ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.86
Committed: Thu Jan 4 19:28:38 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.85: +1 -0 lines
Log Message:
fix quit to actually delete the directory, should all be moved to perl

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 root 1.77 op->contr->maplevel = first_map_path;
164 root 1.54 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 1.76 ob->activate_recursive ();
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 1.78
261     INVOKE_PLAYER (CONNECT, this);
262 root 1.54 INVOKE_PLAYER (LOGIN, this);
263     }
264 elmex 1.1
265 root 1.62 void
266     player::disconnect ()
267     {
268 root 1.74 if (ob)
269 root 1.76 ob->deactivate_recursive ();
270 root 1.74
271 root 1.62 //TODO: don't be so harsh and destroy :)
272 root 1.63 if (ns)
273 root 1.72 {
274     if (enable_save)
275 root 1.78 {
276     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 root 1.80 save (true);
278 root 1.78 }
279    
280     INVOKE_PLAYER (DISCONNECT, this);
281 root 1.72
282     client *ns = this->ns;
283     ns->send_packet ("goodbye");
284     ns->flush ();
285     ns->pl = 0;
286     this->ns = 0;
287    
288     ns->destroy ();
289     destroy ();
290     }
291 root 1.62 }
292    
293 root 1.54 // the need for this function can be explained
294     // by load_object not returning the object
295     void
296     player::set_object (object *op)
297     {
298     ob = op;
299     ob->contr = this; /* this aren't yet in archetype */
300 root 1.15
301 root 1.54 ob->speed_left = 0.5;
302     ob->speed = 1.0;
303     ob->direction = 5; /* So player faces south */
304     ob->stats.wc = 2;
305     ob->run_away = 25; /* Then we panick... */
306 root 1.15
307 root 1.54 ob->roll_stats ();
308     }
309 root 1.15
310 root 1.54 player::player ()
311     {
312 pippijn 1.81 /* There are some elements we want initialised to non zero value -
313 root 1.54 * we deal with that below this point.
314     */
315     outputs_sync = 16; /* Every 2 seconds */
316     outputs_count = 8; /* Keeps present behaviour */
317     unapply = unapply_nochoice;
318    
319 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
320 root 1.54
321     gen_sp_armour = 10;
322     last_speed = -1;
323     shoottype = range_none;
324     bowtype = bow_normal;
325     petmode = pet_normal;
326     listening = 10;
327     usekeys = containers;
328     last_weapon_sp = -1;
329     peaceful = 1; /* default peaceful */
330     do_los = 1;
331 root 1.15
332     /* we need to clear these to -1 and not zero - otherwise,
333     * if a player quits and starts a new character, we wont
334     * send new values to the client, as things like exp start
335     * at zero.
336     */
337 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
338     last_skill_exp[i] = -1;
339    
340     for (int i = 0; i < NROFATTACKS; i++)
341     last_resist[i] = -1;
342    
343     last_stats.exp = -1;
344     last_weight = (uint32) - 1;
345     }
346    
347 root 1.62 void
348     player::do_destroy ()
349 root 1.54 {
350 root 1.72 disconnect ();
351 root 1.62
352 root 1.66 save (false);
353     enable_save = false;
354    
355 root 1.72 attachable::do_destroy ();
356 root 1.62
357 root 1.54 terminate_all_pets (ob);
358    
359     if (first_player != this)
360 root 1.15 {
361 root 1.54 player *prev = first_player;
362    
363     while (prev && prev->next && prev->next != this)
364     prev = prev->next;
365 root 1.38
366 root 1.54 if (prev->next != this)
367     {
368     LOG (llevError, "Free_player: Can't find previous player.\n");
369     abort ();
370     }
371 root 1.38
372 root 1.54 prev->next = next;
373     }
374     else
375     first_player = next;
376 root 1.15
377 root 1.54 if (ob)
378 root 1.69 {
379     ob->destroy_inv (false);
380     ob->destroy ();
381     }
382 root 1.62 }
383    
384     player::~player ()
385     {
386 root 1.54 /* Clear item stack */
387     free (stack_items);
388 elmex 1.1 }
389    
390 root 1.54 /* Tries to add player on the connection passed in ns.
391 elmex 1.1 * All we can really get in this is some settings like host and display
392     * mode.
393     */
394 root 1.54 player *
395     player::create ()
396 root 1.18 {
397 root 1.54 player *pl = new player;
398 root 1.38
399 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
400 root 1.76 set_first_map (pl->ob);
401 root 1.26
402 root 1.54 return pl;
403 elmex 1.1 }
404    
405     /*
406     * get_player_archetype() return next player archetype from archetype
407     * list. Not very efficient routine, but used only creating new players.
408     * Note: there MUST be at least one player archetype!
409     */
410 root 1.18 archetype *
411     get_player_archetype (archetype *at)
412 elmex 1.1 {
413 root 1.18 archetype *start = at;
414    
415     for (;;)
416     {
417     if (at == NULL || at->next == NULL)
418     at = first_archetype;
419     else
420     at = at->next;
421 root 1.46
422 root 1.18 if (at->clone.type == PLAYER)
423     return at;
424 root 1.46
425 root 1.18 if (at == start)
426     {
427     LOG (llevError, "No Player archetypes\n");
428     exit (-1);
429 root 1.11 }
430 elmex 1.1 }
431     }
432    
433 root 1.18 object *
434     get_nearest_player (object *mon)
435     {
436     object *op = NULL;
437     objectlink *ol;
438     unsigned lastdist;
439     rv_vector rv;
440    
441     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
442     {
443     /* We should not find free objects on this friendly list, but it
444     * does periodically happen. Given that, lets deal with it.
445     * While unlikely, it is possible the next object on the friendly
446     * list is also free, so encapsulate this in a while loop.
447     */
448     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
449     {
450     object *tmp = ol->ob;
451    
452     /* Can't do much more other than log the fact, because the object
453     * itself will have been cleared.
454     */
455     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
456     ol = ol->next;
457     remove_friendly_object (tmp);
458     if (!ol)
459     return op;
460     }
461 root 1.11
462 root 1.18 /* Remove special check for player from this. First, it looks to cause
463     * some crashes (ol->ob->contr not set properly?), but secondly, a more
464     * complicated method of state checking would be needed in any case -
465     * as it was, a clever player could type quit, and the function would
466     * skip them over while waiting for confirmation. Remove
467     * on_same_map check, as can_detect_enemy also does this
468     */
469     if (!can_detect_enemy (mon, ol->ob, &rv))
470     continue;
471 root 1.11
472 root 1.18 if (lastdist > rv.distance)
473     {
474     op = ol->ob;
475     lastdist = rv.distance;
476 root 1.11 }
477 elmex 1.1 }
478 root 1.61
479     for_all_players (pl)
480     if (can_detect_enemy (mon, pl->ob, &rv))
481     if (lastdist > rv.distance)
482 root 1.18 {
483 root 1.61 op = pl->ob;
484     lastdist = rv.distance;
485     }
486 elmex 1.1
487     #if 0
488 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
489 elmex 1.1 #endif
490 root 1.18 return op;
491 elmex 1.1 }
492    
493     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
494     * result in a monster paths backtracking. It basically determines how large a
495     * detour a monster will take from the direction path when looking
496     * for a path to the player. The values are in the amount of direction
497     * the deviation is
498     */
499     #define DETOUR_AMOUNT 2
500    
501     /* This is used to prevent infinite loops. Consider a case where the
502     * player is in a chamber (with gate closed), and monsters are outside.
503     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
504     * find a path into the chamber. This is a good thing, but since there
505     * is no real path, it will just keep circling the chamber for
506     * ever (this could be a nice effect for monsters, but not for the function
507     * to get stuck in. I think for the monsters, if max is reached and
508     * we return the first direction the creature could move would result in the
509     * circling behaviour. Unfortunately, this function is also used to determined
510     * if the creature should cast a spell, so returning a direction in that case
511     * is probably not a good thing.
512     */
513     #define MAX_SPACES 50
514    
515     /*
516     * Returns the direction to the player, if valid. Returns 0 otherwise.
517     * modified to verify there is a path to the player. Does this by stepping towards
518     * player and if path is blocked then see if blockage is close enough to player that
519     * direction to player is changed (ie zig or zag). Continue zig zag until either
520     * reach player or path is blocked. Thus, will only return true if there is a free
521     * path to player. Though path may not be a straight line. Note that it will find
522     * player hiding along a corridor at right angles to the corridor with the monster.
523     *
524     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
525     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
526     * down corriders.
527     * 2) I think the old code was broken if the first direction the monster
528     * should move was blocked - the code would store the first direction without
529     * verifying that the player can actually move in that direction. The new
530     * code does not store anything in firstdir until we have verified that the
531     * monster can in fact move one space in that direction.
532     * 3) I'm not sure how good this code will be for moving multipart monsters,
533     * since only simple checks to blocked are being called, which could mean the monster
534     * is blocking itself.
535     */
536 root 1.18 int
537     path_to_player (object *mon, object *pl, unsigned mindiff)
538     {
539     rv_vector rv;
540     sint16 x, y;
541     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
542 root 1.25 maptile *m, *lastmap;
543 root 1.18
544     get_rangevector (mon, pl, &rv, 0);
545    
546     if (rv.distance < mindiff)
547     return 0;
548    
549     x = mon->x;
550     y = mon->y;
551     m = mon->map;
552     dir = rv.direction;
553     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
555     /* If we can't solve it within the search distance, return now. */
556     if (diff > max)
557     return 0;
558     while (diff > 1 && max > 0)
559     {
560     lastx = x;
561     lasty = y;
562     lastmap = m;
563     x = lastx + freearr_x[dir];
564     y = lasty + freearr_y[dir];
565    
566     mflags = get_map_flags (m, &m, x, y, &x, &y);
567     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
568    
569     /* Space is blocked - try changing direction a little */
570     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
571     && (m == mon->map && blocked_link (mon, m, x, y))))
572     {
573     /* recalculate direction from last good location. Possible
574     * we were not traversing ideal location before.
575     */
576     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
577     if (rv.direction != dir)
578     {
579     /* OK - says direction should be different - lets reset the
580     * the values so it will try again.
581     */
582     x = lastx;
583     y = lasty;
584     m = lastmap;
585     dir = firstdir = rv.direction;
586     }
587     else
588     {
589     /* direct path is blocked - try taking a side step to
590     * either the left or right.
591     * Note increase the values in the loop below to be
592     * more than -1/1 respectively will mean the monster takes
593     * bigger detour. Have to be careful about these values getting
594     * too big (3 or maybe 4 or higher) as the monster may just try
595     * stepping back and forth
596     */
597     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
598     {
599     if (i == 0)
600     continue; /* already did this, so skip it */
601     /* Use lastdir here - otherwise,
602     * since the direction that the creature should move in
603     * may change, you could get infinite loops.
604     * ie, player is northwest, but monster can only
605     * move west, so it does that. It goes some distance,
606     * gets blocked, finds that it should move north,
607     * can't do that, but now finds it can move east, and
608     * gets back to its original point. lastdir contains
609     * the last direction the creature has successfully
610     * moved.
611     */
612    
613     x = lastx + freearr_x[absdir (lastdir + i)];
614     y = lasty + freearr_y[absdir (lastdir + i)];
615     m = lastmap;
616     mflags = get_map_flags (m, &m, x, y, &x, &y);
617     if (mflags & P_OUT_OF_MAP)
618     continue;
619     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
620     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
621     continue;
622     if (mflags & P_BLOCKSVIEW)
623     continue;
624    
625     if (m == mon->map && blocked_link (mon, m, x, y))
626     break;
627     }
628     /* go through entire loop without finding a valid
629     * sidestep to take - thus, no valid path.
630     */
631     if (i == (DETOUR_AMOUNT + 1))
632     return 0;
633     diff--;
634     lastdir = dir;
635     max--;
636     if (!firstdir)
637     firstdir = dir + i;
638     } /* else check alternate directions */
639     } /* if blocked */
640     else
641     {
642     /* we moved towards creature, so diff is less */
643     diff--;
644     max--;
645     lastdir = dir;
646     if (!firstdir)
647     firstdir = dir;
648     }
649     if (diff <= 1)
650     {
651     /* Recalculate diff (distance) because we may not have actually
652     * headed toward player for entire distance.
