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/cvs/deliantra/server/server/player.C
Revision: 1.92
Committed: Mon Jan 8 01:19:04 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.91: +11 -6 lines
Log Message:
more preperations for player eviction

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.89 * CrossFire, A Multiplayer game
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The author can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
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 1.89 playervec players;
38 elmex 1.1
39 root 1.18 void
40     display_motd (const object *op)
41     {
42     char buf[MAX_BUF];
43     char motd[HUGE_BUF];
44     FILE *fp;
45     int comp;
46     int size;
47 elmex 1.1
48 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 root 1.44 return;
51    
52 root 1.18 motd[0] = '\0';
53     size = 0;
54 root 1.44
55 root 1.53 while (fgets (buf, MAX_BUF, fp))
56 root 1.18 {
57     if (*buf == '#')
58     continue;
59 root 1.44
60 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
61     size += strlen (buf);
62 elmex 1.1 }
63 root 1.44
64 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65     close_and_delete (fp, comp);
66 elmex 1.1 }
67    
68 root 1.18 void
69     send_rules (const object *op)
70     {
71     char buf[MAX_BUF];
72     char rules[HUGE_BUF];
73     FILE *fp;
74     int comp;
75     int size;
76    
77     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 root 1.44 return;
80    
81 root 1.18 rules[0] = '\0';
82     size = 0;
83 root 1.44
84 root 1.53 while (fgets (buf, MAX_BUF, fp))
85 root 1.18 {
86     if (*buf == '#')
87 elmex 1.1 continue;
88 root 1.44
89 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
90     {
91     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 elmex 1.1 break;
93 root 1.18 }
94 root 1.44
95 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
96     size += strlen (buf);
97 elmex 1.1 }
98 root 1.44
99 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100     close_and_delete (fp, comp);
101 elmex 1.1 }
102    
103 root 1.18 void
104     send_news (const object *op)
105     {
106     char buf[MAX_BUF];
107     char news[HUGE_BUF];
108     char subject[MAX_BUF];
109     FILE *fp;
110     int comp;
111     int size;
112    
113     sprintf (buf, "%s/%s", settings.confdir, settings.news);
114     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115     return;
116 root 1.44
117 root 1.18 news[0] = '\0';
118     subject[0] = '\0';
119     size = 0;
120 root 1.44
121 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
122     {
123     if (*buf == '#')
124     continue;
125 root 1.44
126 root 1.18 if (*buf == '%')
127     { /* send one news */
128     if (size > 0)
129     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 */
130 root 1.89
131 root 1.18 strcpy (subject, buf + 1);
132     strip_endline (subject);
133     size = 0;
134     news[0] = '\0';
135     }
136     else
137     {
138     if (size + strlen (buf) >= HUGE_BUF)
139     {
140     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 elmex 1.1 break;
142 root 1.18 }
143     strncat (news + size, buf, HUGE_BUF - size);
144     size += strlen (buf);
145     }
146 elmex 1.1 }
147 root 1.18
148     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150     close_and_delete (fp, comp);
151 elmex 1.1 }
152    
153 root 1.54 /* This loads the first map an puts the player on it. */
154     static void
155     set_first_map (object *op)
156     {
157 root 1.77 op->contr->maplevel = first_map_path;
158 root 1.54 op->x = -1;
159     op->y = -1;
160 root 1.75 }
161    
162     void
163     player::enter_map ()
164     {
165     object *tmp = object::create ();
166    
167     EXIT_PATH (tmp) = maplevel;
168     EXIT_X (tmp) = ob->x;
169     EXIT_Y (tmp) = ob->y;
170     ob->enter_exit (tmp);
171    
172     tmp->destroy ();
173 root 1.54 }
174    
175 root 1.89 void
176     player::activate ()
177     {
178     if (active)
179     return;
180    
181     players.insert (this);
182     ob->remove ();
183     ob->map = 0;
184     ob->activate_recursive ();
185 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186     add_friendly_object (ob);
187 root 1.89 enter_map ();
188     }
189    
190     void
191     player::deactivate ()
192     {
193     if (!active)
194     return;
195    
196     terminate_all_pets (ob);
197 root 1.92 remove_friendly_object (ob);
198 root 1.89 ob->deactivate_recursive ();
199     ob->remove ();
200     ob->map = 0;
201    
202 root 1.92 // for weird reasons, this is often "ob", keeping a circular reference
203     ranges [range_skill] = 0;
204    
205 root 1.89 players.erase (this);
206     }
207    
208 root 1.56 // connect the player with a specific client
209     // also changed, rationalises, and fixes some incorrect settings
210 root 1.54 void
211     player::connect (client *ns)
212 root 1.18 {
213 root 1.54 this->ns = ns;
214     ns->pl = this;
215    
216     ns->update_look = 0;
217     ns->look_position = 0;
218    
219     clear_los (ob);
220    
221 root 1.57 /* make sure he's a player -- needed because of class change. */
222 root 1.54 ob->type = PLAYER; // we are paranoid
223     ob->race = ob->arch->clone.race;
224 elmex 1.1
225 root 1.56 if (!legal_range (ob, shoottype))
226     shoottype = range_none;
227 root 1.44
228 root 1.54 ob->carrying = sum_weight (ob);
229     link_player_skills (ob);
230 elmex 1.1
231 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
232 elmex 1.1
233 root 1.54 assign (title, ob->arch->clone.name);
234 root 1.15
235 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
236     * from the class, and not race. I don't see any way to get the class information
237     * to then update this. I don't think this will actually break anything - anyone
238     * that can use armour should be able to use a shield. What this may 'break'
239     * are features new characters get, eg, if someone starts up with a Q, they
240     * should be able to use a shield. However, old Q's won't get that advantage.
241 root 1.15 */
242 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
243     SET_FLAG (ob, FLAG_USE_SHIELD);
244    
245     /* if it's a dragon player, set the correct title here */
246     if (is_dragon_pl (ob))
247     {
248     object *tmp, *abil = 0, *skin = 0;
249    
250     shstr_cmp dragon_ability_force ("dragon_ability_force");
251     shstr_cmp dragon_skin_force ("dragon_skin_force");
252    
253     for (tmp = ob->inv; tmp; tmp = tmp->below)
254     if (tmp->type == FORCE)
255     if (tmp->arch->name == dragon_ability_force)
256     abil = tmp;
257     else if (tmp->arch->name == dragon_skin_force)
258     skin = tmp;
259    
260     set_dragon_name (ob, abil, skin);
261     }
262    
263     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
264    
265 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
266    
267     ob->update_stats ();
268 root 1.54 ns->floorbox_update ();
269    
270     esrv_send_inventory (ob, ob);
271     esrv_add_spells (this, 0);
272    
273 root 1.89 activate ();
274 root 1.54
275 root 1.59 send_rules (ob);
276     send_news (ob);
277     display_motd (ob);
278 root 1.78
279     INVOKE_PLAYER (CONNECT, this);
280 root 1.54 INVOKE_PLAYER (LOGIN, this);
281     }
282 elmex 1.1
283 root 1.62 void
284     player::disconnect ()
285     {
286 root 1.63 if (ns)
287 root 1.72 {
288 root 1.89 if (active)
289     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 root 1.78
291     INVOKE_PLAYER (DISCONNECT, this);
292 root 1.72
293     ns->pl = 0;
294     this->ns = 0;
295 root 1.89 }
296 root 1.72
297 root 1.89 deactivate ();
298 root 1.62 }
299    
300 root 1.54 // the need for this function can be explained
301     // by load_object not returning the object
302     void
303     player::set_object (object *op)
304     {
305     ob = op;
306     ob->contr = this; /* this aren't yet in archetype */
307 root 1.15
308 root 1.54 ob->speed_left = 0.5;
309     ob->speed = 1.0;
310     ob->direction = 5; /* So player faces south */
311     ob->stats.wc = 2;
312     ob->run_away = 25; /* Then we panick... */
313 root 1.15
314 root 1.54 ob->roll_stats ();
315     }
316 root 1.15
317 root 1.54 player::player ()
318     {
319 pippijn 1.81 /* There are some elements we want initialised to non zero value -
320 root 1.54 * we deal with that below this point.
