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Revision: 1.88
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.87: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.88 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.23 The author can be reached via e-mail to <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     #include <global.h>
26 pippijn 1.31 #include <pwd.h>
27 root 1.38 #include <sproto.h>
28 elmex 1.1 #include <sounds.h>
29     #include <living.h>
30     #include <object.h>
31     #include <spells.h>
32     #include <skills.h>
33    
34 root 1.54 #include <algorithm>
35     #include <functional>
36 elmex 1.1
37 root 1.18 player *
38     find_player (const char *plname)
39 elmex 1.1 {
40 root 1.61 for_all_players (pl)
41 root 1.54 if (pl->ob && !strcmp (query_name (pl->ob), plname))
42     return pl;
43 root 1.53
44     return 0;
45 elmex 1.1 }
46    
47 root 1.18 void
48     display_motd (const object *op)
49     {
50     char buf[MAX_BUF];
51     char motd[HUGE_BUF];
52     FILE *fp;
53     int comp;
54     int size;
55 elmex 1.1
56 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
57     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
58 root 1.44 return;
59    
60 root 1.18 motd[0] = '\0';
61     size = 0;
62 root 1.44
63 root 1.53 while (fgets (buf, MAX_BUF, fp))
64 root 1.18 {
65     if (*buf == '#')
66     continue;
67 root 1.44
68 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
69     size += strlen (buf);
70 elmex 1.1 }
71 root 1.44
72 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
73     close_and_delete (fp, comp);
74 elmex 1.1 }
75    
76 root 1.18 void
77     send_rules (const object *op)
78     {
79     char buf[MAX_BUF];
80     char rules[HUGE_BUF];
81     FILE *fp;
82     int comp;
83     int size;
84    
85     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
86     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 root 1.44 return;
88    
89 root 1.18 rules[0] = '\0';
90     size = 0;
91 root 1.44
92 root 1.53 while (fgets (buf, MAX_BUF, fp))
93 root 1.18 {
94     if (*buf == '#')
95 elmex 1.1 continue;
96 root 1.44
97 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
98     {
99     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
100 elmex 1.1 break;
101 root 1.18 }
102 root 1.44
103 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
104     size += strlen (buf);
105 elmex 1.1 }
106 root 1.44
107 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
108     close_and_delete (fp, comp);
109 elmex 1.1 }
110    
111 root 1.18 void
112     send_news (const object *op)
113     {
114     char buf[MAX_BUF];
115     char news[HUGE_BUF];
116     char subject[MAX_BUF];
117     FILE *fp;
118     int comp;
119     int size;
120    
121     sprintf (buf, "%s/%s", settings.confdir, settings.news);
122     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
123     return;
124 root 1.44
125 root 1.18 news[0] = '\0';
126     subject[0] = '\0';
127     size = 0;
128 root 1.44
129 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
130     {
131     if (*buf == '#')
132     continue;
133 root 1.44
134 root 1.18 if (*buf == '%')
135     { /* send one news */
136     if (size > 0)
137     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 */
138     strcpy (subject, buf + 1);
139     strip_endline (subject);
140     size = 0;
141     news[0] = '\0';
142     }
143     else
144     {
145     if (size + strlen (buf) >= HUGE_BUF)
146     {
147     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
148 elmex 1.1 break;
149 root 1.18 }
150     strncat (news + size, buf, HUGE_BUF - size);
151     size += strlen (buf);
152     }
153 elmex 1.1 }
154 root 1.18
155     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
156     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
157     close_and_delete (fp, comp);
158 elmex 1.1 }
159    
160 root 1.54 /* This loads the first map an puts the player on it. */
161     static void
162     set_first_map (object *op)
163     {
164 root 1.77 op->contr->maplevel = first_map_path;
165 root 1.54 op->x = -1;
166     op->y = -1;
167 root 1.75 }
168    
169     void
170     player::enter_map ()
171     {
172     object *tmp = object::create ();
173    
174     EXIT_PATH (tmp) = maplevel;
175     EXIT_X (tmp) = ob->x;
176     EXIT_Y (tmp) = ob->y;
177     ob->enter_exit (tmp);
178    
179     tmp->destroy ();
180 root 1.54 }
181    
182 root 1.56 // connect the player with a specific client
183     // also changed, rationalises, and fixes some incorrect settings
184 root 1.54 void
185     player::connect (client *ns)
186 root 1.18 {
187 root 1.54 this->ns = ns;
188     ns->pl = this;
189    
190     next = first_player;
191     first_player = this;
192    
193     ns->update_look = 0;
194     ns->look_position = 0;
195    
196     clear_los (ob);
197    
198 root 1.57 /* make sure he's a player -- needed because of class change. */
199 root 1.54 ob->type = PLAYER; // we are paranoid
200     ob->race = ob->arch->clone.race;
201 elmex 1.1
202 root 1.56 if (!legal_range (ob, shoottype))
203     shoottype = range_none;
204 root 1.44
205 root 1.54 ob->carrying = sum_weight (ob);
206     link_player_skills (ob);
207 elmex 1.1
208 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
209 elmex 1.1
210 root 1.54 assign (title, ob->arch->clone.name);
211 root 1.15
212 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
213     * from the class, and not race. I don't see any way to get the class information
214     * to then update this. I don't think this will actually break anything - anyone
215     * that can use armour should be able to use a shield. What this may 'break'
216     * are features new characters get, eg, if someone starts up with a Q, they
217     * should be able to use a shield. However, old Q's won't get that advantage.
218 root 1.15 */
219 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
220     SET_FLAG (ob, FLAG_USE_SHIELD);
221    
222     /* if it's a dragon player, set the correct title here */
223     if (is_dragon_pl (ob))
224     {
225     object *tmp, *abil = 0, *skin = 0;
226    
227     shstr_cmp dragon_ability_force ("dragon_ability_force");
228     shstr_cmp dragon_skin_force ("dragon_skin_force");
229    
230     for (tmp = ob->inv; tmp; tmp = tmp->below)
231     if (tmp->type == FORCE)
232     if (tmp->arch->name == dragon_ability_force)
233     abil = tmp;
234     else if (tmp->arch->name == dragon_skin_force)
235     skin = tmp;
236    
237     set_dragon_name (ob, abil, skin);
238     }
239    
240     CLEAR_FLAG (ob, FLAG_FRIENDLY);
241     add_friendly_object (ob);
242    
243     LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
244 root 1.15
245 root 1.54 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246    
247 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
248    
249     ob->update_stats ();
250 root 1.54 ns->floorbox_update ();
251    
252     esrv_send_inventory (ob, ob);
253     esrv_add_spells (this, 0);
254    
255 root 1.76 ob->activate_recursive ();
256 root 1.75 enter_map ();
257 root 1.54
258 root 1.59 send_rules (ob);
259     send_news (ob);
260     display_motd (ob);
261 root 1.78
262     INVOKE_PLAYER (CONNECT, this);
263 root 1.54 INVOKE_PLAYER (LOGIN, this);
264     }
265 elmex 1.1
266 root 1.62 void
267     player::disconnect ()
268     {
269 root 1.74 if (ob)
270 root 1.76 ob->deactivate_recursive ();
271 root 1.74
272 root 1.62 //TODO: don't be so harsh and destroy :)
273 root 1.63 if (ns)
274 root 1.72 {
275     if (enable_save)
276 root 1.78 {
277     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 root 1.80 save (true);
279 root 1.78 }
280    
281     INVOKE_PLAYER (DISCONNECT, this);
282 root 1.72
283     client *ns = this->ns;
284     ns->send_packet ("goodbye");
285     ns->flush ();
286     ns->pl = 0;
287     this->ns = 0;
288    
289     ns->destroy ();
290     destroy ();
291     }
292 root 1.62 }
293    
294 root 1.54 // the need for this function can be explained
295     // by load_object not returning the object
296     void
297     player::set_object (object *op)
298     {
299     ob = op;
300     ob->contr = this; /* this aren't yet in archetype */
301 root 1.15
302 root 1.54 ob->speed_left = 0.5;
303     ob->speed = 1.0;
304     ob->direction = 5; /* So player faces south */
305     ob->stats.wc = 2;
306     ob->run_away = 25; /* Then we panick... */
307 root 1.15
308 root 1.54 ob->roll_stats ();
309     }
310 root 1.15
311 root 1.54 player::player ()
312     {
313 pippijn 1.81 /* There are some elements we want initialised to non zero value -
314 root 1.54 * we deal with that below this point.
315     */
316     outputs_sync = 16; /* Every 2 seconds */
317     outputs_count = 8; /* Keeps present behaviour */
318     unapply = unapply_nochoice;
319    
320 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
321 root 1.54
322     gen_sp_armour = 10;
323     last_speed = -1;
324     shoottype = range_none;
325     bowtype = bow_normal;
326     petmode = pet_normal;
327     listening = 10;
328     usekeys = containers;
329     last_weapon_sp = -1;
330     peaceful = 1; /* default peaceful */
331     do_los = 1;
332 root 1.15
333     /* we need to clear these to -1 and not zero - otherwise,
334     * if a player quits and starts a new character, we wont
335     * send new values to the client, as things like exp start
336     * at zero.
337     */
338 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
339     last_skill_exp[i] = -1;
340    
341     for (int i = 0; i < NROFATTACKS; i++)
342     last_resist[i] = -1;
343    
344     last_stats.exp = -1;
345     last_weight = (uint32) - 1;
346     }
347    
348 root 1.62 void
349     player::do_destroy ()
350 root 1.54 {
351 root 1.72 disconnect ();
352 root 1.62
353 root 1.66 save (false);
354     enable_save = false;
355    
356 root 1.72 attachable::do_destroy ();
357 root 1.62
358 root 1.54 terminate_all_pets (ob);
359    
360     if (first_player != this)
361 root 1.15 {
362 root 1.54 player *prev = first_player;
363    
364     while (prev && prev->next && prev->next != this)
365     prev = prev->next;
366 root 1.38
367 root 1.54 if (prev->next != this)
368     {
369     LOG (llevError, "Free_player: Can't find previous player.\n");
370     abort ();
371     }
372 root 1.38
373 root 1.54 prev->next = next;
374     }
375     else
376     first_player = next;
377 root 1.15
378 root 1.54 if (ob)
379 root 1.69 {
380     ob->destroy_inv (false);
381     ob->destroy ();
382     }
383 root 1.62 }
384    
385     player::~player ()
386     {
387 root 1.54 /* Clear item stack */
388     free (stack_items);
389 elmex 1.1 }
390    
391 root 1.54 /* Tries to add player on the connection passed in ns.
392 elmex 1.1 * All we can really get in this is some settings like host and display
393     * mode.
394     */
395 root 1.54 player *
396     player::create ()
397 root 1.18 {
398 root 1.54 player *pl = new player;
399 root 1.38
400 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
401 root 1.76 set_first_map (pl->ob);
402 root 1.26
403 root 1.54 return pl;
404 elmex 1.1 }
405    
406     /*
407     * get_player_archetype() return next player archetype from archetype
408     * list. Not very efficient routine, but used only creating new players.
409     * Note: there MUST be at least one player archetype!
410     */
411 root 1.18 archetype *
412     get_player_archetype (archetype *at)
413 elmex 1.1 {
414 root 1.18 archetype *start = at;
415    
416     for (;;)
417     {
418     if (at == NULL || at->next == NULL)
419     at = first_archetype;
420     else
421     at = at->next;
422 root 1.46
423 root 1.18 if (at->clone.type == PLAYER)
424     return at;
425 root 1.46
426 root 1.18 if (at == start)
427     {
428     LOG (llevError, "No Player archetypes\n");
429     exit (-1);
430 root 1.11 }
431 elmex 1.1 }
432     }
433    
434 root 1.18 object *
435     get_nearest_player (object *mon)
436     {
437     object *op = NULL;
438     objectlink *ol;
439     unsigned lastdist;
440     rv_vector rv;
441    
442     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
443     {
444     /* We should not find free objects on this friendly list, but it
445     * does periodically happen. Given that, lets deal with it.
446     * While unlikely, it is possible the next object on the friendly
447     * list is also free, so encapsulate this in a while loop.
448     */
449     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
450     {
451     object *tmp = ol->ob;
452    
453     /* Can't do much more other than log the fact, because the object
454     * itself will have been cleared.
455     */
456     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
457     ol = ol->next;
458     remove_friendly_object (tmp);
459     if (!ol)
460     return op;
461     }
462 root 1.11
463 root 1.18 /* Remove special check for player from this. First, it looks to cause
464     * some crashes (ol->ob->contr not set properly?), but secondly, a more
465     * complicated method of state checking would be needed in any case -
466     * as it was, a clever player could type quit, and the function would
467     * skip them over while waiting for confirmation. Remove
468     * on_same_map check, as can_detect_enemy also does this
469     */
470     if (!can_detect_enemy (mon, ol->ob, &rv))
471     continue;
472 root 1.11
473 root 1.18 if (lastdist > rv.distance)
474     {
475     op = ol->ob;
476     lastdist = rv.distance;
477 root 1.11 }
478 elmex 1.1 }
479 root 1.61
480     for_all_players (pl)
481     if (can_detect_enemy (mon, pl->ob, &rv))
482     if (lastdist > rv.distance)
483 root 1.18 {
484 root 1.61 op = pl->ob;
485     lastdist = rv.distance;
486     }
487 elmex 1.1
488     #if 0
489 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
490 elmex 1.1 #endif
491 root 1.18 return op;
492 elmex 1.1 }
493    
494     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
495     * result in a monster paths backtracking. It basically determines how large a
496     * detour a monster will take from the direction path when looking
497     * for a path to the player. The values are in the amount of direction
498     * the deviation is
499     */
500     #define DETOUR_AMOUNT 2
501    
502     /* This is used to prevent infinite loops. Consider a case where the
503     * player is in a chamber (with gate closed), and monsters are outside.