653     */
654     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
656     }
657     if (diff > max)
658     return 0;
659     }
660     /* If we reached the max, didn't find a direction in time */
661     if (!max)
662     return 0;
663    
664     return firstdir;
665     }
666    
667     void
668     give_initial_items (object *pl, treasurelist * items)
669     {
670     object *op, *next = NULL;
671    
672     if (pl->randomitems != NULL)
673     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
674    
675     for (op = pl->inv; op; op = next)
676     {
677     next = op->below;
678    
679     /* Forces get applied per default, unless they have the
680     * flag "neutral" set. Sorry but I can't think of a better way
681     */
682     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
683     SET_FLAG (op, FLAG_APPLIED);
684    
685     /* we never give weapons/armour if these cannot be used
686     * by this player due to race restrictions
687     */
688     if (pl->type == PLAYER)
689     {
690     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
691     (op->type == ARMOUR || op->type == BOOTS ||
692     op->type == CLOAK || op->type == HELMET ||
693     op->type == SHIELD || op->type == GLOVES ||
694     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
695     {
696 root 1.33 op->destroy ();
697 root 1.18 continue;
698     }
699 root 1.11 }
700    
701 root 1.18 /* This really needs to be better - we should really give
702     * a substitute spellbook. The problem is that we don't really
703     * have a good idea what to replace it with (need something like
704     * a first level treasurelist for each skill.)
705     * remove duplicate skills also
706     */
707     if (op->type == SPELLBOOK || op->type == SKILL)
708     {
709     object *tmp;
710 elmex 1.1
711 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
712     if (tmp->type == op->type && tmp->name == op->name)
713     break;
714 root 1.11
715 root 1.18 if (tmp)
716     {
717 root 1.33 op->destroy ();
718 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
719     continue;
720 root 1.11 }
721 root 1.33
722 root 1.18 if (op->nrof > 1)
723     op->nrof = 1;
724 root 1.11 }
725 elmex 1.1
726 root 1.18 if (op->type == SPELLBOOK && op->inv)
727     {
728     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
729 root 1.11 }
730    
731 root 1.18 /* Give starting characters identified, uncursed, and undamned
732     * items. Just don't identify gold or silver, or it won't be
733     * merged properly.
734     */
735     if (need_identify (op))
736     {
737     SET_FLAG (op, FLAG_IDENTIFIED);
738     CLEAR_FLAG (op, FLAG_CURSED);
739     CLEAR_FLAG (op, FLAG_DAMNED);
740     }
741     if (op->type == SPELL)
742     {
743 root 1.33 op->destroy ();
744 root 1.18 continue;
745     }
746     else if (op->type == SKILL)
747     {
748     SET_FLAG (op, FLAG_CAN_USE_SKILL);
749     op->stats.exp = 0;
750     op->level = 1;
751 root 1.11 }
752 root 1.18 /* lock all 'normal items by default */
753     else
754     SET_FLAG (op, FLAG_INV_LOCKED);
755     } /* for loop of objects in player inv */
756    
757     /* Need to set up the skill pointers */
758     link_player_skills (pl);
759     }
760    
761     void
762     get_party_password (object *op, partylist *party)
763     {
764     if (party == NULL)
765     {
766     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
767     return;
768 elmex 1.1 }
769 root 1.54
770 root 1.18 op->contr->write_buf[0] = '\0';
771 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
772 root 1.18 op->contr->party_to_join = party;
773 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
774 elmex 1.1 }
775    
776     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
777 root 1.54 static int
778 root 1.18 roll_stat (void)
779     {
780     int a[4], i, j, k;
781    
782     for (i = 0; i < 4; i++)
783     a[i] = (int) RANDOM () % 6 + 1;
784    
785     for (i = 0, j = 0, k = 7; i < 4; i++)
786     if (a[i] < k)
787     k = a[i], j = i;
788    
789     for (i = 0, k = 0; i < 4; i++)
790 root 1.54 if (i != j)
791     k += a[i];
792    
793 root 1.18 return k;
794     }
795    
796     void
797 root 1.54 object::roll_stats ()
798 root 1.18 {
799 root 1.54 int statsort [7];
800 root 1.18
801 root 1.54 for (;;)
802 root 1.18 {
803 root 1.54 int sum = 0;
804     for (int i = 7; i--; )
805     sum += statsort [i] = roll_stat ();
806    
807     if (sum >= 82 && sum <= 116)
808     break;
809 root 1.18 }
810    
811 root 1.54 // Sort the stats so that rerolling is easier...
812     std::sort (statsort, statsort + 7, std::greater<int>());
813 root 1.18
814 root 1.54 stats.Str = statsort[0];
815     stats.Dex = statsort[1];
816     stats.Con = statsort[2];
817     stats.Int = statsort[3];
818     stats.Wis = statsort[4];
819     stats.Pow = statsort[5];
820     stats.Cha = statsort[6];
821 root 1.18
822 root 1.54 stats.exp = 0;
823     stats.ac = 0;
824 root 1.18
825 root 1.54 stats.hp = stats.maxhp;
826     stats.sp = stats.maxsp;
827     stats.grace = stats.maxgrace;
828 root 1.18
829 root 1.54 if (contr)
830     {
831     contr->levhp[1] = 9;
832     contr->levsp[1] = 6;
833     contr->levgrace[1] = 3;
834 root 1.18
835 root 1.54 contr->orig_stats = stats;
836     }
837 root 1.18 }
838    
839     void
840 root 1.54 object::swap_stats (int a, int b)
841 root 1.18 {
842 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
843     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844     set_attr_value (&contr->orig_stats, b, tmp);
845 elmex 1.1
846 root 1.54 stats.Str = contr->orig_stats.Str;
847     stats.Dex = contr->orig_stats.Dex;
848     stats.Con = contr->orig_stats.Con;
849     stats.Int = contr->orig_stats.Int;
850     stats.Wis = contr->orig_stats.Wis;
851     stats.Pow = contr->orig_stats.Pow;
852     stats.Cha = contr->orig_stats.Cha;
853 elmex 1.1
854 root 1.54 //TODO: the following code looks so borked and should, at the very least,
855     // be merged with the similar code in roll_stats
856     stats.ac = 0;
857 elmex 1.1
858 root 1.54 level = 1;
859     stats.exp = 0;
860     stats.ac = 0;
861 elmex 1.1
862 root 1.54 stats.hp = stats.maxhp;
863     stats.sp = stats.maxsp;
864     stats.grace = stats.maxgrace;
865 elmex 1.1
866 root 1.54 if (contr)
867 root 1.18 {
868 root 1.54 contr->levhp[1] = 9;
869     contr->levsp[1] = 6;
870     contr->levgrace[1] = 3;
871 root 1.18
872 root 1.54 contr->orig_stats = stats;
873 elmex 1.1 }
874     }
875    
876 root 1.73 static void
877     start_info (object *op)
878     {
879     char buf[MAX_BUF];
880    
881     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
882     new_draw_info (NDI_UNIQUE, 0, op, buf);
883     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
884     //new_draw_info (NDI_UNIQUE, 0, op, " ");
885     }
886    
887 elmex 1.1 /* This function takes the key that is passed, and does the
888     * appropriate action with it (change race, or other things).
889     * The function name is for historical reasons - now we have
890     * separate race and class; this actually changes the RACE,
891     * not the class.
892     */
893 root 1.18 int
894     key_change_class (object *op, char key)
895 elmex 1.1 {
896 root 1.18 int tmp_loop;
897 elmex 1.1
898 root 1.18 if (key == 'd' || key == 'D')
899     {
900     char buf[MAX_BUF];
901 elmex 1.1
902 root 1.18 /* this must before then initial items are given */
903     esrv_new_player (op->contr, op->weight + op->carrying);
904 elmex 1.36
905     treasurelist *tl = find_treasurelist ("starting_wealth");
906     if (tl)
907     create_treasure (tl, op, 0, 0, 0);
908 elmex 1.1
909 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
910     INVOKE_PLAYER (LOGIN, op->contr);
911 elmex 1.1
912 root 1.52 op->contr->ns->state = ST_PLAYING;
913 root 1.11
914 root 1.18 if (op->msg)
915     op->msg = NULL;
916 elmex 1.1
917 root 1.18 /* We create this now because some of the unique maps will need it
918     * to save here.
919     */
920     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
921     make_path_to_file (buf);
922 elmex 1.1
923     #ifdef AUTOSAVE
924 root 1.18 op->contr->last_save_tick = pticks;
925 elmex 1.1 #endif
926 root 1.18 start_info (op);
927     CLEAR_FLAG (op, FLAG_WIZ);
928     give_initial_items (op, op->randomitems);
929     link_player_skills (op);
930     esrv_send_inventory (op, op);
931 root 1.54 op->update_stats ();
932 elmex 1.1
933 root 1.18 /* This moves the player to a different start map, if there
934     * is one for this race
935     */
936     if (*first_map_ext_path)
937     {
938     object *tmp;
939     char mapname[MAX_BUF];
940    
941 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
942 root 1.33 tmp = object::create ();
943 root 1.18 EXIT_PATH (tmp) = mapname;
944 root 1.77 EXIT_X (tmp) = op->x;
945     EXIT_Y (tmp) = op->y;
946 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
947 elmex 1.1 * if the map isn't there, then stay on the
948     * default initial map */
949 root 1.33 tmp->destroy ();
950 elmex 1.1 }
951 root 1.18 else
952 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
953    
954 root 1.18 return 0;
955 elmex 1.1 }
956    
957 root 1.18 /* Following actually changes the race - this is the default command
958     * if we don't match with one of the options above.
959     */
960    
961     tmp_loop = 0;
962     while (!tmp_loop)
963     {
964     shstr name = op->name;
965     int x = op->x, y = op->y;
966    
967 root 1.54 op->remove_statbonus ();
968 root 1.32 op->remove ();
969 root 1.18 op->arch = get_player_archetype (op->arch);
970 root 1.33 op->arch->clone.copy_to (op);
971 root 1.18 op->instantiate ();
972     op->stats = op->contr->orig_stats;
973     op->name = op->name_pl = name;
974     op->x = x;
975     op->y = y;
976     SET_ANIMATION (op, 2); /* So player faces south */
977     insert_ob_in_map (op, op->map, op, 0);
978 root 1.21 assign (op->contr->title, op->arch->clone.name);
979 root 1.54 op->add_statbonus ();
980 root 1.18 tmp_loop = allowed_class (op);
981     }
982 root 1.19
983 root 1.18 update_object (op, UP_OBJ_FACE);
984     esrv_update_item (UPD_FACE, op, op);
985 root 1.54 op->update_stats ();
986 root 1.18 op->stats.hp = op->stats.maxhp;
987     op->stats.sp = op->stats.maxsp;
988     op->stats.grace = 0;
989 root 1.21
990 root 1.18 if (op->msg)
991     new_draw_info (NDI_BLUE, 0, op, op->msg);
992 root 1.21
993 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");
994 root 1.18 return 0;
995 elmex 1.1 }
996    
997 root 1.18 int
998     key_confirm_quit (object *op, char key)
999 elmex 1.1 {
1000 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001     {
1002 root 1.52 op->contr->ns->state = ST_PLAYING;
1003 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004     return 1;
1005 elmex 1.1 }
1006    
1007 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1008     INVOKE_PLAYER (QUIT, op->contr);
1009 root 1.3
1010 root 1.65 op->contr->enable_save = false;
1011 root 1.86 delete_character (op->name);
1012 root 1.65
1013 root 1.18 terminate_all_pets (op);
1014 root 1.74 op->remove ();
1015 root 1.18 op->direction = 0;
1016     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1017    
1018     strcpy (op->contr->killer, "quit");
1019     check_score (op);
1020 root 1.54 op->contr->party = 0;
1021     op->contr->own_title[0] = '\0';
1022 root 1.74 op->contr->destroy ();
1023 root 1.19
1024 root 1.18 return 1;
1025 elmex 1.1 }
1026    
1027 root 1.18 void
1028     flee_player (object *op)
1029     {
1030     int dir, diff;
1031     rv_vector rv;
1032    
1033     if (op->stats.hp < 0)
1034     {
1035     LOG (llevDebug, "Fleeing player is dead.\n");
1036     CLEAR_FLAG (op, FLAG_SCARED);
1037     return;
1038 elmex 1.1 }
1039    
1040 root 1.18 if (op->enemy == NULL)
1041     {
1042     LOG (llevDebug, "Fleeing player had no enemy.\n");
1043     CLEAR_FLAG (op, FLAG_SCARED);
1044     return;
1045 elmex 1.1 }
1046    
1047 root 1.18 /* Seen some crashes here. Since we don't store an
1048     * op->enemy_count, it is possible that something destroys the
1049     * actual enemy, and the object is recycled.
