440     * While unlikely, it is possible the next object on the friendly
441     * list is also free, so encapsulate this in a while loop.
442     */
443     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
444     {
445     object *tmp = ol->ob;
446    
447     /* Can't do much more other than log the fact, because the object
448     * itself will have been cleared.
449     */
450     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
451     ol = ol->next;
452     remove_friendly_object (tmp);
453     if (!ol)
454     return op;
455     }
456 root 1.11
457 root 1.18 /* Remove special check for player from this. First, it looks to cause
458     * some crashes (ol->ob->contr not set properly?), but secondly, a more
459     * complicated method of state checking would be needed in any case -
460     * as it was, a clever player could type quit, and the function would
461     * skip them over while waiting for confirmation. Remove
462     * on_same_map check, as can_detect_enemy also does this
463     */
464     if (!can_detect_enemy (mon, ol->ob, &rv))
465     continue;
466 root 1.11
467 root 1.18 if (lastdist > rv.distance)
468     {
469     op = ol->ob;
470     lastdist = rv.distance;
471 root 1.11 }
472 elmex 1.1 }
473 root 1.61
474     for_all_players (pl)
475     if (can_detect_enemy (mon, pl->ob, &rv))
476     if (lastdist > rv.distance)
477 root 1.18 {
478 root 1.61 op = pl->ob;
479     lastdist = rv.distance;
480     }
481 elmex 1.1
482     #if 0
483 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
484 elmex 1.1 #endif
485 root 1.18 return op;
486 elmex 1.1 }
487    
488     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
489     * result in a monster paths backtracking. It basically determines how large a
490     * detour a monster will take from the direction path when looking
491     * for a path to the player. The values are in the amount of direction
492     * the deviation is
493     */
494     #define DETOUR_AMOUNT 2
495    
496     /* This is used to prevent infinite loops. Consider a case where the
497     * player is in a chamber (with gate closed), and monsters are outside.
498     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
499     * find a path into the chamber. This is a good thing, but since there
500     * is no real path, it will just keep circling the chamber for
501     * ever (this could be a nice effect for monsters, but not for the function
502     * to get stuck in. I think for the monsters, if max is reached and
503     * we return the first direction the creature could move would result in the
504     * circling behaviour. Unfortunately, this function is also used to determined
505     * if the creature should cast a spell, so returning a direction in that case
506     * is probably not a good thing.
507     */
508     #define MAX_SPACES 50
509    
510     /*
511     * Returns the direction to the player, if valid. Returns 0 otherwise.
512     * modified to verify there is a path to the player. Does this by stepping towards
513     * player and if path is blocked then see if blockage is close enough to player that
514     * direction to player is changed (ie zig or zag). Continue zig zag until either
515     * reach player or path is blocked. Thus, will only return true if there is a free
516     * path to player. Though path may not be a straight line. Note that it will find
517     * player hiding along a corridor at right angles to the corridor with the monster.
518     *
519     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
520     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
521     * down corriders.
522     * 2) I think the old code was broken if the first direction the monster
523     * should move was blocked - the code would store the first direction without
524     * verifying that the player can actually move in that direction. The new
525     * code does not store anything in firstdir until we have verified that the
526     * monster can in fact move one space in that direction.
527     * 3) I'm not sure how good this code will be for moving multipart monsters,
528     * since only simple checks to blocked are being called, which could mean the monster
529     * is blocking itself.
530     */
531 root 1.18 int
532     path_to_player (object *mon, object *pl, unsigned mindiff)
533     {
534     rv_vector rv;
535     sint16 x, y;
536     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
537 root 1.25 maptile *m, *lastmap;
538 root 1.18
539     get_rangevector (mon, pl, &rv, 0);
540    
541     if (rv.distance < mindiff)
542     return 0;
543    
544     x = mon->x;
545     y = mon->y;
546     m = mon->map;
547     dir = rv.direction;
548     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
549     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
550     /* If we can't solve it within the search distance, return now. */
551     if (diff > max)
552     return 0;
553     while (diff > 1 && max > 0)
554     {
555     lastx = x;
556     lasty = y;
557     lastmap = m;
558     x = lastx + freearr_x[dir];
559     y = lasty + freearr_y[dir];
560    
561     mflags = get_map_flags (m, &m, x, y, &x, &y);
562     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
563    
564     /* Space is blocked - try changing direction a little */
565     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
566     && (m == mon->map && blocked_link (mon, m, x, y))))
567     {
568     /* recalculate direction from last good location. Possible
569     * we were not traversing ideal location before.
570     */
571     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
572     if (rv.direction != dir)
573     {
574     /* OK - says direction should be different - lets reset the
575     * the values so it will try again.
576     */
577     x = lastx;
578     y = lasty;
579     m = lastmap;
580     dir = firstdir = rv.direction;
581     }
582     else
583     {
584     /* direct path is blocked - try taking a side step to
585     * either the left or right.
586     * Note increase the values in the loop below to be
587     * more than -1/1 respectively will mean the monster takes
588     * bigger detour. Have to be careful about these values getting
589     * too big (3 or maybe 4 or higher) as the monster may just try
590     * stepping back and forth
591     */
592     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
593     {
594     if (i == 0)
595     continue; /* already did this, so skip it */
596     /* Use lastdir here - otherwise,
597     * since the direction that the creature should move in
598     * may change, you could get infinite loops.
599     * ie, player is northwest, but monster can only
600     * move west, so it does that. It goes some distance,
601     * gets blocked, finds that it should move north,
602     * can't do that, but now finds it can move east, and
603     * gets back to its original point. lastdir contains
604     * the last direction the creature has successfully
605     * moved.
606     */
607    
608     x = lastx + freearr_x[absdir (lastdir + i)];
609     y = lasty + freearr_y[absdir (lastdir + i)];
610     m = lastmap;
611     mflags = get_map_flags (m, &m, x, y, &x, &y);
612     if (mflags & P_OUT_OF_MAP)
613     continue;
614     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
615     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
616     continue;
617     if (mflags & P_BLOCKSVIEW)
618     continue;
619    
620     if (m == mon->map && blocked_link (mon, m, x, y))
621     break;
622     }
623     /* go through entire loop without finding a valid
624     * sidestep to take - thus, no valid path.
625     */
626     if (i == (DETOUR_AMOUNT + 1))
627     return 0;
628     diff--;
629     lastdir = dir;
630     max--;
631     if (!firstdir)
632     firstdir = dir + i;
633     } /* else check alternate directions */
634     } /* if blocked */
635     else
636     {
637     /* we moved towards creature, so diff is less */
638     diff--;
639     max--;
640     lastdir = dir;
641     if (!firstdir)
642     firstdir = dir;
643     }
644     if (diff <= 1)
645     {
646     /* Recalculate diff (distance) because we may not have actually
647     * headed toward player for entire distance.
648     */
649     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
650     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
651     }
652     if (diff > max)
653     return 0;
654     }
655     /* If we reached the max, didn't find a direction in time */
656     if (!max)
657     return 0;
658    
659     return firstdir;
660     }
661    
662     void
663     give_initial_items (object *pl, treasurelist * items)
664     {
665     object *op, *next = NULL;
666    
667     if (pl->randomitems != NULL)
668     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669    
670     for (op = pl->inv; op; op = next)
671     {
672     next = op->below;
673    
674     /* Forces get applied per default, unless they have the
675     * flag "neutral" set. Sorry but I can't think of a better way
676     */
677     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
678     SET_FLAG (op, FLAG_APPLIED);
679    
680     /* we never give weapons/armour if these cannot be used
681     * by this player due to race restrictions
682     */
683     if (pl->type == PLAYER)
684     {
685     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
686     (op->type == ARMOUR || op->type == BOOTS ||
687     op->type == CLOAK || op->type == HELMET ||
688     op->type == SHIELD || op->type == GLOVES ||
689     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
690     {
691 root 1.33 op->destroy ();
692 root 1.18 continue;
693     }
694 root 1.11 }
695    
696 root 1.18 /* This really needs to be better - we should really give
697     * a substitute spellbook. The problem is that we don't really
698     * have a good idea what to replace it with (need something like
699     * a first level treasurelist for each skill.)
700     * remove duplicate skills also
701     */
702     if (op->type == SPELLBOOK || op->type == SKILL)
703     {
704     object *tmp;
705 elmex 1.1
706 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
707     if (tmp->type == op->type && tmp->name == op->name)
708     break;
709 root 1.11
710 root 1.18 if (tmp)
711     {
712 root 1.33 op->destroy ();
713 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
714     continue;
715 root 1.11 }
716 root 1.33
717 root 1.18 if (op->nrof > 1)
718     op->nrof = 1;
719 root 1.11 }
720 elmex 1.1
721 root 1.18 if (op->type == SPELLBOOK && op->inv)
722     {
723     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 root 1.11 }
725    
726 root 1.18 /* Give starting characters identified, uncursed, and undamned
727     * items. Just don't identify gold or silver, or it won't be
728     * merged properly.
729     */
730     if (need_identify (op))
731     {
732     SET_FLAG (op, FLAG_IDENTIFIED);
733     CLEAR_FLAG (op, FLAG_CURSED);
734     CLEAR_FLAG (op, FLAG_DAMNED);
735     }
736     if (op->type == SPELL)
737     {
738 root 1.33 op->destroy ();
739 root 1.18 continue;
740     }
741     else if (op->type == SKILL)
742     {
743     SET_FLAG (op, FLAG_CAN_USE_SKILL);
744     op->stats.exp = 0;
745     op->level = 1;
746 root 1.11 }
747 root 1.18 /* lock all 'normal items by default */
748     else
749     SET_FLAG (op, FLAG_INV_LOCKED);
750     } /* for loop of objects in player inv */
751    
752     /* Need to set up the skill pointers */
753     link_player_skills (pl);
754     }
755    
756     void
757     get_party_password (object *op, partylist *party)
758     {
759     if (party == NULL)
760     {
761     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
762     return;
763 elmex 1.1 }
764 root 1.54
765 root 1.18 op->contr->write_buf[0] = '\0';
766 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
767 root 1.18 op->contr->party_to_join = party;
768 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
769 elmex 1.1 }
770    
771     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
772 root 1.54 static int
773 root 1.18 roll_stat (void)
774     {
775     int a[4], i, j, k;
776    
777     for (i = 0; i < 4; i++)
778     a[i] = (int) RANDOM () % 6 + 1;
779    
780     for (i = 0, j = 0, k = 7; i < 4; i++)
781     if (a[i] < k)
782     k = a[i], j = i;
783    
784     for (i = 0, k = 0; i < 4; i++)
785 root 1.54 if (i != j)
786     k += a[i];
787    
788 root 1.18 return k;
789     }
790    
791     void
792 root 1.54 object::roll_stats ()
793 root 1.18 {
794 root 1.54 int statsort [7];
795 root 1.18
796 root 1.54 for (;;)
797 root 1.18 {
798 root 1.54 int sum = 0;
799     for (int i = 7; i--; )
800     sum += statsort [i] = roll_stat ();
801    
802     if (sum >= 82 && sum <= 116)
803     break;
804 root 1.18 }
805    
806 root 1.54 // Sort the stats so that rerolling is easier...