504     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
505     * find a path into the chamber. This is a good thing, but since there
506     * is no real path, it will just keep circling the chamber for
507     * ever (this could be a nice effect for monsters, but not for the function
508     * to get stuck in. I think for the monsters, if max is reached and
509     * we return the first direction the creature could move would result in the
510     * circling behaviour. Unfortunately, this function is also used to determined
511     * if the creature should cast a spell, so returning a direction in that case
512     * is probably not a good thing.
513     */
514     #define MAX_SPACES 50
515    
516     /*
517     * Returns the direction to the player, if valid. Returns 0 otherwise.
518     * modified to verify there is a path to the player. Does this by stepping towards
519     * player and if path is blocked then see if blockage is close enough to player that
520     * direction to player is changed (ie zig or zag). Continue zig zag until either
521     * reach player or path is blocked. Thus, will only return true if there is a free
522     * path to player. Though path may not be a straight line. Note that it will find
523     * player hiding along a corridor at right angles to the corridor with the monster.
524     *
525     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
526     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
527     * down corriders.
528     * 2) I think the old code was broken if the first direction the monster
529     * should move was blocked - the code would store the first direction without
530     * verifying that the player can actually move in that direction. The new
531     * code does not store anything in firstdir until we have verified that the
532     * monster can in fact move one space in that direction.
533     * 3) I'm not sure how good this code will be for moving multipart monsters,
534     * since only simple checks to blocked are being called, which could mean the monster
535     * is blocking itself.
536     */
537 root 1.18 int
538     path_to_player (object *mon, object *pl, unsigned mindiff)
539     {
540     rv_vector rv;
541     sint16 x, y;
542     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
543 root 1.25 maptile *m, *lastmap;
544 root 1.18
545     get_rangevector (mon, pl, &rv, 0);
546    
547     if (rv.distance < mindiff)
548     return 0;
549    
550     x = mon->x;
551     y = mon->y;
552     m = mon->map;
553     dir = rv.direction;
554     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
555     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
556     /* If we can't solve it within the search distance, return now. */
557     if (diff > max)
558     return 0;
559     while (diff > 1 && max > 0)
560     {
561     lastx = x;
562     lasty = y;
563     lastmap = m;
564     x = lastx + freearr_x[dir];
565     y = lasty + freearr_y[dir];
566    
567     mflags = get_map_flags (m, &m, x, y, &x, &y);
568     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
569    
570     /* Space is blocked - try changing direction a little */
571     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
572     && (m == mon->map && blocked_link (mon, m, x, y))))
573     {
574     /* recalculate direction from last good location. Possible
575     * we were not traversing ideal location before.
576     */
577     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
578     if (rv.direction != dir)
579     {
580     /* OK - says direction should be different - lets reset the
581     * the values so it will try again.
582     */
583     x = lastx;
584     y = lasty;
585     m = lastmap;
586     dir = firstdir = rv.direction;
587     }
588     else
589     {
590     /* direct path is blocked - try taking a side step to
591     * either the left or right.
592     * Note increase the values in the loop below to be
593     * more than -1/1 respectively will mean the monster takes
594     * bigger detour. Have to be careful about these values getting
595     * too big (3 or maybe 4 or higher) as the monster may just try
596     * stepping back and forth
597     */
598     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
599     {
600     if (i == 0)
601     continue; /* already did this, so skip it */
602     /* Use lastdir here - otherwise,
603     * since the direction that the creature should move in
604     * may change, you could get infinite loops.
605     * ie, player is northwest, but monster can only
606     * move west, so it does that. It goes some distance,
607     * gets blocked, finds that it should move north,
608     * can't do that, but now finds it can move east, and
609     * gets back to its original point. lastdir contains
610     * the last direction the creature has successfully
611     * moved.
612     */
613    
614     x = lastx + freearr_x[absdir (lastdir + i)];
615     y = lasty + freearr_y[absdir (lastdir + i)];
616     m = lastmap;
617     mflags = get_map_flags (m, &m, x, y, &x, &y);
618     if (mflags & P_OUT_OF_MAP)
619     continue;
620     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
621     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
622     continue;
623     if (mflags & P_BLOCKSVIEW)
624     continue;
625    
626     if (m == mon->map && blocked_link (mon, m, x, y))
627     break;
628     }
629     /* go through entire loop without finding a valid
630     * sidestep to take - thus, no valid path.
631     */
632     if (i == (DETOUR_AMOUNT + 1))
633     return 0;
634     diff--;
635     lastdir = dir;
636     max--;
637     if (!firstdir)
638     firstdir = dir + i;
639     } /* else check alternate directions */
640     } /* if blocked */
641     else
642     {
643     /* we moved towards creature, so diff is less */
644     diff--;
645     max--;
646     lastdir = dir;
647     if (!firstdir)
648     firstdir = dir;
649     }
650     if (diff <= 1)
651     {
652     /* Recalculate diff (distance) because we may not have actually
653     * headed toward player for entire distance.
654     */
655     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
656     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
657     }
658     if (diff > max)
659     return 0;
660     }
661     /* If we reached the max, didn't find a direction in time */
662     if (!max)
663     return 0;
664    
665     return firstdir;
666     }
667    
668     void
669     give_initial_items (object *pl, treasurelist * items)
670     {
671     object *op, *next = NULL;
672    
673     if (pl->randomitems != NULL)
674     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
675    
676     for (op = pl->inv; op; op = next)
677     {
678     next = op->below;
679    
680     /* Forces get applied per default, unless they have the
681     * flag "neutral" set. Sorry but I can't think of a better way
682     */
683     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
684     SET_FLAG (op, FLAG_APPLIED);
685    
686     /* we never give weapons/armour if these cannot be used
687     * by this player due to race restrictions
688     */
689     if (pl->type == PLAYER)
690     {
691     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
692     (op->type == ARMOUR || op->type == BOOTS ||
693     op->type == CLOAK || op->type == HELMET ||
694     op->type == SHIELD || op->type == GLOVES ||
695     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
696     {
697 root 1.33 op->destroy ();
698 root 1.18 continue;
699     }
700 root 1.11 }
701    
702 root 1.18 /* This really needs to be better - we should really give
703     * a substitute spellbook. The problem is that we don't really
704     * have a good idea what to replace it with (need something like
705     * a first level treasurelist for each skill.)
706     * remove duplicate skills also
707     */
708     if (op->type == SPELLBOOK || op->type == SKILL)
709     {
710     object *tmp;
711 elmex 1.1
712 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
713     if (tmp->type == op->type && tmp->name == op->name)
714     break;
715 root 1.11
716 root 1.18 if (tmp)
717     {
718 root 1.33 op->destroy ();
719 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
720     continue;
721 root 1.11 }
722 root 1.33
723 root 1.18 if (op->nrof > 1)
724     op->nrof = 1;
725 root 1.11 }
726 elmex 1.1
727 root 1.18 if (op->type == SPELLBOOK && op->inv)
728     {
729     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
730 root 1.11 }
731    
732 root 1.18 /* Give starting characters identified, uncursed, and undamned
733     * items. Just don't identify gold or silver, or it won't be
734     * merged properly.
735     */
736     if (need_identify (op))
737     {
738     SET_FLAG (op, FLAG_IDENTIFIED);
739     CLEAR_FLAG (op, FLAG_CURSED);
740     CLEAR_FLAG (op, FLAG_DAMNED);
741     }
742     if (op->type == SPELL)
743     {
744 root 1.33 op->destroy ();
745 root 1.18 continue;
746     }
747     else if (op->type == SKILL)
748     {
749     SET_FLAG (op, FLAG_CAN_USE_SKILL);
750     op->stats.exp = 0;
751     op->level = 1;
752 root 1.11 }
753 root 1.18 /* lock all 'normal items by default */
754     else
755     SET_FLAG (op, FLAG_INV_LOCKED);
756     } /* for loop of objects in player inv */
757    
758     /* Need to set up the skill pointers */
759     link_player_skills (pl);
760     }
761    
762     void
763     get_party_password (object *op, partylist *party)
764     {
765     if (party == NULL)
766     {
767     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
768     return;
769 elmex 1.1 }
770 root 1.54
771 root 1.18 op->contr->write_buf[0] = '\0';
772 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
773 root 1.18 op->contr->party_to_join = party;
774 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
775 elmex 1.1 }
776    
777     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
778 root 1.54 static int
779 root 1.18 roll_stat (void)
780     {
781     int a[4], i, j, k;
782    
783     for (i = 0; i < 4; i++)
784     a[i] = (int) RANDOM () % 6 + 1;
785    
786     for (i = 0, j = 0, k = 7; i < 4; i++)
787     if (a[i] < k)
788     k = a[i], j = i;
789    
790     for (i = 0, k = 0; i < 4; i++)
791 root 1.54 if (i != j)
792     k += a[i];
793    
794 root 1.18 return k;
795     }
796    
797     void
798 root 1.54 object::roll_stats ()
799 root 1.18 {
800 root 1.54 int statsort [7];
801 root 1.18
802 root 1.54 for (;;)
803 root 1.18 {
804 root 1.54 int sum = 0;
805     for (int i = 7; i--; )
806     sum += statsort [i] = roll_stat ();
807    
808     if (sum >= 82 && sum <= 116)
809     break;
810 root 1.18 }
811    
812 root 1.54 // Sort the stats so that rerolling is easier...
813     std::sort (statsort, statsort + 7, std::greater<int>());
814 root 1.18
815 root 1.54 stats.Str = statsort[0];
816     stats.Dex = statsort[1];
817     stats.Con = statsort[2];
818     stats.Int = statsort[3];
819     stats.Wis = statsort[4];
820     stats.Pow = statsort[5];
821     stats.Cha = statsort[6];
822 root 1.18
823 root 1.54 stats.exp = 0;
824     stats.ac = 0;
825 root 1.18
826 root 1.54 stats.hp = stats.maxhp;
827     stats.sp = stats.maxsp;
828     stats.grace = stats.maxgrace;
829 root 1.18
830 root 1.54 if (contr)
831     {
832     contr->levhp[1] = 9;
833     contr->levsp[1] = 6;
834     contr->levgrace[1] = 3;
835 root 1.18
836 root 1.54 contr->orig_stats = stats;
837     }
838 root 1.18 }
839    
840     void
841 root 1.54 object::swap_stats (int a, int b)
842 root 1.18 {
843 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
844     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
845     set_attr_value (&contr->orig_stats, b, tmp);
846 elmex 1.1
847 root 1.54 stats.Str = contr->orig_stats.Str;
848     stats.Dex = contr->orig_stats.Dex;
849     stats.Con = contr->orig_stats.Con;
850     stats.Int = contr->orig_stats.Int;
851     stats.Wis = contr->orig_stats.Wis;
852     stats.Pow = contr->orig_stats.Pow;
853     stats.Cha = contr->orig_stats.Cha;
854 elmex 1.1
855 root 1.54 //TODO: the following code looks so borked and should, at the very least,
856     // be merged with the similar code in roll_stats
857     stats.ac = 0;
858 elmex 1.1
859 root 1.54 level = 1;
860     stats.exp = 0;
861     stats.ac = 0;
862 elmex 1.1
863 root 1.54 stats.hp = stats.maxhp;
864     stats.sp = stats.maxsp;
865     stats.grace = stats.maxgrace;
866 elmex 1.1
867 root 1.54 if (contr)
868 root 1.18 {
869 root 1.54 contr->levhp[1] = 9;
870     contr->levsp[1] = 6;
871     contr->levgrace[1] = 3;
872 root 1.18
873 root 1.54 contr->orig_stats = stats;
874 elmex 1.1 }
875     }
876    
877 root 1.73 static void
878     start_info (object *op)
879     {
880     char buf[MAX_BUF];
881    
882     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
883     new_draw_info (NDI_UNIQUE, 0, op, buf);
884     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
885     //new_draw_info (NDI_UNIQUE, 0, op, " ");
886     }
887    
888 elmex 1.1 /* This function takes the key that is passed, and does the
889     * appropriate action with it (change race, or other things).
890     * The function name is for historical reasons - now we have
891     * separate race and class; this actually changes the RACE,
892     * not the class.
893     */
894 root 1.18 int
895     key_change_class (object *op, char key)
896 elmex 1.1 {
897 root 1.18 int tmp_loop;
898 elmex 1.1
899 root 1.18 if (key == 'd' || key == 'D')
900     {
901     char buf[MAX_BUF];
902 elmex 1.1
903 root 1.18 /* this must before then initial items are given */
904     esrv_new_player (op->contr, op->weight + op->carrying);
905 elmex 1.36
906     treasurelist *tl = find_treasurelist ("starting_wealth");
907     if (tl)
908     create_treasure (tl, op, 0, 0, 0);
909 elmex 1.1
910 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
911     INVOKE_PLAYER (LOGIN, op->contr);
912 elmex 1.1
913 root 1.52 op->contr->ns->state = ST_PLAYING;
914 root 1.11
915 root 1.18 if (op->msg)
916     op->msg = NULL;
917 elmex 1.1
918 root 1.18 /* We create this now because some of the unique maps will need it
919     * to save here.