1050     */
1051     if (op->enemy->map == NULL)
1052     {
1053     CLEAR_FLAG (op, FLAG_SCARED);
1054     op->enemy = NULL;
1055     return;
1056 elmex 1.1 }
1057    
1058 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1059     {
1060     op->enemy = NULL;
1061     CLEAR_FLAG (op, FLAG_SCARED);
1062     return;
1063 elmex 1.1 }
1064 root 1.49
1065 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1066    
1067     dir = absdir (4 + rv.direction);
1068     for (diff = 0; diff < 3; diff++)
1069     {
1070     int m = 1 - (RANDOM () & 2);
1071 elmex 1.1
1072 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1073 root 1.49 return;
1074 elmex 1.1 }
1075 root 1.49
1076 root 1.18 /* Cornered, get rid of scared */
1077     CLEAR_FLAG (op, FLAG_SCARED);
1078     op->enemy = NULL;
1079 elmex 1.1 }
1080    
1081    
1082     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1083     * IT returns 1 if the player should keep on moving, 0 if he should
1084     * stop.
1085     */
1086 root 1.18 int
1087     check_pick (object *op)
1088     {
1089 elmex 1.1 object *tmp, *next;
1090     int stop = 0;
1091     int j, k, wvratio;
1092     char putstring[128], tmpstr[16];
1093    
1094     /* if you're flying, you cna't pick up anything */
1095     if (op->move_type & MOVE_FLYING)
1096     return 1;
1097    
1098     next = op->below;
1099    
1100     /* loop while there are items on the floor that are not marked as
1101     * destroyed */
1102 root 1.24 while (next && !next->destroyed ())
1103 root 1.18 {
1104     tmp = next;
1105     next = tmp->below;
1106 elmex 1.1
1107 root 1.24 if (op->destroyed ())
1108 elmex 1.1 return 0;
1109    
1110 root 1.18 if (!can_pick (op, tmp))
1111     continue;
1112 elmex 1.1
1113 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1114     {
1115     if (item_matched_string (op, tmp, op->contr->search_str))
1116     pick_up (op, tmp);
1117     continue;
1118 root 1.11 }
1119    
1120 root 1.18 /* high not bit set? We're using the old autopickup model */
1121     if (!(op->contr->mode & PU_NEWMODE))
1122 root 1.11 {
1123 root 1.18 switch (op->contr->mode)
1124 root 1.11 {
1125 root 1.20 case 0:
1126     return 1; /* don't pick up */
1127     case 1:
1128     pick_up (op, tmp);
1129     return 1;
1130     case 2:
1131     pick_up (op, tmp);
1132     return 0;
1133     case 3:
1134     return 0; /* stop before pickup */
1135     case 4:
1136     pick_up (op, tmp);
1137     break;
1138     case 5:
1139     pick_up (op, tmp);
1140     stop = 1;
1141     break;
1142     case 6:
1143     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1144 root 1.18 pick_up (op, tmp);
1145 root 1.20 break;
1146    
1147     case 7:
1148     if (tmp->type == MONEY || tmp->type == GEM)
1149 root 1.18 pick_up (op, tmp);
1150 root 1.20 break;
1151    
1152     default:
1153     /* use value density */
1154     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1155     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1156 root 1.18 pick_up (op, tmp);
1157 root 1.11 }
1158     }
1159 root 1.18 else
1160     { /* old model */
1161     /* NEW pickup handling */
1162     if (op->contr->mode & PU_DEBUG)
1163     {
1164     /* some debugging code to figure out item information */
1165     if (tmp->name != NULL)
1166     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1167     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1168     else
1169     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1170     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1171    
1172     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1173 root 1.58 }
1174 elmex 1.1
1175 root 1.18 /* philosophy:
1176     * It's easy to grab an item type from a pile, as long as it's
1177     * generic. This takes no game-time. For more detailed pickups
1178 root 1.58 * and selections, select-items should be used. This is a
1179 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1180     * example.
1181     * The drawback: right now it has no frontend, so you need to
1182     * stick the bits you want into a calculator in hex mode and then
1183     * convert to decimal and then 'pickup <#>
1184     */
1185    
1186     /* the first two modes are exclusive: if NOTHING we return, if
1187     * STOP then we stop. All the rest are applied sequentially,
1188     * meaning if any test passes, the item gets picked up. */
1189    
1190     /* if mode is set to pick nothing up, return */
1191    
1192     if (op->contr->mode & PU_NOTHING)
1193     return 1;
1194    
1195     /* if mode is set to stop when encountering objects, return */
1196     /* take STOP before INHIBIT since it doesn't actually pick
1197     * anything up */
1198    
1199     if (op->contr->mode & PU_STOP)
1200     return 0;
1201    
1202     /* useful for going into stores and not losing your settings... */
1203     /* and for battles wher you don't want to get loaded down while
1204     * fighting */
1205     if (op->contr->mode & PU_INHIBIT)
1206     return 1;
1207    
1208     /* prevent us from turning into auto-thieves :) */
1209     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1210     continue;
1211    
1212     /* ignore known cursed objects */
1213     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1214     continue;
1215    
1216     /* all food and drink if desired */
1217     /* question: don't pick up known-poisonous stuff? */
1218     if (op->contr->mode & PU_FOOD)
1219     if (tmp->type == FOOD)
1220     {
1221     pick_up (op, tmp);
1222     continue;
1223     }
1224 root 1.29
1225 root 1.18 if (op->contr->mode & PU_DRINK)
1226     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1227     {
1228     pick_up (op, tmp);
1229     continue;
1230     }
1231    
1232     if (op->contr->mode & PU_POTION)
1233     if (tmp->type == POTION)
1234     {
1235     pick_up (op, tmp);
1236     continue;
1237     }
1238    
1239     /* spellbooks, skillscrolls and normal books/scrolls */
1240     if (op->contr->mode & PU_SPELLBOOK)
1241     if (tmp->type == SPELLBOOK)
1242     {
1243     pick_up (op, tmp);
1244     continue;
1245     }
1246 root 1.29
1247 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1248     if (tmp->type == SKILLSCROLL)
1249     {
1250     pick_up (op, tmp);
1251     continue;
1252     }
1253 root 1.29
1254 root 1.18 if (op->contr->mode & PU_READABLES)
1255     if (tmp->type == BOOK || tmp->type == SCROLL)
1256     {
1257     pick_up (op, tmp);
1258     continue;
1259     }
1260    
1261     /* wands/staves/rods/horns */
1262     if (op->contr->mode & PU_MAGIC_DEVICE)
1263     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1264     {
1265     pick_up (op, tmp);
1266     continue;
1267     }
1268    
1269     /* pick up all magical items */
1270     if (op->contr->mode & PU_MAGICAL)
1271     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1272     {
1273     pick_up (op, tmp);
1274     continue;
1275     }
1276    
1277     if (op->contr->mode & PU_VALUABLES)
1278     {
1279     if (tmp->type == MONEY || tmp->type == GEM)
1280     {
1281     pick_up (op, tmp);
1282     continue;
1283     }
1284     }
1285    
1286     /* rings & amulets - talismans seems to be typed AMULET */
1287     if (op->contr->mode & PU_JEWELS)
1288     if (tmp->type == RING || tmp->type == AMULET)
1289     {
1290     pick_up (op, tmp);
1291 root 1.29 continue;
1292     }
1293    
1294     /* we don't forget dragon food */
1295     if (op->contr->mode & PU_FLESH)
1296     if (tmp->type == FLESH)
1297     {
1298     pick_up (op, tmp);
1299 root 1.18 continue;
1300     }
1301    
1302     /* bows and arrows. Bows are good for selling! */
1303     if (op->contr->mode & PU_BOW)
1304     if (tmp->type == BOW)
1305     {
1306     pick_up (op, tmp);
1307     continue;
1308     }
1309 root 1.29
1310 root 1.18 if (op->contr->mode & PU_ARROW)
1311     if (tmp->type == ARROW)
1312     {
1313     pick_up (op, tmp);
1314     continue;
1315     }
1316    
1317     /* all kinds of armor etc. */
1318     if (op->contr->mode & PU_ARMOUR)
1319     if (tmp->type == ARMOUR)
1320     {
1321     pick_up (op, tmp);
1322     continue;
1323     }
1324 root 1.29
1325 root 1.18 if (op->contr->mode & PU_HELMET)
1326     if (tmp->type == HELMET)
1327     {
1328     pick_up (op, tmp);
1329     continue;
1330     }
1331 root 1.29
1332 root 1.18 if (op->contr->mode & PU_SHIELD)
1333     if (tmp->type == SHIELD)
1334     {
1335     pick_up (op, tmp);
1336     continue;
1337     }
1338 root 1.29
1339 root 1.18 if (op->contr->mode & PU_BOOTS)
1340     if (tmp->type == BOOTS)
1341     {
1342     pick_up (op, tmp);
1343     continue;
1344     }
1345 root 1.29
1346 root 1.18 if (op->contr->mode & PU_GLOVES)
1347     if (tmp->type == GLOVES)
1348     {
1349     pick_up (op, tmp);
1350     continue;
1351     }
1352 root 1.29
1353 root 1.18 if (op->contr->mode & PU_CLOAK)
1354     if (tmp->type == CLOAK)
1355     {
1356     pick_up (op, tmp);
1357     continue;
1358     }
1359 elmex 1.1
1360 root 1.18 /* hoping to catch throwing daggers here */
1361     if (op->contr->mode & PU_MISSILEWEAPON)
1362     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1363     {
1364     pick_up (op, tmp);
1365     continue;
1366     }
1367 elmex 1.1
1368 root 1.18 /* careful: chairs and tables are weapons! */
1369     if (op->contr->mode & PU_ALLWEAPON)
1370     {
1371     if (tmp->type == WEAPON && tmp->name != NULL)
1372     {
1373     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1374     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1375     {
1376     pick_up (op, tmp);
1377     continue;
1378     }
1379     }
1380 root 1.29
1381 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1382     {
1383     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1384     {
1385     pick_up (op, tmp);
1386     continue;
1387     }
1388     }
1389     }
1390 elmex 1.1
1391 root 1.18 /* misc stuff that's useful */
1392     if (op->contr->mode & PU_KEY)
1393     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1394     {
1395     pick_up (op, tmp);
1396     continue;
1397     }
1398 elmex 1.1
1399 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1400     * pickups */
1401     if (op->contr->mode & PU_RATIO)
1402     {
1403     /* use value density to decide what else to grab */
1404     /* >=7 was >= op->contr->mode */
1405     /* >=7 is the old standard setting. Now we take the last 4 bits
1406     * and multiply them by 5, giving 0..15*5== 5..75 */
1407     wvratio = (op->contr->mode & PU_RATIO) * 5;
1408     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1409     {
1410     pick_up (op, tmp);
1411 elmex 1.1 #if 0
1412 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1413     if (tmp->name != NULL)
1414     {
1415     fprintf (stderr, "%s", tmp->name);
1416     }
1417     else
1418     fprintf (stderr, "%s", tmp->arch->name);
1419     fprintf (stderr, ",%d] = ", tmp->type);
1420     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1421 elmex 1.1 #endif
1422 root 1.18 continue;
1423     }
1424     }
1425     } /* the new pickup model */
1426     }
1427 root 1.29
1428 root 1.18 return !stop;
1429 elmex 1.1 }
1430    
1431     /*
1432     * Find an arrow in the inventory and after that
1433     * in the right type container (quiver). Pointer to the
1434     * found object is returned.
1435     */
1436 root 1.18 object *
1437     find_arrow (object *op, const char *type)
1438 elmex 1.1 {
1439 root 1.18 object *tmp = NULL;
1440 elmex 1.1
1441 root 1.18 for (op = op->inv; op; op = op->below)
1442     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443     tmp = find_arrow (op, type);
1444     else if (op->type == ARROW && op->race == type)
1445     return op;
1446     return tmp;
1447 elmex 1.1 }
1448    
1449     /*
1450     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1451     * against the target. A full test is not performed, simply a basic test
1452     * of resistances. The archer is making a quick guess at what he sees down
1453     * the hall. Failing that it does it's best to pick the highest plus arrow.