807     std::sort (statsort, statsort + 7, std::greater<int>());
808 root 1.18
809 root 1.54 stats.Str = statsort[0];
810     stats.Dex = statsort[1];
811     stats.Con = statsort[2];
812     stats.Int = statsort[3];
813     stats.Wis = statsort[4];
814     stats.Pow = statsort[5];
815     stats.Cha = statsort[6];
816 root 1.18
817 root 1.54 stats.exp = 0;
818     stats.ac = 0;
819 root 1.18
820 root 1.54 stats.hp = stats.maxhp;
821     stats.sp = stats.maxsp;
822     stats.grace = stats.maxgrace;
823 root 1.18
824 root 1.54 if (contr)
825     {
826     contr->levhp[1] = 9;
827     contr->levsp[1] = 6;
828     contr->levgrace[1] = 3;
829 root 1.18
830 root 1.54 contr->orig_stats = stats;
831     }
832 root 1.18 }
833    
834     void
835 root 1.54 object::swap_stats (int a, int b)
836 root 1.18 {
837 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
838     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
839     set_attr_value (&contr->orig_stats, b, tmp);
840 elmex 1.1
841 root 1.54 stats.Str = contr->orig_stats.Str;
842     stats.Dex = contr->orig_stats.Dex;
843     stats.Con = contr->orig_stats.Con;
844     stats.Int = contr->orig_stats.Int;
845     stats.Wis = contr->orig_stats.Wis;
846     stats.Pow = contr->orig_stats.Pow;
847     stats.Cha = contr->orig_stats.Cha;
848 elmex 1.1
849 root 1.54 //TODO: the following code looks so borked and should, at the very least,
850     // be merged with the similar code in roll_stats
851     stats.ac = 0;
852 elmex 1.1
853 root 1.54 level = 1;
854     stats.exp = 0;
855     stats.ac = 0;
856 elmex 1.1
857 root 1.54 stats.hp = stats.maxhp;
858     stats.sp = stats.maxsp;
859     stats.grace = stats.maxgrace;
860 elmex 1.1
861 root 1.54 if (contr)
862 root 1.18 {
863 root 1.54 contr->levhp[1] = 9;
864     contr->levsp[1] = 6;
865     contr->levgrace[1] = 3;
866 root 1.18
867 root 1.54 contr->orig_stats = stats;
868 elmex 1.1 }
869     }
870    
871 root 1.73 static void
872     start_info (object *op)
873     {
874     char buf[MAX_BUF];
875    
876     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
877     new_draw_info (NDI_UNIQUE, 0, op, buf);
878     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
879     //new_draw_info (NDI_UNIQUE, 0, op, " ");
880     }
881    
882 elmex 1.1 /* This function takes the key that is passed, and does the
883     * appropriate action with it (change race, or other things).
884     * The function name is for historical reasons - now we have
885     * separate race and class; this actually changes the RACE,
886     * not the class.
887     */
888 root 1.18 int
889     key_change_class (object *op, char key)
890 elmex 1.1 {
891 root 1.18 int tmp_loop;
892 elmex 1.1
893 root 1.18 if (key == 'd' || key == 'D')
894     {
895     char buf[MAX_BUF];
896 elmex 1.1
897 root 1.18 /* this must before then initial items are given */
898     esrv_new_player (op->contr, op->weight + op->carrying);
899 elmex 1.36
900     treasurelist *tl = find_treasurelist ("starting_wealth");
901     if (tl)
902     create_treasure (tl, op, 0, 0, 0);
903 elmex 1.1
904 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
905     INVOKE_PLAYER (LOGIN, op->contr);
906 elmex 1.1
907 root 1.52 op->contr->ns->state = ST_PLAYING;
908 root 1.11
909 root 1.18 if (op->msg)
910     op->msg = NULL;
911 elmex 1.1
912 root 1.18 /* We create this now because some of the unique maps will need it
913     * to save here.
914     */
915     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
916     make_path_to_file (buf);
917 elmex 1.1
918     #ifdef AUTOSAVE
919 root 1.18 op->contr->last_save_tick = pticks;
920 elmex 1.1 #endif
921 root 1.18 start_info (op);
922     CLEAR_FLAG (op, FLAG_WIZ);
923     give_initial_items (op, op->randomitems);
924     link_player_skills (op);
925     esrv_send_inventory (op, op);
926 root 1.54 op->update_stats ();
927 elmex 1.1
928 root 1.18 /* This moves the player to a different start map, if there
929     * is one for this race
930     */
931     if (*first_map_ext_path)
932     {
933     object *tmp;
934     char mapname[MAX_BUF];
935    
936     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
937 root 1.33 tmp = object::create ();
938 root 1.18 EXIT_PATH (tmp) = mapname;
939     EXIT_X (tmp) = op->x;
940     EXIT_Y (tmp) = op->y;
941 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
942 elmex 1.1 * if the map isn't there, then stay on the
943     * default initial map */
944 root 1.33 tmp->destroy ();
945 elmex 1.1 }
946 root 1.18 else
947 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
948    
949 root 1.18 return 0;
950 elmex 1.1 }
951    
952 root 1.18 /* Following actually changes the race - this is the default command
953     * if we don't match with one of the options above.
954     */
955    
956     tmp_loop = 0;
957     while (!tmp_loop)
958     {
959     shstr name = op->name;
960     int x = op->x, y = op->y;
961    
962 root 1.54 op->remove_statbonus ();
963 root 1.32 op->remove ();
964 root 1.18 op->arch = get_player_archetype (op->arch);
965 root 1.33 op->arch->clone.copy_to (op);
966 root 1.18 op->instantiate ();
967     op->stats = op->contr->orig_stats;
968     op->name = op->name_pl = name;
969     op->x = x;
970     op->y = y;
971     SET_ANIMATION (op, 2); /* So player faces south */
972     insert_ob_in_map (op, op->map, op, 0);
973 root 1.21 assign (op->contr->title, op->arch->clone.name);
974 root 1.54 op->add_statbonus ();
975 root 1.18 tmp_loop = allowed_class (op);
976     }
977 root 1.19
978 root 1.18 update_object (op, UP_OBJ_FACE);
979     esrv_update_item (UPD_FACE, op, op);
980 root 1.54 op->update_stats ();
981 root 1.18 op->stats.hp = op->stats.maxhp;
982     op->stats.sp = op->stats.maxsp;
983     op->stats.grace = 0;
984 root 1.21
985 root 1.18 if (op->msg)
986     new_draw_info (NDI_BLUE, 0, op, op->msg);
987 root 1.21
988 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");
989 root 1.18 return 0;
990 elmex 1.1 }
991    
992 root 1.18 int
993     key_confirm_quit (object *op, char key)
994 elmex 1.1 {
995 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
996     {
997 root 1.52 op->contr->ns->state = ST_PLAYING;
998 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
999     return 1;
1000 elmex 1.1 }
1001    
1002 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1003     INVOKE_PLAYER (QUIT, op->contr);
1004 root 1.3
1005 root 1.65 op->contr->enable_save = false;
1006    
1007 root 1.18 terminate_all_pets (op);
1008 root 1.74 op->remove ();
1009 root 1.18 op->direction = 0;
1010     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1011    
1012     strcpy (op->contr->killer, "quit");
1013     check_score (op);
1014 root 1.54 op->contr->party = 0;
1015     op->contr->own_title[0] = '\0';
1016 root 1.74 op->contr->destroy ();
1017 root 1.19
1018 root 1.18 return 1;
1019 elmex 1.1 }
1020    
1021 root 1.18 void
1022     flee_player (object *op)
1023     {
1024     int dir, diff;
1025     rv_vector rv;
1026    
1027     if (op->stats.hp < 0)
1028     {
1029     LOG (llevDebug, "Fleeing player is dead.\n");
1030     CLEAR_FLAG (op, FLAG_SCARED);
1031     return;
1032 elmex 1.1 }
1033    
1034 root 1.18 if (op->enemy == NULL)
1035     {
1036     LOG (llevDebug, "Fleeing player had no enemy.\n");
1037     CLEAR_FLAG (op, FLAG_SCARED);
1038     return;
1039 elmex 1.1 }
1040    
1041 root 1.18 /* Seen some crashes here. Since we don't store an
1042     * op->enemy_count, it is possible that something destroys the
1043     * actual enemy, and the object is recycled.
1044     */
1045     if (op->enemy->map == NULL)
1046     {
1047     CLEAR_FLAG (op, FLAG_SCARED);
1048     op->enemy = NULL;
1049     return;
1050 elmex 1.1 }
1051    
1052 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1053     {
1054     op->enemy = NULL;
1055     CLEAR_FLAG (op, FLAG_SCARED);
1056     return;
1057 elmex 1.1 }
1058 root 1.49
1059 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1060    
1061     dir = absdir (4 + rv.direction);
1062     for (diff = 0; diff < 3; diff++)
1063     {
1064     int m = 1 - (RANDOM () & 2);
1065 elmex 1.1
1066 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1067 root 1.49 return;
1068 elmex 1.1 }
1069 root 1.49
1070 root 1.18 /* Cornered, get rid of scared */
1071     CLEAR_FLAG (op, FLAG_SCARED);
1072     op->enemy = NULL;
1073 elmex 1.1 }
1074    
1075    
1076     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1077     * IT returns 1 if the player should keep on moving, 0 if he should
1078     * stop.
1079     */
1080 root 1.18 int
1081     check_pick (object *op)
1082     {
1083 elmex 1.1 object *tmp, *next;
1084     int stop = 0;
1085     int j, k, wvratio;
1086     char putstring[128], tmpstr[16];
1087    
1088     /* if you're flying, you cna't pick up anything */
1089     if (op->move_type & MOVE_FLYING)
1090     return 1;
1091    
1092     next = op->below;
1093    
1094     /* loop while there are items on the floor that are not marked as
1095     * destroyed */
1096 root 1.24 while (next && !next->destroyed ())
1097 root 1.18 {
1098     tmp = next;
1099     next = tmp->below;
1100 elmex 1.1
1101 root 1.24 if (op->destroyed ())
1102 elmex 1.1 return 0;
1103    
1104 root 1.18 if (!can_pick (op, tmp))
1105     continue;
1106 elmex 1.1
1107 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1108     {
1109     if (item_matched_string (op, tmp, op->contr->search_str))
1110     pick_up (op, tmp);
1111     continue;
1112 root 1.11 }
1113    
1114 root 1.18 /* high not bit set? We're using the old autopickup model */
1115     if (!(op->contr->mode & PU_NEWMODE))
1116 root 1.11 {
1117 root 1.18 switch (op->contr->mode)
1118 root 1.11 {
1119 root 1.20 case 0:
1120     return 1; /* don't pick up */
1121     case 1:
1122     pick_up (op, tmp);
1123     return 1;
1124     case 2:
1125     pick_up (op, tmp);
1126     return 0;
1127     case 3:
1128     return 0; /* stop before pickup */
1129     case 4:
1130     pick_up (op, tmp);
1131     break;
1132     case 5:
1133     pick_up (op, tmp);
1134     stop = 1;
1135     break;
1136     case 6:
1137     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1138 root 1.18 pick_up (op, tmp);
1139 root 1.20 break;
1140    
1141     case 7:
1142     if (tmp->type == MONEY || tmp->type == GEM)
1143 root 1.18 pick_up (op, tmp);
1144 root 1.20 break;
1145    
1146     default:
1147     /* use value density */
1148     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1149     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1150 root 1.18 pick_up (op, tmp);
1151 root 1.11 }
1152     }
1153 root 1.18 else
1154     { /* old model */
1155     /* NEW pickup handling */
1156     if (op->contr->mode & PU_DEBUG)
1157     {
1158     /* some debugging code to figure out item information */
1159     if (tmp->name != NULL)
1160     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1161     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1162     else
1163     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1164     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1165    
1166     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1167 root 1.58 }
1168 elmex 1.1
1169 root 1.18 /* philosophy:
1170     * It's easy to grab an item type from a pile, as long as it's
1171     * generic. This takes no game-time. For more detailed pickups
1172 root 1.58 * and selections, select-items should be used. This is a
1173 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1174     * example.