321     */
322     outputs_sync = 16; /* Every 2 seconds */
323     outputs_count = 8; /* Keeps present behaviour */
324     unapply = unapply_nochoice;
325    
326 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
327 root 1.54
328     gen_sp_armour = 10;
329     last_speed = -1;
330     shoottype = range_none;
331     bowtype = bow_normal;
332     petmode = pet_normal;
333     listening = 10;
334     usekeys = containers;
335     last_weapon_sp = -1;
336     peaceful = 1; /* default peaceful */
337     do_los = 1;
338 root 1.15
339     /* we need to clear these to -1 and not zero - otherwise,
340     * if a player quits and starts a new character, we wont
341     * send new values to the client, as things like exp start
342     * at zero.
343     */
344 root 1.54 for (int i = 0; i < NUM_SKILLS; i++)
345     last_skill_exp[i] = -1;
346    
347     for (int i = 0; i < NROFATTACKS; i++)
348     last_resist[i] = -1;
349    
350     last_stats.exp = -1;
351     last_weight = (uint32) - 1;
352     }
353    
354 root 1.62 void
355     player::do_destroy ()
356 root 1.54 {
357 root 1.72 disconnect ();
358 root 1.62
359 root 1.72 attachable::do_destroy ();
360 root 1.62
361 root 1.54 if (ob)
362 root 1.69 {
363     ob->destroy_inv (false);
364     ob->destroy ();
365     }
366 root 1.62 }
367    
368     player::~player ()
369     {
370 root 1.54 /* Clear item stack */
371     free (stack_items);
372 elmex 1.1 }
373    
374 root 1.54 /* Tries to add player on the connection passed in ns.
375 elmex 1.1 * All we can really get in this is some settings like host and display
376     * mode.
377     */
378 root 1.54 player *
379     player::create ()
380 root 1.18 {
381 root 1.54 player *pl = new player;
382 root 1.38
383 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
384 root 1.76 set_first_map (pl->ob);
385 root 1.26
386 root 1.54 return pl;
387 elmex 1.1 }
388    
389     /*
390     * get_player_archetype() return next player archetype from archetype
391     * list. Not very efficient routine, but used only creating new players.
392     * Note: there MUST be at least one player archetype!
393     */
394 root 1.18 archetype *
395     get_player_archetype (archetype *at)
396 elmex 1.1 {
397 root 1.18 archetype *start = at;
398    
399     for (;;)
400     {
401     if (at == NULL || at->next == NULL)
402     at = first_archetype;
403     else
404     at = at->next;
405 root 1.46
406 root 1.18 if (at->clone.type == PLAYER)
407     return at;
408 root 1.46
409 root 1.18 if (at == start)
410     {
411     LOG (llevError, "No Player archetypes\n");
412     exit (-1);
413 root 1.11 }
414 elmex 1.1 }
415     }
416    
417 root 1.18 object *
418     get_nearest_player (object *mon)
419     {
420     object *op = NULL;
421     objectlink *ol;
422     unsigned lastdist;
423     rv_vector rv;
424    
425 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 root 1.18 {
427     /* We should not find free objects on this friendly list, but it
428     * does periodically happen. Given that, lets deal with it.
429     * While unlikely, it is possible the next object on the friendly
430     * list is also free, so encapsulate this in a while loop.
431     */
432     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433     {
434     object *tmp = ol->ob;
435    
436     /* Can't do much more other than log the fact, because the object
437     * itself will have been cleared.
438     */
439 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440     tmp->debug_desc ());
441 root 1.18 ol = ol->next;
442     remove_friendly_object (tmp);
443     if (!ol)
444     return op;
445     }
446 root 1.11
447 root 1.18 /* Remove special check for player from this. First, it looks to cause
448     * some crashes (ol->ob->contr not set properly?), but secondly, a more
449     * complicated method of state checking would be needed in any case -
450     * as it was, a clever player could type quit, and the function would
451     * skip them over while waiting for confirmation. Remove
452     * on_same_map check, as can_detect_enemy also does this
453     */
454     if (!can_detect_enemy (mon, ol->ob, &rv))
455     continue;
456 root 1.11
457 root 1.18 if (lastdist > rv.distance)
458     {
459     op = ol->ob;
460     lastdist = rv.distance;
461 root 1.11 }
462 elmex 1.1 }
463 root 1.61
464     for_all_players (pl)
465     if (can_detect_enemy (mon, pl->ob, &rv))
466     if (lastdist > rv.distance)
467 root 1.18 {
468 root 1.61 op = pl->ob;
469     lastdist = rv.distance;
470     }
471 elmex 1.1
472     #if 0
473 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
474 elmex 1.1 #endif
475 root 1.18 return op;
476 elmex 1.1 }
477    
478     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
479     * result in a monster paths backtracking. It basically determines how large a
480     * detour a monster will take from the direction path when looking
481     * for a path to the player. The values are in the amount of direction
482     * the deviation is
483     */
484     #define DETOUR_AMOUNT 2
485    
486     /* This is used to prevent infinite loops. Consider a case where the
487     * player is in a chamber (with gate closed), and monsters are outside.
488     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
489     * find a path into the chamber. This is a good thing, but since there
490     * is no real path, it will just keep circling the chamber for
491     * ever (this could be a nice effect for monsters, but not for the function
492     * to get stuck in. I think for the monsters, if max is reached and
493     * we return the first direction the creature could move would result in the
494     * circling behaviour. Unfortunately, this function is also used to determined
495     * if the creature should cast a spell, so returning a direction in that case
496     * is probably not a good thing.
497     */
498     #define MAX_SPACES 50
499    
500     /*
501     * Returns the direction to the player, if valid. Returns 0 otherwise.
502     * modified to verify there is a path to the player. Does this by stepping towards
503     * player and if path is blocked then see if blockage is close enough to player that
504     * direction to player is changed (ie zig or zag). Continue zig zag until either
505     * reach player or path is blocked. Thus, will only return true if there is a free
506     * path to player. Though path may not be a straight line. Note that it will find
507     * player hiding along a corridor at right angles to the corridor with the monster.