1454     */
1455    
1456 root 1.18 object *
1457     find_better_arrow (object *op, object *target, const char *type, int *better)
1458 elmex 1.1 {
1459 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1460     int attacknum, attacktype, betterby = 0, i;
1461 elmex 1.1
1462 root 1.18 if (!type)
1463     return NULL;
1464 elmex 1.1
1465 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1466     {
1467     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1468     {
1469     i = 0;
1470     ntmp = find_better_arrow (arrow, target, type, &i);
1471     if (i > betterby)
1472     {
1473     tmp = ntmp;
1474     betterby = i;
1475     }
1476     }
1477     else if (arrow->type == ARROW && arrow->race == type)
1478     {
1479     /* allways prefer assasination/slaying */
1480     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481     {
1482     if (arrow->attacktype & AT_DEATH)
1483     {
1484     *better = 100;
1485     return arrow;
1486     }
1487     else
1488     {
1489     tmp = arrow;
1490     betterby = (arrow->magic + arrow->stats.dam) * 2;
1491     }
1492     }
1493     else
1494     {
1495     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1496     {
1497     attacktype = 1 << attacknum;
1498     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1499     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1500     {
1501     tmp = arrow;
1502     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1503     }
1504 root 1.11 }
1505 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1506     {
1507     tmp = arrow;
1508     betterby = 2 + arrow->magic + arrow->stats.dam;
1509 root 1.11 }
1510 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1511     {
1512     tmp = arrow;
1513     betterby = 1 + arrow->magic + arrow->stats.dam;
1514 root 1.11 }
1515     }
1516     }
1517 elmex 1.1 }
1518 root 1.18 if (tmp == NULL && arrow == NULL)
1519     return find_arrow (op, type);
1520 elmex 1.1
1521 root 1.18 *better = betterby;
1522     return tmp;
1523 elmex 1.1 }
1524    
1525     /* looks in a given direction, finds the first valid target, and calls
1526     * find_better_arrow to find a decent arrow to use.
1527     * op = the shooter
1528     * type = bow->race
1529     * dir = fire direction
1530     */
1531    
1532 root 1.18 object *
1533     pick_arrow_target (object *op, const char *type, int dir)
1534 elmex 1.1 {
1535 root 1.18 object *tmp = NULL;
1536 root 1.25 maptile *m;
1537 root 1.18 int i, mflags, found, number;
1538     sint16 x, y;
1539    
1540     if (op->map == NULL)
1541     return find_arrow (op, type);
1542    
1543     /* do a dex check */
1544     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546     return find_arrow (op, type);
1547    
1548     m = op->map;
1549     x = op->x;
1550     y = op->y;
1551    
1552     /* find the first target */
1553     for (i = 0, found = 0; i < 20; i++)
1554     {
1555     x += freearr_x[dir];
1556     y += freearr_y[dir];
1557     mflags = get_map_flags (m, &m, x, y, &x, &y);
1558     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1559     {
1560     tmp = NULL;
1561     break;
1562     }
1563     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1564     {
1565     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1566     * perhaps a bad assumption.
1567     */
1568     tmp = NULL;
1569     break;
1570 root 1.11 }
1571 root 1.18 if (mflags & P_IS_ALIVE)
1572     {
1573     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1574     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1575     {
1576     found++;
1577 root 1.11 break;
1578 root 1.18 }
1579     if (found)
1580     break;
1581 root 1.11 }
1582 elmex 1.1 }
1583 root 1.18 if (tmp == NULL)
1584     return find_arrow (op, type);
1585 elmex 1.1
1586 root 1.18 if (tmp->head)
1587     tmp = tmp->head;
1588 elmex 1.1
1589 root 1.18 return find_better_arrow (op, tmp, type, &i);
1590 elmex 1.1 }
1591    
1592     /*
1593     * Creature fires a bow - op can be monster or player. Returns
1594     * 1 if bow was actually fired, 0 otherwise.
1595     * op is the object firing the bow.
1596     * part is for multipart creatures - the part firing the bow.
1597     * dir is the direction of fire.
1598     * wc_mod is any special modifier to give (used in special player fire modes)
1599     * sx, sy are coordinates to fire arrow from - also used in some of the special
1600     * player fire modes.
1601     */
1602 root 1.18 int
1603     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1604 elmex 1.1 {
1605 root 1.18 object *left, *bow;
1606     int bowspeed, mflags;
1607 root 1.25 maptile *m;
1608 elmex 1.1
1609 root 1.18 if (!dir)
1610     {
1611     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1612     return 0;
1613 elmex 1.1 }
1614 root 1.48
1615 root 1.18 if (op->type == PLAYER)
1616     bow = op->contr->ranges[range_bow];
1617     else
1618     {
1619     for (bow = op->inv; bow; bow = bow->below)
1620     /* Don't check for applied - monsters don't apply bows - in that way, they
1621     * don't need to switch back and forth between bows and weapons.
1622     */
1623     if (bow->type == BOW)
1624     break;
1625 root 1.11
1626 root 1.18 if (!bow)
1627     {
1628     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1629     return 0;
1630 root 1.11 }
1631 elmex 1.1 }
1632 root 1.48
1633 root 1.18 if (!bow->race || !bow->skill)
1634     {
1635     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1636     return 0;
1637 elmex 1.1 }
1638    
1639 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1640 elmex 1.1
1641 root 1.18 /* penalize ROF for bestarrow */
1642     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1643     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1644 root 1.48
1645 root 1.18 if (bowspeed < 1)
1646     bowspeed = 1;
1647    
1648     if (arrow == NULL)
1649     {
1650     if ((arrow = find_arrow (op, bow->race)) == NULL)
1651     {
1652     if (op->type == PLAYER)
1653     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1655     else
1656     CLEAR_FLAG (op, FLAG_READY_BOW);
1657     return 0;
1658 root 1.11 }
1659 elmex 1.1 }
1660 root 1.48
1661 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1662     if (mflags & P_OUT_OF_MAP)
1663 root 1.48 return 0;
1664    
1665 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1666     {
1667     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1668     return 0;
1669     }
1670    
1671     /* this should not happen, but sometimes does */
1672     if (arrow->nrof == 0)
1673     {
1674 root 1.33 arrow->destroy ();
1675 root 1.18 return 0;
1676     }
1677    
1678     left = arrow; /* these are arrows left to the player */
1679     arrow = get_split_ob (arrow, 1);
1680 root 1.48 if (!arrow)
1681 root 1.18 {
1682     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1683     return 0;
1684 elmex 1.1 }
1685 root 1.48
1686 root 1.34 arrow->set_owner (op);
1687 root 1.18 arrow->skill = bow->skill;
1688     arrow->direction = dir;
1689    
1690     if (op->type == PLAYER)
1691     {
1692     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1693 root 1.54 op->update_stats ();
1694 elmex 1.1 }
1695    
1696 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1697     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1698     arrow->stats.hp = arrow->stats.dam;
1699     arrow->stats.grace = arrow->attacktype;
1700     if (arrow->slaying != NULL)
1701 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1702 root 1.18
1703     /* Note that this was different for monsters - they got their level
1704     * added to the damage. I think the strength bonus is more proper.
1705     */
1706    
1707     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1708    
1709     /* update the speed */
1710     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1711     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1712    
1713 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1714 root 1.18 arrow->speed_left = 0;
1715    
1716     if (op->type == PLAYER)
1717     {
1718     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721    
1722     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1723 elmex 1.1 }
1724 root 1.18 else
1725     {
1726     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727     arrow->level = op->level;
1728 elmex 1.1 }
1729 root 1.24
1730 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1731     arrow->attacktype |= bow->attacktype;
1732 root 1.24
1733 root 1.48 if (bow->slaying)
1734 root 1.18 arrow->slaying = bow->slaying;
1735    
1736     arrow->move_type = MOVE_FLY_LOW;
1737     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738    
1739     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1740 root 1.70 m->insert (arrow, sx, sy, op);
1741 root 1.18
1742 root 1.24 if (!arrow->destroyed ())
1743 root 1.18 move_arrow (arrow);
1744 elmex 1.1
1745 root 1.18 if (op->type == PLAYER)
1746     {
1747 root 1.24 if (left->destroyed ())
1748     esrv_del_item (op->contr, left->count);
1749 root 1.18 else
1750     esrv_send_item (op, left);
1751 elmex 1.1 }
1752 root 1.24
1753 root 1.18 return 1;
1754 elmex 1.1 }
1755    
1756     /* Special fire code for players - this takes into
1757     * account the special fire modes players can have
1758     * but monsters can't. Putting that code here
1759     * makes the fire_bow code much cleaner.
1760     * this function should only be called if 'op' is a player,
1761     * hence the function name.
1762     */
1763 root 1.18 int
1764     player_fire_bow (object *op, int dir)
1765 elmex 1.1 {
1766 root 1.18 int ret = 0, wcmod = 0;
1767    
1768     if (op->contr->bowtype == bow_bestarrow)
1769     {
1770     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1771     }
1772     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1773     {
1774     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775     wcmod = -1;
1776 root 1.74
1777 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1778     }
1779     else if (op->contr->bowtype == bow_threewide)
1780     {
1781     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1782     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1783     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1784     }
1785     else if (op->contr->bowtype == bow_spreadshot)
1786     {
1787     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1788     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1789     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1790 elmex 1.1
1791     }
1792 root 1.18 else
1793     {
1794     /* Simple case */
1795     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1796     }
1797     return ret;
1798 elmex 1.1 }
1799    
1800    
1801     /* Fires a misc (wand/rod/horn) object in 'dir'.
1802     * Broken apart from 'fire' to keep it more readable.
1803     */
1804 root 1.18 void
1805     fire_misc_object (object *op, int dir)
1806 elmex 1.1 {
1807 root 1.18 object *item;
1808 elmex 1.1
1809 root 1.18 if (!op->contr->ranges[range_misc])
1810     {
1811     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1812     return;
1813 elmex 1.1 }
1814    
1815 root 1.18 item = op->contr->ranges[range_misc];
1816     if (!item->inv)
1817     {
1818     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819     return;
1820 elmex 1.1 }
1821 root 1.18 if (item->type == WAND)
1822     {
1823     if (item->stats.food <= 0)
1824     {
1825     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1826     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1827     return;
1828 root 1.11 }
1829 root 1.18 }
1830     else if (item->type == ROD || item->type == HORN)
1831     {
1832     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1833     {
1834     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1835     if (item->type == ROD)
1836     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1837     else
1838     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1839     return;
1840 root 1.11 }
1841 elmex 1.1 }
1842    
1843 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1844     {
1845     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1846     if (item->type == WAND)
1847     {
1848     if (!(--item->stats.food))
1849     {
1850     object *tmp;
1851    
1852     if (item->arch)
1853     {
1854     CLEAR_FLAG (item, FLAG_ANIMATE);
1855     item->face = item->arch->clone.face;
1856 root 1.67 item->set_speed (0);
1857 root 1.11 }
1858 root 1.67
1859 root 1.49 if ((tmp = item->in_player ()))
1860 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1861 root 1.11 }
1862     }
1863 root 1.18 else if (item->type == ROD || item->type == HORN)
1864 root 1.67 drain_rod_charge (item);
1865 elmex 1.1 }
1866     }
1867    
1868     /* Received a fire command for the player - go and do it.
1869     */
1870 root 1.18 void
1871     fire (object *op, int dir)
1872     {
1873     int spellcost = 0;
1874 elmex 1.1
1875 root 1.18 /* check for loss of invisiblity/hide */
1876     if (action_makes_visible (op))
1877     make_visible (op);
1878 elmex 1.1
1879 root 1.18 switch (op->contr->shoottype)
1880     {
1881 root 1.20 case range_none:
1882     return;
1883 elmex 1.1
1884 root 1.20 case range_bow:
1885     player_fire_bow (op, dir);
1886     return;
1887 elmex 1.1
1888 root 1.20 case range_magic: /* Casting spells */
1889     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1890     return;
1891 elmex 1.1
1892 root 1.20 case range_misc:
1893     fire_misc_object (op, dir);
1894     return;
1895 root 1.11
1896 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1897 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1898 root 1.20 {
1899 root 1.30 op->contr->ranges[range_golem] = 0;
1900 root 1.20 op->contr->shoottype = range_none;
1901     }
1902     else
1903     control_golem (op->contr->ranges[range_golem], dir);
1904     return;
1905 root 1.11
1906 root 1.20 case range_skill:
1907     if (!op->chosen_skill)
1908     {
1909     if (op->type == PLAYER)
1910     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1911     return;
1912     }
1913     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1914     return;
1915     case range_builder:
1916     apply_map_builder (op, dir);
1917     return;
1918     default:
1919     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1920     return;
1921 elmex 1.1 }
1922     }
1923    
1924    
1925    
1926     /* find_key
1927     * We try to find a key for the door as passed. If we find a key
1928     * and successfully use it, we return the key, otherwise NULL
1929     * This function merges both normal and locked door, since the logic
1930     * for both is the same - just the specific key is different.
1931     * pl is the player,
1932     * inv is the objects inventory to searched
1933     * door is the door we are trying to match against.
1934     * This function can be called recursively to search containers.