920     */
921     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
922     make_path_to_file (buf);
923 elmex 1.1
924     #ifdef AUTOSAVE
925 root 1.18 op->contr->last_save_tick = pticks;
926 elmex 1.1 #endif
927 root 1.18 start_info (op);
928     CLEAR_FLAG (op, FLAG_WIZ);
929     give_initial_items (op, op->randomitems);
930     link_player_skills (op);
931     esrv_send_inventory (op, op);
932 root 1.54 op->update_stats ();
933 elmex 1.1
934 root 1.18 /* This moves the player to a different start map, if there
935     * is one for this race
936     */
937     if (*first_map_ext_path)
938     {
939     object *tmp;
940     char mapname[MAX_BUF];
941    
942 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
943 root 1.33 tmp = object::create ();
944 root 1.18 EXIT_PATH (tmp) = mapname;
945 root 1.77 EXIT_X (tmp) = op->x;
946     EXIT_Y (tmp) = op->y;
947 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
948 elmex 1.1 * if the map isn't there, then stay on the
949     * default initial map */
950 root 1.33 tmp->destroy ();
951 elmex 1.1 }
952 root 1.18 else
953 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
954    
955 root 1.18 return 0;
956 elmex 1.1 }
957    
958 root 1.18 /* Following actually changes the race - this is the default command
959     * if we don't match with one of the options above.
960     */
961    
962     tmp_loop = 0;
963     while (!tmp_loop)
964     {
965     shstr name = op->name;
966     int x = op->x, y = op->y;
967    
968 root 1.54 op->remove_statbonus ();
969 root 1.32 op->remove ();
970 root 1.18 op->arch = get_player_archetype (op->arch);
971 root 1.33 op->arch->clone.copy_to (op);
972 root 1.18 op->instantiate ();
973     op->stats = op->contr->orig_stats;
974     op->name = op->name_pl = name;
975     op->x = x;
976     op->y = y;
977     SET_ANIMATION (op, 2); /* So player faces south */
978     insert_ob_in_map (op, op->map, op, 0);
979 root 1.21 assign (op->contr->title, op->arch->clone.name);
980 root 1.54 op->add_statbonus ();
981 root 1.18 tmp_loop = allowed_class (op);
982     }
983 root 1.19
984 root 1.18 update_object (op, UP_OBJ_FACE);
985     esrv_update_item (UPD_FACE, op, op);
986 root 1.54 op->update_stats ();
987 root 1.18 op->stats.hp = op->stats.maxhp;
988     op->stats.sp = op->stats.maxsp;
989     op->stats.grace = 0;
990 root 1.21
991 root 1.18 if (op->msg)
992     new_draw_info (NDI_BLUE, 0, op, op->msg);
993 root 1.21
994 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");
995 root 1.18 return 0;
996 elmex 1.1 }
997    
998 root 1.18 int
999     key_confirm_quit (object *op, char key)
1000 elmex 1.1 {
1001 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1002     {
1003 root 1.52 op->contr->ns->state = ST_PLAYING;
1004 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1005     return 1;
1006 elmex 1.1 }
1007    
1008 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1009     INVOKE_PLAYER (QUIT, op->contr);
1010 root 1.3
1011 root 1.65 op->contr->enable_save = false;
1012 root 1.86 delete_character (op->name);
1013 root 1.65
1014 root 1.18 terminate_all_pets (op);
1015 root 1.74 op->remove ();
1016 root 1.18 op->direction = 0;
1017     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1018    
1019     strcpy (op->contr->killer, "quit");
1020     check_score (op);
1021 root 1.54 op->contr->party = 0;
1022     op->contr->own_title[0] = '\0';
1023 root 1.74 op->contr->destroy ();
1024 root 1.19
1025 root 1.18 return 1;
1026 elmex 1.1 }
1027    
1028 root 1.18 void
1029     flee_player (object *op)
1030     {
1031     int dir, diff;
1032     rv_vector rv;
1033    
1034     if (op->stats.hp < 0)
1035     {
1036     LOG (llevDebug, "Fleeing player is dead.\n");
1037     CLEAR_FLAG (op, FLAG_SCARED);
1038     return;
1039 elmex 1.1 }
1040    
1041 root 1.18 if (op->enemy == NULL)
1042     {
1043     LOG (llevDebug, "Fleeing player had no enemy.\n");
1044     CLEAR_FLAG (op, FLAG_SCARED);
1045     return;
1046 elmex 1.1 }
1047    
1048 root 1.18 /* Seen some crashes here. Since we don't store an
1049     * op->enemy_count, it is possible that something destroys the
1050     * actual enemy, and the object is recycled.
1051     */
1052     if (op->enemy->map == NULL)
1053     {
1054     CLEAR_FLAG (op, FLAG_SCARED);
1055     op->enemy = NULL;
1056     return;
1057 elmex 1.1 }
1058    
1059 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1060     {
1061     op->enemy = NULL;
1062     CLEAR_FLAG (op, FLAG_SCARED);
1063     return;
1064 elmex 1.1 }
1065 root 1.49
1066 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1067    
1068     dir = absdir (4 + rv.direction);
1069     for (diff = 0; diff < 3; diff++)
1070     {
1071     int m = 1 - (RANDOM () & 2);
1072 elmex 1.1
1073 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1074 root 1.49 return;
1075 elmex 1.1 }
1076 root 1.49
1077 root 1.18 /* Cornered, get rid of scared */
1078     CLEAR_FLAG (op, FLAG_SCARED);
1079     op->enemy = NULL;
1080 elmex 1.1 }
1081    
1082    
1083     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1084     * IT returns 1 if the player should keep on moving, 0 if he should
1085     * stop.
1086     */
1087 root 1.18 int
1088     check_pick (object *op)
1089     {
1090 elmex 1.1 object *tmp, *next;
1091     int stop = 0;
1092     int j, k, wvratio;
1093     char putstring[128], tmpstr[16];
1094    
1095     /* if you're flying, you cna't pick up anything */
1096     if (op->move_type & MOVE_FLYING)
1097     return 1;
1098    
1099     next = op->below;
1100    
1101     /* loop while there are items on the floor that are not marked as
1102     * destroyed */
1103 root 1.24 while (next && !next->destroyed ())
1104 root 1.18 {
1105     tmp = next;
1106     next = tmp->below;
1107 elmex 1.1
1108 root 1.24 if (op->destroyed ())
1109 elmex 1.1 return 0;
1110    
1111 root 1.18 if (!can_pick (op, tmp))
1112     continue;
1113 elmex 1.1
1114 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1115     {
1116     if (item_matched_string (op, tmp, op->contr->search_str))
1117     pick_up (op, tmp);
1118     continue;
1119 root 1.11 }
1120    
1121 root 1.18 /* high not bit set? We're using the old autopickup model */
1122     if (!(op->contr->mode & PU_NEWMODE))
1123 root 1.11 {
1124 root 1.18 switch (op->contr->mode)
1125 root 1.11 {
1126 root 1.20 case 0:
1127     return 1; /* don't pick up */
1128     case 1:
1129     pick_up (op, tmp);
1130     return 1;
1131     case 2:
1132     pick_up (op, tmp);
1133     return 0;
1134     case 3:
1135     return 0; /* stop before pickup */
1136     case 4:
1137     pick_up (op, tmp);
1138     break;
1139     case 5:
1140     pick_up (op, tmp);
1141     stop = 1;
1142     break;
1143     case 6:
1144     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1145 root 1.18 pick_up (op, tmp);
1146 root 1.20 break;
1147    
1148     case 7:
1149     if (tmp->type == MONEY || tmp->type == GEM)
1150 root 1.18 pick_up (op, tmp);
1151 root 1.20 break;
1152    
1153     default:
1154     /* use value density */
1155     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1156     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1157 root 1.18 pick_up (op, tmp);
1158 root 1.11 }
1159     }
1160 root 1.18 else
1161     { /* old model */
1162     /* NEW pickup handling */
1163     if (op->contr->mode & PU_DEBUG)
1164     {
1165     /* some debugging code to figure out item information */
1166     if (tmp->name != NULL)
1167     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1168     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1169     else
1170     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1171     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1172    
1173     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1174 root 1.58 }
1175 elmex 1.1
1176 root 1.18 /* philosophy:
1177     * It's easy to grab an item type from a pile, as long as it's
1178     * generic. This takes no game-time. For more detailed pickups
1179 root 1.58 * and selections, select-items should be used. This is a
1180 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1181     * example.
1182     * The drawback: right now it has no frontend, so you need to
1183     * stick the bits you want into a calculator in hex mode and then
1184     * convert to decimal and then 'pickup <#>
1185     */
1186    
1187     /* the first two modes are exclusive: if NOTHING we return, if
1188     * STOP then we stop. All the rest are applied sequentially,
1189     * meaning if any test passes, the item gets picked up. */
1190    
1191     /* if mode is set to pick nothing up, return */
1192    
1193     if (op->contr->mode & PU_NOTHING)
1194     return 1;
1195    
1196     /* if mode is set to stop when encountering objects, return */
1197     /* take STOP before INHIBIT since it doesn't actually pick
1198     * anything up */
1199    
1200     if (op->contr->mode & PU_STOP)
1201     return 0;
1202    
1203     /* useful for going into stores and not losing your settings... */
1204     /* and for battles wher you don't want to get loaded down while
1205     * fighting */
1206     if (op->contr->mode & PU_INHIBIT)
1207     return 1;
1208    
1209     /* prevent us from turning into auto-thieves :) */
1210     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1211     continue;
1212    
1213     /* ignore known cursed objects */
1214     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1215     continue;
1216    
1217     /* all food and drink if desired */
1218     /* question: don't pick up known-poisonous stuff? */
1219     if (op->contr->mode & PU_FOOD)
1220     if (tmp->type == FOOD)
1221     {
1222     pick_up (op, tmp);
1223     continue;
1224     }
1225 root 1.29
1226 root 1.18 if (op->contr->mode & PU_DRINK)
1227     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1228     {
1229     pick_up (op, tmp);
1230     continue;
1231     }
1232    
1233     if (op->contr->mode & PU_POTION)
1234     if (tmp->type == POTION)
1235     {
1236     pick_up (op, tmp);
1237     continue;
1238     }
1239    
1240     /* spellbooks, skillscrolls and normal books/scrolls */
1241     if (op->contr->mode & PU_SPELLBOOK)
1242     if (tmp->type == SPELLBOOK)
1243     {
1244     pick_up (op, tmp);
1245     continue;
1246     }
1247 root 1.29
1248 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1249     if (tmp->type == SKILLSCROLL)
1250     {
1251     pick_up (op, tmp);
1252     continue;
1253     }
1254 root 1.29
1255 root 1.18 if (op->contr->mode & PU_READABLES)
1256     if (tmp->type == BOOK || tmp->type == SCROLL)
1257     {
1258     pick_up (op, tmp);
1259     continue;
1260     }
1261    
1262     /* wands/staves/rods/horns */
1263     if (op->contr->mode & PU_MAGIC_DEVICE)
1264     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1265     {
1266     pick_up (op, tmp);
1267     continue;
1268     }
1269    
1270     /* pick up all magical items */
1271     if (op->contr->mode & PU_MAGICAL)
1272     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1273     {
1274     pick_up (op, tmp);
1275     continue;
1276     }
1277    
1278     if (op->contr->mode & PU_VALUABLES)
1279     {
1280     if (tmp->type == MONEY || tmp->type == GEM)
1281     {
1282     pick_up (op, tmp);
1283     continue;
1284     }
1285     }
1286    
1287     /* rings & amulets - talismans seems to be typed AMULET */
1288     if (op->contr->mode & PU_JEWELS)
1289     if (tmp->type == RING || tmp->type == AMULET)
1290     {
1291     pick_up (op, tmp);
1292 root 1.29 continue;
1293     }
1294    
1295     /* we don't forget dragon food */
1296     if (op->contr->mode & PU_FLESH)
1297     if (tmp->type == FLESH)
1298     {
1299     pick_up (op, tmp);
1300 root 1.18 continue;
1301     }
1302    
1303     /* bows and arrows. Bows are good for selling! */
1304     if (op->contr->mode & PU_BOW)
1305     if (tmp->type == BOW)
1306     {
1307     pick_up (op, tmp);
1308     continue;
1309     }
1310 root 1.29
1311 root 1.18 if (op->contr->mode & PU_ARROW)
1312     if (tmp->type == ARROW)
1313     {
1314     pick_up (op, tmp);
1315     continue;
1316     }
1317    
1318     /* all kinds of armor etc. */
1319     if (op->contr->mode & PU_ARMOUR)
1320     if (tmp->type == ARMOUR)
1321     {
1322     pick_up (op, tmp);
1323     continue;
1324     }
1325 root 1.29
1326 root 1.18 if (op->contr->mode & PU_HELMET)
1327     if (tmp->type == HELMET)
1328     {
1329     pick_up (op, tmp);
1330     continue;
1331     }
1332 root 1.29
1333 root 1.18 if (op->contr->mode & PU_SHIELD)
1334     if (tmp->type == SHIELD)
1335     {
1336     pick_up (op, tmp);
1337     continue;
1338     }
1339 root 1.29
1340 root 1.18 if (op->contr->mode & PU_BOOTS)
1341     if (tmp->type == BOOTS)
1342     {
1343     pick_up (op, tmp);
1344     continue;
1345     }
1346 root 1.29
1347 root 1.18 if (op->contr->mode & PU_GLOVES)
1348     if (tmp->type == GLOVES)
1349     {
1350     pick_up (op, tmp);
1351     continue;
1352     }
1353 root 1.29
1354 root 1.18 if (op->contr->mode & PU_CLOAK)
1355     if (tmp->type == CLOAK)
1356     {
1357     pick_up (op, tmp);
1358     continue;
1359     }
1360 elmex 1.1
1361 root 1.18 /* hoping to catch throwing daggers here */
1362     if (op->contr->mode & PU_MISSILEWEAPON)
1363     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1364     {
1365     pick_up (op, tmp);
1366     continue;
1367     }
1368 elmex 1.1
1369 root 1.18 /* careful: chairs and tables are weapons! */
1370     if (op->contr->mode & PU_ALLWEAPON)
1371     {
1372     if (tmp->type == WEAPON && tmp->name != NULL)
1373     {
1374     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1375     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1376     {
1377     pick_up (op, tmp);
1378     continue;
1379     }
1380     }
1381 root 1.29
1382 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1383     {
1384     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1385     {
1386     pick_up (op, tmp);
1387     continue;
1388     }
1389     }
1390     }
1391 elmex 1.1
1392 root 1.18 /* misc stuff that's useful */
1393     if (op->contr->mode & PU_KEY)
1394     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1395     {
1396     pick_up (op, tmp);
1397     continue;
1398     }
1399 elmex 1.1
1400 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1401     * pickups */
1402     if (op->contr->mode & PU_RATIO)
1403     {
1404     /* use value density to decide what else to grab */
1405     /* >=7 was >= op->contr->mode */
1406     /* >=7 is the old standard setting. Now we take the last 4 bits
1407     * and multiply them by 5, giving 0..15*5== 5..75 */
1408     wvratio = (op->contr->mode & PU_RATIO) * 5;
1409     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1410     {
1411     pick_up (op, tmp);
1412 elmex 1.1 #if 0
1413 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1414     if (tmp->name != NULL)
1415     {
1416     fprintf (stderr, "%s", tmp->name);
1417     }
1418     else
1419     fprintf (stderr, "%s", tmp->arch->name);
1420     fprintf (stderr, ",%d] = ", tmp->type);
1421     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1422 elmex 1.1 #endif
1423 root 1.18 continue;
1424     }
1425     }
1426     } /* the new pickup model */
1427     }
1428 root 1.29
1429 root 1.18 return !stop;
1430 elmex 1.1 }
1431    
1432     /*
1433     * Find an arrow in the inventory and after that
1434     * in the right type container (quiver). Pointer to the
1435     * found object is returned.