1175     * The drawback: right now it has no frontend, so you need to
1176     * stick the bits you want into a calculator in hex mode and then
1177     * convert to decimal and then 'pickup <#>
1178     */
1179    
1180     /* the first two modes are exclusive: if NOTHING we return, if
1181     * STOP then we stop. All the rest are applied sequentially,
1182     * meaning if any test passes, the item gets picked up. */
1183    
1184     /* if mode is set to pick nothing up, return */
1185    
1186     if (op->contr->mode & PU_NOTHING)
1187     return 1;
1188    
1189     /* if mode is set to stop when encountering objects, return */
1190     /* take STOP before INHIBIT since it doesn't actually pick
1191     * anything up */
1192    
1193     if (op->contr->mode & PU_STOP)
1194     return 0;
1195    
1196     /* useful for going into stores and not losing your settings... */
1197     /* and for battles wher you don't want to get loaded down while
1198     * fighting */
1199     if (op->contr->mode & PU_INHIBIT)
1200     return 1;
1201    
1202     /* prevent us from turning into auto-thieves :) */
1203     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1204     continue;
1205    
1206     /* ignore known cursed objects */
1207     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1208     continue;
1209    
1210     /* all food and drink if desired */
1211     /* question: don't pick up known-poisonous stuff? */
1212     if (op->contr->mode & PU_FOOD)
1213     if (tmp->type == FOOD)
1214     {
1215     pick_up (op, tmp);
1216     continue;
1217     }
1218 root 1.29
1219 root 1.18 if (op->contr->mode & PU_DRINK)
1220     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1221     {
1222     pick_up (op, tmp);
1223     continue;
1224     }
1225    
1226     if (op->contr->mode & PU_POTION)
1227     if (tmp->type == POTION)
1228     {
1229     pick_up (op, tmp);
1230     continue;
1231     }
1232    
1233     /* spellbooks, skillscrolls and normal books/scrolls */
1234     if (op->contr->mode & PU_SPELLBOOK)
1235     if (tmp->type == SPELLBOOK)
1236     {
1237     pick_up (op, tmp);
1238     continue;
1239     }
1240 root 1.29
1241 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1242     if (tmp->type == SKILLSCROLL)
1243     {
1244     pick_up (op, tmp);
1245     continue;
1246     }
1247 root 1.29
1248 root 1.18 if (op->contr->mode & PU_READABLES)
1249     if (tmp->type == BOOK || tmp->type == SCROLL)
1250     {
1251     pick_up (op, tmp);
1252     continue;
1253     }
1254    
1255     /* wands/staves/rods/horns */
1256     if (op->contr->mode & PU_MAGIC_DEVICE)
1257     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1258     {
1259     pick_up (op, tmp);
1260     continue;
1261     }
1262    
1263     /* pick up all magical items */
1264     if (op->contr->mode & PU_MAGICAL)
1265     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1266     {
1267     pick_up (op, tmp);
1268     continue;
1269     }
1270    
1271     if (op->contr->mode & PU_VALUABLES)
1272     {
1273     if (tmp->type == MONEY || tmp->type == GEM)
1274     {
1275     pick_up (op, tmp);
1276     continue;
1277     }
1278     }
1279    
1280     /* rings & amulets - talismans seems to be typed AMULET */
1281     if (op->contr->mode & PU_JEWELS)
1282     if (tmp->type == RING || tmp->type == AMULET)
1283     {
1284     pick_up (op, tmp);
1285 root 1.29 continue;
1286     }
1287    
1288     /* we don't forget dragon food */
1289     if (op->contr->mode & PU_FLESH)
1290     if (tmp->type == FLESH)
1291     {
1292     pick_up (op, tmp);
1293 root 1.18 continue;
1294     }
1295    
1296     /* bows and arrows. Bows are good for selling! */
1297     if (op->contr->mode & PU_BOW)
1298     if (tmp->type == BOW)
1299     {
1300     pick_up (op, tmp);
1301     continue;
1302     }
1303 root 1.29
1304 root 1.18 if (op->contr->mode & PU_ARROW)
1305     if (tmp->type == ARROW)
1306     {
1307     pick_up (op, tmp);
1308     continue;
1309     }
1310    
1311     /* all kinds of armor etc. */
1312     if (op->contr->mode & PU_ARMOUR)
1313     if (tmp->type == ARMOUR)
1314     {
1315     pick_up (op, tmp);
1316     continue;
1317     }
1318 root 1.29
1319 root 1.18 if (op->contr->mode & PU_HELMET)
1320     if (tmp->type == HELMET)
1321     {
1322     pick_up (op, tmp);
1323     continue;
1324     }
1325 root 1.29
1326 root 1.18 if (op->contr->mode & PU_SHIELD)
1327     if (tmp->type == SHIELD)
1328     {
1329     pick_up (op, tmp);
1330     continue;
1331     }
1332 root 1.29
1333 root 1.18 if (op->contr->mode & PU_BOOTS)
1334     if (tmp->type == BOOTS)
1335     {
1336     pick_up (op, tmp);
1337     continue;
1338     }
1339 root 1.29
1340 root 1.18 if (op->contr->mode & PU_GLOVES)
1341     if (tmp->type == GLOVES)
1342     {
1343     pick_up (op, tmp);
1344     continue;
1345     }
1346 root 1.29
1347 root 1.18 if (op->contr->mode & PU_CLOAK)
1348     if (tmp->type == CLOAK)
1349     {
1350     pick_up (op, tmp);
1351     continue;
1352     }
1353 elmex 1.1
1354 root 1.18 /* hoping to catch throwing daggers here */
1355     if (op->contr->mode & PU_MISSILEWEAPON)
1356     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1357     {
1358     pick_up (op, tmp);
1359     continue;
1360     }
1361 elmex 1.1
1362 root 1.18 /* careful: chairs and tables are weapons! */
1363     if (op->contr->mode & PU_ALLWEAPON)
1364     {
1365     if (tmp->type == WEAPON && tmp->name != NULL)
1366     {
1367     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1368     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1369     {
1370     pick_up (op, tmp);
1371     continue;
1372     }
1373     }
1374 root 1.29
1375 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1376     {
1377     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1378     {
1379     pick_up (op, tmp);
1380     continue;
1381     }
1382     }
1383     }
1384 elmex 1.1
1385 root 1.18 /* misc stuff that's useful */
1386     if (op->contr->mode & PU_KEY)
1387     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1388     {
1389     pick_up (op, tmp);
1390     continue;
1391     }
1392 elmex 1.1
1393 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1394     * pickups */
1395     if (op->contr->mode & PU_RATIO)
1396     {
1397     /* use value density to decide what else to grab */
1398     /* >=7 was >= op->contr->mode */
1399     /* >=7 is the old standard setting. Now we take the last 4 bits
1400     * and multiply them by 5, giving 0..15*5== 5..75 */
1401     wvratio = (op->contr->mode & PU_RATIO) * 5;
1402     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1403     {
1404     pick_up (op, tmp);
1405 elmex 1.1 #if 0
1406 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1407     if (tmp->name != NULL)
1408     {
1409     fprintf (stderr, "%s", tmp->name);
1410     }
1411     else
1412     fprintf (stderr, "%s", tmp->arch->name);
1413     fprintf (stderr, ",%d] = ", tmp->type);
1414     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1415 elmex 1.1 #endif
1416 root 1.18 continue;
1417     }
1418     }
1419     } /* the new pickup model */
1420     }
1421 root 1.29
1422 root 1.18 return !stop;
1423 elmex 1.1 }
1424    
1425     /*
1426     * Find an arrow in the inventory and after that
1427     * in the right type container (quiver). Pointer to the
1428     * found object is returned.
1429     */
1430 root 1.18 object *
1431     find_arrow (object *op, const char *type)
1432 elmex 1.1 {
1433 root 1.18 object *tmp = NULL;
1434 elmex 1.1
1435 root 1.18 for (op = op->inv; op; op = op->below)
1436     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1437     tmp = find_arrow (op, type);
1438     else if (op->type == ARROW && op->race == type)
1439     return op;
1440     return tmp;
1441 elmex 1.1 }
1442    
1443     /*
1444     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1445     * against the target. A full test is not performed, simply a basic test
1446     * of resistances. The archer is making a quick guess at what he sees down
1447     * the hall. Failing that it does it's best to pick the highest plus arrow.
1448     */
1449    
1450 root 1.18 object *
1451     find_better_arrow (object *op, object *target, const char *type, int *better)
1452 elmex 1.1 {
1453 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1454     int attacknum, attacktype, betterby = 0, i;
1455 elmex 1.1
1456 root 1.18 if (!type)
1457     return NULL;
1458 elmex 1.1
1459 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1460     {
1461     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1462     {
1463     i = 0;
1464     ntmp = find_better_arrow (arrow, target, type, &i);
1465     if (i > betterby)
1466     {
1467     tmp = ntmp;
1468     betterby = i;
1469     }
1470     }
1471     else if (arrow->type == ARROW && arrow->race == type)
1472     {
1473     /* allways prefer assasination/slaying */
1474     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1475     {
1476     if (arrow->attacktype & AT_DEATH)
1477     {
1478     *better = 100;
1479     return arrow;
1480     }
1481     else
1482     {
1483     tmp = arrow;
1484     betterby = (arrow->magic + arrow->stats.dam) * 2;
1485     }
1486     }
1487     else
1488     {
1489     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1490     {
1491     attacktype = 1 << attacknum;
1492     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1494     {
1495     tmp = arrow;
1496     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1497     }
1498 root 1.11 }
1499 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1500     {
1501     tmp = arrow;
1502     betterby = 2 + arrow->magic + arrow->stats.dam;
1503 root 1.11 }
1504 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1505     {
1506     tmp = arrow;
1507     betterby = 1 + arrow->magic + arrow->stats.dam;
1508 root 1.11 }
1509     }
1510     }
1511 elmex 1.1 }
1512 root 1.18 if (tmp == NULL && arrow == NULL)
1513     return find_arrow (op, type);
1514 elmex 1.1
1515 root 1.18 *better = betterby;
1516     return tmp;
1517 elmex 1.1 }
1518    
1519     /* looks in a given direction, finds the first valid target, and calls
1520     * find_better_arrow to find a decent arrow to use.
1521     * op = the shooter
1522     * type = bow->race
1523     * dir = fire direction
1524     */
1525    
1526 root 1.18 object *
1527     pick_arrow_target (object *op, const char *type, int dir)
1528 elmex 1.1 {
1529 root 1.18 object *tmp = NULL;
1530 root 1.25 maptile *m;
1531 root 1.18 int i, mflags, found, number;
1532     sint16 x, y;
1533    
1534     if (op->map == NULL)
1535     return find_arrow (op, type);
1536    
1537     /* do a dex check */
1538     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1539     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1540     return find_arrow (op, type);
1541    
1542     m = op->map;
1543     x = op->x;
1544     y = op->y;
1545    
1546     /* find the first target */
1547     for (i = 0, found = 0; i < 20; i++)
1548     {
1549     x += freearr_x[dir];
1550     y += freearr_y[dir];
1551     mflags = get_map_flags (m, &m, x, y, &x, &y);
1552     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1553     {
1554     tmp = NULL;
1555     break;
1556     }
1557     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1558     {
1559     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1560     * perhaps a bad assumption.
1561     */
1562     tmp = NULL;
1563     break;
1564 root 1.11 }
1565 root 1.18 if (mflags & P_IS_ALIVE)
1566     {
1567     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569     {
1570     found++;
1571 root 1.11 break;
1572 root 1.18 }
1573     if (found)
1574     break;
1575 root 1.11 }
1576 elmex 1.1 }
1577 root 1.18 if (tmp == NULL)
1578     return find_arrow (op, type);
1579 elmex 1.1
1580 root 1.18 if (tmp->head)
1581     tmp = tmp->head;
1582 elmex 1.1
1583 root 1.18 return find_better_arrow (op, tmp, type, &i);
1584 elmex 1.1 }
1585    
1586     /*
1587     * Creature fires a bow - op can be monster or player. Returns
1588     * 1 if bow was actually fired, 0 otherwise.
1589     * op is the object firing the bow.
1590     * part is for multipart creatures - the part firing the bow.
1591     * dir is the direction of fire.
1592     * wc_mod is any special modifier to give (used in special player fire modes)
1593     * sx, sy are coordinates to fire arrow from - also used in some of the special
1594     * player fire modes.