508     *
509     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
510     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
511     * down corriders.
512     * 2) I think the old code was broken if the first direction the monster
513     * should move was blocked - the code would store the first direction without
514     * verifying that the player can actually move in that direction. The new
515     * code does not store anything in firstdir until we have verified that the
516     * monster can in fact move one space in that direction.
517     * 3) I'm not sure how good this code will be for moving multipart monsters,
518     * since only simple checks to blocked are being called, which could mean the monster
519     * is blocking itself.
520     */
521 root 1.18 int
522     path_to_player (object *mon, object *pl, unsigned mindiff)
523     {
524     rv_vector rv;
525     sint16 x, y;
526     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
527 root 1.25 maptile *m, *lastmap;
528 root 1.18
529     get_rangevector (mon, pl, &rv, 0);
530    
531     if (rv.distance < mindiff)
532     return 0;
533    
534     x = mon->x;
535     y = mon->y;
536     m = mon->map;
537     dir = rv.direction;
538     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
540     /* If we can't solve it within the search distance, return now. */
541     if (diff > max)
542     return 0;
543     while (diff > 1 && max > 0)
544     {
545     lastx = x;
546     lasty = y;
547     lastmap = m;
548     x = lastx + freearr_x[dir];
549     y = lasty + freearr_y[dir];
550    
551     mflags = get_map_flags (m, &m, x, y, &x, &y);
552     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
553    
554     /* Space is blocked - try changing direction a little */
555     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
556     && (m == mon->map && blocked_link (mon, m, x, y))))
557     {
558     /* recalculate direction from last good location. Possible
559     * we were not traversing ideal location before.
560     */
561     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
562     if (rv.direction != dir)
563     {
564     /* OK - says direction should be different - lets reset the
565     * the values so it will try again.
566     */
567     x = lastx;
568     y = lasty;
569     m = lastmap;
570     dir = firstdir = rv.direction;
571     }
572     else
573     {
574     /* direct path is blocked - try taking a side step to
575     * either the left or right.
576     * Note increase the values in the loop below to be
577     * more than -1/1 respectively will mean the monster takes
578     * bigger detour. Have to be careful about these values getting
579     * too big (3 or maybe 4 or higher) as the monster may just try
580     * stepping back and forth
581     */
582     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
583     {
584     if (i == 0)
585     continue; /* already did this, so skip it */
586     /* Use lastdir here - otherwise,
587     * since the direction that the creature should move in
588     * may change, you could get infinite loops.
589     * ie, player is northwest, but monster can only
590     * move west, so it does that. It goes some distance,
591     * gets blocked, finds that it should move north,
592     * can't do that, but now finds it can move east, and
593     * gets back to its original point. lastdir contains
594     * the last direction the creature has successfully
595     * moved.
596     */
597    
598     x = lastx + freearr_x[absdir (lastdir + i)];
599     y = lasty + freearr_y[absdir (lastdir + i)];
600     m = lastmap;
601     mflags = get_map_flags (m, &m, x, y, &x, &y);
602     if (mflags & P_OUT_OF_MAP)
603     continue;
604     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
605     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
606     continue;
607     if (mflags & P_BLOCKSVIEW)
608     continue;
609    
610     if (m == mon->map && blocked_link (mon, m, x, y))
611     break;
612     }
613     /* go through entire loop without finding a valid
614     * sidestep to take - thus, no valid path.
615     */
616     if (i == (DETOUR_AMOUNT + 1))
617     return 0;
618     diff--;
619     lastdir = dir;
620     max--;
621     if (!firstdir)
622     firstdir = dir + i;
623     } /* else check alternate directions */
624     } /* if blocked */
625     else
626     {
627     /* we moved towards creature, so diff is less */
628     diff--;
629     max--;
630     lastdir = dir;
631     if (!firstdir)
632     firstdir = dir;
633     }
634     if (diff <= 1)
635     {
636     /* Recalculate diff (distance) because we may not have actually
637     * headed toward player for entire distance.
638     */
639     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
640     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
641     }
642     if (diff > max)
643     return 0;
644     }
645     /* If we reached the max, didn't find a direction in time */
646     if (!max)
647     return 0;
648    
649     return firstdir;
650     }
651    
652     void
653     give_initial_items (object *pl, treasurelist * items)
654     {
655     object *op, *next = NULL;
656    
657     if (pl->randomitems != NULL)
658     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
659    
660     for (op = pl->inv; op; op = next)
661     {
662     next = op->below;
663    
664     /* Forces get applied per default, unless they have the
665     * flag "neutral" set. Sorry but I can't think of a better way
666     */
667     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
668     SET_FLAG (op, FLAG_APPLIED);
669    
670     /* we never give weapons/armour if these cannot be used
671     * by this player due to race restrictions
672     */
673     if (pl->type == PLAYER)
674     {
675     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
676     (op->type == ARMOUR || op->type == BOOTS ||
677     op->type == CLOAK || op->type == HELMET ||
678     op->type == SHIELD || op->type == GLOVES ||
679     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
680     {
681 root 1.33 op->destroy ();
682 root 1.18 continue;
683     }
684 root 1.11 }
685    
686 root 1.18 /* This really needs to be better - we should really give
687     * a substitute spellbook. The problem is that we don't really
688     * have a good idea what to replace it with (need something like
689     * a first level treasurelist for each skill.)
690     * remove duplicate skills also
691     */
692     if (op->type == SPELLBOOK || op->type == SKILL)
693     {
694     object *tmp;
695 elmex 1.1
696 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
697     if (tmp->type == op->type && tmp->name == op->name)
698     break;
699 root 1.11
700 root 1.18 if (tmp)
701     {
702 root 1.33 op->destroy ();
703 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
704     continue;
705 root 1.11 }
706 root 1.33
707 root 1.18 if (op->nrof > 1)
708     op->nrof = 1;
709 root 1.11 }
710 elmex 1.1
711 root 1.18 if (op->type == SPELLBOOK && op->inv)
712     {
713     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
714 root 1.11 }
715    
716 root 1.18 /* Give starting characters identified, uncursed, and undamned
717     * items. Just don't identify gold or silver, or it won't be
718     * merged properly.