1436     */
1437 root 1.18 object *
1438     find_arrow (object *op, const char *type)
1439 elmex 1.1 {
1440 root 1.18 object *tmp = NULL;
1441 elmex 1.1
1442 root 1.18 for (op = op->inv; op; op = op->below)
1443     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1444     tmp = find_arrow (op, type);
1445     else if (op->type == ARROW && op->race == type)
1446     return op;
1447     return tmp;
1448 elmex 1.1 }
1449    
1450     /*
1451     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452     * against the target. A full test is not performed, simply a basic test
1453     * of resistances. The archer is making a quick guess at what he sees down
1454     * the hall. Failing that it does it's best to pick the highest plus arrow.
1455     */
1456    
1457 root 1.18 object *
1458     find_better_arrow (object *op, object *target, const char *type, int *better)
1459 elmex 1.1 {
1460 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1461     int attacknum, attacktype, betterby = 0, i;
1462 elmex 1.1
1463 root 1.18 if (!type)
1464     return NULL;
1465 elmex 1.1
1466 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1467     {
1468     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1469     {
1470     i = 0;
1471     ntmp = find_better_arrow (arrow, target, type, &i);
1472     if (i > betterby)
1473     {
1474     tmp = ntmp;
1475     betterby = i;
1476     }
1477     }
1478     else if (arrow->type == ARROW && arrow->race == type)
1479     {
1480     /* allways prefer assasination/slaying */
1481     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1482     {
1483     if (arrow->attacktype & AT_DEATH)
1484     {
1485     *better = 100;
1486     return arrow;
1487     }
1488     else
1489     {
1490     tmp = arrow;
1491     betterby = (arrow->magic + arrow->stats.dam) * 2;
1492     }
1493     }
1494     else
1495     {
1496     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1497     {
1498     attacktype = 1 << attacknum;
1499     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1501     {
1502     tmp = arrow;
1503     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1504     }
1505 root 1.11 }
1506 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1507     {
1508     tmp = arrow;
1509     betterby = 2 + arrow->magic + arrow->stats.dam;
1510 root 1.11 }
1511 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512     {
1513     tmp = arrow;
1514     betterby = 1 + arrow->magic + arrow->stats.dam;
1515 root 1.11 }
1516     }
1517     }
1518 elmex 1.1 }
1519 root 1.18 if (tmp == NULL && arrow == NULL)
1520     return find_arrow (op, type);
1521 elmex 1.1
1522 root 1.18 *better = betterby;
1523     return tmp;
1524 elmex 1.1 }
1525    
1526     /* looks in a given direction, finds the first valid target, and calls
1527     * find_better_arrow to find a decent arrow to use.
1528     * op = the shooter
1529     * type = bow->race
1530     * dir = fire direction
1531     */
1532    
1533 root 1.18 object *
1534     pick_arrow_target (object *op, const char *type, int dir)
1535 elmex 1.1 {
1536 root 1.18 object *tmp = NULL;
1537 root 1.25 maptile *m;
1538 root 1.18 int i, mflags, found, number;
1539     sint16 x, y;
1540    
1541     if (op->map == NULL)
1542     return find_arrow (op, type);
1543    
1544     /* do a dex check */
1545     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547     return find_arrow (op, type);
1548    
1549     m = op->map;
1550     x = op->x;
1551     y = op->y;
1552    
1553     /* find the first target */
1554     for (i = 0, found = 0; i < 20; i++)
1555     {
1556     x += freearr_x[dir];
1557     y += freearr_y[dir];
1558     mflags = get_map_flags (m, &m, x, y, &x, &y);
1559     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1560     {
1561     tmp = NULL;
1562     break;
1563     }
1564     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1565     {
1566     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1567     * perhaps a bad assumption.
1568     */
1569     tmp = NULL;
1570     break;
1571 root 1.11 }
1572 root 1.18 if (mflags & P_IS_ALIVE)
1573     {
1574     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1575     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1576     {
1577     found++;
1578 root 1.11 break;
1579 root 1.18 }
1580     if (found)
1581     break;
1582 root 1.11 }
1583 elmex 1.1 }
1584 root 1.18 if (tmp == NULL)
1585     return find_arrow (op, type);
1586 elmex 1.1
1587 root 1.18 if (tmp->head)
1588     tmp = tmp->head;
1589 elmex 1.1
1590 root 1.18 return find_better_arrow (op, tmp, type, &i);
1591 elmex 1.1 }
1592    
1593     /*
1594     * Creature fires a bow - op can be monster or player. Returns
1595     * 1 if bow was actually fired, 0 otherwise.
1596     * op is the object firing the bow.
1597     * part is for multipart creatures - the part firing the bow.
1598     * dir is the direction of fire.
1599     * wc_mod is any special modifier to give (used in special player fire modes)
1600     * sx, sy are coordinates to fire arrow from - also used in some of the special
1601     * player fire modes.
1602     */
1603 root 1.18 int
1604     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1605 elmex 1.1 {
1606 root 1.18 object *left, *bow;
1607     int bowspeed, mflags;
1608 root 1.25 maptile *m;
1609 elmex 1.1
1610 root 1.18 if (!dir)
1611     {
1612     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1613     return 0;
1614 elmex 1.1 }
1615 root 1.48
1616 root 1.18 if (op->type == PLAYER)
1617     bow = op->contr->ranges[range_bow];
1618     else
1619     {
1620     for (bow = op->inv; bow; bow = bow->below)
1621     /* Don't check for applied - monsters don't apply bows - in that way, they
1622     * don't need to switch back and forth between bows and weapons.
1623     */
1624     if (bow->type == BOW)
1625     break;
1626 root 1.11
1627 root 1.18 if (!bow)
1628     {
1629     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1630     return 0;
1631 root 1.11 }
1632 elmex 1.1 }
1633 root 1.48
1634 root 1.18 if (!bow->race || !bow->skill)
1635     {
1636     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1637     return 0;
1638 elmex 1.1 }
1639    
1640 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1641 elmex 1.1
1642 root 1.18 /* penalize ROF for bestarrow */
1643     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1644     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1645 root 1.48
1646 root 1.18 if (bowspeed < 1)
1647     bowspeed = 1;
1648    
1649     if (arrow == NULL)
1650     {
1651     if ((arrow = find_arrow (op, bow->race)) == NULL)
1652     {
1653     if (op->type == PLAYER)
1654     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1655     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1656     else
1657     CLEAR_FLAG (op, FLAG_READY_BOW);
1658     return 0;
1659 root 1.11 }
1660 elmex 1.1 }
1661 root 1.48
1662 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1663     if (mflags & P_OUT_OF_MAP)
1664 root 1.48 return 0;
1665    
1666 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1667     {
1668     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1669     return 0;
1670     }
1671    
1672     /* this should not happen, but sometimes does */
1673     if (arrow->nrof == 0)
1674     {
1675 root 1.33 arrow->destroy ();
1676 root 1.18 return 0;
1677     }
1678    
1679     left = arrow; /* these are arrows left to the player */
1680     arrow = get_split_ob (arrow, 1);
1681 root 1.48 if (!arrow)
1682 root 1.18 {
1683     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1684     return 0;
1685 elmex 1.1 }
1686 root 1.48
1687 root 1.34 arrow->set_owner (op);
1688 root 1.18 arrow->skill = bow->skill;
1689     arrow->direction = dir;
1690    
1691     if (op->type == PLAYER)
1692     {
1693     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1694 root 1.54 op->update_stats ();
1695 elmex 1.1 }
1696    
1697 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1698     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1699     arrow->stats.hp = arrow->stats.dam;
1700     arrow->stats.grace = arrow->attacktype;
1701     if (arrow->slaying != NULL)
1702 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1703 root 1.18
1704     /* Note that this was different for monsters - they got their level
1705     * added to the damage. I think the strength bonus is more proper.
1706     */
1707    
1708     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1709    
1710     /* update the speed */
1711     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1712     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1713    
1714 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1715 root 1.18 arrow->speed_left = 0;
1716    
1717     if (op->type == PLAYER)
1718     {
1719     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1720     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1721     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1722    
1723     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1724 elmex 1.1 }
1725 root 1.18 else
1726     {
1727     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1728     arrow->level = op->level;
1729 elmex 1.1 }
1730 root 1.24
1731 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1732     arrow->attacktype |= bow->attacktype;
1733 root 1.24
1734 root 1.48 if (bow->slaying)
1735 root 1.18 arrow->slaying = bow->slaying;
1736    
1737     arrow->move_type = MOVE_FLY_LOW;
1738     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739    
1740     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1741 root 1.70 m->insert (arrow, sx, sy, op);
1742 root 1.18
1743 root 1.24 if (!arrow->destroyed ())
1744 root 1.18 move_arrow (arrow);
1745 elmex 1.1
1746 root 1.18 if (op->type == PLAYER)
1747     {
1748 root 1.24 if (left->destroyed ())
1749     esrv_del_item (op->contr, left->count);
1750 root 1.18 else
1751     esrv_send_item (op, left);
1752 elmex 1.1 }
1753 root 1.24
1754 root 1.18 return 1;
1755 elmex 1.1 }
1756    
1757     /* Special fire code for players - this takes into
1758     * account the special fire modes players can have
1759     * but monsters can't. Putting that code here
1760     * makes the fire_bow code much cleaner.
1761     * this function should only be called if 'op' is a player,
1762     * hence the function name.
1763     */
1764 root 1.18 int
1765     player_fire_bow (object *op, int dir)
1766 elmex 1.1 {
1767 root 1.18 int ret = 0, wcmod = 0;
1768    
1769     if (op->contr->bowtype == bow_bestarrow)
1770     {
1771     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1772     }
1773     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1774     {
1775     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776     wcmod = -1;
1777 root 1.74
1778 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1779     }
1780     else if (op->contr->bowtype == bow_threewide)
1781     {
1782     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1783     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1784     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1785     }
1786     else if (op->contr->bowtype == bow_spreadshot)
1787     {
1788     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1789     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1790     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1791 elmex 1.1
1792     }
1793 root 1.18 else
1794     {
1795     /* Simple case */
1796     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1797     }
1798     return ret;
1799 elmex 1.1 }
1800    
1801    
1802     /* Fires a misc (wand/rod/horn) object in 'dir'.
1803     * Broken apart from 'fire' to keep it more readable.