1935     */
1936    
1937 root 1.18 object *
1938     find_key (object *pl, object *container, object *door)
1939 elmex 1.1 {
1940 root 1.18 object *tmp, *key;
1941 elmex 1.1
1942 root 1.18 /* Should not happen, but sanity checking is never bad */
1943     if (container->inv == NULL)
1944     return NULL;
1945 elmex 1.1
1946 root 1.18 /* First, lets try to find a key in the top level inventory */
1947     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1948     {
1949     if (door->type == DOOR && tmp->type == KEY)
1950     break;
1951     /* For sanity, we should really check door type, but other stuff
1952     * (like containers) can be locked with special keys
1953     */
1954     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1955     break;
1956     }
1957     /* No key found - lets search inventories now */
1958     /* If we find and use a key in an inventory, return at that time.
1959     * otherwise, if we search all the inventories and still don't find
1960     * a key, return
1961     */
1962     if (!tmp)
1963     {
1964     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1965     {
1966     /* No reason to search empty containers */
1967     if (tmp->type == CONTAINER && tmp->inv)
1968     {
1969     if ((key = find_key (pl, tmp, door)) != NULL)
1970     return key;
1971     }
1972     }
1973     if (!tmp)
1974     return NULL;
1975 elmex 1.1 }
1976 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1977     * see if we actually want to use it
1978     */
1979     if (pl != container)
1980     {
1981     /* Only let players use keys in containers */
1982     if (!pl->contr)
1983     return NULL;
1984     /* cases where this fails:
1985     * If we only search the player inventory, return now since we
1986     * are not in the players inventory.
1987     * If the container is not active, return now since only active
1988     * containers can be used.
1989     * If we only search keyrings and the container does not have
1990     * a race/isn't a keyring.
1991     * No checking for all containers - to fall through past here,
1992     * inv must have been an container and must have been active.
1993     *
1994     * Change the color so that the message doesn't disappear with
1995     * all the others.
1996     */
1997     if (pl->contr->usekeys == key_inventory ||
1998     !QUERY_FLAG (container, FLAG_APPLIED) ||
1999     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2000     {
2001     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2002     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2003     return NULL;
2004 root 1.11 }
2005 elmex 1.1 }
2006 root 1.18 return tmp;
2007 elmex 1.1 }
2008    
2009     /* moved door processing out of move_player_attack.
2010     * returns 1 if player has opened the door with a key
2011     * such that the caller should not do anything more,
2012     * 0 otherwise
2013     */
2014 root 1.18 static int
2015     player_attack_door (object *op, object *door)
2016 elmex 1.1 {
2017 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2018     * might as well return immediately as there is nothing more to do -
2019     * otherwise, we fall through to the rest of the code.
2020     */
2021     object *key = find_key (op, op, door);
2022    
2023     /* IF we found a key, do some extra work */
2024     if (key)
2025     {
2026     object *container = key->env;
2027    
2028     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2029     if (action_makes_visible (op))
2030     make_visible (op);
2031     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2032     spring_trap (door->inv, op);
2033     if (door->type == DOOR)
2034     {
2035     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2036     }
2037     else if (door->type == LOCKED_DOOR)
2038     {
2039     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2040     remove_door2 (door); /* remove door without violence ;-) */
2041     }
2042     /* Do this after we print the message */
2043     decrease_ob (key); /* Use up one of the keys */
2044     /* Need to update the weight the container the key was in */
2045     if (container != op)
2046     esrv_update_item (UPD_WEIGHT, op, container);
2047     return 1; /* Nothing more to do below */
2048     }
2049     else if (door->type == LOCKED_DOOR)
2050     {
2051     /* Might as well return now - no other way to open this */
2052     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2053     return 1;
2054 elmex 1.1 }
2055 root 1.18 return 0;
2056 elmex 1.1 }
2057    
2058     /* This function is just part of a breakup from move_player.
2059     * It should keep the code cleaner.
2060     * When this is called, the players direction has been updated
2061     * (taking into account confusion.) The player is also actually
2062     * going to try and move (not fire weapons).
2063     */
2064 root 1.18 void
2065     move_player_attack (object *op, int dir)
2066 elmex 1.1 {
2067 root 1.18 object *tmp, *mon;
2068     sint16 nx, ny;
2069     int on_battleground;
2070 root 1.25 maptile *m;
2071 root 1.18
2072     nx = freearr_x[dir] + op->x;
2073     ny = freearr_y[dir] + op->y;
2074    
2075 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2076 root 1.18
2077     /* If braced, or can't move to the square, and it is not out of the
2078     * map, attack it. Note order of if statement is important - don't
2079     * want to be calling move_ob if braced, because move_ob will move the
2080     * player. This is a pretty nasty hack, because if we could
2081     * move to some space, it then means that if we are braced, we should
2082     * do nothing at all. As it is, if we are braced, we go through
2083     * quite a bit of processing. However, it probably is less than what
2084     * move_ob uses.
2085     */
2086     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2087     {
2088     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2089     {
2090 root 1.85 m = op->map->xy_find (nx, ny);
2091 root 1.18 if (!m)
2092     return; /* Don't think this should happen */
2093     }
2094     else
2095     m = op->map;
2096    
2097 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2098     return;
2099 root 1.11
2100 root 1.49 mon = 0;
2101 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2102     * we find a monster - that is something we know we want to attack.
2103     * if its a door or barrel (can roll) see if there may be monsters
2104     * on the space
2105     */
2106 root 1.49 while (tmp)
2107 root 1.18 {
2108     if (tmp == op)
2109     {
2110     tmp = tmp->above;
2111     continue;
2112 root 1.11 }
2113 root 1.27
2114 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2115     {
2116     mon = tmp;
2117     break;
2118 root 1.11 }
2119 root 1.27
2120 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2121     mon = tmp;
2122 root 1.27
2123 root 1.18 tmp = tmp->above;
2124     }
2125    
2126 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2127 root 1.18 return; /* into a wall */
2128    
2129 root 1.49 if (mon->head)
2130 root 1.18 mon = mon->head;
2131    
2132     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2133     if (player_attack_door (op, mon))
2134     return;
2135    
2136     /* The following deals with possibly attacking peaceful
2137     * or frienddly creatures. Basically, all players are considered
2138     * unaggressive. If the moving player has peaceful set, then the
2139     * object should be pushed instead of attacked. It is assumed that
2140     * if you are braced, you will not attack friends accidently,
2141     * and thus will not push them.
2142     */
2143 root 1.11
2144 root 1.18 /* If the creature is a pet, push it even if the player is not
2145     * peaceful. Our assumption is the creature is a pet if the
2146     * player owns it and it is either friendly or unagressive.
2147     */
2148     if ((op->type == PLAYER)
2149 elmex 1.1 #if COZY_SERVER
2150 root 1.18 &&
2151 root 1.34 ((mon->owner && mon->owner->contr
2152     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2153 elmex 1.1 #else
2154 root 1.34 && mon->owner == op
2155 elmex 1.1 #endif
2156 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2157 root 1.11 {
2158 root 1.18 /* If we're braced, we don't want to switch places with it */
2159     if (op->contr->braced)
2160 root 1.11 return;
2161 root 1.85
2162 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2163     (void) push_ob (mon, dir, op);
2164     if (op->contr->tmp_invis || op->hide)
2165     make_visible (op);
2166 root 1.85
2167 root 1.18 return;
2168 root 1.11 }
2169    
2170 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2171     * creatures. Note that if you are braced, you can't push
2172     * someone, but put it inside this loop so that you won't
2173     * attack them either.
2174     */
2175     if ((mon->type == PLAYER || mon->enemy != op) &&
2176     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2177 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2178 root 1.49 (op->contr->peaceful
2179     || (mon->type == PLAYER
2180     && mon->contr->
2181     peaceful)) &&
2182 elmex 1.1 #else
2183 root 1.49 op->contr->peaceful &&
2184 elmex 1.1 #endif
2185 root 1.49 !on_battleground))
2186 root 1.18 {
2187     if (!op->contr->braced)
2188     {
2189     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 root 1.85 push_ob (mon, dir, op);
2191 root 1.18 }
2192     else
2193 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2194    
2195 root 1.18 if (op->contr->tmp_invis || op->hide)
2196     make_visible (op);
2197 root 1.11 }
2198 elmex 1.1
2199 root 1.18 /* If the object is a boulder or other rollable object, then
2200     * roll it if not braced. You can't roll it if you are braced.
2201     */
2202     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2203     {
2204     recursive_roll (mon, dir, op);
2205     if (action_makes_visible (op))
2206     make_visible (op);
2207 root 1.11 }
2208    
2209 root 1.18 /* Any generic living creature. Including things like doors.
2210     * Way it works is like this: First, it must have some hit points
2211     * and be living. Then, it must be one of the following:
2212     * 1) Not a player, 2) A player, but of a different party. Note
2213     * that party_number -1 is no party, so attacks can still happen.
2214     */
2215     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2216     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2217     {
2218 elmex 1.1
2219 root 1.18 /* If the player hasn't hit something this tick, and does
2220     * so, give them speed boost based on weapon speed. Doing
2221     * it here is better than process_players2, which basically
2222     * incurred a 1 tick offset.
2223     */
2224     if (!op->contr->has_hit)
2225     {
2226     op->speed_left += op->speed / op->contr->weapon_sp;
2227 root 1.11
2228 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2229 root 1.11 }
2230    
2231 root 1.49 skill_attack (mon, op, 0, 0, 0);
2232 root 1.11
2233 root 1.18 /* If attacking another player, that player gets automatic
2234     * hitback, and doesn't loose luck either.
2235     * Disable hitback on the battleground or if the target is
2236     * the wiz.
2237     */
2238     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2239     {
2240     short luck = mon->stats.luck;
2241    
2242     mon->contr->has_hit = 1;
2243 root 1.49 skill_attack (op, mon, 0, 0, 0);
2244 root 1.18 mon->stats.luck = luck;
2245 root 1.11 }
2246 root 1.49
2247 root 1.18 if (action_makes_visible (op))
2248     make_visible (op);
2249 root 1.11 }
2250 root 1.18 } /* if player should attack something */
2251 elmex 1.1 }
2252    
2253 root 1.18 int
2254     move_player (object *op, int dir)
2255     {
2256     int pick;
2257 elmex 1.1
2258 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2259 root 1.18 return 0;
2260 elmex 1.1
2261 root 1.18 /* Sanity check: make sure dir is valid */
2262     if ((dir < 0) || (dir >= 9))
2263     {
2264     LOG (llevError, "move_player: invalid direction %d\n", dir);
2265     return 0;
2266 elmex 1.1 }
2267    
2268 root 1.84 /* peterm: added following line */
2269 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2270     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2271    
2272     op->facing = dir;
2273    
2274     if (op->hide)
2275     do_hidden_move (op);
2276    
2277     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2278     /*nop */ ;
2279     else if (op->contr->fire_on)
2280     fire (op, dir);
2281     else
2282     {
2283     move_player_attack (op, dir);
2284     pick = check_pick (op);
2285     }
2286 elmex 1.1
2287 root 1.18 /* Add special check for newcs players and fire on - this way, the
2288     * server can handle repeat firing.
2289     */
2290     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2291 root 1.49 op->direction = dir;
2292 root 1.18 else
2293 root 1.49 op->direction = 0;
2294    
2295 root 1.18 /* Update how the player looks. Use the facing, so direction may
2296     * get reset to zero. This allows for full animation capabilities
2297     * for players.
2298     */
2299     animate_object (op, op->facing);
2300     return 0;
2301 elmex 1.1 }
2302    
2303     /* This is similar to handle_player, below, but is only used by the
2304     * new client/server stuff.
2305     * This is sort of special, in that the new client/server actually uses
2306     * the new speed values for commands.
2307     *
2308     * Returns true if there are more actions we can do.
2309     */
2310 root 1.18 int
2311     handle_newcs_player (object *op)
2312 elmex 1.1 {
2313 root 1.18 if (op->contr->hidden)
2314     {
2315     op->invisible = 1000;
2316     /* the socket code flashes the player visible/invisible
2317     * depending on the value of invisible, so we need to
2318     * alternate it here for it to work correctly.
2319     */
2320     if (pticks & 2)
2321 root 1.11 op->invisible--;
2322 root 1.18 }
2323     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2324     {
2325     op->invisible--;
2326     if (!op->invisible)
2327     {
2328     make_visible (op);
2329     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2330 root 1.11 }
2331 elmex 1.1 }
2332    
2333 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2334     {
2335     flee_player (op);
2336     /* If player is still scared, that is his action for this tick */
2337     if (QUERY_FLAG (op, FLAG_SCARED))
2338     {
2339     op->speed_left--;
2340     return 0;
2341 root 1.11 }
2342 elmex 1.1 }
2343    
2344 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2345     * the player object still points to the defunct golem. The code that
2346     * destroys the golem looks correct, and it doesn't always happen, so
2347     * put this in a a workaround to clean up the golem pointer.