719     */
720     if (need_identify (op))
721     {
722     SET_FLAG (op, FLAG_IDENTIFIED);
723     CLEAR_FLAG (op, FLAG_CURSED);
724     CLEAR_FLAG (op, FLAG_DAMNED);
725     }
726     if (op->type == SPELL)
727     {
728 root 1.33 op->destroy ();
729 root 1.18 continue;
730     }
731     else if (op->type == SKILL)
732     {
733     SET_FLAG (op, FLAG_CAN_USE_SKILL);
734     op->stats.exp = 0;
735     op->level = 1;
736 root 1.11 }
737 root 1.18 /* lock all 'normal items by default */
738     else
739     SET_FLAG (op, FLAG_INV_LOCKED);
740     } /* for loop of objects in player inv */
741    
742     /* Need to set up the skill pointers */
743     link_player_skills (pl);
744     }
745    
746     void
747     get_party_password (object *op, partylist *party)
748     {
749     if (party == NULL)
750     {
751     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
752     return;
753 elmex 1.1 }
754 root 1.54
755 root 1.18 op->contr->write_buf[0] = '\0';
756 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
757 root 1.18 op->contr->party_to_join = party;
758 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
759 elmex 1.1 }
760    
761     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
762 root 1.54 static int
763 root 1.18 roll_stat (void)
764     {
765     int a[4], i, j, k;
766    
767     for (i = 0; i < 4; i++)
768     a[i] = (int) RANDOM () % 6 + 1;
769    
770     for (i = 0, j = 0, k = 7; i < 4; i++)
771     if (a[i] < k)
772     k = a[i], j = i;
773    
774     for (i = 0, k = 0; i < 4; i++)
775 root 1.54 if (i != j)
776     k += a[i];
777    
778 root 1.18 return k;
779     }
780    
781     void
782 root 1.54 object::roll_stats ()
783 root 1.18 {
784 root 1.54 int statsort [7];
785 root 1.18
786 root 1.54 for (;;)
787 root 1.18 {
788 root 1.54 int sum = 0;
789     for (int i = 7; i--; )
790     sum += statsort [i] = roll_stat ();
791    
792     if (sum >= 82 && sum <= 116)
793     break;
794 root 1.18 }
795    
796 root 1.54 // Sort the stats so that rerolling is easier...
797     std::sort (statsort, statsort + 7, std::greater<int>());
798 root 1.18
799 root 1.54 stats.Str = statsort[0];
800     stats.Dex = statsort[1];
801     stats.Con = statsort[2];
802     stats.Int = statsort[3];
803     stats.Wis = statsort[4];
804     stats.Pow = statsort[5];
805     stats.Cha = statsort[6];
806 root 1.18
807 root 1.54 stats.exp = 0;
808     stats.ac = 0;
809 root 1.18
810 root 1.54 stats.hp = stats.maxhp;
811     stats.sp = stats.maxsp;
812     stats.grace = stats.maxgrace;
813 root 1.18
814 root 1.54 if (contr)
815     {
816     contr->levhp[1] = 9;
817     contr->levsp[1] = 6;
818     contr->levgrace[1] = 3;
819 root 1.18
820 root 1.54 contr->orig_stats = stats;
821     }
822 root 1.18 }
823    
824     void
825 root 1.54 object::swap_stats (int a, int b)
826 root 1.18 {
827 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
828     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
829     set_attr_value (&contr->orig_stats, b, tmp);
830 elmex 1.1
831 root 1.54 stats.Str = contr->orig_stats.Str;
832     stats.Dex = contr->orig_stats.Dex;
833     stats.Con = contr->orig_stats.Con;
834     stats.Int = contr->orig_stats.Int;
835     stats.Wis = contr->orig_stats.Wis;
836     stats.Pow = contr->orig_stats.Pow;
837     stats.Cha = contr->orig_stats.Cha;
838 elmex 1.1
839 root 1.54 //TODO: the following code looks so borked and should, at the very least,
840     // be merged with the similar code in roll_stats
841     stats.ac = 0;
842 elmex 1.1
843 root 1.54 level = 1;
844     stats.exp = 0;
845     stats.ac = 0;
846 elmex 1.1
847 root 1.54 stats.hp = stats.maxhp;
848     stats.sp = stats.maxsp;
849     stats.grace = stats.maxgrace;
850 elmex 1.1
851 root 1.54 if (contr)
852 root 1.18 {
853 root 1.54 contr->levhp[1] = 9;
854     contr->levsp[1] = 6;
855     contr->levgrace[1] = 3;
856 root 1.18
857 root 1.54 contr->orig_stats = stats;
858 elmex 1.1 }
859     }
860    
861 root 1.73 static void
862     start_info (object *op)
863     {
864     char buf[MAX_BUF];
865    
866     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
867     new_draw_info (NDI_UNIQUE, 0, op, buf);
868     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
869     //new_draw_info (NDI_UNIQUE, 0, op, " ");
870     }
871    
872 elmex 1.1 /* This function takes the key that is passed, and does the
873     * appropriate action with it (change race, or other things).
874     * The function name is for historical reasons - now we have
875     * separate race and class; this actually changes the RACE,
876     * not the class.
877     */
878 root 1.18 int
879     key_change_class (object *op, char key)
880 elmex 1.1 {
881 root 1.18 int tmp_loop;
882 elmex 1.1
883 root 1.18 if (key == 'd' || key == 'D')
884     {
885     char buf[MAX_BUF];
886 elmex 1.1
887 root 1.18 /* this must before then initial items are given */
888     esrv_new_player (op->contr, op->weight + op->carrying);
889 elmex 1.36
890     treasurelist *tl = find_treasurelist ("starting_wealth");
891     if (tl)
892     create_treasure (tl, op, 0, 0, 0);
893 elmex 1.1
894 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
895     INVOKE_PLAYER (LOGIN, op->contr);
896 elmex 1.1
897 root 1.52 op->contr->ns->state = ST_PLAYING;
898 root 1.11
899 root 1.18 if (op->msg)
900     op->msg = NULL;
901 elmex 1.1
902 root 1.18 /* We create this now because some of the unique maps will need it
903     * to save here.
904     */
905     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
906     make_path_to_file (buf);
907 elmex 1.1
908     #ifdef AUTOSAVE
909 root 1.18 op->contr->last_save_tick = pticks;
910 elmex 1.1 #endif
911 root 1.18 start_info (op);
912     CLEAR_FLAG (op, FLAG_WIZ);
913     give_initial_items (op, op->randomitems);
914     link_player_skills (op);
915     esrv_send_inventory (op, op);
916 root 1.54 op->update_stats ();
917 elmex 1.1
918 root 1.18 /* This moves the player to a different start map, if there
919     * is one for this race
920     */
921     if (*first_map_ext_path)
922     {
923     object *tmp;
924     char mapname[MAX_BUF];
925    
926 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
927 root 1.33 tmp = object::create ();
928 root 1.18 EXIT_PATH (tmp) = mapname;
929 root 1.77 EXIT_X (tmp) = op->x;
930     EXIT_Y (tmp) = op->y;
931 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
932 elmex 1.1 * if the map isn't there, then stay on the
933     * default initial map */
934 root 1.33 tmp->destroy ();
935 elmex 1.1 }
936 root 1.18 else
937 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
938    
939 root 1.18 return 0;
940 elmex 1.1 }
941    
942 root 1.18 /* Following actually changes the race - this is the default command
943     * if we don't match with one of the options above.