1804     */
1805 root 1.18 void
1806     fire_misc_object (object *op, int dir)
1807 elmex 1.1 {
1808 root 1.18 object *item;
1809 elmex 1.1
1810 root 1.18 if (!op->contr->ranges[range_misc])
1811     {
1812     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1813     return;
1814 elmex 1.1 }
1815    
1816 root 1.18 item = op->contr->ranges[range_misc];
1817     if (!item->inv)
1818     {
1819     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1820     return;
1821 elmex 1.1 }
1822 root 1.18 if (item->type == WAND)
1823     {
1824     if (item->stats.food <= 0)
1825     {
1826     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1827     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1828     return;
1829 root 1.11 }
1830 root 1.18 }
1831     else if (item->type == ROD || item->type == HORN)
1832     {
1833     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1834     {
1835     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1836     if (item->type == ROD)
1837     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1838     else
1839     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1840     return;
1841 root 1.11 }
1842 elmex 1.1 }
1843    
1844 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1845     {
1846     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1847     if (item->type == WAND)
1848     {
1849     if (!(--item->stats.food))
1850     {
1851     object *tmp;
1852    
1853     if (item->arch)
1854     {
1855     CLEAR_FLAG (item, FLAG_ANIMATE);
1856     item->face = item->arch->clone.face;
1857 root 1.67 item->set_speed (0);
1858 root 1.11 }
1859 root 1.67
1860 root 1.49 if ((tmp = item->in_player ()))
1861 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1862 root 1.11 }
1863     }
1864 root 1.18 else if (item->type == ROD || item->type == HORN)
1865 root 1.67 drain_rod_charge (item);
1866 elmex 1.1 }
1867     }
1868    
1869     /* Received a fire command for the player - go and do it.
1870     */
1871 root 1.18 void
1872     fire (object *op, int dir)
1873     {
1874     int spellcost = 0;
1875 elmex 1.1
1876 root 1.18 /* check for loss of invisiblity/hide */
1877     if (action_makes_visible (op))
1878     make_visible (op);
1879 elmex 1.1
1880 root 1.18 switch (op->contr->shoottype)
1881     {
1882 root 1.20 case range_none:
1883     return;
1884 elmex 1.1
1885 root 1.20 case range_bow:
1886     player_fire_bow (op, dir);
1887     return;
1888 elmex 1.1
1889 root 1.20 case range_magic: /* Casting spells */
1890     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1891     return;
1892 elmex 1.1
1893 root 1.20 case range_misc:
1894     fire_misc_object (op, dir);
1895     return;
1896 root 1.11
1897 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1898 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 root 1.20 {
1900 root 1.30 op->contr->ranges[range_golem] = 0;
1901 root 1.20 op->contr->shoottype = range_none;
1902     }
1903     else
1904     control_golem (op->contr->ranges[range_golem], dir);
1905     return;
1906 root 1.11
1907 root 1.20 case range_skill:
1908     if (!op->chosen_skill)
1909     {
1910     if (op->type == PLAYER)
1911     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912     return;
1913     }
1914     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915     return;
1916     case range_builder:
1917     apply_map_builder (op, dir);
1918     return;
1919     default:
1920     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921     return;
1922 elmex 1.1 }
1923     }
1924    
1925    
1926    
1927     /* find_key
1928     * We try to find a key for the door as passed. If we find a key
1929     * and successfully use it, we return the key, otherwise NULL
1930     * This function merges both normal and locked door, since the logic
1931     * for both is the same - just the specific key is different.
1932     * pl is the player,
1933     * inv is the objects inventory to searched
1934     * door is the door we are trying to match against.
1935     * This function can be called recursively to search containers.
1936     */
1937    
1938 root 1.18 object *
1939     find_key (object *pl, object *container, object *door)
1940 elmex 1.1 {
1941 root 1.18 object *tmp, *key;
1942 elmex 1.1
1943 root 1.18 /* Should not happen, but sanity checking is never bad */
1944     if (container->inv == NULL)
1945     return NULL;
1946 elmex 1.1
1947 root 1.18 /* First, lets try to find a key in the top level inventory */
1948     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1949     {
1950     if (door->type == DOOR && tmp->type == KEY)
1951     break;
1952     /* For sanity, we should really check door type, but other stuff
1953     * (like containers) can be locked with special keys
1954     */
1955     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956     break;
1957     }
1958     /* No key found - lets search inventories now */
1959     /* If we find and use a key in an inventory, return at that time.
1960     * otherwise, if we search all the inventories and still don't find
1961     * a key, return
1962     */
1963     if (!tmp)
1964     {
1965     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1966     {
1967     /* No reason to search empty containers */
1968     if (tmp->type == CONTAINER && tmp->inv)
1969     {
1970     if ((key = find_key (pl, tmp, door)) != NULL)
1971     return key;
1972     }
1973     }
1974     if (!tmp)
1975     return NULL;
1976 elmex 1.1 }
1977 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1978     * see if we actually want to use it
1979     */
1980     if (pl != container)
1981     {
1982     /* Only let players use keys in containers */
1983     if (!pl->contr)
1984     return NULL;
1985     /* cases where this fails:
1986     * If we only search the player inventory, return now since we
1987     * are not in the players inventory.
1988     * If the container is not active, return now since only active
1989     * containers can be used.
1990     * If we only search keyrings and the container does not have
1991     * a race/isn't a keyring.
1992     * No checking for all containers - to fall through past here,
1993     * inv must have been an container and must have been active.
1994     *
1995     * Change the color so that the message doesn't disappear with
1996     * all the others.
1997     */
1998     if (pl->contr->usekeys == key_inventory ||
1999     !QUERY_FLAG (container, FLAG_APPLIED) ||
2000     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2001     {
2002     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2004     return NULL;
2005 root 1.11 }
2006 elmex 1.1 }
2007 root 1.18 return tmp;
2008 elmex 1.1 }
2009    
2010     /* moved door processing out of move_player_attack.
2011     * returns 1 if player has opened the door with a key
2012     * such that the caller should not do anything more,
2013     * 0 otherwise
2014     */
2015 root 1.18 static int
2016     player_attack_door (object *op, object *door)
2017 elmex 1.1 {
2018 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2019     * might as well return immediately as there is nothing more to do -
2020     * otherwise, we fall through to the rest of the code.
2021     */
2022     object *key = find_key (op, op, door);
2023    
2024     /* IF we found a key, do some extra work */
2025     if (key)
2026     {
2027     object *container = key->env;
2028    
2029     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2030     if (action_makes_visible (op))
2031     make_visible (op);
2032     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033     spring_trap (door->inv, op);
2034     if (door->type == DOOR)
2035     {
2036     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2037     }
2038     else if (door->type == LOCKED_DOOR)
2039     {
2040     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2041     remove_door2 (door); /* remove door without violence ;-) */
2042     }
2043     /* Do this after we print the message */
2044     decrease_ob (key); /* Use up one of the keys */
2045     /* Need to update the weight the container the key was in */
2046     if (container != op)
2047     esrv_update_item (UPD_WEIGHT, op, container);
2048     return 1; /* Nothing more to do below */
2049     }
2050     else if (door->type == LOCKED_DOOR)
2051     {
2052     /* Might as well return now - no other way to open this */
2053     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2054     return 1;
2055 elmex 1.1 }
2056 root 1.18 return 0;
2057 elmex 1.1 }
2058    
2059     /* This function is just part of a breakup from move_player.
2060     * It should keep the code cleaner.
2061     * When this is called, the players direction has been updated
2062     * (taking into account confusion.) The player is also actually
2063     * going to try and move (not fire weapons).
2064     */
2065 root 1.18 void
2066     move_player_attack (object *op, int dir)
2067 elmex 1.1 {
2068 root 1.18 object *tmp, *mon;
2069     sint16 nx, ny;
2070     int on_battleground;
2071 root 1.25 maptile *m;
2072 root 1.18
2073     nx = freearr_x[dir] + op->x;
2074     ny = freearr_y[dir] + op->y;
2075    
2076 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2077 root 1.18
2078     /* If braced, or can't move to the square, and it is not out of the
2079     * map, attack it. Note order of if statement is important - don't
2080     * want to be calling move_ob if braced, because move_ob will move the
2081     * player. This is a pretty nasty hack, because if we could
2082     * move to some space, it then means that if we are braced, we should
2083     * do nothing at all. As it is, if we are braced, we go through
2084     * quite a bit of processing. However, it probably is less than what
2085     * move_ob uses.
2086     */
2087     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2088     {
2089     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090     {
2091 root 1.85 m = op->map->xy_find (nx, ny);
2092 root 1.18 if (!m)
2093     return; /* Don't think this should happen */
2094     }
2095     else
2096     m = op->map;
2097    
2098 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2099     return;
2100 root 1.11
2101 root 1.49 mon = 0;
2102 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2103     * we find a monster - that is something we know we want to attack.
2104     * if its a door or barrel (can roll) see if there may be monsters
2105     * on the space
2106     */
2107 root 1.49 while (tmp)
2108 root 1.18 {
2109     if (tmp == op)
2110     {
2111     tmp = tmp->above;
2112     continue;
2113 root 1.11 }
2114 root 1.27
2115 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2116     {
2117     mon = tmp;
2118     break;
2119 root 1.11 }
2120 root 1.27
2121 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2122     mon = tmp;
2123 root 1.27
2124 root 1.18 tmp = tmp->above;
2125     }
2126    
2127 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2128 root 1.18 return; /* into a wall */
2129    
2130 root 1.49 if (mon->head)
2131 root 1.18 mon = mon->head;
2132    
2133     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2134     if (player_attack_door (op, mon))
2135     return;
2136    
2137     /* The following deals with possibly attacking peaceful
2138     * or frienddly creatures. Basically, all players are considered
2139     * unaggressive. If the moving player has peaceful set, then the
2140     * object should be pushed instead of attacked. It is assumed that
2141     * if you are braced, you will not attack friends accidently,
2142     * and thus will not push them.
2143     */
2144 root 1.11
2145 root 1.18 /* If the creature is a pet, push it even if the player is not
2146     * peaceful. Our assumption is the creature is a pet if the
2147     * player owns it and it is either friendly or unagressive.
2148     */
2149     if ((op->type == PLAYER)
2150 elmex 1.1 #if COZY_SERVER
2151 root 1.18 &&
2152 root 1.34 ((mon->owner && mon->owner->contr
2153     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2154 elmex 1.1 #else
2155 root 1.34 && mon->owner == op
2156 elmex 1.1 #endif
2157 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2158 root 1.11 {
2159 root 1.18 /* If we're braced, we don't want to switch places with it */
2160     if (op->contr->braced)
2161 root 1.11 return;
2162 root 1.85
2163 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164     (void) push_ob (mon, dir, op);
2165     if (op->contr->tmp_invis || op->hide)
2166     make_visible (op);
2167 root 1.85
2168 root 1.18 return;
2169 root 1.11 }
2170    
2171 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2172     * creatures. Note that if you are braced, you can't push
2173     * someone, but put it inside this loop so that you won't
2174     * attack them either.
2175     */
2176     if ((mon->type == PLAYER || mon->enemy != op) &&
2177     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2178 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2179 root 1.49 (op->contr->peaceful
2180     || (mon->type == PLAYER
2181     && mon->contr->
2182     peaceful)) &&
2183 elmex 1.1 #else
2184 root 1.49 op->contr->peaceful &&
2185 elmex 1.1 #endif
2186 root 1.49 !on_battleground))
2187 root 1.18 {
2188     if (!op->contr->braced)
2189     {
2190     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2191 root 1.85 push_ob (mon, dir, op);
2192 root 1.18 }
2193     else
2194 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2195    
2196 root 1.18 if (op->contr->tmp_invis || op->hide)
2197     make_visible (op);
2198 root 1.11 }
2199 elmex 1.1
2200 root 1.18 /* If the object is a boulder or other rollable object, then
2201     * roll it if not braced. You can't roll it if you are braced.
2202     */
2203     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2204     {
2205     recursive_roll (mon, dir, op);
2206     if (action_makes_visible (op))
2207     make_visible (op);
2208 root 1.11 }
2209    
2210 root 1.18 /* Any generic living creature. Including things like doors.
2211     * Way it works is like this: First, it must have some hit points
2212     * and be living. Then, it must be one of the following:
2213     * 1) Not a player, 2) A player, but of a different party. Note
2214     * that party_number -1 is no party, so attacks can still happen.
2215     */
2216     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218     {
2219 elmex 1.1
2220 root 1.18 /* If the player hasn't hit something this tick, and does
2221     * so, give them speed boost based on weapon speed. Doing
2222     * it here is better than process_players2, which basically
2223     * incurred a 1 tick offset.
2224     */
2225     if (!op->contr->has_hit)
2226     {
2227     op->speed_left += op->speed / op->contr->weapon_sp;
2228 root 1.11
2229 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 root 1.11 }
2231    
2232 root 1.49 skill_attack (mon, op, 0, 0, 0);
2233 root 1.11
2234 root 1.18 /* If attacking another player, that player gets automatic
2235     * hitback, and doesn't loose luck either.
2236     * Disable hitback on the battleground or if the target is
2237     * the wiz.