2348     */
2349 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2350     op->contr->ranges[range_golem] = 0;
2351 root 1.18
2352     /* call this here - we also will call this in do_ericserver, but
2353     * the players time has been increased when doericserver has been
2354     * called, so we recheck it here.
2355     */
2356 root 1.83 if (op->contr->ns->handle_command ())
2357     return 1;
2358 root 1.47
2359 root 1.83 if (op->speed_left > 0)
2360     {
2361     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2362     {
2363     /* All move commands take 1 tick, at least for now */
2364     op->speed_left--;
2365 elmex 1.1
2366 root 1.83 /* Instead of all the stuff below, let move_player take care
2367     * of it. Also, some of the skill stuff is only put in
2368     * there, as well as the confusion stuff.
2369     */
2370     move_player (op, op->direction);
2371 elmex 1.1
2372 root 1.83 return op->speed_left > 0;
2373     }
2374 root 1.18 }
2375 root 1.41
2376 root 1.18 return 0;
2377     }
2378    
2379     int
2380     save_life (object *op)
2381     {
2382     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2383 elmex 1.1 return 0;
2384 root 1.18
2385 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2386 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2387     {
2388     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2389     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2390 root 1.33
2391 root 1.18 if (op->contr)
2392     esrv_del_item (op->contr, tmp->count);
2393 root 1.33
2394     tmp->destroy ();
2395 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2396 root 1.33
2397 root 1.18 if (op->stats.hp < 0)
2398     op->stats.hp = op->stats.maxhp;
2399 root 1.33
2400 root 1.18 if (op->stats.food < 0)
2401     op->stats.food = 999;
2402 root 1.33
2403 root 1.54 op->update_stats ();
2404 root 1.18 return 1;
2405     }
2406 root 1.41
2407 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2408     CLEAR_FLAG (op, FLAG_LIFESAVE);
2409     enter_player_savebed (op); /* bring him home. */
2410     return 0;
2411 elmex 1.1 }
2412    
2413     /* This goes throws the inventory and removes unpaid objects, and puts them
2414     * back in the map (location and map determined by values of env). This
2415     * function will descend into containers. op is the object to start the search
2416     * from.
2417     */
2418 root 1.18 void
2419     remove_unpaid_objects (object *op, object *env)
2420 elmex 1.1 {
2421 root 1.18 object *next;
2422 elmex 1.1
2423 root 1.18 while (op)
2424     {
2425 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2426    
2427 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2428     {
2429     if (env->type == PLAYER)
2430     esrv_del_item (env->contr, op->count);
2431 root 1.70
2432     op->insert_at (env);
2433 root 1.18 }
2434     else if (op->inv)
2435     remove_unpaid_objects (op->inv, env);
2436 root 1.41
2437 root 1.18 op = next;
2438 elmex 1.1 }
2439     }
2440    
2441     /*
2442     * Returns pointer a static string containing gravestone text
2443     * Moved from apply.c to player.c - player.c is what
2444     * actually uses this function. player.c may not be quite the
2445     * best, a misc file for object actions is probably better,
2446     * but there isn't one in the server directory.
2447     */
2448 root 1.18 char *
2449     gravestone_text (object *op)
2450 elmex 1.1 {
2451 root 1.18 static char buf2[MAX_BUF];
2452     char buf[MAX_BUF];
2453     time_t now = time (NULL);
2454    
2455     strcpy (buf2, " R.I.P.\n\n");
2456     if (op->type == PLAYER)
2457     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2458     else
2459     sprintf (buf, "%s\n", &op->name);
2460 root 1.41
2461 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2462     strcat (buf2, buf);
2463     if (op->type == PLAYER)
2464     sprintf (buf, "who was in level %d when killed\n", op->level);
2465     else
2466     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2467 root 1.41
2468 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2469     strcat (buf2, buf);
2470     if (op->type == PLAYER)
2471     {
2472     sprintf (buf, "by %s.\n\n", op->contr->killer);
2473     strncat (buf2, " ", 21 - strlen (buf) / 2);
2474     strcat (buf2, buf);
2475     }
2476 root 1.41
2477 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2478     strncat (buf2, " ", 20 - strlen (buf) / 2);
2479     strcat (buf2, buf);
2480 root 1.41
2481 root 1.18 return buf2;
2482 elmex 1.1 }
2483    
2484 root 1.18 void
2485     do_some_living (object *op)
2486     {
2487     int last_food = op->stats.food;
2488 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2489     int over_hp, over_sp, over_grace;
2490     int i;
2491     int rate_hp = 1200;
2492     int rate_sp = 2500;
2493     int rate_grace = 2000;
2494     const int max_hp = 1;
2495     const int max_sp = 1;
2496     const int max_grace = 1;
2497    
2498 pippijn 1.17 if (op->contr->outputs_sync)
2499 root 1.18 {
2500     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2501 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2502 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2503     }
2504    
2505 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2506 root 1.18 {
2507     /* these next three if clauses make it possible to SLOW DOWN
2508     hp/grace/spellpoint regeneration. */
2509     if (op->contr->gen_hp >= 0)
2510     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2511     else
2512     {
2513     gen_hp = op->stats.maxhp;
2514     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2515     }
2516 root 1.55
2517 root 1.18 if (op->contr->gen_sp >= 0)
2518     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2519     else
2520     {
2521     gen_sp = op->stats.maxsp;
2522     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2523     }
2524 root 1.55
2525 root 1.18 if (op->contr->gen_grace >= 0)
2526     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2527     else
2528     {
2529     gen_grace = op->stats.maxgrace;
2530     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2531     }
2532    
2533     /* Regenerate Spell Points */
2534     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2535     {
2536     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2537     if (op->stats.sp < op->stats.maxsp)
2538     {
2539     op->stats.sp++;
2540     /* dms do not consume food */
2541     if (!QUERY_FLAG (op, FLAG_WIZ))
2542     {
2543     op->stats.food--;
2544     if (op->contr->digestion < 0)
2545     op->stats.food += op->contr->digestion;
2546     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2547     op->stats.food = last_food;
2548     }
2549     }
2550 root 1.55
2551 root 1.18 if (max_sp > 1)
2552     {
2553     over_sp = (gen_sp + 10) / rate_sp;
2554     if (over_sp > 0)
2555     {
2556     if (op->stats.sp < op->stats.maxsp)
2557     {
2558     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2559 root 1.55
2560 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2561     op->stats.sp--;
2562 root 1.55
2563 root 1.18 if (op->stats.sp > op->stats.maxsp)
2564     op->stats.sp = op->stats.maxsp;
2565     }
2566     op->last_sp = 0;
2567     }
2568     else
2569 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 root 1.18 }
2571     else
2572 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 root 1.18 }
2574    
2575     /* Regenerate Grace */
2576     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2577     if (--op->last_grace < 0)
2578     {
2579     if (op->stats.grace < op->stats.maxgrace / 2)
2580     op->stats.grace++; /* no penalty in food for regaining grace */
2581 root 1.55
2582 root 1.18 if (max_grace > 1)
2583     {
2584     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2585     if (over_grace > 0)
2586     {
2587     op->stats.sp += over_grace
2588     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2589     op->last_grace = 0;
2590     }
2591     else
2592     {
2593     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2594     }
2595     }
2596     else
2597     {
2598     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2599     }
2600     /* wearing stuff doesn't detract from grace generation. */
2601     }
2602    
2603     /* Regenerate Hit Points */
2604     if (--op->last_heal < 0)
2605     {
2606     if (op->stats.hp < op->stats.maxhp)
2607     {
2608     op->stats.hp++;
2609     /* dms do not consume food */
2610     if (!QUERY_FLAG (op, FLAG_WIZ))
2611     {
2612     op->stats.food--;
2613     if (op->contr->digestion < 0)
2614     op->stats.food += op->contr->digestion;
2615     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2616     op->stats.food = last_food;
2617     }
2618     }
2619 root 1.55
2620 root 1.18 if (max_hp > 1)
2621     {
2622     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2623     if (over_hp > 0)
2624     {
2625     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2626     op->last_heal = 0;
2627     }
2628     else
2629     {
2630     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2631     }
2632     }
2633     else
2634     {
2635     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2636     }
2637 root 1.11 }
2638 elmex 1.1
2639 root 1.18 /* Digestion */
2640     if (--op->last_eat < 0)
2641     {
2642     #ifdef COZY_SERVER
2643     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2644     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2645     #else
2646     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2647     #endif
2648    
2649     if (op->contr->gen_hp > 0)
2650     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2651     else
2652     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2653 root 1.55
2654 root 1.18 /* dms do not consume food */
2655     if (!QUERY_FLAG (op, FLAG_WIZ))
2656     op->stats.food--;
2657 root 1.11 }
2658 elmex 1.1
2659 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2660     {
2661     object *tmp, *flesh = 0;
2662 root 1.18
2663 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2664 root 1.18 {
2665 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2666 root 1.18 {
2667 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2668     {
2669     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2670     manual_apply (op, tmp, 0);
2671     if (op->stats.food >= 0 || op->stats.hp < 0)
2672     break;
2673     }
2674     else if (tmp->type == FLESH)
2675     flesh = tmp;
2676     } /* End if paid for object */
2677     } /* end of for loop */
2678    
2679     /* If player is still starving, it means they don't have any food, so
2680     * eat flesh instead.
2681     */
2682     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2683     {
2684     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2685     manual_apply (op, flesh, 0);
2686     }
2687 root 1.11 }
2688 elmex 1.1
2689 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2690     op->stats.food++, op->stats.hp--;
2691 elmex 1.1
2692 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2693     kill_player (op);
2694     }
2695 elmex 1.1 }
2696    
2697     /* If the player should die (lack of hp, food, etc), we call this.
2698     * op is the player in jeopardy. If the player can not be saved (not
2699     * permadeath, no lifesave), this will take care of removing the player
2700     * file.
2701     */
2702 root 1.18 void
2703     kill_player (object *op)
2704 elmex 1.1 {
2705 root 1.18 char buf[MAX_BUF];
2706     int x, y;
2707    
2708     //int i;
2709 root 1.25 maptile *map; /* this is for resurrection */
2710 root 1.18
2711     /* int z;
2712     int num_stats_lose;
2713     int lost_a_stat;
2714     int lose_this_stat;
2715     int this_stat; */
2716     int will_kill_again;
2717     archetype *at;
2718     object *tmp;
2719    
2720     if (save_life (op))
2721     return;
2722    
2723    
2724     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2725     * in cities ONLY!!! It is very important that this doesn't get abused.
2726     * Look at op_on_battleground() for more info --AndreasV
2727     */
2728     if (op_on_battleground (op, &x, &y))
2729     {
2730     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2731     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2732    
2733     /* restore player */
2734 root 1.22 at = archetype::find ("poisoning");
2735 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2736 root 1.18 {
2737 root 1.33 tmp->destroy ();
2738 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2739     }
2740 elmex 1.1
2741 root 1.22 at = archetype::find ("confusion");
2742 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2743 root 1.18 {
2744 root 1.33 tmp->destroy ();
2745 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2746     }
2747    
2748     cure_disease (op, 0); /* remove any disease */
2749     op->stats.hp = op->stats.maxhp;
2750     if (op->stats.food <= 0)
2751     op->stats.food = 999;
2752 elmex 1.1
2753 root 1.18 /* create a bodypart-trophy to make the winner happy */
2754 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2755 root 1.18 {
2756     sprintf (buf, "%s's finger", &op->name);
2757     tmp->name = buf;
2758     sprintf (buf, " This finger has been cut off %s\n"
2759     " the %s, when he was defeated at\n level %d by %s.\n",
2760     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2761     tmp->msg = buf;
2762     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2763     tmp->materialname = NULL;
2764 root 1.70 op->insert_at (tmp, op);
2765 root 1.18 }
2766 elmex 1.1
2767 root 1.18 /* teleport defeated player to new destination */
2768     transfer_ob (op, x, y, 0, NULL);
2769     op->contr->braced = 0;
2770     return;
2771 elmex 1.1 }
2772    
2773 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2774 root 1.3
2775 root 1.18 command_kill_pets (op, 0);
2776 elmex 1.1
2777 root 1.18 if (op->stats.food < 0)
2778     {
2779     if (op->contr->explore)
2780     {
2781     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783     op->stats.food = 999;
2784     return;
2785 root 1.11 }
2786 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2787     strcpy (op->contr->killer, "starvation");
2788 elmex 1.1 }
2789 root 1.18 else
2790     {
2791     if (op->contr->explore)
2792     {
2793     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795     op->stats.hp = op->stats.maxhp;
2796     return;
2797 root 1.11 }
2798 root 1.18 sprintf (buf, "%s died.", &op->name);
2799 elmex 1.1 }
2800 root 1.70
2801 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2802 elmex 1.1
2803 root 1.18 /* save the map location for corpse, gravestone */
2804 root 1.70 x = op->x;
2805     y = op->y;
2806 root 1.18 map = op->map;
2807 elmex 1.1
2808 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2809     * life if they are dead - it takes some exp and a random stat.