944     */
945    
946     tmp_loop = 0;
947     while (!tmp_loop)
948     {
949     shstr name = op->name;
950     int x = op->x, y = op->y;
951    
952 root 1.54 op->remove_statbonus ();
953 root 1.32 op->remove ();
954 root 1.18 op->arch = get_player_archetype (op->arch);
955 root 1.33 op->arch->clone.copy_to (op);
956 root 1.18 op->instantiate ();
957     op->stats = op->contr->orig_stats;
958     op->name = op->name_pl = name;
959     op->x = x;
960     op->y = y;
961     SET_ANIMATION (op, 2); /* So player faces south */
962     insert_ob_in_map (op, op->map, op, 0);
963 root 1.21 assign (op->contr->title, op->arch->clone.name);
964 root 1.54 op->add_statbonus ();
965 root 1.18 tmp_loop = allowed_class (op);
966     }
967 root 1.19
968 root 1.18 update_object (op, UP_OBJ_FACE);
969     esrv_update_item (UPD_FACE, op, op);
970 root 1.54 op->update_stats ();
971 root 1.18 op->stats.hp = op->stats.maxhp;
972     op->stats.sp = op->stats.maxsp;
973     op->stats.grace = 0;
974 root 1.21
975 root 1.18 if (op->msg)
976     new_draw_info (NDI_BLUE, 0, op, op->msg);
977 root 1.21
978 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");
979 root 1.18 return 0;
980 elmex 1.1 }
981    
982 root 1.18 void
983     flee_player (object *op)
984     {
985     int dir, diff;
986     rv_vector rv;
987    
988     if (op->stats.hp < 0)
989     {
990     LOG (llevDebug, "Fleeing player is dead.\n");
991     CLEAR_FLAG (op, FLAG_SCARED);
992     return;
993 elmex 1.1 }
994    
995 root 1.18 if (op->enemy == NULL)
996     {
997     LOG (llevDebug, "Fleeing player had no enemy.\n");
998     CLEAR_FLAG (op, FLAG_SCARED);
999     return;
1000 elmex 1.1 }
1001    
1002 root 1.18 /* Seen some crashes here. Since we don't store an
1003     * op->enemy_count, it is possible that something destroys the
1004     * actual enemy, and the object is recycled.
1005     */
1006     if (op->enemy->map == NULL)
1007     {
1008     CLEAR_FLAG (op, FLAG_SCARED);
1009     op->enemy = NULL;
1010     return;
1011 elmex 1.1 }
1012    
1013 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1014     {
1015     op->enemy = NULL;
1016     CLEAR_FLAG (op, FLAG_SCARED);
1017     return;
1018 elmex 1.1 }
1019 root 1.49
1020 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1021    
1022     dir = absdir (4 + rv.direction);
1023     for (diff = 0; diff < 3; diff++)
1024     {
1025     int m = 1 - (RANDOM () & 2);
1026 elmex 1.1
1027 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1028 root 1.49 return;
1029 elmex 1.1 }
1030 root 1.49
1031 root 1.18 /* Cornered, get rid of scared */
1032     CLEAR_FLAG (op, FLAG_SCARED);
1033     op->enemy = NULL;
1034 elmex 1.1 }
1035    
1036    
1037     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1038     * IT returns 1 if the player should keep on moving, 0 if he should
1039     * stop.
1040     */
1041 root 1.18 int
1042     check_pick (object *op)
1043     {
1044 elmex 1.1 object *tmp, *next;
1045     int stop = 0;
1046     int j, k, wvratio;
1047     char putstring[128], tmpstr[16];
1048    
1049     /* if you're flying, you cna't pick up anything */
1050     if (op->move_type & MOVE_FLYING)
1051     return 1;
1052    
1053     next = op->below;
1054    
1055     /* loop while there are items on the floor that are not marked as
1056     * destroyed */
1057 root 1.24 while (next && !next->destroyed ())
1058 root 1.18 {
1059     tmp = next;
1060     next = tmp->below;
1061 elmex 1.1
1062 root 1.24 if (op->destroyed ())
1063 elmex 1.1 return 0;
1064    
1065 root 1.18 if (!can_pick (op, tmp))
1066     continue;
1067 elmex 1.1
1068 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1069     {
1070     if (item_matched_string (op, tmp, op->contr->search_str))
1071     pick_up (op, tmp);
1072     continue;
1073 root 1.11 }
1074    
1075 root 1.18 /* high not bit set? We're using the old autopickup model */
1076     if (!(op->contr->mode & PU_NEWMODE))
1077 root 1.11 {
1078 root 1.18 switch (op->contr->mode)
1079 root 1.11 {
1080 root 1.20 case 0:
1081     return 1; /* don't pick up */
1082     case 1:
1083     pick_up (op, tmp);
1084     return 1;
1085     case 2:
1086     pick_up (op, tmp);
1087     return 0;
1088     case 3:
1089     return 0; /* stop before pickup */
1090     case 4:
1091     pick_up (op, tmp);
1092     break;
1093     case 5:
1094     pick_up (op, tmp);
1095     stop = 1;
1096     break;
1097     case 6:
1098     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1099 root 1.18 pick_up (op, tmp);
1100 root 1.20 break;
1101    
1102     case 7:
1103     if (tmp->type == MONEY || tmp->type == GEM)
1104 root 1.18 pick_up (op, tmp);
1105 root 1.20 break;
1106    
1107     default:
1108     /* use value density */
1109     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1110     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1111 root 1.18 pick_up (op, tmp);
1112 root 1.11 }
1113     }
1114 root 1.18 else
1115     { /* old model */
1116     /* NEW pickup handling */
1117     if (op->contr->mode & PU_DEBUG)
1118     {
1119     /* some debugging code to figure out item information */
1120     if (tmp->name != NULL)
1121     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1122     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1123     else
1124     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1125     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1126    
1127     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1128 root 1.58 }
1129 elmex 1.1
1130 root 1.18 /* philosophy:
1131     * It's easy to grab an item type from a pile, as long as it's
1132     * generic. This takes no game-time. For more detailed pickups
1133 root 1.58 * and selections, select-items should be used. This is a
1134 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1135     * example.