2238     */
2239     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240     {
2241     short luck = mon->stats.luck;
2242    
2243     mon->contr->has_hit = 1;
2244 root 1.49 skill_attack (op, mon, 0, 0, 0);
2245 root 1.18 mon->stats.luck = luck;
2246 root 1.11 }
2247 root 1.49
2248 root 1.18 if (action_makes_visible (op))
2249     make_visible (op);
2250 root 1.11 }
2251 root 1.18 } /* if player should attack something */
2252 elmex 1.1 }
2253    
2254 root 1.18 int
2255     move_player (object *op, int dir)
2256     {
2257     int pick;
2258 elmex 1.1
2259 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 root 1.18 return 0;
2261 elmex 1.1
2262 root 1.18 /* Sanity check: make sure dir is valid */
2263     if ((dir < 0) || (dir >= 9))
2264     {
2265     LOG (llevError, "move_player: invalid direction %d\n", dir);
2266     return 0;
2267 elmex 1.1 }
2268    
2269 root 1.84 /* peterm: added following line */
2270 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272    
2273     op->facing = dir;
2274    
2275     if (op->hide)
2276     do_hidden_move (op);
2277    
2278     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279     /*nop */ ;
2280     else if (op->contr->fire_on)
2281     fire (op, dir);
2282     else
2283     {
2284     move_player_attack (op, dir);
2285     pick = check_pick (op);
2286     }
2287 elmex 1.1
2288 root 1.18 /* Add special check for newcs players and fire on - this way, the
2289     * server can handle repeat firing.
2290     */
2291     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2292 root 1.49 op->direction = dir;
2293 root 1.18 else
2294 root 1.49 op->direction = 0;
2295    
2296 root 1.18 /* Update how the player looks. Use the facing, so direction may
2297     * get reset to zero. This allows for full animation capabilities
2298     * for players.
2299     */
2300     animate_object (op, op->facing);
2301     return 0;
2302 elmex 1.1 }
2303    
2304     /* This is similar to handle_player, below, but is only used by the
2305     * new client/server stuff.
2306     * This is sort of special, in that the new client/server actually uses
2307     * the new speed values for commands.
2308     *
2309     * Returns true if there are more actions we can do.
2310     */
2311 root 1.18 int
2312     handle_newcs_player (object *op)
2313 elmex 1.1 {
2314 root 1.18 if (op->contr->hidden)
2315     {
2316     op->invisible = 1000;
2317     /* the socket code flashes the player visible/invisible
2318     * depending on the value of invisible, so we need to
2319     * alternate it here for it to work correctly.
2320     */
2321     if (pticks & 2)
2322 root 1.11 op->invisible--;
2323 root 1.18 }
2324     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325     {
2326     op->invisible--;
2327     if (!op->invisible)
2328     {
2329     make_visible (op);
2330     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 root 1.11 }
2332 elmex 1.1 }
2333    
2334 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2335     {
2336     flee_player (op);
2337     /* If player is still scared, that is his action for this tick */
2338     if (QUERY_FLAG (op, FLAG_SCARED))
2339     {
2340     op->speed_left--;
2341     return 0;
2342 root 1.11 }
2343 elmex 1.1 }
2344    
2345 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2346     * the player object still points to the defunct golem. The code that
2347     * destroys the golem looks correct, and it doesn't always happen, so
2348     * put this in a a workaround to clean up the golem pointer.
2349     */
2350 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351     op->contr->ranges[range_golem] = 0;
2352 root 1.18
2353     /* call this here - we also will call this in do_ericserver, but
2354     * the players time has been increased when doericserver has been
2355     * called, so we recheck it here.
2356     */
2357 root 1.83 if (op->contr->ns->handle_command ())
2358     return 1;
2359 root 1.47
2360 root 1.83 if (op->speed_left > 0)
2361     {
2362     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363     {
2364     /* All move commands take 1 tick, at least for now */
2365     op->speed_left--;
2366 elmex 1.1
2367 root 1.83 /* Instead of all the stuff below, let move_player take care
2368     * of it. Also, some of the skill stuff is only put in
2369     * there, as well as the confusion stuff.
2370     */
2371     move_player (op, op->direction);
2372 elmex 1.1
2373 root 1.83 return op->speed_left > 0;
2374     }
2375 root 1.18 }
2376 root 1.41
2377 root 1.18 return 0;
2378     }
2379    
2380     int
2381     save_life (object *op)
2382     {
2383     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2384 elmex 1.1 return 0;
2385 root 1.18
2386 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2387 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2388     {
2389     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2390     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2391 root 1.33
2392 root 1.18 if (op->contr)
2393     esrv_del_item (op->contr, tmp->count);
2394 root 1.33
2395     tmp->destroy ();
2396 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2397 root 1.33
2398 root 1.18 if (op->stats.hp < 0)
2399     op->stats.hp = op->stats.maxhp;
2400 root 1.33
2401 root 1.18 if (op->stats.food < 0)
2402     op->stats.food = 999;
2403 root 1.33
2404 root 1.54 op->update_stats ();
2405 root 1.18 return 1;
2406     }
2407 root 1.41
2408 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2409     CLEAR_FLAG (op, FLAG_LIFESAVE);
2410     enter_player_savebed (op); /* bring him home. */
2411     return 0;
2412 elmex 1.1 }
2413    
2414     /* This goes throws the inventory and removes unpaid objects, and puts them
2415     * back in the map (location and map determined by values of env). This
2416     * function will descend into containers. op is the object to start the search
2417     * from.
2418     */
2419 root 1.18 void
2420     remove_unpaid_objects (object *op, object *env)
2421 elmex 1.1 {
2422 root 1.18 object *next;
2423 elmex 1.1
2424 root 1.18 while (op)
2425     {
2426 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2427    
2428 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2429     {
2430     if (env->type == PLAYER)
2431     esrv_del_item (env->contr, op->count);
2432 root 1.70
2433     op->insert_at (env);
2434 root 1.18 }
2435     else if (op->inv)
2436     remove_unpaid_objects (op->inv, env);
2437 root 1.41
2438 root 1.18 op = next;
2439 elmex 1.1 }
2440     }
2441    
2442     /*
2443     * Returns pointer a static string containing gravestone text
2444     * Moved from apply.c to player.c - player.c is what
2445     * actually uses this function. player.c may not be quite the
2446     * best, a misc file for object actions is probably better,
2447     * but there isn't one in the server directory.
2448     */
2449 root 1.18 char *
2450     gravestone_text (object *op)
2451 elmex 1.1 {
2452 root 1.18 static char buf2[MAX_BUF];
2453     char buf[MAX_BUF];
2454     time_t now = time (NULL);
2455    
2456     strcpy (buf2, " R.I.P.\n\n");
2457     if (op->type == PLAYER)
2458     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2459     else
2460     sprintf (buf, "%s\n", &op->name);
2461 root 1.41
2462 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2463     strcat (buf2, buf);
2464     if (op->type == PLAYER)
2465     sprintf (buf, "who was in level %d when killed\n", op->level);
2466     else
2467     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2468 root 1.41
2469 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2470     strcat (buf2, buf);
2471     if (op->type == PLAYER)
2472     {
2473     sprintf (buf, "by %s.\n\n", op->contr->killer);
2474     strncat (buf2, " ", 21 - strlen (buf) / 2);
2475     strcat (buf2, buf);
2476     }
2477 root 1.41
2478 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2479     strncat (buf2, " ", 20 - strlen (buf) / 2);
2480     strcat (buf2, buf);
2481 root 1.41
2482 root 1.18 return buf2;
2483 elmex 1.1 }
2484    
2485 root 1.18 void
2486     do_some_living (object *op)
2487     {
2488     int last_food = op->stats.food;
2489 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2490     int over_hp, over_sp, over_grace;
2491     int i;
2492     int rate_hp = 1200;
2493     int rate_sp = 2500;
2494     int rate_grace = 2000;
2495     const int max_hp = 1;
2496     const int max_sp = 1;
2497     const int max_grace = 1;
2498    
2499 pippijn 1.17 if (op->contr->outputs_sync)
2500 root 1.18 {
2501     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2502 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2503 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2504     }
2505    
2506 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2507 root 1.18 {
2508     /* these next three if clauses make it possible to SLOW DOWN
2509     hp/grace/spellpoint regeneration. */
2510     if (op->contr->gen_hp >= 0)
2511     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2512     else
2513     {
2514     gen_hp = op->stats.maxhp;
2515     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2516     }
2517 root 1.55
2518 root 1.18 if (op->contr->gen_sp >= 0)
2519     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2520     else
2521     {
2522     gen_sp = op->stats.maxsp;
2523     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2524     }
2525 root 1.55
2526 root 1.18 if (op->contr->gen_grace >= 0)
2527     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2528     else
2529     {
2530     gen_grace = op->stats.maxgrace;
2531     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2532     }
2533    
2534     /* Regenerate Spell Points */
2535     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2536     {
2537     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2538     if (op->stats.sp < op->stats.maxsp)
2539     {
2540     op->stats.sp++;
2541     /* dms do not consume food */
2542     if (!QUERY_FLAG (op, FLAG_WIZ))
2543     {
2544     op->stats.food--;
2545     if (op->contr->digestion < 0)
2546     op->stats.food += op->contr->digestion;
2547     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2548     op->stats.food = last_food;
2549     }
2550     }
2551 root 1.55
2552 root 1.18 if (max_sp > 1)
2553     {
2554     over_sp = (gen_sp + 10) / rate_sp;
2555     if (over_sp > 0)
2556     {
2557     if (op->stats.sp < op->stats.maxsp)
2558     {
2559     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2560 root 1.55
2561 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2562     op->stats.sp--;
2563 root 1.55
2564 root 1.18 if (op->stats.sp > op->stats.maxsp)
2565     op->stats.sp = op->stats.maxsp;
2566     }
2567     op->last_sp = 0;
2568     }
2569     else
2570 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2571 root 1.18 }
2572     else
2573 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2574 root 1.18 }
2575    
2576     /* Regenerate Grace */
2577     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2578     if (--op->last_grace < 0)
2579     {
2580     if (op->stats.grace < op->stats.maxgrace / 2)
2581     op->stats.grace++; /* no penalty in food for regaining grace */
2582 root 1.55
2583 root 1.18 if (max_grace > 1)
2584     {
2585     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2586     if (over_grace > 0)
2587     {
2588     op->stats.sp += over_grace
2589     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2590     op->last_grace = 0;
2591     }
2592     else
2593     {
2594     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2595     }
2596     }
2597     else
2598     {
2599     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2600     }
2601     /* wearing stuff doesn't detract from grace generation. */
2602     }
2603    
2604     /* Regenerate Hit Points */
2605     if (--op->last_heal < 0)
2606     {
2607     if (op->stats.hp < op->stats.maxhp)
2608     {
2609     op->stats.hp++;
2610     /* dms do not consume food */
2611     if (!QUERY_FLAG (op, FLAG_WIZ))
2612     {
2613     op->stats.food--;
2614     if (op->contr->digestion < 0)
2615     op->stats.food += op->contr->digestion;
2616     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2617     op->stats.food = last_food;
2618     }
2619     }
2620 root 1.55
2621 root 1.18 if (max_hp > 1)
2622     {
2623     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2624     if (over_hp > 0)
2625     {
2626     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2627     op->last_heal = 0;
2628     }
2629     else
2630     {
2631     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2632     }
2633     }
2634     else
2635     {
2636     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2637     }
2638 root 1.11 }
2639 elmex 1.1
2640 root 1.18 /* Digestion */
2641     if (--op->last_eat < 0)
2642     {
2643     #ifdef COZY_SERVER
2644     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2645     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2646     #else
2647     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2648     #endif
2649    
2650     if (op->contr->gen_hp > 0)
2651     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2652     else
2653     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2654 root 1.55
2655 root 1.18 /* dms do not consume food */
2656     if (!QUERY_FLAG (op, FLAG_WIZ))
2657     op->stats.food--;
2658 root 1.11 }
2659 elmex 1.1
2660 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2661     {
2662     object *tmp, *flesh = 0;
2663 root 1.18
2664 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2665 root 1.18 {
2666 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2667 root 1.18 {
2668 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2669     {
2670     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2671     manual_apply (op, tmp, 0);
2672     if (op->stats.food >= 0 || op->stats.hp < 0)
2673     break;
2674     }
2675     else if (tmp->type == FLESH)
2676     flesh = tmp;
2677     } /* End if paid for object */
2678     } /* end of for loop */
2679    
2680     /* If player is still starving, it means they don't have any food, so
2681     * eat flesh instead.
2682     */
2683     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2684     {
2685     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2686     manual_apply (op, flesh, 0);
2687     }
2688 root 1.11 }
2689 elmex 1.1
2690 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2691     op->stats.food++, op->stats.hp--;
2692 elmex 1.1
2693 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2694     kill_player (op);
2695     }
2696 elmex 1.1 }
2697    
2698     /* If the player should die (lack of hp, food, etc), we call this.
2699     * op is the player in jeopardy. If the player can not be saved (not
2700     * permadeath, no lifesave), this will take care of removing the player
2701     * file.
2702     */
2703 root 1.18 void
2704     kill_player (object *op)
2705 elmex 1.1 {
2706 root 1.18 char buf[MAX_BUF];
2707     int x, y;
2708    
2709     //int i;
2710 root 1.25 maptile *map; /* this is for resurrection */
2711 root 1.18
2712     /* int z;
2713     int num_stats_lose;
2714     int lost_a_stat;
2715     int lose_this_stat;
2716     int this_stat; */
2717     int will_kill_again;
2718     archetype *at;
2719     object *tmp;
2720    
2721     if (save_life (op))
2722     return;
2723    
2724    
2725     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2726     * in cities ONLY!!! It is very important that this doesn't get abused.