2810     * See the config.h file for a little more in depth detail about this.
2811     */
2812    
2813     /* Basically two ways to go - remove a stat permanently, or just
2814     * make it depletion. This bunch of code deals with that aspect
2815     * of death.
2816     */
2817     #ifndef COZY_SERVER
2818     if (settings.balanced_stat_loss)
2819 root 1.18 {
2820 root 1.54 /* If stat loss is permanent, lose one stat only. */
2821     /* Lower level chars don't lose as many stats because they suffer
2822     more if they do. */
2823     /* Higher level characters can afford things such as potions of
2824     restoration, or better, stat potions. So we slug them that
2825     little bit harder. */
2826     /* GD */
2827     if (settings.stat_loss_on_death)
2828     num_stats_lose = 1;
2829     else
2830     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2831     }
2832     else
2833 root 1.70 num_stats_lose = 1;
2834    
2835 root 1.54 lost_a_stat = 0;
2836    
2837     for (z = 0; z < num_stats_lose; z++)
2838     {
2839     i = RANDOM () % NUM_STATS;
2840 root 1.11
2841 root 1.54 if (settings.stat_loss_on_death)
2842 root 1.18 {
2843 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2844     * what he lost.
2845     */
2846     change_attr_value (&(op->stats), i, -1);
2847     check_stat_bounds (&(op->stats));
2848     change_attr_value (&(op->contr->orig_stats), i, -1);
2849     check_stat_bounds (&(op->contr->orig_stats));
2850     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2851     lost_a_stat = 1;
2852 root 1.18 }
2853     else
2854     {
2855 root 1.54 /* deplete a stat */
2856     archetype *deparch = archetype::find ("depletion");
2857     object *dep;
2858 root 1.11
2859 root 1.54 dep = present_arch_in_ob (deparch, op);
2860     if (!dep)
2861 root 1.18 {
2862 root 1.54 dep = arch_to_object (deparch);
2863     insert_ob_in_ob (dep, op);
2864 root 1.18 }
2865 root 1.54 lose_this_stat = 1;
2866     if (settings.balanced_stat_loss)
2867 root 1.18 {
2868 root 1.54 /* GD */
2869     /* Get the stat that we're about to deplete. */
2870     this_stat = get_attr_value (&(dep->stats), i);
2871     if (this_stat < 0)
2872     {
2873     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2874     int keep_chance = this_stat * this_stat;
2875 root 1.18
2876 root 1.54 /* Yes, I am paranoid. Sue me. */
2877     if (keep_chance < 1)
2878     keep_chance = 1;
2879 root 1.18
2880 root 1.54 /* There is a maximum depletion total per level. */
2881     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2882     {
2883     lose_this_stat = 0;
2884     /* Take loss chance vs keep chance to see if we
2885     retain the stat. */
2886     }
2887     else
2888     {
2889     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2890     lose_this_stat = 0;
2891     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2892     this_stat, keep_chance, loss_chance,
2893     lose_this_stat?"LOSE":"KEEP"); */
2894 root 1.11 }
2895     }
2896 root 1.54 }
2897 root 1.18
2898 root 1.54 if (lose_this_stat)
2899     {
2900     this_stat = get_attr_value (&(dep->stats), i);
2901     /* We could try to do something clever like find another
2902     * stat to reduce if this fails. But chances are, if
2903     * stats have been depleted to -50, all are pretty low
2904     * and should be roughly the same, so it shouldn't make a
2905     * difference.
2906     */
2907     if (this_stat >= -50)
2908 root 1.18 {
2909 root 1.54 change_attr_value (&(dep->stats), i, -1);
2910     SET_FLAG (dep, FLAG_APPLIED);
2911     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2912     op->update_stats ();
2913     lost_a_stat = 1;
2914 root 1.11 }
2915     }
2916     }
2917 root 1.54 }
2918     /* If no stat lost, tell the player. */
2919     if (!lost_a_stat)
2920     {
2921     /* determine_god() seems to not work sometimes... why is this?
2922     Should I be using something else? GD */
2923     const char *god = determine_god (op);
2924 root 1.18
2925 root 1.54 if (god && (strcmp (god, "none")))
2926     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2927     else
2928     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2929     }
2930 root 1.28 #else
2931 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.");
2932 elmex 1.1 #endif
2933    
2934 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2935     * exp loss on the stone.
2936     */
2937     tmp = arch_to_object (archetype::find ("gravestone"));
2938     sprintf (buf, "%s's gravestone", &op->name);
2939     tmp->name = buf;
2940     sprintf (buf, "%s's gravestones", &op->name);
2941     tmp->name_pl = buf;
2942     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);
2943     tmp->msg = buf;
2944     tmp->x = op->x, tmp->y = op->y;
2945     insert_ob_in_map (tmp, op->map, NULL, 0);
2946    
2947     /**************************************/
2948     /* */
2949     /* Subtract the experience points, */
2950     /* if we died cause of food, give us */
2951     /* food, and reset HP's... */
2952     /* */
2953     /**************************************/
2954    
2955     /* remove any poisoning and confusion the character may be suffering. */
2956     /* restore player */
2957     at = archetype::find ("poisoning");
2958     tmp = present_arch_in_ob (at, op);
2959    
2960     if (tmp)
2961     {
2962     tmp->destroy ();
2963     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2964     }
2965    
2966     at = archetype::find ("confusion");
2967     tmp = present_arch_in_ob (at, op);
2968     if (tmp)
2969     {
2970     tmp->destroy ();
2971     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2972     }
2973    
2974     cure_disease (op, 0); /* remove any disease */
2975    
2976     /*add_exp(op, (op->stats.exp * -0.20)); */
2977     apply_death_exp_penalty (op);
2978     if (op->stats.food < 100)
2979     op->stats.food = 900;
2980     op->stats.hp = op->stats.maxhp;
2981     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 root 1.11
2984 root 1.54 /*
2985     * Check to see if the player is in a shop. IF so, then check to see if
2986     * the player has any unpaid items. If so, remove them and put them back
2987     * in the map.
2988     */
2989 root 1.33
2990 root 1.54 if (is_in_shop (op))
2991     remove_unpaid_objects (op->inv, op);
2992 root 1.18
2993 root 1.54 /****************************************/
2994     /* */
2995     /* Move player to his current respawn- */
2996     /* position (usually last savebed) */
2997     /* */
2998     /****************************************/
2999 root 1.18
3000 root 1.54 enter_player_savebed (op);
3001 root 1.18
3002 root 1.54 /* Save the player before inserting the force to reduce
3003     * chance of abuse.
3004     */
3005     op->contr->braced = 0;
3006     op->contr->save ();
3007 root 1.11
3008 root 1.54 /* it is possible that the player has blown something up
3009     * at his savebed location, and that can have long lasting
3010     * spell effects. So first see if there is a spell effect
3011     * on the space that might harm the player.
3012     */
3013     will_kill_again = 0;
3014     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3015     if (tmp->type == SPELL_EFFECT)
3016     will_kill_again |= tmp->attacktype;
3017 elmex 1.1
3018 root 1.54 if (will_kill_again)
3019 root 1.18 {
3020 root 1.54 object *force;
3021     int at;
3022 root 1.18
3023 root 1.54 force = get_archetype (FORCE_NAME);
3024     /* 50 ticks should be enough time for the spell to abate */
3025     force->speed = 0.1;
3026     force->speed_left = -5.0;
3027     SET_FLAG (force, FLAG_APPLIED);
3028     for (at = 0; at < NROFATTACKS; at++)
3029     if (will_kill_again & (1 << at))
3030     force->resist[at] = 100;
3031 root 1.30
3032 root 1.54 insert_ob_in_ob (force, op);
3033     op->update_stats ();
3034 root 1.30
3035 root 1.54 }
3036 root 1.18
3037 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3038 elmex 1.1 }
3039    
3040 root 1.18 void
3041     loot_object (object *op)
3042     { /* Grab and destroy some treasure */
3043     object *tmp, *tmp2, *next;
3044 elmex 1.1
3045 root 1.18 if (op->container)
3046 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3047 elmex 1.1
3048 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3049 root 1.18 {
3050     next = tmp->below;
3051 root 1.54
3052 elmex 1.50 if (tmp->invisible)
3053 root 1.18 continue;
3054 root 1.54
3055 root 1.32 tmp->remove ();
3056 root 1.18 tmp->x = op->x, tmp->y = op->y;
3057     if (tmp->type == CONTAINER)
3058     { /* empty container to ground */
3059     loot_object (tmp);
3060     }
3061     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3062     {
3063     if (tmp->nrof > 1)
3064     {
3065     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3066 root 1.33 tmp2->destroy ();
3067 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3068     }
3069     else
3070 root 1.33 tmp->destroy ();
3071 root 1.18 }
3072     else
3073     insert_ob_in_map (tmp, op->map, NULL, 0);
3074     }
3075 elmex 1.1 }
3076    
3077     /*
3078     * fix_weight(): Check recursively the weight of all players, and fix
3079     * what needs to be fixed. Refresh windows and fix speed if anything
3080     * was changed.
3081     */
3082    
3083 root 1.18 void
3084     fix_weight (void)
3085     {
3086 root 1.61 for_all_players (pl)
3087 root 1.18 {
3088     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3089    
3090     if (old == sum)
3091     continue;
3092 root 1.54 pl->ob->update_stats ();
3093 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3094     }
3095 elmex 1.1 }
3096    
3097 root 1.18 void
3098     fix_luck (void)
3099     {
3100 root 1.61 for_all_players (pl)
3101 root 1.52 if (!pl->ob->contr->ns->state)
3102 root 1.54 pl->ob->change_luck (0);
3103 elmex 1.1 }
3104    
3105     /* cast_dust() - handles op throwing objects of type 'DUST'.
3106     * This is much simpler in the new spell code - we basically
3107     * just treat this as any other spell casting object.
3108     */
3109 elmex 1.2 void
3110 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3111 elmex 1.2 {
3112     object *skop, *spob;
3113    
3114     skop = find_skill_by_name (op, throw_ob->skill);
3115    
3116     /* casting POTION 'dusts' is really a use_magic_item skill */
3117     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3118     {
3119 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3120 elmex 1.2 return;
3121     }
3122    
3123     spob = throw_ob->inv;
3124    
3125     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3126     // not pass NULL to cast_spell (which did indeed check itself, but
3127     // errors should be reported as early as possible IMHO)
3128     if (!spob)
3129     {
3130 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3131 elmex 1.2 return;
3132 elmex 1.1 }
3133    
3134 elmex 1.2 if (op->type == PLAYER)
3135 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3136 elmex 1.2
3137     cast_spell (op, throw_ob, dir, spob, NULL);
3138    
3139 root 1.33 throw_ob->destroy ();
3140 elmex 1.1 }
3141    
3142 root 1.18 void
3143     make_visible (object *op)
3144     {
3145     op->hide = 0;
3146     op->invisible = 0;
3147     if (op->type == PLAYER)
3148     {
3149     op->contr->tmp_invis = 0;
3150     op->contr->invis_race = 0;
3151     }
3152     update_object (op, UP_OBJ_FACE);
3153     }
3154    
3155     int
3156     is_true_undead (object *op)
3157     {
3158     object *tmp = NULL;
3159    
3160     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3161     return 1;
3162    
3163 elmex 1.1 return 0;
3164     }
3165    
3166     /* look at the surrounding terrain to determine
3167     * the hideability of this object. Positive levels
3168     * indicate greater hideability.
3169     */
3170    
3171 root 1.18 int
3172     hideability (object *ob)
3173     {
3174     int i, level = 0, mflag;
3175     sint16 x, y;
3176    
3177     if (!ob || !ob->map)
3178     return 0;
3179    
3180     /* so, on normal lighted maps, its hard to hide */
3181     level = ob->map->darkness - 2;
3182    
3183     /* this also picks up whether the object is glowing.