1136     * The drawback: right now it has no frontend, so you need to
1137     * stick the bits you want into a calculator in hex mode and then
1138     * convert to decimal and then 'pickup <#>
1139     */
1140    
1141     /* the first two modes are exclusive: if NOTHING we return, if
1142     * STOP then we stop. All the rest are applied sequentially,
1143     * meaning if any test passes, the item gets picked up. */
1144    
1145     /* if mode is set to pick nothing up, return */
1146    
1147     if (op->contr->mode & PU_NOTHING)
1148     return 1;
1149    
1150     /* if mode is set to stop when encountering objects, return */
1151     /* take STOP before INHIBIT since it doesn't actually pick
1152     * anything up */
1153    
1154     if (op->contr->mode & PU_STOP)
1155     return 0;
1156    
1157     /* useful for going into stores and not losing your settings... */
1158     /* and for battles wher you don't want to get loaded down while
1159     * fighting */
1160     if (op->contr->mode & PU_INHIBIT)
1161     return 1;
1162    
1163     /* prevent us from turning into auto-thieves :) */
1164     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1165     continue;
1166    
1167     /* ignore known cursed objects */
1168     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1169     continue;
1170    
1171     /* all food and drink if desired */
1172     /* question: don't pick up known-poisonous stuff? */
1173     if (op->contr->mode & PU_FOOD)
1174     if (tmp->type == FOOD)
1175     {
1176     pick_up (op, tmp);
1177     continue;
1178     }
1179 root 1.29
1180 root 1.18 if (op->contr->mode & PU_DRINK)
1181     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1182     {
1183     pick_up (op, tmp);
1184     continue;
1185     }
1186    
1187     if (op->contr->mode & PU_POTION)
1188     if (tmp->type == POTION)
1189     {
1190     pick_up (op, tmp);
1191     continue;
1192     }
1193    
1194     /* spellbooks, skillscrolls and normal books/scrolls */
1195     if (op->contr->mode & PU_SPELLBOOK)
1196     if (tmp->type == SPELLBOOK)
1197     {
1198     pick_up (op, tmp);
1199     continue;
1200     }
1201 root 1.29
1202 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1203     if (tmp->type == SKILLSCROLL)
1204     {
1205     pick_up (op, tmp);
1206     continue;
1207     }
1208 root 1.29
1209 root 1.18 if (op->contr->mode & PU_READABLES)
1210     if (tmp->type == BOOK || tmp->type == SCROLL)
1211     {
1212     pick_up (op, tmp);
1213     continue;
1214     }
1215    
1216     /* wands/staves/rods/horns */
1217     if (op->contr->mode & PU_MAGIC_DEVICE)
1218     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1219     {
1220     pick_up (op, tmp);
1221     continue;
1222     }
1223    
1224     /* pick up all magical items */
1225     if (op->contr->mode & PU_MAGICAL)
1226     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1227     {
1228     pick_up (op, tmp);
1229     continue;
1230     }
1231    
1232     if (op->contr->mode & PU_VALUABLES)
1233     {
1234     if (tmp->type == MONEY || tmp->type == GEM)
1235     {
1236     pick_up (op, tmp);
1237     continue;
1238     }
1239     }
1240    
1241     /* rings & amulets - talismans seems to be typed AMULET */
1242     if (op->contr->mode & PU_JEWELS)
1243     if (tmp->type == RING || tmp->type == AMULET)
1244     {
1245     pick_up (op, tmp);
1246 root 1.29 continue;
1247     }
1248    
1249     /* we don't forget dragon food */
1250     if (op->contr->mode & PU_FLESH)
1251     if (tmp->type == FLESH)
1252     {
1253     pick_up (op, tmp);
1254 root 1.18 continue;
1255     }
1256    
1257     /* bows and arrows. Bows are good for selling! */
1258     if (op->contr->mode & PU_BOW)
1259     if (tmp->type == BOW)
1260     {
1261     pick_up (op, tmp);
1262     continue;
1263     }
1264 root 1.29
1265 root 1.18 if (op->contr->mode & PU_ARROW)
1266     if (tmp->type == ARROW)
1267     {
1268     pick_up (op, tmp);
1269     continue;
1270     }
1271    
1272     /* all kinds of armor etc. */
1273     if (op->contr->mode & PU_ARMOUR)
1274     if (tmp->type == ARMOUR)
1275     {
1276     pick_up (op, tmp);
1277     continue;
1278     }
1279 root 1.29
1280 root 1.18 if (op->contr->mode & PU_HELMET)
1281     if (tmp->type == HELMET)
1282     {
1283     pick_up (op, tmp);
1284     continue;
1285     }
1286 root 1.29
1287 root 1.18 if (op->contr->mode & PU_SHIELD)
1288     if (tmp->type == SHIELD)
1289     {
1290     pick_up (op, tmp);
1291     continue;
1292     }
1293 root 1.29
1294 root 1.18 if (op->contr->mode & PU_BOOTS)
1295     if (tmp->type == BOOTS)
1296     {
1297     pick_up (op, tmp);
1298     continue;
1299     }
1300 root 1.29
1301 root 1.18 if (op->contr->mode & PU_GLOVES)
1302     if (tmp->type == GLOVES)
1303     {
1304     pick_up (op, tmp);
1305     continue;
1306     }
1307 root 1.29
1308 root 1.18 if (op->contr->mode & PU_CLOAK)
1309     if (tmp->type == CLOAK)
1310     {
1311     pick_up (op, tmp);
1312     continue;
1313     }
1314 elmex 1.1
1315 root 1.18 /* hoping to catch throwing daggers here */
1316     if (op->contr->mode & PU_MISSILEWEAPON)
1317     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1318     {
1319     pick_up (op, tmp);
1320     continue;
1321     }
1322 elmex 1.1
1323 root 1.18 /* careful: chairs and tables are weapons! */
1324     if (op->contr->mode & PU_ALLWEAPON)
1325     {
1326     if (tmp->type == WEAPON && tmp->name != NULL)
1327     {
1328     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1329     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1330     {
1331     pick_up (op, tmp);
1332     continue;
1333     }
1334     }
1335 root 1.29
1336 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1337     {
1338     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1339     {
1340     pick_up (op, tmp);
1341     continue;
1342     }
1343     }
1344     }
1345 elmex 1.1
1346 root 1.18 /* misc stuff that's useful */
1347     if (op->contr->mode & PU_KEY)
1348     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1349     {
1350     pick_up (op, tmp);
1351     continue;
1352     }
1353 elmex 1.1
1354 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1355     * pickups */
1356     if (op->contr->mode & PU_RATIO)
1357     {
1358     /* use value density to decide what else to grab */
1359     /* >=7 was >= op->contr->mode */
1360     /* >=7 is the old standard setting. Now we take the last 4 bits
1361     * and multiply them by 5, giving 0..15*5== 5..75 */
1362     wvratio = (op->contr->mode & PU_RATIO) * 5;
1363     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1364     {
1365     pick_up (op, tmp);
1366 elmex 1.1 #if 0
1367 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1368     if (tmp->name != NULL)
1369     {
1370     fprintf (stderr, "%s", tmp->name);
1371     }
1372     else
1373     fprintf (stderr, "%s", tmp->arch->name);
1374     fprintf (stderr, ",%d] = ", tmp->type);
1375     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1376 elmex 1.1 #endif
1377 root 1.18 continue;
1378     }
1379     }
1380     } /* the new pickup model */
1381     }
1382 root 1.29
1383 root 1.18 return !stop;
1384 elmex 1.1 }
1385    
1386     /*
1387     * Find an arrow in the inventory and after that
1388     * in the right type container (quiver). Pointer to the
1389     * found object is returned.
1390     */
1391 root 1.18 object *
1392     find_arrow (object *op, const char *type)
1393 elmex 1.1 {
1394 root 1.18 object *tmp = NULL;
1395 elmex 1.1
1396 root 1.18 for (op = op->inv; op; op = op->below)
1397     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1398     tmp = find_arrow (op, type);
1399     else if (op->type == ARROW && op->race == type)
1400     return op;
1401     return tmp;
1402 elmex 1.1 }
1403    
1404     /*
1405     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1406     * against the target. A full test is not performed, simply a basic test
1407     * of resistances. The archer is making a quick guess at what he sees down
1408     * the hall. Failing that it does it's best to pick the highest plus arrow.