1595     */
1596 root 1.18 int
1597     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 elmex 1.1 {
1599 root 1.18 object *left, *bow;
1600     int bowspeed, mflags;
1601 root 1.25 maptile *m;
1602 elmex 1.1
1603 root 1.18 if (!dir)
1604     {
1605     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606     return 0;
1607 elmex 1.1 }
1608 root 1.48
1609 root 1.18 if (op->type == PLAYER)
1610     bow = op->contr->ranges[range_bow];
1611     else
1612     {
1613     for (bow = op->inv; bow; bow = bow->below)
1614     /* Don't check for applied - monsters don't apply bows - in that way, they
1615     * don't need to switch back and forth between bows and weapons.
1616     */
1617     if (bow->type == BOW)
1618     break;
1619 root 1.11
1620 root 1.18 if (!bow)
1621     {
1622     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623     return 0;
1624 root 1.11 }
1625 elmex 1.1 }
1626 root 1.48
1627 root 1.18 if (!bow->race || !bow->skill)
1628     {
1629     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1630     return 0;
1631 elmex 1.1 }
1632    
1633 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634 elmex 1.1
1635 root 1.18 /* penalize ROF for bestarrow */
1636     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638 root 1.48
1639 root 1.18 if (bowspeed < 1)
1640     bowspeed = 1;
1641    
1642     if (arrow == NULL)
1643     {
1644     if ((arrow = find_arrow (op, bow->race)) == NULL)
1645     {
1646     if (op->type == PLAYER)
1647     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1648     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1649     else
1650     CLEAR_FLAG (op, FLAG_READY_BOW);
1651     return 0;
1652 root 1.11 }
1653 elmex 1.1 }
1654 root 1.48
1655 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1656     if (mflags & P_OUT_OF_MAP)
1657 root 1.48 return 0;
1658    
1659 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1660     {
1661     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1662     return 0;
1663     }
1664    
1665     /* this should not happen, but sometimes does */
1666     if (arrow->nrof == 0)
1667     {
1668 root 1.33 arrow->destroy ();
1669 root 1.18 return 0;
1670     }
1671    
1672     left = arrow; /* these are arrows left to the player */
1673     arrow = get_split_ob (arrow, 1);
1674 root 1.48 if (!arrow)
1675 root 1.18 {
1676     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1677     return 0;
1678 elmex 1.1 }
1679 root 1.48
1680 root 1.34 arrow->set_owner (op);
1681 root 1.18 arrow->skill = bow->skill;
1682     arrow->direction = dir;
1683    
1684     if (op->type == PLAYER)
1685     {
1686     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1687 root 1.54 op->update_stats ();
1688 elmex 1.1 }
1689    
1690 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1691     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1692     arrow->stats.hp = arrow->stats.dam;
1693     arrow->stats.grace = arrow->attacktype;
1694     if (arrow->slaying != NULL)
1695 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1696 root 1.18
1697     /* Note that this was different for monsters - they got their level
1698     * added to the damage. I think the strength bonus is more proper.
1699     */
1700    
1701     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1702    
1703     /* update the speed */
1704     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1705     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1706    
1707 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1708 root 1.18 arrow->speed_left = 0;
1709    
1710     if (op->type == PLAYER)
1711     {
1712     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715    
1716     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 elmex 1.1 }
1718 root 1.18 else
1719     {
1720     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1721     arrow->level = op->level;
1722 elmex 1.1 }
1723 root 1.24
1724 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1725     arrow->attacktype |= bow->attacktype;
1726 root 1.24
1727 root 1.48 if (bow->slaying)
1728 root 1.18 arrow->slaying = bow->slaying;
1729    
1730     arrow->move_type = MOVE_FLY_LOW;
1731     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732    
1733     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 root 1.70 m->insert (arrow, sx, sy, op);
1735 root 1.18
1736 root 1.24 if (!arrow->destroyed ())
1737 root 1.18 move_arrow (arrow);
1738 elmex 1.1
1739 root 1.18 if (op->type == PLAYER)
1740     {
1741 root 1.24 if (left->destroyed ())
1742     esrv_del_item (op->contr, left->count);
1743 root 1.18 else
1744     esrv_send_item (op, left);
1745 elmex 1.1 }
1746 root 1.24
1747 root 1.18 return 1;
1748 elmex 1.1 }
1749    
1750     /* Special fire code for players - this takes into
1751     * account the special fire modes players can have
1752     * but monsters can't. Putting that code here
1753     * makes the fire_bow code much cleaner.
1754     * this function should only be called if 'op' is a player,
1755     * hence the function name.
1756     */
1757 root 1.18 int
1758     player_fire_bow (object *op, int dir)
1759 elmex 1.1 {
1760 root 1.18 int ret = 0, wcmod = 0;
1761    
1762     if (op->contr->bowtype == bow_bestarrow)
1763     {
1764     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1765     }
1766     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1767     {
1768     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1769     wcmod = -1;
1770 root 1.74
1771 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1772     }
1773     else if (op->contr->bowtype == bow_threewide)
1774     {
1775     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1776     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1777     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1778     }
1779     else if (op->contr->bowtype == bow_spreadshot)
1780     {
1781     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1782     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1783     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1784 elmex 1.1
1785     }
1786 root 1.18 else
1787     {
1788     /* Simple case */
1789     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1790     }
1791     return ret;
1792 elmex 1.1 }
1793    
1794    
1795     /* Fires a misc (wand/rod/horn) object in 'dir'.
1796     * Broken apart from 'fire' to keep it more readable.
1797     */
1798 root 1.18 void
1799     fire_misc_object (object *op, int dir)
1800 elmex 1.1 {
1801 root 1.18 object *item;
1802 elmex 1.1
1803 root 1.18 if (!op->contr->ranges[range_misc])
1804     {
1805     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1806     return;
1807 elmex 1.1 }
1808    
1809 root 1.18 item = op->contr->ranges[range_misc];
1810     if (!item->inv)
1811     {
1812     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1813     return;
1814 elmex 1.1 }
1815 root 1.18 if (item->type == WAND)
1816     {
1817     if (item->stats.food <= 0)
1818     {
1819     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1820     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1821     return;
1822 root 1.11 }
1823 root 1.18 }
1824     else if (item->type == ROD || item->type == HORN)
1825     {
1826     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1827     {
1828     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1829     if (item->type == ROD)
1830     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1831     else
1832     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1833     return;
1834 root 1.11 }
1835 elmex 1.1 }
1836    
1837 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1838     {
1839     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1840     if (item->type == WAND)
1841     {
1842     if (!(--item->stats.food))
1843     {
1844     object *tmp;
1845    
1846     if (item->arch)
1847     {
1848     CLEAR_FLAG (item, FLAG_ANIMATE);
1849     item->face = item->arch->clone.face;
1850 root 1.67 item->set_speed (0);
1851 root 1.11 }
1852 root 1.67
1853 root 1.49 if ((tmp = item->in_player ()))
1854 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1855 root 1.11 }
1856     }
1857 root 1.18 else if (item->type == ROD || item->type == HORN)
1858 root 1.67 drain_rod_charge (item);
1859 elmex 1.1 }
1860     }
1861    
1862     /* Received a fire command for the player - go and do it.
1863     */
1864 root 1.18 void
1865     fire (object *op, int dir)
1866     {
1867     int spellcost = 0;
1868 elmex 1.1
1869 root 1.18 /* check for loss of invisiblity/hide */
1870     if (action_makes_visible (op))
1871     make_visible (op);
1872 elmex 1.1
1873 root 1.18 switch (op->contr->shoottype)
1874     {
1875 root 1.20 case range_none:
1876     return;
1877 elmex 1.1
1878 root 1.20 case range_bow:
1879     player_fire_bow (op, dir);
1880     return;
1881 elmex 1.1
1882 root 1.20 case range_magic: /* Casting spells */
1883     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1884     return;
1885 elmex 1.1
1886 root 1.20 case range_misc:
1887     fire_misc_object (op, dir);
1888     return;
1889 root 1.11
1890 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1891 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1892 root 1.20 {
1893 root 1.30 op->contr->ranges[range_golem] = 0;
1894 root 1.20 op->contr->shoottype = range_none;
1895     }
1896     else
1897     control_golem (op->contr->ranges[range_golem], dir);
1898     return;
1899 root 1.11
1900 root 1.20 case range_skill:
1901     if (!op->chosen_skill)
1902     {
1903     if (op->type == PLAYER)
1904     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1905     return;
1906     }
1907     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1908     return;
1909     case range_builder:
1910     apply_map_builder (op, dir);
1911     return;
1912     default:
1913     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1914     return;
1915 elmex 1.1 }
1916     }
1917    
1918    
1919    
1920     /* find_key
1921     * We try to find a key for the door as passed. If we find a key
1922     * and successfully use it, we return the key, otherwise NULL
1923     * This function merges both normal and locked door, since the logic
1924     * for both is the same - just the specific key is different.
1925     * pl is the player,
1926     * inv is the objects inventory to searched
1927     * door is the door we are trying to match against.
1928     * This function can be called recursively to search containers.
1929     */
1930    
1931 root 1.18 object *
1932     find_key (object *pl, object *container, object *door)
1933 elmex 1.1 {
1934 root 1.18 object *tmp, *key;
1935 elmex 1.1
1936 root 1.18 /* Should not happen, but sanity checking is never bad */
1937     if (container->inv == NULL)
1938     return NULL;
1939 elmex 1.1
1940 root 1.18 /* First, lets try to find a key in the top level inventory */
1941     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1942     {
1943     if (door->type == DOOR && tmp->type == KEY)
1944     break;
1945     /* For sanity, we should really check door type, but other stuff
1946     * (like containers) can be locked with special keys
1947     */
1948     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1949     break;
1950     }
1951     /* No key found - lets search inventories now */
1952     /* If we find and use a key in an inventory, return at that time.
1953     * otherwise, if we search all the inventories and still don't find
1954     * a key, return
1955     */
1956     if (!tmp)
1957     {
1958     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1959     {
1960     /* No reason to search empty containers */
1961     if (tmp->type == CONTAINER && tmp->inv)
1962     {
1963     if ((key = find_key (pl, tmp, door)) != NULL)
1964     return key;
1965     }
1966     }
1967     if (!tmp)
1968     return NULL;
1969 elmex 1.1 }
1970 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1971     * see if we actually want to use it
1972     */
1973     if (pl != container)
1974     {
1975     /* Only let players use keys in containers */
1976     if (!pl->contr)
1977     return NULL;
1978     /* cases where this fails:
1979     * If we only search the player inventory, return now since we
1980     * are not in the players inventory.
1981     * If the container is not active, return now since only active
1982     * containers can be used.
1983     * If we only search keyrings and the container does not have
1984     * a race/isn't a keyring.
1985     * No checking for all containers - to fall through past here,
1986     * inv must have been an container and must have been active.
1987     *
1988     * Change the color so that the message doesn't disappear with
1989     * all the others.
1990     */
1991     if (pl->contr->usekeys == key_inventory ||
1992     !QUERY_FLAG (container, FLAG_APPLIED) ||
1993     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1994     {
1995     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1996     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1997     return NULL;
1998 root 1.11 }
1999 elmex 1.1 }
2000 root 1.18 return tmp;
2001 elmex 1.1 }
2002    
2003     /* moved door processing out of move_player_attack.
2004     * returns 1 if player has opened the door with a key
2005     * such that the caller should not do anything more,
2006     * 0 otherwise
2007     */
2008 root 1.18 static int
2009     player_attack_door (object *op, object *door)
2010 elmex 1.1 {
2011 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2012     * might as well return immediately as there is nothing more to do -
2013     * otherwise, we fall through to the rest of the code.