3184     * If you carry a light on a non-dark map, its not
3185     * as bad as carrying a light on a pitch dark map */
3186     if (has_carried_lights (ob))
3187     level = -(10 + (2 * ob->map->darkness));
3188    
3189     /* scan through all nearby squares for terrain to hide in */
3190     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3191     {
3192     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3193     if (mflag & P_OUT_OF_MAP)
3194     {
3195     continue;
3196     }
3197     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3198     level += 2;
3199     else /* open terrain! */
3200     level -= 1;
3201 elmex 1.1 }
3202 root 1.18
3203 elmex 1.1 #if 0
3204 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3205 elmex 1.1 #endif
3206 root 1.18 return level;
3207 elmex 1.1 }
3208    
3209     /* For Hidden creatures - a chance of becoming 'unhidden'
3210     * every time they move - as we subtract off 'invisibility'
3211     * AND, for players, if they move into a ridiculously unhideable
3212     * spot (surrounded by clear terrain in broad daylight). -b.t.
3213     */
3214    
3215 root 1.18 void
3216     do_hidden_move (object *op)
3217     {
3218     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3219     object *skop;
3220    
3221     if (!op || !op->map)
3222     return;
3223    
3224     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3225    
3226     /* its *extremely* hard to run and sneak/hide at the same time! */
3227     if (op->type == PLAYER && op->contr->run_on)
3228 root 1.85 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    
3237 root 1.18 num += op->map->difficulty;
3238     hide = hideability (op); /* modify by terrain hidden level */
3239     num -= hide;
3240 root 1.85
3241 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3242     {
3243     make_visible (op);
3244     if (op->type == PLAYER)
3245     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3246 elmex 1.1 }
3247 root 1.18 else if (op->type == PLAYER && skop)
3248 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3249 elmex 1.1 }
3250    
3251     /* determine if who is standing near a hostile creature. */
3252    
3253 root 1.18 int
3254     stand_near_hostile (object *who)
3255     {
3256     object *tmp = NULL;
3257     int i, friendly = 0, player = 0, mflags;
3258 root 1.25 maptile *m;
3259 root 1.18 sint16 x, y;
3260    
3261     if (!who)
3262     return 0;
3263    
3264     if (who->type == PLAYER)
3265     player = 1;
3266    
3267     else
3268     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3269    
3270     /* search adjacent squares */
3271     for (i = 1; i < 9; i++)
3272     {
3273     x = who->x + freearr_x[i];
3274     y = who->y + freearr_y[i];
3275     m = who->map;
3276     mflags = get_map_flags (m, &m, x, y, &x, &y);
3277     /* space must be blocked if there is a monster. If not
3278     * blocked, don't need to check this space.
3279     */
3280     if (mflags & P_OUT_OF_MAP)
3281     continue;
3282     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3283     continue;
3284    
3285 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3286 root 1.18 {
3287     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3288     return 1;
3289     else if (tmp->type == PLAYER)
3290     {
3291     /*don't let a hidden DM prevent you from hiding */
3292     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3293 root 1.11 return 1;
3294 root 1.18 }
3295 root 1.11 }
3296 elmex 1.1 }
3297 root 1.18 return 0;
3298 elmex 1.1 }
3299    
3300     /* check the player los field for viewability of the
3301     * object op. This function works fine for monsters,
3302     * but we dont worry if the object isnt the top one in
3303     * a pile (say a coin under a table would return "viewable"
3304     * by this routine). Another question, should we be
3305     * concerned with the direction the player is looking
3306     * in? Realistically, most of use cant see stuff behind
3307     * our backs...on the other hand, does the "facing" direction
3308     * imply the way your head, or body is facing? Its possible
3309     * for them to differ. Sigh, this fctn could get a bit more complex.
3310     * -b.t.
3311     * This function is now map tiling safe.
3312     */
3313    
3314 root 1.18 int
3315     player_can_view (object *pl, object *op)
3316     {
3317     rv_vector rv;
3318     int dx, dy;
3319    
3320     if (pl->type != PLAYER)
3321     {
3322     LOG (llevError, "player_can_view() called for non-player object\n");
3323     return -1;
3324 elmex 1.1 }
3325 root 1.74
3326 root 1.18 if (!pl || !op)
3327 elmex 1.1 return 0;
3328 root 1.18
3329 root 1.74 op = op->head_ ();
3330    
3331 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3332    
3333     /* starting with the 'head' part, lets loop
3334     * through the object and find if it has any
3335     * part that is in the los array but isnt on
3336     * a blocked los square.
3337     * we use the archetype to figure out offsets.
3338     */
3339     while (op)
3340     {
3341     dx = rv.distance_x + op->arch->clone.x;
3342     dy = rv.distance_y + op->arch->clone.y;
3343    
3344     /* only the viewable area the player sees is updated by LOS
3345     * code, so we need to restrict ourselves to that range of values
3346     * for any meaningful values.
3347     */
3348 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3349     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3350     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3351 root 1.18 return 1;
3352     op = op->more;
3353     }
3354     return 0;
3355 elmex 1.1 }
3356    
3357     /* routine for both players and monsters. We call this when
3358     * there is a possibility for our action distrubing our hiding
3359     * place or invisiblity spell. Artefact invisiblity is not
3360     * effected by this. If we arent invisible to begin with, we
3361     * return 0.
3362     */
3363 root 1.18 int
3364     action_makes_visible (object *op)
3365     {
3366    
3367     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3368     {
3369     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3370     return 0;
3371    
3372     if (op->contr && op->contr->tmp_invis == 0)
3373     return 0;
3374 elmex 1.1
3375 root 1.18 /* If monsters, they should become visible */
3376     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3377     {
3378     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3379     return 1;
3380 root 1.11 }
3381 elmex 1.1 }
3382 root 1.18 return 0;
3383 elmex 1.1 }
3384    
3385     /* op_on_battleground - checks if the given object op (usually
3386     * a player) is standing on a valid battleground-tile,
3387     * function returns TRUE/FALSE. If true x, y returns the battleground
3388     * -exit-coord. (and if x, y not NULL)
3389     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3390     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3391     * Default is to do the same as before, so only people wanting to have different points need worry about this
3392     */
3393 root 1.18 int
3394     op_on_battleground (object *op, int *x, int *y)
3395     {
3396 elmex 1.1 object *tmp;
3397 root 1.18
3398 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3399     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3400     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3401     * and the exit-coordinates sp/hp must both be > 0.
3402     * => The intention here is to prevent abuse of the battleground-
3403     * feature (like pickable or hidden battleground tiles). */
3404 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3405     {
3406     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3407     {
3408     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3409     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3410     {
3411     /*before we assign the exit, check if this is a teambattle */
3412     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3413     {
3414     object *invtmp;
3415    
3416     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3417     {
3418     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3419     {
3420     if (x != NULL && y != NULL)
3421     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3422     return 1;
3423     }
3424     }
3425     }
3426     if (x != NULL && y != NULL)
3427     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3428     return 1;
3429     }
3430     }
3431 elmex 1.1 }
3432     /* If we got here, did not find a battleground */
3433     return 0;
3434     }
3435    
3436     /*
3437     * When a dragon-player gains a new stage of evolution,
3438     * he gets some treasure
3439     *
3440     * attributes:
3441     * object *who the dragon player
3442     * int atnr the attack-number of the ability focus
3443     * int level ability level
3444     */
3445 root 1.18 void
3446     dragon_ability_gain (object *who, int atnr, int level)
3447     {
3448     treasurelist *trlist = NULL; /* treasurelist */
3449     treasure *tr; /* treasure */
3450     object *tmp, *skop; /* tmp. object */
3451     object *item; /* treasure object */
3452     char buf[MAX_BUF]; /* tmp. string buffer */
3453     int i = 0, j = 0;
3454    
3455     /* get the appropriate treasurelist */
3456     if (atnr == ATNR_FIRE)
3457     trlist = find_treasurelist ("dragon_ability_fire");
3458     else if (atnr == ATNR_COLD)
3459     trlist = find_treasurelist ("dragon_ability_cold");
3460     else if (atnr == ATNR_ELECTRICITY)
3461     trlist = find_treasurelist ("dragon_ability_elec");
3462     else if (atnr == ATNR_POISON)
3463     trlist = find_treasurelist ("dragon_ability_poison");
3464    
3465     if (trlist == NULL || who->type != PLAYER)
3466     return;
3467    
3468     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3469    
3470 elmex 1.82 if (!tr || !tr->item)
3471 root 1.18 {
3472     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3473     return;
3474 elmex 1.1 }
3475    
3476 root 1.18 /* everything seems okay - now bring on the gift: */
3477     item = &(tr->item->clone);
3478 elmex 1.1
3479 root 1.18 if (item->type == SPELL)
3480     {
3481     if (check_spell_known (who, item->name))
3482 root 1.11 return;
3483 root 1.18
3484     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3485     do_learn_spell (who, item, 0);
3486     return;
3487 elmex 1.1 }
3488    
3489 root 1.18 /* grant direct spell */
3490     if (item->type == SPELLBOOK)
3491     {
3492     if (!item->inv)
3493     {
3494     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3495     return;
3496     }
3497     if (check_spell_known (who, item->inv->name))
3498     return;
3499     if (item->invisible)
3500     {
3501     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3502     do_learn_spell (who, item->inv, 0);
3503     return;
3504 root 1.11 }
3505 root 1.18 }
3506     else if (item->type == SKILL_TOOL && item->invisible)
3507     {
3508     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3509     {
3510    
3511     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3512     * in this way, if the player is missing any of the attacktypes, he gets
3513     * them. As it is now, if the player has any that match the granted skill,
3514     * but not all of them, he gets nothing.
3515     */
3516     if (!(skop->attacktype & item->attacktype))
3517     {
3518     /* Give new attacktype */
3519     skop->attacktype |= item->attacktype;
3520    
3521     /* always add physical if there's none */
3522     skop->attacktype |= AT_PHYSICAL;
3523    
3524     if (item->msg != NULL)
3525     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3526    
3527     /* Give player new face */
3528     if (item->animation_id)
3529     {
3530     who->face = skop->face;
3531     who->animation_id = item->animation_id;
3532     who->anim_speed = item->anim_speed;
3533     who->last_anim = 0;
3534     who->state = 0;
3535     animate_object (who, who->direction);
3536     }
3537     }
3538 root 1.11 }
3539 elmex 1.1 }
3540 root 1.18 else if (item->type == FORCE)
3541     {
3542     /* forces in the treasurelist can alter the player's stats */
3543     object *skin;
3544 elmex 1.1
3545 root 1.18 /* first get the dragon skin force */
3546 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3547     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3548     ;
3549    
3550     if (!skin)
3551 root 1.18 return;
3552    
3553     /* adding new spellpath attunements */
3554     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3555     {
3556     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3557    
3558     /* print message */
3559     sprintf (buf, "You feel attuned to ");
3560     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3561     {
3562     if (item->path_attuned & (1 << i))
3563     {
3564     if (j)
3565     strcat (buf, " and ");
3566     else
3567     j = 1;
3568     strcat (buf, spellpathnames[i]);
3569     }
3570     }
3571     strcat (buf, ".");
3572     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3573     }
3574    
3575     /* evtl. adding flags: */
3576     if (QUERY_FLAG (item, FLAG_XRAYS))
3577     SET_FLAG (skin, FLAG_XRAYS);
3578     if (QUERY_FLAG (item, FLAG_STEALTH))
3579     SET_FLAG (skin, FLAG_STEALTH);
3580     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3581     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3582    
3583     /* print message if there is one */
3584     if (item->msg != NULL)
3585     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3586     }
3587     else
3588     {
3589     /* generate misc. treasure */
3590     tmp = arch_to_object (tr->item);
3591     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3592     tmp = insert_ob_in_ob (tmp, who);
3593     if (who->type == PLAYER)
3594     esrv_send_item (who, tmp);
3595 elmex 1.1 }
3596     }
3597    
3598     /**
3599     * Unready an object for a player. This function does nothing if the object was
3600     * not readied.
3601     */
3602 root 1.18 void
3603     player_unready_range_ob (player *pl, object *ob)
3604     {
3605     rangetype i;
3606 elmex 1.1
3607 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3608     {
3609     if (pl->ranges[i] == ob)
3610     {
3611     pl->ranges[i] = NULL;
3612     if (pl->shoottype == i)
3613     {
3614     pl->shoottype = range_none;
3615 elmex 1.1 }
3616     }
3617     }
3618     }