1409     */
1410    
1411 root 1.18 object *
1412     find_better_arrow (object *op, object *target, const char *type, int *better)
1413 elmex 1.1 {
1414 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1415     int attacknum, attacktype, betterby = 0, i;
1416 elmex 1.1
1417 root 1.18 if (!type)
1418     return NULL;
1419 elmex 1.1
1420 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1421     {
1422     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1423     {
1424     i = 0;
1425     ntmp = find_better_arrow (arrow, target, type, &i);
1426     if (i > betterby)
1427     {
1428     tmp = ntmp;
1429     betterby = i;
1430     }
1431     }
1432     else if (arrow->type == ARROW && arrow->race == type)
1433     {
1434     /* allways prefer assasination/slaying */
1435     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1436     {
1437     if (arrow->attacktype & AT_DEATH)
1438     {
1439     *better = 100;
1440     return arrow;
1441     }
1442     else
1443     {
1444     tmp = arrow;
1445     betterby = (arrow->magic + arrow->stats.dam) * 2;
1446     }
1447     }
1448     else
1449     {
1450     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1451     {
1452     attacktype = 1 << attacknum;
1453     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1454     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1455     {
1456     tmp = arrow;
1457     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1458     }
1459 root 1.11 }
1460 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1461     {
1462     tmp = arrow;
1463     betterby = 2 + arrow->magic + arrow->stats.dam;
1464 root 1.11 }
1465 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1466     {
1467     tmp = arrow;
1468     betterby = 1 + arrow->magic + arrow->stats.dam;
1469 root 1.11 }
1470     }
1471     }
1472 elmex 1.1 }
1473 root 1.18 if (tmp == NULL && arrow == NULL)
1474     return find_arrow (op, type);
1475 elmex 1.1
1476 root 1.18 *better = betterby;
1477     return tmp;
1478 elmex 1.1 }
1479    
1480     /* looks in a given direction, finds the first valid target, and calls
1481     * find_better_arrow to find a decent arrow to use.
1482     * op = the shooter
1483     * type = bow->race
1484     * dir = fire direction
1485     */
1486    
1487 root 1.18 object *
1488     pick_arrow_target (object *op, const char *type, int dir)
1489 elmex 1.1 {
1490 root 1.18 object *tmp = NULL;
1491 root 1.25 maptile *m;
1492 root 1.18 int i, mflags, found, number;
1493     sint16 x, y;
1494    
1495     if (op->map == NULL)
1496     return find_arrow (op, type);
1497    
1498     /* do a dex check */
1499     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1500     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1501     return find_arrow (op, type);
1502    
1503     m = op->map;
1504     x = op->x;
1505     y = op->y;
1506    
1507     /* find the first target */
1508     for (i = 0, found = 0; i < 20; i++)
1509     {
1510     x += freearr_x[dir];
1511     y += freearr_y[dir];
1512     mflags = get_map_flags (m, &m, x, y, &x, &y);
1513     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1514     {
1515     tmp = NULL;
1516     break;
1517     }
1518     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1519     {
1520     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1521     * perhaps a bad assumption.
1522     */
1523     tmp = NULL;
1524     break;
1525 root 1.11 }
1526 root 1.18 if (mflags & P_IS_ALIVE)
1527     {
1528     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1529     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1530     {
1531     found++;
1532 root 1.11 break;
1533 root 1.18 }
1534     if (found)
1535     break;
1536 root 1.11 }
1537 elmex 1.1 }
1538 root 1.18 if (tmp == NULL)
1539     return find_arrow (op, type);
1540 elmex 1.1
1541 root 1.18 if (tmp->head)
1542     tmp = tmp->head;
1543 elmex 1.1
1544 root 1.18 return find_better_arrow (op, tmp, type, &i);
1545 elmex 1.1 }
1546    
1547     /*
1548     * Creature fires a bow - op can be monster or player. Returns
1549     * 1 if bow was actually fired, 0 otherwise.
1550     * op is the object firing the bow.
1551     * part is for multipart creatures - the part firing the bow.
1552     * dir is the direction of fire.
1553     * wc_mod is any special modifier to give (used in special player fire modes)
1554     * sx, sy are coordinates to fire arrow from - also used in some of the special
1555     * player fire modes.
1556     */
1557 root 1.18 int
1558     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1559 elmex 1.1 {
1560 root 1.18 object *left, *bow;
1561     int bowspeed, mflags;
1562 root 1.25 maptile *m;
1563 elmex 1.1
1564 root 1.18 if (!dir)
1565     {
1566     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1567     return 0;
1568 elmex 1.1 }
1569 root 1.48
1570 root 1.18 if (op->type == PLAYER)
1571     bow = op->contr->ranges[range_bow];
1572     else
1573     {
1574     for (bow = op->inv; bow; bow = bow->below)
1575     /* Don't check for applied - monsters don't apply bows - in that way, they
1576     * don't need to switch back and forth between bows and weapons.
1577     */
1578     if (bow->type == BOW)
1579     break;
1580 root 1.11
1581 root 1.18 if (!bow)
1582     {
1583     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1584     return 0;
1585 root 1.11 }
1586 elmex 1.1 }
1587 root 1.48
1588 root 1.18 if (!bow->race || !bow->skill)
1589     {
1590     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1591     return 0;
1592 elmex 1.1 }
1593    
1594 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1595 elmex 1.1
1596 root 1.18 /* penalize ROF for bestarrow */
1597     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1598     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1599 root 1.48
1600 root 1.18 if (bowspeed < 1)
1601     bowspeed = 1;
1602    
1603     if (arrow == NULL)
1604     {
1605     if ((arrow = find_arrow (op, bow->race)) == NULL)
1606     {
1607     if (op->type == PLAYER)
1608     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1609     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1610     else
1611     CLEAR_FLAG (op, FLAG_READY_BOW);
1612     return 0;
1613 root 1.11 }
1614 elmex 1.1 }
1615 root 1.48
1616 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1617     if (mflags & P_OUT_OF_MAP)
1618 root 1.48 return 0;
1619    
1620 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1621     {
1622     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1623     return 0;
1624     }
1625    
1626     /* this should not happen, but sometimes does */
1627     if (arrow->nrof == 0)
1628     {
1629 root 1.33 arrow->destroy ();
1630 root 1.18 return 0;
1631     }
1632    
1633     left = arrow; /* these are arrows left to the player */
1634     arrow = get_split_ob (arrow, 1);
1635 root 1.48 if (!arrow)
1636 root 1.18 {
1637     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1638     return 0;
1639 elmex 1.1 }
1640 root 1.48
1641 root 1.34 arrow->set_owner (op);
1642 root 1.18 arrow->skill = bow->skill;
1643     arrow->direction = dir;
1644    
1645     if (op->type == PLAYER)
1646     {
1647     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1648 root 1.54 op->update_stats ();
1649 elmex 1.1 }
1650    
1651 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1652     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1653     arrow->stats.hp = arrow->stats.dam;
1654     arrow->stats.grace = arrow->attacktype;
1655     if (arrow->slaying != NULL)
1656 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1657 root 1.18
1658     /* Note that this was different for monsters - they got their level
1659     * added to the damage. I think the strength bonus is more proper.