2014     */
2015     object *key = find_key (op, op, door);
2016    
2017     /* IF we found a key, do some extra work */
2018     if (key)
2019     {
2020     object *container = key->env;
2021    
2022     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2023     if (action_makes_visible (op))
2024     make_visible (op);
2025     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2026     spring_trap (door->inv, op);
2027     if (door->type == DOOR)
2028     {
2029     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2030     }
2031     else if (door->type == LOCKED_DOOR)
2032     {
2033     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2034     remove_door2 (door); /* remove door without violence ;-) */
2035     }
2036     /* Do this after we print the message */
2037     decrease_ob (key); /* Use up one of the keys */
2038     /* Need to update the weight the container the key was in */
2039     if (container != op)
2040     esrv_update_item (UPD_WEIGHT, op, container);
2041     return 1; /* Nothing more to do below */
2042     }
2043     else if (door->type == LOCKED_DOOR)
2044     {
2045     /* Might as well return now - no other way to open this */
2046     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2047     return 1;
2048 elmex 1.1 }
2049 root 1.18 return 0;
2050 elmex 1.1 }
2051    
2052     /* This function is just part of a breakup from move_player.
2053     * It should keep the code cleaner.
2054     * When this is called, the players direction has been updated
2055     * (taking into account confusion.) The player is also actually
2056     * going to try and move (not fire weapons).
2057     */
2058 root 1.18 void
2059     move_player_attack (object *op, int dir)
2060 elmex 1.1 {
2061 root 1.18 object *tmp, *mon;
2062     sint16 nx, ny;
2063     int on_battleground;
2064 root 1.25 maptile *m;
2065 root 1.18
2066     nx = freearr_x[dir] + op->x;
2067     ny = freearr_y[dir] + op->y;
2068    
2069 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2070 root 1.18
2071     /* If braced, or can't move to the square, and it is not out of the
2072     * map, attack it. Note order of if statement is important - don't
2073     * want to be calling move_ob if braced, because move_ob will move the
2074     * player. This is a pretty nasty hack, because if we could
2075     * move to some space, it then means that if we are braced, we should
2076     * do nothing at all. As it is, if we are braced, we go through
2077     * quite a bit of processing. However, it probably is less than what
2078     * move_ob uses.
2079     */
2080     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2081     {
2082     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2083     {
2084     m = get_map_from_coord (op->map, &nx, &ny);
2085     if (!m)
2086     return; /* Don't think this should happen */
2087     }
2088     else
2089     m = op->map;
2090    
2091 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2092 root 1.18 {
2093 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2094 root 1.18 return;
2095 root 1.11 }
2096    
2097 root 1.49 mon = 0;
2098 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2099     * we find a monster - that is something we know we want to attack.
2100     * if its a door or barrel (can roll) see if there may be monsters
2101     * on the space
2102     */
2103 root 1.49 while (tmp)
2104 root 1.18 {
2105     if (tmp == op)
2106     {
2107     tmp = tmp->above;
2108     continue;
2109 root 1.11 }
2110 root 1.27
2111 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2112     {
2113     mon = tmp;
2114     break;
2115 root 1.11 }
2116 root 1.27
2117 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2118     mon = tmp;
2119 root 1.27
2120 root 1.18 tmp = tmp->above;
2121     }
2122    
2123 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2124 root 1.18 return; /* into a wall */
2125    
2126 root 1.49 if (mon->head)
2127 root 1.18 mon = mon->head;
2128    
2129     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2130     if (player_attack_door (op, mon))
2131     return;
2132    
2133     /* The following deals with possibly attacking peaceful
2134     * or frienddly creatures. Basically, all players are considered
2135     * unaggressive. If the moving player has peaceful set, then the
2136     * object should be pushed instead of attacked. It is assumed that
2137     * if you are braced, you will not attack friends accidently,
2138     * and thus will not push them.
2139     */
2140 root 1.11
2141 root 1.18 /* If the creature is a pet, push it even if the player is not
2142     * peaceful. Our assumption is the creature is a pet if the
2143     * player owns it and it is either friendly or unagressive.
2144     */
2145     if ((op->type == PLAYER)
2146 elmex 1.1 #if COZY_SERVER
2147 root 1.18 &&
2148 root 1.34 ((mon->owner && mon->owner->contr
2149     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2150 elmex 1.1 #else
2151 root 1.34 && mon->owner == op
2152 elmex 1.1 #endif
2153 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2154 root 1.11 {
2155 root 1.18 /* If we're braced, we don't want to switch places with it */
2156     if (op->contr->braced)
2157 root 1.11 return;
2158 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2159     (void) push_ob (mon, dir, op);
2160     if (op->contr->tmp_invis || op->hide)
2161     make_visible (op);
2162     return;
2163 root 1.11 }
2164    
2165 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2166     * creatures. Note that if you are braced, you can't push
2167     * someone, but put it inside this loop so that you won't
2168     * attack them either.
2169     */
2170     if ((mon->type == PLAYER || mon->enemy != op) &&
2171     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2172 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2173 root 1.49 (op->contr->peaceful
2174     || (mon->type == PLAYER
2175     && mon->contr->
2176     peaceful)) &&
2177 elmex 1.1 #else
2178 root 1.49 op->contr->peaceful &&
2179 elmex 1.1 #endif
2180 root 1.49 !on_battleground))
2181 root 1.18 {
2182     if (!op->contr->braced)
2183     {
2184     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2185     (void) push_ob (mon, dir, op);
2186     }
2187     else
2188 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2189    
2190 root 1.18 if (op->contr->tmp_invis || op->hide)
2191     make_visible (op);
2192 root 1.11 }
2193 elmex 1.1
2194 root 1.18 /* If the object is a boulder or other rollable object, then
2195     * roll it if not braced. You can't roll it if you are braced.
2196     */
2197     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2198     {
2199     recursive_roll (mon, dir, op);
2200     if (action_makes_visible (op))
2201     make_visible (op);
2202 root 1.11 }
2203    
2204 root 1.18 /* Any generic living creature. Including things like doors.
2205     * Way it works is like this: First, it must have some hit points
2206     * and be living. Then, it must be one of the following:
2207     * 1) Not a player, 2) A player, but of a different party. Note
2208     * that party_number -1 is no party, so attacks can still happen.
2209     */
2210 root 1.11
2211 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2212     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2213     {
2214 elmex 1.1
2215 root 1.18 /* If the player hasn't hit something this tick, and does
2216     * so, give them speed boost based on weapon speed. Doing
2217     * it here is better than process_players2, which basically
2218     * incurred a 1 tick offset.
2219     */
2220     if (!op->contr->has_hit)
2221     {
2222     op->speed_left += op->speed / op->contr->weapon_sp;
2223 root 1.11
2224 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2225 root 1.11 }
2226    
2227 root 1.49 skill_attack (mon, op, 0, 0, 0);
2228 root 1.11
2229 root 1.18 /* If attacking another player, that player gets automatic
2230     * hitback, and doesn't loose luck either.
2231     * Disable hitback on the battleground or if the target is
2232     * the wiz.
2233     */
2234     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2235     {
2236     short luck = mon->stats.luck;
2237    
2238     mon->contr->has_hit = 1;
2239 root 1.49 skill_attack (op, mon, 0, 0, 0);
2240 root 1.18 mon->stats.luck = luck;
2241 root 1.11 }
2242 root 1.49
2243 root 1.18 if (action_makes_visible (op))
2244     make_visible (op);
2245 root 1.11 }
2246 root 1.18 } /* if player should attack something */
2247 elmex 1.1 }
2248    
2249 root 1.18 int
2250     move_player (object *op, int dir)
2251     {
2252     int pick;
2253 elmex 1.1
2254 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2255     return 0;
2256 elmex 1.1
2257 root 1.18 /* Sanity check: make sure dir is valid */
2258     if ((dir < 0) || (dir >= 9))
2259     {
2260     LOG (llevError, "move_player: invalid direction %d\n", dir);
2261     return 0;
2262 elmex 1.1 }
2263    
2264 root 1.18 /* peterm: added following line */
2265     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2266     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2267    
2268     op->facing = dir;
2269    
2270     if (op->hide)
2271     do_hidden_move (op);
2272    
2273     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2274     /*nop */ ;
2275     else if (op->contr->fire_on)
2276     fire (op, dir);
2277     else
2278     {
2279     move_player_attack (op, dir);
2280     pick = check_pick (op);
2281     }
2282 elmex 1.1
2283 root 1.18 /* Add special check for newcs players and fire on - this way, the
2284     * server can handle repeat firing.
2285     */
2286     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2287 root 1.49 op->direction = dir;
2288 root 1.18 else
2289 root 1.49 op->direction = 0;
2290    
2291 root 1.18 /* Update how the player looks. Use the facing, so direction may
2292     * get reset to zero. This allows for full animation capabilities
2293     * for players.
2294     */
2295     animate_object (op, op->facing);
2296     return 0;
2297 elmex 1.1 }
2298    
2299     /* This is similar to handle_player, below, but is only used by the
2300     * new client/server stuff.
2301     * This is sort of special, in that the new client/server actually uses
2302     * the new speed values for commands.
2303     *
2304     * Returns true if there are more actions we can do.
2305     */
2306 root 1.18 int
2307     handle_newcs_player (object *op)
2308 elmex 1.1 {
2309 root 1.18 if (op->contr->hidden)
2310     {
2311     op->invisible = 1000;
2312     /* the socket code flashes the player visible/invisible
2313     * depending on the value of invisible, so we need to
2314     * alternate it here for it to work correctly.
2315     */
2316     if (pticks & 2)
2317 root 1.11 op->invisible--;
2318 root 1.18 }
2319     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2320     {
2321     op->invisible--;
2322     if (!op->invisible)
2323     {
2324     make_visible (op);
2325     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2326 root 1.11 }
2327 elmex 1.1 }
2328    
2329 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2330     {
2331     flee_player (op);
2332     /* If player is still scared, that is his action for this tick */
2333     if (QUERY_FLAG (op, FLAG_SCARED))
2334     {
2335     op->speed_left--;
2336     return 0;
2337 root 1.11 }
2338 elmex 1.1 }
2339    
2340 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2341     * the player object still points to the defunct golem. The code that
2342     * destroys the golem looks correct, and it doesn't always happen, so
2343     * put this in a a workaround to clean up the golem pointer.
2344     */
2345 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2346     op->contr->ranges[range_golem] = 0;
2347 root 1.18
2348     /* call this here - we also will call this in do_ericserver, but
2349     * the players time has been increased when doericserver has been
2350     * called, so we recheck it here.
2351     */
2352 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2353 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2354 root 1.47 ;
2355    
2356 root 1.18 if (op->speed_left < 0)
2357 elmex 1.1 return 0;
2358    
2359 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2360     {
2361     /* All move commands take 1 tick, at least for now */
2362     op->speed_left--;
2363 elmex 1.1
2364 root 1.18 /* Instead of all the stuff below, let move_player take care
2365     * of it. Also, some of the skill stuff is only put in
2366     * there, as well as the confusion stuff.
2367     */
2368     move_player (op, op->direction);
2369     if (op->speed_left > 0)
2370     return 1;
2371     else
2372 root 1.11 return 0;
2373 root 1.18 }
2374 root 1.41
2375 root 1.18 return 0;
2376     }
2377    
2378     int
2379     save_life (object *op)
2380     {
2381     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2382 elmex 1.1 return 0;
2383 root 1.18
2384 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2385 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2386     {
2387     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2388     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2389 root 1.33
2390 root 1.18 if (op->contr)
2391     esrv_del_item (op->contr, tmp->count);
2392 root 1.33
2393     tmp->destroy ();
2394 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2395 root 1.33
2396 root 1.18 if (op->stats.hp < 0)
2397     op->stats.hp = op->stats.maxhp;
2398 root 1.33
2399 root 1.18 if (op->stats.food < 0)
2400     op->stats.food = 999;
2401 root 1.33
2402 root 1.54 op->update_stats ();
2403 root 1.18 return 1;
2404     }
2405 root 1.41
2406 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2407     CLEAR_FLAG (op, FLAG_LIFESAVE);
2408     enter_player_savebed (op); /* bring him home. */
2409     return 0;
2410 elmex 1.1 }
2411    
2412     /* This goes throws the inventory and removes unpaid objects, and puts them
2413     * back in the map (location and map determined by values of env). This
2414     * function will descend into containers. op is the object to start the search
2415     * from.