2727     * Look at op_on_battleground() for more info --AndreasV
2728     */
2729     if (op_on_battleground (op, &x, &y))
2730     {
2731     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2732     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2733    
2734     /* restore player */
2735 root 1.22 at = archetype::find ("poisoning");
2736 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2737 root 1.18 {
2738 root 1.33 tmp->destroy ();
2739 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2740     }
2741 elmex 1.1
2742 root 1.22 at = archetype::find ("confusion");
2743 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2744 root 1.18 {
2745 root 1.33 tmp->destroy ();
2746 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2747     }
2748    
2749     cure_disease (op, 0); /* remove any disease */
2750     op->stats.hp = op->stats.maxhp;
2751     if (op->stats.food <= 0)
2752     op->stats.food = 999;
2753 elmex 1.1
2754 root 1.18 /* create a bodypart-trophy to make the winner happy */
2755 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2756 root 1.18 {
2757     sprintf (buf, "%s's finger", &op->name);
2758     tmp->name = buf;
2759     sprintf (buf, " This finger has been cut off %s\n"
2760     " the %s, when he was defeated at\n level %d by %s.\n",
2761     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762     tmp->msg = buf;
2763     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2764     tmp->materialname = NULL;
2765 elmex 1.87 tmp->insert_at (op, tmp);
2766 root 1.18 }
2767 elmex 1.1
2768 root 1.18 /* teleport defeated player to new destination */
2769     transfer_ob (op, x, y, 0, NULL);
2770     op->contr->braced = 0;
2771     return;
2772 elmex 1.1 }
2773    
2774 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2775 root 1.3
2776 root 1.18 command_kill_pets (op, 0);
2777 elmex 1.1
2778 root 1.18 if (op->stats.food < 0)
2779     {
2780     if (op->contr->explore)
2781     {
2782     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2783     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784     op->stats.food = 999;
2785     return;
2786 root 1.11 }
2787 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2788     strcpy (op->contr->killer, "starvation");
2789 elmex 1.1 }
2790 root 1.18 else
2791     {
2792     if (op->contr->explore)
2793     {
2794     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2795     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796     op->stats.hp = op->stats.maxhp;
2797     return;
2798 root 1.11 }
2799 root 1.18 sprintf (buf, "%s died.", &op->name);
2800 elmex 1.1 }
2801 root 1.70
2802 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 elmex 1.1
2804 root 1.18 /* save the map location for corpse, gravestone */
2805 root 1.70 x = op->x;
2806     y = op->y;
2807 root 1.18 map = op->map;
2808 elmex 1.1
2809 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2810     * life if they are dead - it takes some exp and a random stat.
2811     * See the config.h file for a little more in depth detail about this.
2812     */
2813    
2814     /* Basically two ways to go - remove a stat permanently, or just
2815     * make it depletion. This bunch of code deals with that aspect
2816     * of death.
2817     */
2818     #ifndef COZY_SERVER
2819     if (settings.balanced_stat_loss)
2820 root 1.18 {
2821 root 1.54 /* If stat loss is permanent, lose one stat only. */
2822     /* Lower level chars don't lose as many stats because they suffer
2823     more if they do. */
2824     /* Higher level characters can afford things such as potions of
2825     restoration, or better, stat potions. So we slug them that
2826     little bit harder. */
2827     /* GD */
2828     if (settings.stat_loss_on_death)
2829     num_stats_lose = 1;
2830     else
2831     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2832     }
2833     else
2834 root 1.70 num_stats_lose = 1;
2835    
2836 root 1.54 lost_a_stat = 0;
2837    
2838     for (z = 0; z < num_stats_lose; z++)
2839     {
2840     i = RANDOM () % NUM_STATS;
2841 root 1.11
2842 root 1.54 if (settings.stat_loss_on_death)
2843 root 1.18 {
2844 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2845     * what he lost.
2846     */
2847     change_attr_value (&(op->stats), i, -1);
2848     check_stat_bounds (&(op->stats));
2849     change_attr_value (&(op->contr->orig_stats), i, -1);
2850     check_stat_bounds (&(op->contr->orig_stats));
2851     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2852     lost_a_stat = 1;
2853 root 1.18 }
2854     else
2855     {
2856 root 1.54 /* deplete a stat */
2857     archetype *deparch = archetype::find ("depletion");
2858     object *dep;
2859 root 1.11
2860 root 1.54 dep = present_arch_in_ob (deparch, op);
2861     if (!dep)
2862 root 1.18 {
2863 root 1.54 dep = arch_to_object (deparch);
2864     insert_ob_in_ob (dep, op);
2865 root 1.18 }
2866 root 1.54 lose_this_stat = 1;
2867     if (settings.balanced_stat_loss)
2868 root 1.18 {
2869 root 1.54 /* GD */
2870     /* Get the stat that we're about to deplete. */
2871     this_stat = get_attr_value (&(dep->stats), i);
2872     if (this_stat < 0)
2873     {
2874     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2875     int keep_chance = this_stat * this_stat;
2876 root 1.18
2877 root 1.54 /* Yes, I am paranoid. Sue me. */
2878     if (keep_chance < 1)
2879     keep_chance = 1;
2880 root 1.18
2881 root 1.54 /* There is a maximum depletion total per level. */
2882     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2883     {
2884     lose_this_stat = 0;
2885     /* Take loss chance vs keep chance to see if we
2886     retain the stat. */
2887     }
2888     else
2889     {
2890     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2891     lose_this_stat = 0;
2892     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2893     this_stat, keep_chance, loss_chance,
2894     lose_this_stat?"LOSE":"KEEP"); */
2895 root 1.11 }
2896     }
2897 root 1.54 }
2898 root 1.18
2899 root 1.54 if (lose_this_stat)
2900     {
2901     this_stat = get_attr_value (&(dep->stats), i);
2902     /* We could try to do something clever like find another
2903     * stat to reduce if this fails. But chances are, if
2904     * stats have been depleted to -50, all are pretty low
2905     * and should be roughly the same, so it shouldn't make a
2906     * difference.
2907     */
2908     if (this_stat >= -50)
2909 root 1.18 {
2910 root 1.54 change_attr_value (&(dep->stats), i, -1);
2911     SET_FLAG (dep, FLAG_APPLIED);
2912     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2913     op->update_stats ();
2914     lost_a_stat = 1;
2915 root 1.11 }
2916     }
2917     }
2918 root 1.54 }
2919     /* If no stat lost, tell the player. */
2920     if (!lost_a_stat)
2921     {
2922     /* determine_god() seems to not work sometimes... why is this?
2923     Should I be using something else? GD */
2924     const char *god = determine_god (op);
2925 root 1.18
2926 root 1.54 if (god && (strcmp (god, "none")))
2927     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2928     else
2929     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2930     }
2931 root 1.28 #else
2932 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.");
2933 elmex 1.1 #endif
2934    
2935 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2936     * exp loss on the stone.
2937     */
2938     tmp = arch_to_object (archetype::find ("gravestone"));
2939     sprintf (buf, "%s's gravestone", &op->name);
2940     tmp->name = buf;
2941     sprintf (buf, "%s's gravestones", &op->name);
2942     tmp->name_pl = buf;
2943     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);
2944     tmp->msg = buf;
2945     tmp->x = op->x, tmp->y = op->y;
2946     insert_ob_in_map (tmp, op->map, NULL, 0);
2947    
2948     /**************************************/
2949     /* */
2950     /* Subtract the experience points, */
2951     /* if we died cause of food, give us */
2952     /* food, and reset HP's... */
2953     /* */
2954     /**************************************/
2955    
2956     /* remove any poisoning and confusion the character may be suffering. */
2957     /* restore player */
2958     at = archetype::find ("poisoning");
2959     tmp = present_arch_in_ob (at, op);
2960    
2961     if (tmp)
2962     {
2963     tmp->destroy ();
2964     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2965     }
2966    
2967     at = archetype::find ("confusion");
2968     tmp = present_arch_in_ob (at, op);
2969     if (tmp)
2970     {
2971     tmp->destroy ();
2972     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2973     }
2974    
2975     cure_disease (op, 0); /* remove any disease */
2976    
2977     /*add_exp(op, (op->stats.exp * -0.20)); */
2978     apply_death_exp_penalty (op);
2979     if (op->stats.food < 100)
2980     op->stats.food = 900;
2981     op->stats.hp = op->stats.maxhp;
2982     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2983     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2984 root 1.11
2985 root 1.54 /*
2986     * Check to see if the player is in a shop. IF so, then check to see if
2987     * the player has any unpaid items. If so, remove them and put them back
2988     * in the map.
2989     */
2990 root 1.33
2991 root 1.54 if (is_in_shop (op))
2992     remove_unpaid_objects (op->inv, op);
2993 root 1.18
2994 root 1.54 /****************************************/
2995     /* */
2996     /* Move player to his current respawn- */
2997     /* position (usually last savebed) */
2998     /* */
2999     /****************************************/
3000 root 1.18
3001 root 1.54 enter_player_savebed (op);
3002 root 1.18
3003 root 1.54 /* Save the player before inserting the force to reduce
3004     * chance of abuse.
3005     */
3006     op->contr->braced = 0;
3007     op->contr->save ();
3008 root 1.11
3009 root 1.54 /* it is possible that the player has blown something up
3010     * at his savebed location, and that can have long lasting
3011     * spell effects. So first see if there is a spell effect
3012     * on the space that might harm the player.
3013     */
3014     will_kill_again = 0;
3015     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3016     if (tmp->type == SPELL_EFFECT)
3017     will_kill_again |= tmp->attacktype;
3018 elmex 1.1
3019 root 1.54 if (will_kill_again)
3020 root 1.18 {
3021 root 1.54 object *force;
3022     int at;
3023 root 1.18
3024 root 1.54 force = get_archetype (FORCE_NAME);
3025     /* 50 ticks should be enough time for the spell to abate */
3026     force->speed = 0.1;
3027     force->speed_left = -5.0;
3028     SET_FLAG (force, FLAG_APPLIED);
3029     for (at = 0; at < NROFATTACKS; at++)
3030     if (will_kill_again & (1 << at))
3031     force->resist[at] = 100;
3032 root 1.30
3033 root 1.54 insert_ob_in_ob (force, op);
3034     op->update_stats ();
3035 root 1.30
3036 root 1.54 }
3037 root 1.18
3038 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3039 elmex 1.1 }
3040    
3041 root 1.18 void
3042     loot_object (object *op)
3043     { /* Grab and destroy some treasure */
3044     object *tmp, *tmp2, *next;
3045 elmex 1.1
3046 root 1.18 if (op->container)
3047 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
3048 elmex 1.1
3049 root 1.54 for (tmp = op->inv; tmp; tmp = next)
3050 root 1.18 {
3051     next = tmp->below;
3052 root 1.54
3053 elmex 1.50 if (tmp->invisible)
3054 root 1.18 continue;
3055 root 1.54
3056 root 1.32 tmp->remove ();
3057 root 1.18 tmp->x = op->x, tmp->y = op->y;
3058     if (tmp->type == CONTAINER)
3059     { /* empty container to ground */
3060     loot_object (tmp);
3061     }
3062     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3063     {
3064     if (tmp->nrof > 1)
3065     {
3066     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3067 root 1.33 tmp2->destroy ();
3068 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3069     }
3070     else
3071 root 1.33 tmp->destroy ();
3072 root 1.18 }
3073     else
3074     insert_ob_in_map (tmp, op->map, NULL, 0);
3075     }
3076 elmex 1.1 }
3077    
3078     /*
3079     * fix_weight(): Check recursively the weight of all players, and fix
3080     * what needs to be fixed. Refresh windows and fix speed if anything
3081     * was changed.
3082     */
3083    
3084 root 1.18 void
3085     fix_weight (void)
3086     {
3087 root 1.61 for_all_players (pl)
3088 root 1.18 {
3089     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3090    
3091     if (old == sum)
3092     continue;
3093 root 1.54 pl->ob->update_stats ();
3094 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3095     }
3096 elmex 1.1 }
3097    
3098 root 1.18 void
3099     fix_luck (void)
3100     {
3101 root 1.61 for_all_players (pl)
3102 root 1.52 if (!pl->ob->contr->ns->state)
3103 root 1.54 pl->ob->change_luck (0);
3104 elmex 1.1 }
3105    
3106     /* cast_dust() - handles op throwing objects of type 'DUST'.
3107     * This is much simpler in the new spell code - we basically
3108     * just treat this as any other spell casting object.
3109     */
3110 elmex 1.2 void
3111 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3112 elmex 1.2 {
3113     object *skop, *spob;
3114    
3115     skop = find_skill_by_name (op, throw_ob->skill);
3116    
3117     /* casting POTION 'dusts' is really a use_magic_item skill */
3118     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3119     {
3120 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3121 elmex 1.2 return;
3122     }
3123    
3124     spob = throw_ob->inv;
3125    
3126     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3127     // not pass NULL to cast_spell (which did indeed check itself, but
3128     // errors should be reported as early as possible IMHO)
3129     if (!spob)
3130     {
3131 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3132 elmex 1.2 return;
3133 elmex 1.1 }
3134    
3135 elmex 1.2 if (op->type == PLAYER)
3136 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3137 elmex 1.2
3138     cast_spell (op, throw_ob, dir, spob, NULL);
3139    
3140 root 1.33 throw_ob->destroy ();
3141 elmex 1.1 }
3142    
3143 root 1.18 void
3144     make_visible (object *op)
3145     {
3146     op->hide = 0;
3147     op->invisible = 0;
3148     if (op->type == PLAYER)
3149     {
3150     op->contr->tmp_invis = 0;
3151     op->contr->invis_race = 0;
3152     }
3153     update_object (op, UP_OBJ_FACE);
3154     }
3155    
3156     int
3157     is_true_undead (object *op)
3158     {
3159     object *tmp = NULL;
3160    
3161     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3162     return 1;
3163    
3164 elmex 1.1 return 0;
3165     }
3166    
3167     /* look at the surrounding terrain to determine
3168     * the hideability of this object. Positive levels
3169     * indicate greater hideability.