2416     */
2417 root 1.18 void
2418     remove_unpaid_objects (object *op, object *env)
2419 elmex 1.1 {
2420 root 1.18 object *next;
2421 elmex 1.1
2422 root 1.18 while (op)
2423     {
2424 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2425    
2426 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2427     {
2428     if (env->type == PLAYER)
2429     esrv_del_item (env->contr, op->count);
2430 root 1.70
2431     op->insert_at (env);
2432 root 1.18 }
2433     else if (op->inv)
2434     remove_unpaid_objects (op->inv, env);
2435 root 1.41
2436 root 1.18 op = next;
2437 elmex 1.1 }
2438     }
2439    
2440     /*
2441     * Returns pointer a static string containing gravestone text
2442     * Moved from apply.c to player.c - player.c is what
2443     * actually uses this function. player.c may not be quite the
2444     * best, a misc file for object actions is probably better,
2445     * but there isn't one in the server directory.
2446     */
2447 root 1.18 char *
2448     gravestone_text (object *op)
2449 elmex 1.1 {
2450 root 1.18 static char buf2[MAX_BUF];
2451     char buf[MAX_BUF];
2452     time_t now = time (NULL);
2453    
2454     strcpy (buf2, " R.I.P.\n\n");
2455     if (op->type == PLAYER)
2456     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2457     else
2458     sprintf (buf, "%s\n", &op->name);
2459 root 1.41
2460 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2461     strcat (buf2, buf);
2462     if (op->type == PLAYER)
2463     sprintf (buf, "who was in level %d when killed\n", op->level);
2464     else
2465     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2466 root 1.41
2467 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2468     strcat (buf2, buf);
2469     if (op->type == PLAYER)
2470     {
2471     sprintf (buf, "by %s.\n\n", op->contr->killer);
2472     strncat (buf2, " ", 21 - strlen (buf) / 2);
2473     strcat (buf2, buf);
2474     }
2475 root 1.41
2476 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2477     strncat (buf2, " ", 20 - strlen (buf) / 2);
2478     strcat (buf2, buf);
2479 root 1.41
2480 root 1.18 return buf2;
2481 elmex 1.1 }
2482    
2483 root 1.18 void
2484     do_some_living (object *op)
2485     {
2486     int last_food = op->stats.food;
2487 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2488     int over_hp, over_sp, over_grace;
2489     int i;
2490     int rate_hp = 1200;
2491     int rate_sp = 2500;
2492     int rate_grace = 2000;
2493     const int max_hp = 1;
2494     const int max_sp = 1;
2495     const int max_grace = 1;
2496    
2497 pippijn 1.17 if (op->contr->outputs_sync)
2498 root 1.18 {
2499     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2500 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2501 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2502     }
2503    
2504 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2505 root 1.18 {
2506     /* these next three if clauses make it possible to SLOW DOWN
2507     hp/grace/spellpoint regeneration. */
2508     if (op->contr->gen_hp >= 0)
2509     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2510     else
2511     {
2512     gen_hp = op->stats.maxhp;
2513     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2514     }
2515 root 1.55
2516 root 1.18 if (op->contr->gen_sp >= 0)
2517     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2518     else
2519     {
2520     gen_sp = op->stats.maxsp;
2521     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2522     }
2523 root 1.55
2524 root 1.18 if (op->contr->gen_grace >= 0)
2525     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2526     else
2527     {
2528     gen_grace = op->stats.maxgrace;
2529     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2530     }
2531    
2532     /* Regenerate Spell Points */
2533     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2534     {
2535     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536     if (op->stats.sp < op->stats.maxsp)
2537     {
2538     op->stats.sp++;
2539     /* dms do not consume food */
2540     if (!QUERY_FLAG (op, FLAG_WIZ))
2541     {
2542     op->stats.food--;
2543     if (op->contr->digestion < 0)
2544     op->stats.food += op->contr->digestion;
2545     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546     op->stats.food = last_food;
2547     }
2548     }
2549 root 1.55
2550 root 1.18 if (max_sp > 1)
2551     {
2552     over_sp = (gen_sp + 10) / rate_sp;
2553     if (over_sp > 0)
2554     {
2555     if (op->stats.sp < op->stats.maxsp)
2556     {
2557     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2558 root 1.55
2559 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2560     op->stats.sp--;
2561 root 1.55
2562 root 1.18 if (op->stats.sp > op->stats.maxsp)
2563     op->stats.sp = op->stats.maxsp;
2564     }
2565     op->last_sp = 0;
2566     }
2567     else
2568 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 root 1.18 }
2570     else
2571 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 root 1.18 }
2573    
2574     /* Regenerate Grace */
2575     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2576     if (--op->last_grace < 0)
2577     {
2578     if (op->stats.grace < op->stats.maxgrace / 2)
2579     op->stats.grace++; /* no penalty in food for regaining grace */
2580 root 1.55
2581 root 1.18 if (max_grace > 1)
2582     {
2583     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2584     if (over_grace > 0)
2585     {
2586     op->stats.sp += over_grace
2587     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2588     op->last_grace = 0;
2589     }
2590     else
2591     {
2592     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2593     }
2594     }
2595     else
2596     {
2597     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2598     }
2599     /* wearing stuff doesn't detract from grace generation. */
2600     }
2601    
2602     /* Regenerate Hit Points */
2603     if (--op->last_heal < 0)
2604     {
2605     if (op->stats.hp < op->stats.maxhp)
2606     {
2607     op->stats.hp++;
2608     /* dms do not consume food */
2609     if (!QUERY_FLAG (op, FLAG_WIZ))
2610     {
2611     op->stats.food--;
2612     if (op->contr->digestion < 0)
2613     op->stats.food += op->contr->digestion;
2614     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2615     op->stats.food = last_food;
2616     }
2617     }
2618 root 1.55
2619 root 1.18 if (max_hp > 1)
2620     {
2621     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2622     if (over_hp > 0)
2623     {
2624     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2625     op->last_heal = 0;
2626     }
2627     else
2628     {
2629     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2630     }
2631     }
2632     else
2633     {
2634     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2635     }
2636 root 1.11 }
2637 elmex 1.1
2638 root 1.18 /* Digestion */
2639     if (--op->last_eat < 0)
2640     {
2641     #ifdef COZY_SERVER
2642     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2643     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2644     #else
2645     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2646     #endif
2647    
2648     if (op->contr->gen_hp > 0)
2649     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2650     else
2651     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2652 root 1.55
2653 root 1.18 /* dms do not consume food */
2654     if (!QUERY_FLAG (op, FLAG_WIZ))
2655     op->stats.food--;
2656 root 1.11 }
2657 elmex 1.1
2658 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2659     {
2660     object *tmp, *flesh = 0;
2661 root 1.18
2662 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2663 root 1.18 {
2664 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2665 root 1.18 {
2666 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2667     {
2668     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2669     manual_apply (op, tmp, 0);
2670     if (op->stats.food >= 0 || op->stats.hp < 0)
2671     break;
2672     }
2673     else if (tmp->type == FLESH)
2674     flesh = tmp;
2675     } /* End if paid for object */
2676     } /* end of for loop */
2677    
2678     /* If player is still starving, it means they don't have any food, so
2679     * eat flesh instead.
2680     */
2681     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2682     {
2683     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2684     manual_apply (op, flesh, 0);
2685     }
2686 root 1.11 }
2687 elmex 1.1
2688 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2689     op->stats.food++, op->stats.hp--;
2690 elmex 1.1
2691 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2692     kill_player (op);
2693     }
2694 elmex 1.1 }
2695    
2696     /* If the player should die (lack of hp, food, etc), we call this.
2697     * op is the player in jeopardy. If the player can not be saved (not
2698     * permadeath, no lifesave), this will take care of removing the player
2699     * file.
2700     */
2701 root 1.18 void
2702     kill_player (object *op)
2703 elmex 1.1 {
2704 root 1.18 char buf[MAX_BUF];
2705     int x, y;
2706    
2707     //int i;
2708 root 1.25 maptile *map; /* this is for resurrection */
2709 root 1.18
2710     /* int z;
2711     int num_stats_lose;
2712     int lost_a_stat;
2713     int lose_this_stat;
2714     int this_stat; */
2715     int will_kill_again;
2716     archetype *at;
2717     object *tmp;
2718    
2719     if (save_life (op))
2720     return;
2721    
2722    
2723     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2724     * in cities ONLY!!! It is very important that this doesn't get abused.
2725     * Look at op_on_battleground() for more info --AndreasV
2726     */
2727     if (op_on_battleground (op, &x, &y))
2728     {
2729     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2730     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2731    
2732     /* restore player */
2733 root 1.22 at = archetype::find ("poisoning");
2734 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2735 root 1.18 {
2736 root 1.33 tmp->destroy ();
2737 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2738     }
2739 elmex 1.1
2740 root 1.22 at = archetype::find ("confusion");
2741 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2742 root 1.18 {
2743 root 1.33 tmp->destroy ();
2744 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2745     }
2746    
2747     cure_disease (op, 0); /* remove any disease */
2748     op->stats.hp = op->stats.maxhp;
2749     if (op->stats.food <= 0)
2750     op->stats.food = 999;
2751 elmex 1.1
2752 root 1.18 /* create a bodypart-trophy to make the winner happy */
2753 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2754 root 1.18 {
2755     sprintf (buf, "%s's finger", &op->name);
2756     tmp->name = buf;
2757     sprintf (buf, " This finger has been cut off %s\n"
2758     " the %s, when he was defeated at\n level %d by %s.\n",
2759     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2760     tmp->msg = buf;
2761     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2762     tmp->materialname = NULL;
2763 root 1.70 op->insert_at (tmp, op);
2764 root 1.18 }
2765 elmex 1.1
2766 root 1.18 /* teleport defeated player to new destination */
2767     transfer_ob (op, x, y, 0, NULL);
2768     op->contr->braced = 0;
2769     return;
2770 elmex 1.1 }
2771    
2772 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2773 root 1.3
2774 root 1.18 command_kill_pets (op, 0);
2775 elmex 1.1
2776 root 1.18 if (op->stats.food < 0)
2777     {
2778     if (op->contr->explore)
2779     {
2780     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782     op->stats.food = 999;
2783     return;
2784 root 1.11 }
2785 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2786     strcpy (op->contr->killer, "starvation");
2787 elmex 1.1 }
2788 root 1.18 else
2789     {
2790     if (op->contr->explore)
2791     {
2792     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794     op->stats.hp = op->stats.maxhp;
2795     return;
2796 root 1.11 }
2797 root 1.18 sprintf (buf, "%s died.", &op->name);
2798 elmex 1.1 }
2799 root 1.70
2800 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2801 elmex 1.1
2802 root 1.18 /* save the map location for corpse, gravestone */
2803 root 1.70 x = op->x;
2804     y = op->y;
2805 root 1.18 map = op->map;
2806 elmex 1.1
2807 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2808     * life if they are dead - it takes some exp and a random stat.
2809     * See the config.h file for a little more in depth detail about this.
2810     */
2811    
2812     /* Basically two ways to go - remove a stat permanently, or just
2813     * make it depletion. This bunch of code deals with that aspect
2814     * of death.
2815     */
2816     #ifndef COZY_SERVER
2817     if (settings.balanced_stat_loss)
2818 root 1.18 {
2819 root 1.54 /* If stat loss is permanent, lose one stat only. */
2820     /* Lower level chars don't lose as many stats because they suffer
2821     more if they do. */
2822     /* Higher level characters can afford things such as potions of
2823     restoration, or better, stat potions. So we slug them that
2824     little bit harder. */
2825     /* GD */
2826     if (settings.stat_loss_on_death)
2827     num_stats_lose = 1;
2828     else
2829     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830     }
2831     else
2832 root 1.70 num_stats_lose = 1;
2833    
2834 root 1.54 lost_a_stat = 0;
2835    
2836     for (z = 0; z < num_stats_lose; z++)
2837     {
2838     i = RANDOM () % NUM_STATS;
2839 root 1.11
2840 root 1.54 if (settings.stat_loss_on_death)
2841 root 1.18 {
2842 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2843     * what he lost.
2844     */
2845     change_attr_value (&(op->stats), i, -1);
2846     check_stat_bounds (&(op->stats));
2847     change_attr_value (&(op->contr->orig_stats), i, -1);
2848     check_stat_bounds (&(op->contr->orig_stats));
2849     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2850     lost_a_stat = 1;
2851 root 1.18 }
2852     else
2853     {
2854 root 1.54 /* deplete a stat */
2855     archetype *deparch = archetype::find ("depletion");
2856     object *dep;
2857 root 1.11
2858 root 1.54 dep = present_arch_in_ob (deparch, op);
2859     if (!dep)
2860 root 1.18 {
2861 root 1.54 dep = arch_to_object (deparch);
2862     insert_ob_in_ob (dep, op);
2863 root 1.18 }
2864 root 1.54 lose_this_stat = 1;
2865     if (settings.balanced_stat_loss)
2866 root 1.18 {
2867 root 1.54 /* GD */
2868     /* Get the stat that we're about to deplete. */
2869     this_stat = get_attr_value (&(dep->stats), i);
2870     if (this_stat < 0)
2871     {
2872     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2873     int keep_chance = this_stat * this_stat;
2874 root 1.18
2875 root 1.54 /* Yes, I am paranoid. Sue me. */
2876     if (keep_chance < 1)
2877     keep_chance = 1;
2878 root 1.18
2879 root 1.54 /* There is a maximum depletion total per level. */
2880     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2881     {
2882     lose_this_stat = 0;
2883     /* Take loss chance vs keep chance to see if we
2884     retain the stat. */
2885     }
2886     else
2887     {
2888     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2889     lose_this_stat = 0;
2890     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891     this_stat, keep_chance, loss_chance,
2892     lose_this_stat?"LOSE":"KEEP"); */
2893 root 1.11 }
2894     }
2895 root 1.54 }
2896 root 1.18
2897 root 1.54 if (lose_this_stat)
2898     {
2899     this_stat = get_attr_value (&(dep->stats), i);
2900     /* We could try to do something clever like find another
2901     * stat to reduce if this fails. But chances are, if
2902     * stats have been depleted to -50, all are pretty low
2903     * and should be roughly the same, so it shouldn't make a
2904     * difference.
2905     */
2906     if (this_stat >= -50)
2907 root 1.18 {
2908 root 1.54 change_attr_value (&(dep->stats), i, -1);
2909     SET_FLAG (dep, FLAG_APPLIED);
2910     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911     op->update_stats ();
2912     lost_a_stat = 1;
2913 root 1.11 }
2914     }
2915     }
2916 root 1.54 }
2917     /* If no stat lost, tell the player. */
2918     if (!lost_a_stat)
2919     {
2920     /* determine_god() seems to not work sometimes... why is this?
2921     Should I be using something else? GD */
2922     const char *god = determine_god (op);
2923 root 1.18
2924 root 1.54 if (god && (strcmp (god, "none")))
2925     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2926     else
2927     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2928     }
2929 root 1.28 #else
2930 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.");
2931 elmex 1.1 #endif
2932    
2933 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2934     * exp loss on the stone.
2935     */
2936     tmp = arch_to_object (archetype::find ("gravestone"));
2937     sprintf (buf, "%s's gravestone", &op->name);
2938     tmp->name = buf;
2939     sprintf (buf, "%s's gravestones", &op->name);
2940     tmp->name_pl = buf;
2941     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);
2942     tmp->msg = buf;
2943     tmp->x = op->x, tmp->y = op->y;
2944     insert_ob_in_map (tmp, op->map, NULL, 0);
2945    
2946     /**************************************/
2947     /* */
2948     /* Subtract the experience points, */
2949     /* if we died cause of food, give us */
2950     /* food, and reset HP's... */
2951     /* */
2952     /**************************************/
2953    
2954     /* remove any poisoning and confusion the character may be suffering. */
2955     /* restore player */
2956     at = archetype::find ("poisoning");
2957     tmp = present_arch_in_ob (at, op);
2958    
2959     if (tmp)
2960     {
2961     tmp->destroy ();
2962     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2963     }
2964    
2965     at = archetype::find ("confusion");
2966     tmp = present_arch_in_ob (at, op);
2967     if (tmp)
2968     {
2969     tmp->destroy ();
2970     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2971     }
2972    
2973     cure_disease (op, 0); /* remove any disease */
2974    
2975     /*add_exp(op, (op->stats.exp * -0.20)); */
2976     apply_death_exp_penalty (op);
2977     if (op->stats.food < 100)
2978     op->stats.food = 900;
2979     op->stats.hp = op->stats.maxhp;
2980     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2981     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2982 root 1.11
2983 root 1.54 /*
2984     * Check to see if the player is in a shop. IF so, then check to see if
2985     * the player has any unpaid items. If so, remove them and put them back
2986     * in the map.
2987     */
2988 root 1.33
2989 root 1.54 if (is_in_shop (op))
2990     remove_unpaid_objects (op->inv, op);
2991 root 1.18
2992 root 1.54 /****************************************/
2993     /* */
2994     /* Move player to his current respawn- */
2995     /* position (usually last savebed) */
2996     /* */
2997     /****************************************/
2998 root 1.18
2999 root 1.54 enter_player_savebed (op);
3000 root 1.18
3001 root 1.54 /* Save the player before inserting the force to reduce
3002     * chance of abuse.
3003     */
3004     op->contr->braced = 0;
3005     op->contr->save ();
3006 root 1.11
3007 root 1.54 /* it is possible that the player has blown something up
3008     * at his savebed location, and that can have long lasting
3009     * spell effects. So first see if there is a spell effect
3010     * on the space that might harm the player.
3011     */
3012     will_kill_again = 0;
3013     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3014     if (tmp->type == SPELL_EFFECT)
3015     will_kill_again |= tmp->attacktype;
3016 elmex 1.1
3017 root 1.54 if (will_kill_again)
3018 root 1.18 {
3019 root 1.54 object *force;
3020     int at;
3021 root 1.18
3022 root 1.54 force = get_archetype (FORCE_NAME);
3023     /* 50 ticks should be enough time for the spell to abate */
3024     force->speed = 0.1;
3025     force->speed_left = -5.0;
3026     SET_FLAG (force, FLAG_APPLIED);
3027     for (at = 0; at < NROFATTACKS; at++)
3028     if (will_kill_again & (1 << at))
3029     force->resist[at] = 100;
3030 root 1.30
3031 root 1.54 insert_ob_in_ob (force, op);
3032     op->update_stats ();
3033 root 1.30
3034 root 1.54 }
3035 root 1.18
3036 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3037 elmex 1.1 }
3038    
3039 root 1.18 void
3040     loot_object (object *op)
3041     { /* Grab and destroy some treasure */
3042     object *tmp, *tmp2, *next;
3043 elmex 1.1
3044 root 1.18 if (op->container)
3045 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3046 elmex 1.1
3047 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3048 root 1.18 {
3049     next = tmp->below;
3050 root 1.54
3051 elmex 1.50 if (tmp->invisible)
3052 root 1.18 continue;
3053 root 1.54
3054 root 1.32 tmp->remove ();
3055 root 1.18 tmp->x = op->x, tmp->y = op->y;
3056     if (tmp->type == CONTAINER)
3057     { /* empty container to ground */
3058     loot_object (tmp);
3059     }
3060     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3061     {
3062     if (tmp->nrof > 1)
3063     {
3064     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3065 root 1.33 tmp2->destroy ();
3066 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3067     }
3068     else
3069 root 1.33 tmp->destroy ();
3070 root 1.18 }
3071     else
3072     insert_ob_in_map (tmp, op->map, NULL, 0);
3073     }
3074 elmex 1.1 }
3075    
3076     /*
3077     * fix_weight(): Check recursively the weight of all players, and fix
3078     * what needs to be fixed. Refresh windows and fix speed if anything
3079     * was changed.
3080     */
3081    
3082 root 1.18 void
3083     fix_weight (void)
3084     {
3085 root 1.61 for_all_players (pl)
3086 root 1.18 {
3087     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3088    
3089     if (old == sum)
3090     continue;
3091 root 1.54 pl->ob->update_stats ();
3092 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3093     }
3094 elmex 1.1 }
3095    
3096 root 1.18 void
3097     fix_luck (void)
3098     {
3099 root 1.61 for_all_players (pl)
3100 root 1.52 if (!pl->ob->contr->ns->state)
3101 root 1.54 pl->ob->change_luck (0);
3102 elmex 1.1 }
3103    
3104     /* cast_dust() - handles op throwing objects of type 'DUST'.
3105     * This is much simpler in the new spell code - we basically
3106     * just treat this as any other spell casting object.
3107     */
3108 elmex 1.2 void
3109 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3110 elmex 1.2 {
3111     object *skop, *spob;
3112    
3113     skop = find_skill_by_name (op, throw_ob->skill);
3114    
3115     /* casting POTION 'dusts' is really a use_magic_item skill */
3116     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3117     {
3118 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3119 elmex 1.2 return;
3120     }
3121    
3122     spob = throw_ob->inv;
3123    
3124     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3125     // not pass NULL to cast_spell (which did indeed check itself, but
3126     // errors should be reported as early as possible IMHO)
3127     if (!spob)
3128     {
3129 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3130 elmex 1.2 return;
3131 elmex 1.1 }
3132    
3133 elmex 1.2 if (op->type == PLAYER)
3134 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3135 elmex 1.2
3136     cast_spell (op, throw_ob, dir, spob, NULL);
3137    
3138 root 1.33 throw_ob->destroy ();
3139 elmex 1.1 }
3140    
3141 root 1.18 void
3142     make_visible (object *op)
3143     {
3144     op->hide = 0;
3145     op->invisible = 0;
3146     if (op->type == PLAYER)
3147     {
3148     op->contr->tmp_invis = 0;
3149     op->contr->invis_race = 0;
3150     }
3151     update_object (op, UP_OBJ_FACE);
3152     }
3153    
3154     int
3155     is_true_undead (object *op)
3156     {
3157     object *tmp = NULL;
3158    
3159     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3160     return 1;
3161    
3162 elmex 1.1 return 0;
3163     }
3164    
3165     /* look at the surrounding terrain to determine
3166     * the hideability of this object. Positive levels
3167     * indicate greater hideability.
3168     */
3169    
3170 root 1.18 int
3171     hideability (object *ob)
3172     {
3173     int i, level = 0, mflag;
3174     sint16 x, y;
3175    
3176     if (!ob || !ob->map)
3177     return 0;
3178    
3179     /* so, on normal lighted maps, its hard to hide */
3180     level = ob->map->darkness - 2;
3181    
3182     /* this also picks up whether the object is glowing.
3183     * If you carry a light on a non-dark map, its not
3184     * as bad as carrying a light on a pitch dark map */
3185     if (has_carried_lights (ob))
3186     level = -(10 + (2 * ob->map->darkness));
3187    
3188     /* scan through all nearby squares for terrain to hide in */
3189     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3190     {
3191     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3192     if (mflag & P_OUT_OF_MAP)
3193     {
3194     continue;
3195     }
3196     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3197     level += 2;
3198     else /* open terrain! */
3199     level -= 1;
3200 elmex 1.1 }
3201 root 1.18
3202 elmex 1.1 #if 0
3203 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3204 elmex 1.1 #endif
3205 root 1.18 return level;
3206 elmex 1.1 }
3207    
3208     /* For Hidden creatures - a chance of becoming 'unhidden'
3209     * every time they move - as we subtract off 'invisibility'
3210     * AND, for players, if they move into a ridiculously unhideable
3211     * spot (surrounded by clear terrain in broad daylight). -b.t.