3170     */
3171    
3172 root 1.18 int
3173     hideability (object *ob)
3174     {
3175     int i, level = 0, mflag;
3176     sint16 x, y;
3177    
3178     if (!ob || !ob->map)
3179     return 0;
3180    
3181     /* so, on normal lighted maps, its hard to hide */
3182     level = ob->map->darkness - 2;
3183    
3184     /* this also picks up whether the object is glowing.
3185     * If you carry a light on a non-dark map, its not
3186     * as bad as carrying a light on a pitch dark map */
3187     if (has_carried_lights (ob))
3188     level = -(10 + (2 * ob->map->darkness));
3189    
3190     /* scan through all nearby squares for terrain to hide in */
3191     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3192     {
3193     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3194     if (mflag & P_OUT_OF_MAP)
3195     {
3196     continue;
3197     }
3198     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3199     level += 2;
3200     else /* open terrain! */
3201     level -= 1;
3202 elmex 1.1 }
3203 root 1.18
3204 elmex 1.1 #if 0
3205 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3206 elmex 1.1 #endif
3207 root 1.18 return level;
3208 elmex 1.1 }
3209    
3210     /* For Hidden creatures - a chance of becoming 'unhidden'
3211     * every time they move - as we subtract off 'invisibility'
3212     * AND, for players, if they move into a ridiculously unhideable
3213     * spot (surrounded by clear terrain in broad daylight). -b.t.
3214     */
3215    
3216 root 1.18 void
3217     do_hidden_move (object *op)
3218     {
3219     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3220     object *skop;
3221    
3222     if (!op || !op->map)
3223     return;
3224    
3225     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3226    
3227     /* its *extremely* hard to run and sneak/hide at the same time! */
3228     if (op->type == PLAYER && op->contr->run_on)
3229 root 1.85 if (!skop || num >= skop->level)
3230     {
3231     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3232     make_visible (op);
3233     return;
3234     }
3235     else
3236     num += 20;
3237    
3238 root 1.18 num += op->map->difficulty;
3239     hide = hideability (op); /* modify by terrain hidden level */
3240     num -= hide;
3241 root 1.85
3242 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3243     {
3244     make_visible (op);
3245     if (op->type == PLAYER)
3246     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3247 elmex 1.1 }
3248 root 1.18 else if (op->type == PLAYER && skop)
3249 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3250 elmex 1.1 }
3251    
3252     /* determine if who is standing near a hostile creature. */
3253    
3254 root 1.18 int
3255     stand_near_hostile (object *who)
3256     {
3257     object *tmp = NULL;
3258     int i, friendly = 0, player = 0, mflags;
3259 root 1.25 maptile *m;
3260 root 1.18 sint16 x, y;
3261    
3262     if (!who)
3263     return 0;
3264    
3265     if (who->type == PLAYER)
3266     player = 1;
3267    
3268     else
3269     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3270    
3271     /* search adjacent squares */
3272     for (i = 1; i < 9; i++)
3273     {
3274     x = who->x + freearr_x[i];
3275     y = who->y + freearr_y[i];
3276     m = who->map;
3277     mflags = get_map_flags (m, &m, x, y, &x, &y);
3278     /* space must be blocked if there is a monster. If not
3279     * blocked, don't need to check this space.
3280     */
3281     if (mflags & P_OUT_OF_MAP)
3282     continue;
3283     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3284     continue;
3285    
3286 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3287 root 1.18 {
3288     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3289     return 1;
3290     else if (tmp->type == PLAYER)
3291     {
3292     /*don't let a hidden DM prevent you from hiding */
3293     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3294 root 1.11 return 1;
3295 root 1.18 }
3296 root 1.11 }
3297 elmex 1.1 }
3298 root 1.18 return 0;
3299 elmex 1.1 }
3300    
3301     /* check the player los field for viewability of the
3302     * object op. This function works fine for monsters,
3303     * but we dont worry if the object isnt the top one in
3304     * a pile (say a coin under a table would return "viewable"
3305     * by this routine). Another question, should we be
3306     * concerned with the direction the player is looking
3307     * in? Realistically, most of use cant see stuff behind
3308     * our backs...on the other hand, does the "facing" direction
3309     * imply the way your head, or body is facing? Its possible
3310     * for them to differ. Sigh, this fctn could get a bit more complex.
3311     * -b.t.
3312     * This function is now map tiling safe.
3313     */
3314    
3315 root 1.18 int
3316     player_can_view (object *pl, object *op)
3317     {
3318     rv_vector rv;
3319     int dx, dy;
3320    
3321     if (pl->type != PLAYER)
3322     {
3323     LOG (llevError, "player_can_view() called for non-player object\n");
3324     return -1;
3325 elmex 1.1 }
3326 root 1.74
3327 root 1.18 if (!pl || !op)
3328 elmex 1.1 return 0;
3329 root 1.18
3330 root 1.74 op = op->head_ ();
3331    
3332 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3333    
3334     /* starting with the 'head' part, lets loop
3335     * through the object and find if it has any
3336     * part that is in the los array but isnt on
3337     * a blocked los square.
3338     * we use the archetype to figure out offsets.
3339     */
3340     while (op)
3341     {
3342     dx = rv.distance_x + op->arch->clone.x;
3343     dy = rv.distance_y + op->arch->clone.y;
3344    
3345     /* only the viewable area the player sees is updated by LOS
3346     * code, so we need to restrict ourselves to that range of values
3347     * for any meaningful values.
3348     */
3349 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3350     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3351     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3352 root 1.18 return 1;
3353     op = op->more;
3354     }
3355     return 0;
3356 elmex 1.1 }
3357    
3358     /* routine for both players and monsters. We call this when
3359     * there is a possibility for our action distrubing our hiding
3360     * place or invisiblity spell. Artefact invisiblity is not
3361     * effected by this. If we arent invisible to begin with, we
3362     * return 0.
3363     */
3364 root 1.18 int
3365     action_makes_visible (object *op)
3366     {
3367    
3368     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369     {
3370     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3371     return 0;
3372    
3373     if (op->contr && op->contr->tmp_invis == 0)
3374     return 0;
3375 elmex 1.1
3376 root 1.18 /* If monsters, they should become visible */
3377     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3378     {
3379     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3380     return 1;
3381 root 1.11 }
3382 elmex 1.1 }
3383 root 1.18 return 0;
3384 elmex 1.1 }
3385    
3386     /* op_on_battleground - checks if the given object op (usually
3387     * a player) is standing on a valid battleground-tile,
3388     * function returns TRUE/FALSE. If true x, y returns the battleground
3389     * -exit-coord. (and if x, y not NULL)
3390     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3391     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3392     * Default is to do the same as before, so only people wanting to have different points need worry about this
3393     */
3394 root 1.18 int
3395     op_on_battleground (object *op, int *x, int *y)
3396     {
3397 elmex 1.1 object *tmp;
3398 root 1.18
3399 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3400     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3401     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3402     * and the exit-coordinates sp/hp must both be > 0.
3403     * => The intention here is to prevent abuse of the battleground-
3404     * feature (like pickable or hidden battleground tiles). */
3405 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3406     {
3407     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3408     {
3409     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3410     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3411     {
3412     /*before we assign the exit, check if this is a teambattle */
3413     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3414     {
3415     object *invtmp;
3416    
3417     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3418     {
3419     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3420     {
3421     if (x != NULL && y != NULL)
3422     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3423     return 1;
3424     }
3425     }
3426     }
3427     if (x != NULL && y != NULL)
3428     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3429     return 1;
3430     }
3431     }
3432 elmex 1.1 }
3433     /* If we got here, did not find a battleground */
3434     return 0;
3435     }
3436    
3437     /*
3438     * When a dragon-player gains a new stage of evolution,
3439     * he gets some treasure
3440     *
3441     * attributes:
3442     * object *who the dragon player
3443     * int atnr the attack-number of the ability focus
3444     * int level ability level
3445     */
3446 root 1.18 void
3447     dragon_ability_gain (object *who, int atnr, int level)
3448     {
3449     treasurelist *trlist = NULL; /* treasurelist */
3450     treasure *tr; /* treasure */
3451     object *tmp, *skop; /* tmp. object */
3452     object *item; /* treasure object */
3453     char buf[MAX_BUF]; /* tmp. string buffer */
3454     int i = 0, j = 0;
3455    
3456     /* get the appropriate treasurelist */
3457     if (atnr == ATNR_FIRE)
3458     trlist = find_treasurelist ("dragon_ability_fire");
3459     else if (atnr == ATNR_COLD)
3460     trlist = find_treasurelist ("dragon_ability_cold");
3461     else if (atnr == ATNR_ELECTRICITY)
3462     trlist = find_treasurelist ("dragon_ability_elec");
3463     else if (atnr == ATNR_POISON)
3464     trlist = find_treasurelist ("dragon_ability_poison");
3465    
3466     if (trlist == NULL || who->type != PLAYER)
3467     return;
3468    
3469     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3470    
3471 elmex 1.82 if (!tr || !tr->item)
3472 root 1.18 {
3473     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3474     return;
3475 elmex 1.1 }
3476    
3477 root 1.18 /* everything seems okay - now bring on the gift: */
3478     item = &(tr->item->clone);
3479 elmex 1.1
3480 root 1.18 if (item->type == SPELL)
3481     {
3482     if (check_spell_known (who, item->name))
3483 root 1.11 return;
3484 root 1.18
3485     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3486     do_learn_spell (who, item, 0);
3487     return;
3488 elmex 1.1 }
3489    
3490 root 1.18 /* grant direct spell */
3491     if (item->type == SPELLBOOK)
3492     {
3493     if (!item->inv)
3494     {
3495     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3496     return;
3497     }
3498     if (check_spell_known (who, item->inv->name))
3499     return;
3500     if (item->invisible)
3501     {
3502     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3503     do_learn_spell (who, item->inv, 0);
3504     return;
3505 root 1.11 }
3506 root 1.18 }
3507     else if (item->type == SKILL_TOOL && item->invisible)
3508     {
3509     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3510     {
3511    
3512     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3513     * in this way, if the player is missing any of the attacktypes, he gets
3514     * them. As it is now, if the player has any that match the granted skill,
3515     * but not all of them, he gets nothing.
3516     */
3517     if (!(skop->attacktype & item->attacktype))
3518     {
3519     /* Give new attacktype */
3520     skop->attacktype |= item->attacktype;
3521    
3522     /* always add physical if there's none */
3523     skop->attacktype |= AT_PHYSICAL;
3524    
3525     if (item->msg != NULL)
3526     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3527    
3528     /* Give player new face */
3529     if (item->animation_id)
3530     {
3531     who->face = skop->face;
3532     who->animation_id = item->animation_id;
3533     who->anim_speed = item->anim_speed;
3534     who->last_anim = 0;
3535     who->state = 0;
3536     animate_object (who, who->direction);
3537     }
3538     }
3539 root 1.11 }
3540 elmex 1.1 }
3541 root 1.18 else if (item->type == FORCE)
3542     {
3543     /* forces in the treasurelist can alter the player's stats */
3544     object *skin;
3545 elmex 1.1
3546 root 1.18 /* first get the dragon skin force */
3547 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3548     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3549     ;
3550    
3551     if (!skin)
3552 root 1.18 return;
3553    
3554     /* adding new spellpath attunements */
3555     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3556     {
3557     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3558    
3559     /* print message */
3560     sprintf (buf, "You feel attuned to ");
3561     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3562     {
3563     if (item->path_attuned & (1 << i))
3564     {
3565     if (j)
3566     strcat (buf, " and ");
3567     else
3568     j = 1;
3569     strcat (buf, spellpathnames[i]);
3570     }
3571     }
3572     strcat (buf, ".");
3573     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3574     }
3575    
3576     /* evtl. adding flags: */
3577     if (QUERY_FLAG (item, FLAG_XRAYS))
3578     SET_FLAG (skin, FLAG_XRAYS);
3579     if (QUERY_FLAG (item, FLAG_STEALTH))
3580     SET_FLAG (skin, FLAG_STEALTH);
3581     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3582     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3583    
3584     /* print message if there is one */
3585     if (item->msg != NULL)
3586     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3587     }
3588     else
3589     {
3590     /* generate misc. treasure */
3591     tmp = arch_to_object (tr->item);
3592     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3593     tmp = insert_ob_in_ob (tmp, who);
3594     if (who->type == PLAYER)
3595     esrv_send_item (who, tmp);
3596 elmex 1.1 }
3597     }
3598    
3599     /**
3600     * Unready an object for a player. This function does nothing if the object was
3601     * not readied.
3602     */
3603 root 1.18 void
3604     player_unready_range_ob (player *pl, object *ob)
3605     {
3606     rangetype i;
3607 elmex 1.1
3608 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3609     {
3610     if (pl->ranges[i] == ob)
3611     {
3612     pl->ranges[i] = NULL;
3613     if (pl->shoottype == i)
3614     {
3615     pl->shoottype = range_none;
3616 elmex 1.1 }
3617     }
3618     }
3619     }