3212     */
3213    
3214 root 1.18 void
3215     do_hidden_move (object *op)
3216     {
3217     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3218     object *skop;
3219    
3220     if (!op || !op->map)
3221     return;
3222    
3223     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3224    
3225     /* its *extremely* hard to run and sneak/hide at the same time! */
3226     if (op->type == PLAYER && op->contr->run_on)
3227     {
3228     if (!skop || num >= skop->level)
3229     {
3230     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3231     make_visible (op);
3232     return;
3233     }
3234     else
3235     num += 20;
3236 elmex 1.1 }
3237 root 1.18 num += op->map->difficulty;
3238     hide = hideability (op); /* modify by terrain hidden level */
3239     num -= hide;
3240     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241     {
3242     make_visible (op);
3243     if (op->type == PLAYER)
3244     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3245 elmex 1.1 }
3246 root 1.18 else if (op->type == PLAYER && skop)
3247     {
3248     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3249 elmex 1.1 }
3250     }
3251    
3252     /* determine if who is standing near a hostile creature. */
3253    
3254 root 1.18 int
3255     stand_near_hostile (object *who)
3256     {
3257     object *tmp = NULL;
3258     int i, friendly = 0, player = 0, mflags;
3259 root 1.25 maptile *m;
3260 root 1.18 sint16 x, y;
3261    
3262     if (!who)
3263     return 0;
3264    
3265     if (who->type == PLAYER)
3266     player = 1;
3267    
3268     else
3269     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3270    
3271     /* search adjacent squares */
3272     for (i = 1; i < 9; i++)
3273     {
3274     x = who->x + freearr_x[i];
3275     y = who->y + freearr_y[i];
3276     m = who->map;
3277     mflags = get_map_flags (m, &m, x, y, &x, &y);
3278     /* space must be blocked if there is a monster. If not
3279     * blocked, don't need to check this space.
3280     */
3281     if (mflags & P_OUT_OF_MAP)
3282     continue;
3283     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3284     continue;
3285    
3286 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3287 root 1.18 {
3288     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3289     return 1;
3290     else if (tmp->type == PLAYER)
3291     {
3292     /*don't let a hidden DM prevent you from hiding */
3293     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3294 root 1.11 return 1;
3295 root 1.18 }
3296 root 1.11 }
3297 elmex 1.1 }
3298 root 1.18 return 0;
3299 elmex 1.1 }
3300    
3301     /* check the player los field for viewability of the
3302     * object op. This function works fine for monsters,
3303     * but we dont worry if the object isnt the top one in
3304     * a pile (say a coin under a table would return "viewable"
3305     * by this routine). Another question, should we be
3306     * concerned with the direction the player is looking
3307     * in? Realistically, most of use cant see stuff behind
3308     * our backs...on the other hand, does the "facing" direction
3309     * imply the way your head, or body is facing? Its possible
3310     * for them to differ. Sigh, this fctn could get a bit more complex.
3311     * -b.t.
3312     * This function is now map tiling safe.
3313     */
3314    
3315 root 1.18 int
3316     player_can_view (object *pl, object *op)
3317     {
3318     rv_vector rv;
3319     int dx, dy;
3320    
3321     if (pl->type != PLAYER)
3322     {
3323     LOG (llevError, "player_can_view() called for non-player object\n");
3324     return -1;
3325 elmex 1.1 }
3326 root 1.74
3327 root 1.18 if (!pl || !op)
3328 elmex 1.1 return 0;
3329 root 1.18
3330 root 1.74 op = op->head_ ();
3331    
3332 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3333    
3334     /* starting with the 'head' part, lets loop
3335     * through the object and find if it has any
3336     * part that is in the los array but isnt on
3337     * a blocked los square.
3338     * we use the archetype to figure out offsets.
3339     */
3340     while (op)
3341     {
3342     dx = rv.distance_x + op->arch->clone.x;
3343     dy = rv.distance_y + op->arch->clone.y;
3344    
3345     /* only the viewable area the player sees is updated by LOS
3346     * code, so we need to restrict ourselves to that range of values
3347     * for any meaningful values.
3348     */
3349 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3350     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3351     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3352 root 1.18 return 1;
3353     op = op->more;
3354     }
3355     return 0;
3356 elmex 1.1 }
3357    
3358     /* routine for both players and monsters. We call this when
3359     * there is a possibility for our action distrubing our hiding
3360     * place or invisiblity spell. Artefact invisiblity is not
3361     * effected by this. If we arent invisible to begin with, we
3362     * return 0.
3363     */
3364 root 1.18 int
3365     action_makes_visible (object *op)
3366     {
3367    
3368     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369     {
3370     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3371     return 0;
3372    
3373     if (op->contr && op->contr->tmp_invis == 0)
3374     return 0;
3375 elmex 1.1
3376 root 1.18 /* If monsters, they should become visible */
3377     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3378     {
3379     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3380     return 1;
3381 root 1.11 }
3382 elmex 1.1 }
3383 root 1.18 return 0;
3384 elmex 1.1 }
3385    
3386     /* op_on_battleground - checks if the given object op (usually
3387     * a player) is standing on a valid battleground-tile,
3388     * function returns TRUE/FALSE. If true x, y returns the battleground
3389     * -exit-coord. (and if x, y not NULL)
3390     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3391     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3392     * Default is to do the same as before, so only people wanting to have different points need worry about this
3393     */
3394 root 1.18 int
3395     op_on_battleground (object *op, int *x, int *y)
3396     {
3397 elmex 1.1 object *tmp;
3398 root 1.18
3399 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3400     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3401     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3402     * and the exit-coordinates sp/hp must both be > 0.
3403     * => The intention here is to prevent abuse of the battleground-
3404     * feature (like pickable or hidden battleground tiles). */
3405 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3406     {
3407     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3408     {
3409     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3410     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3411     {
3412     /*before we assign the exit, check if this is a teambattle */
3413     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3414     {
3415     object *invtmp;
3416    
3417     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3418     {
3419     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3420     {
3421     if (x != NULL && y != NULL)
3422     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3423     return 1;
3424     }
3425     }
3426     }
3427     if (x != NULL && y != NULL)
3428     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3429     return 1;
3430     }
3431     }
3432 elmex 1.1 }
3433     /* If we got here, did not find a battleground */
3434     return 0;
3435     }
3436    
3437     /*
3438     * When a dragon-player gains a new stage of evolution,
3439     * he gets some treasure
3440     *
3441     * attributes:
3442     * object *who the dragon player
3443     * int atnr the attack-number of the ability focus
3444     * int level ability level
3445     */
3446 root 1.18 void
3447     dragon_ability_gain (object *who, int atnr, int level)
3448     {
3449     treasurelist *trlist = NULL; /* treasurelist */
3450     treasure *tr; /* treasure */
3451     object *tmp, *skop; /* tmp. object */
3452     object *item; /* treasure object */
3453     char buf[MAX_BUF]; /* tmp. string buffer */
3454     int i = 0, j = 0;
3455    
3456     /* get the appropriate treasurelist */
3457     if (atnr == ATNR_FIRE)
3458     trlist = find_treasurelist ("dragon_ability_fire");
3459     else if (atnr == ATNR_COLD)
3460     trlist = find_treasurelist ("dragon_ability_cold");
3461     else if (atnr == ATNR_ELECTRICITY)
3462     trlist = find_treasurelist ("dragon_ability_elec");
3463     else if (atnr == ATNR_POISON)
3464     trlist = find_treasurelist ("dragon_ability_poison");
3465    
3466     if (trlist == NULL || who->type != PLAYER)
3467     return;
3468    
3469     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3470    
3471     if (tr == NULL || tr->item == NULL)
3472     {
3473     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3474     return;
3475 elmex 1.1 }
3476    
3477 root 1.18 /* everything seems okay - now bring on the gift: */
3478     item = &(tr->item->clone);
3479 elmex 1.1
3480 root 1.18 if (item->type == SPELL)
3481     {
3482     if (check_spell_known (who, item->name))
3483 root 1.11 return;
3484 root 1.18
3485     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3486     do_learn_spell (who, item, 0);
3487     return;
3488 elmex 1.1 }
3489    
3490 root 1.18 /* grant direct spell */
3491     if (item->type == SPELLBOOK)
3492     {
3493     if (!item->inv)
3494     {
3495     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3496     return;
3497     }
3498     if (check_spell_known (who, item->inv->name))
3499     return;
3500     if (item->invisible)
3501     {
3502     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3503     do_learn_spell (who, item->inv, 0);
3504     return;
3505 root 1.11 }
3506 root 1.18 }
3507     else if (item->type == SKILL_TOOL && item->invisible)
3508     {
3509     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3510     {
3511    
3512     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3513     * in this way, if the player is missing any of the attacktypes, he gets
3514     * them. As it is now, if the player has any that match the granted skill,
3515     * but not all of them, he gets nothing.
3516     */
3517     if (!(skop->attacktype & item->attacktype))
3518     {
3519     /* Give new attacktype */
3520     skop->attacktype |= item->attacktype;
3521    
3522     /* always add physical if there's none */
3523     skop->attacktype |= AT_PHYSICAL;
3524    
3525     if (item->msg != NULL)
3526     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3527    
3528     /* Give player new face */
3529     if (item->animation_id)
3530     {
3531     who->face = skop->face;
3532     who->animation_id = item->animation_id;
3533     who->anim_speed = item->anim_speed;
3534     who->last_anim = 0;
3535     who->state = 0;
3536     animate_object (who, who->direction);
3537     }
3538     }
3539 root 1.11 }
3540 elmex 1.1 }
3541 root 1.18 else if (item->type == FORCE)
3542     {
3543     /* forces in the treasurelist can alter the player's stats */
3544     object *skin;
3545 elmex 1.1
3546 root 1.18 /* first get the dragon skin force */
3547 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3548     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3549     ;
3550    
3551     if (!skin)
3552 root 1.18 return;
3553    
3554     /* adding new spellpath attunements */
3555     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3556     {
3557     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3558    
3559     /* print message */
3560     sprintf (buf, "You feel attuned to ");
3561     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3562     {
3563     if (item->path_attuned & (1 << i))
3564     {
3565     if (j)
3566     strcat (buf, " and ");
3567     else
3568     j = 1;
3569     strcat (buf, spellpathnames[i]);
3570     }
3571     }
3572     strcat (buf, ".");
3573     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3574     }
3575    
3576     /* evtl. adding flags: */
3577     if (QUERY_FLAG (item, FLAG_XRAYS))
3578     SET_FLAG (skin, FLAG_XRAYS);
3579     if (QUERY_FLAG (item, FLAG_STEALTH))
3580     SET_FLAG (skin, FLAG_STEALTH);
3581     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3582     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3583    
3584     /* print message if there is one */
3585     if (item->msg != NULL)
3586     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3587     }
3588     else
3589     {
3590     /* generate misc. treasure */
3591     tmp = arch_to_object (tr->item);
3592     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3593     tmp = insert_ob_in_ob (tmp, who);
3594     if (who->type == PLAYER)
3595     esrv_send_item (who, tmp);
3596 elmex 1.1 }
3597     }
3598    
3599     /**
3600     * Unready an object for a player. This function does nothing if the object was
3601     * not readied.
3602     */
3603 root 1.18 void
3604     player_unready_range_ob (player *pl, object *ob)
3605     {
3606     rangetype i;
3607 elmex 1.1
3608 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3609     {
3610     if (pl->ranges[i] == ob)
3611     {
3612     pl->ranges[i] = NULL;
3613     if (pl->shoottype == i)
3614     {
3615     pl->shoottype = range_none;
3616 elmex 1.1 }
3617     }
3618     }
3619     }