1660     */
1661    
1662     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1663    
1664     /* update the speed */
1665     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1666     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1667    
1668 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1669 root 1.18 arrow->speed_left = 0;
1670    
1671     if (op->type == PLAYER)
1672     {
1673     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1674     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1675     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1676    
1677     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 elmex 1.1 }
1679 root 1.18 else
1680     {
1681     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1682     arrow->level = op->level;
1683 elmex 1.1 }
1684 root 1.24
1685 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1686     arrow->attacktype |= bow->attacktype;
1687 root 1.24
1688 root 1.48 if (bow->slaying)
1689 root 1.18 arrow->slaying = bow->slaying;
1690    
1691     arrow->move_type = MOVE_FLY_LOW;
1692     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693    
1694     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1695 root 1.70 m->insert (arrow, sx, sy, op);
1696 root 1.18
1697 root 1.24 if (!arrow->destroyed ())
1698 root 1.18 move_arrow (arrow);
1699 elmex 1.1
1700 root 1.18 if (op->type == PLAYER)
1701     {
1702 root 1.24 if (left->destroyed ())
1703     esrv_del_item (op->contr, left->count);
1704 root 1.18 else
1705     esrv_send_item (op, left);
1706 elmex 1.1 }
1707 root 1.24
1708 root 1.18 return 1;
1709 elmex 1.1 }
1710    
1711     /* Special fire code for players - this takes into
1712     * account the special fire modes players can have
1713     * but monsters can't. Putting that code here
1714     * makes the fire_bow code much cleaner.
1715     * this function should only be called if 'op' is a player,
1716     * hence the function name.
1717     */
1718 root 1.18 int
1719     player_fire_bow (object *op, int dir)
1720 elmex 1.1 {
1721 root 1.18 int ret = 0, wcmod = 0;
1722    
1723     if (op->contr->bowtype == bow_bestarrow)
1724     {
1725     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1726     }
1727     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1728     {
1729     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1730     wcmod = -1;
1731 root 1.74
1732 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1733     }
1734     else if (op->contr->bowtype == bow_threewide)
1735     {
1736     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1738     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1739     }
1740     else if (op->contr->bowtype == bow_spreadshot)
1741     {
1742     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1744     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1745 elmex 1.1
1746     }
1747 root 1.18 else
1748     {
1749     /* Simple case */
1750     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1751     }
1752     return ret;
1753 elmex 1.1 }
1754    
1755    
1756     /* Fires a misc (wand/rod/horn) object in 'dir'.
1757     * Broken apart from 'fire' to keep it more readable.
1758     */
1759 root 1.18 void
1760     fire_misc_object (object *op, int dir)
1761 elmex 1.1 {
1762 root 1.18 object *item;
1763 elmex 1.1
1764 root 1.18 if (!op->contr->ranges[range_misc])
1765     {
1766     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1767     return;
1768 elmex 1.1 }
1769    
1770 root 1.18 item = op->contr->ranges[range_misc];
1771     if (!item->inv)
1772     {
1773     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774     return;
1775 elmex 1.1 }
1776 root 1.18 if (item->type == WAND)
1777     {
1778     if (item->stats.food <= 0)
1779     {
1780     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1781     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1782     return;
1783 root 1.11 }
1784 root 1.18 }
1785     else if (item->type == ROD || item->type == HORN)
1786     {
1787     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788     {
1789     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790     if (item->type == ROD)
1791     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792     else
1793     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794     return;
1795 root 1.11 }
1796 elmex 1.1 }
1797    
1798 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1799     {
1800     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1801     if (item->type == WAND)
1802     {
1803     if (!(--item->stats.food))
1804     {
1805     object *tmp;
1806    
1807     if (item->arch)
1808     {
1809     CLEAR_FLAG (item, FLAG_ANIMATE);
1810     item->face = item->arch->clone.face;
1811 root 1.67 item->set_speed (0);
1812 root 1.11 }
1813 root 1.67
1814 root 1.49 if ((tmp = item->in_player ()))
1815 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1816 root 1.11 }
1817     }
1818 root 1.18 else if (item->type == ROD || item->type == HORN)
1819 root 1.67 drain_rod_charge (item);
1820 elmex 1.1 }
1821     }
1822    
1823     /* Received a fire command for the player - go and do it.
1824     */
1825 root 1.18 void
1826     fire (object *op, int dir)
1827     {
1828     int spellcost = 0;
1829 elmex 1.1
1830 root 1.18 /* check for loss of invisiblity/hide */
1831     if (action_makes_visible (op))
1832     make_visible (op);
1833 elmex 1.1
1834 root 1.18 switch (op->contr->shoottype)
1835     {
1836 root 1.20 case range_none:
1837     return;
1838 elmex 1.1
1839 root 1.20 case range_bow:
1840     player_fire_bow (op, dir);
1841     return;
1842 elmex 1.1
1843 root 1.20 case range_magic: /* Casting spells */
1844     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1845     return;
1846 elmex 1.1
1847 root 1.20 case range_misc:
1848     fire_misc_object (op, dir);
1849     return;
1850 root 1.11
1851 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1852 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1853 root 1.20 {
1854 root 1.30 op->contr->ranges[range_golem] = 0;
1855 root 1.20 op->contr->shoottype = range_none;
1856     }
1857     else
1858     control_golem (op->contr->ranges[range_golem], dir);
1859     return;
1860 root 1.11
1861 root 1.20 case range_skill:
1862     if (!op->chosen_skill)
1863     {
1864     if (op->type == PLAYER)
1865     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1866     return;
1867     }
1868 root 1.92
1869     do_skill (op, op, op->chosen_skill, dir, NULL);
1870 root 1.20 return;
1871     case range_builder:
1872     apply_map_builder (op, dir);
1873     return;
1874     default:
1875     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1876     return;
1877 elmex 1.1 }
1878     }
1879    
1880    
1881    
1882     /* find_key
1883     * We try to find a key for the door as passed. If we find a key
1884     * and successfully use it, we return the key, otherwise NULL
1885     * This function merges both normal and locked door, since the logic
1886     * for both is the same - just the specific key is different.
1887     * pl is the player,
1888     * inv is the objects inventory to searched
1889     * door is the door we are trying to match against.
1890     * This function can be called recursively to search containers.
1891     */
1892    
1893 root 1.18 object *
1894     find_key (object *pl, object *container, object *door)
1895 elmex 1.1 {
1896 root 1.18 object *tmp, *key;
1897 elmex 1.1
1898 root 1.18 /* Should not happen, but sanity checking is never bad */
1899     if (container->inv == NULL)
1900     return NULL;
1901 elmex 1.1
1902 root 1.18 /* First, lets try to find a key in the top level inventory */
1903     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1904     {
1905     if (door->type == DOOR && tmp->type == KEY)
1906     break;
1907     /* For sanity, we should really check door type, but other stuff
1908     * (like containers) can be locked with special keys
1909     */
1910     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911     break;
1912     }
1913     /* No key found - lets search inventories now */
1914     /* If we find and use a key in an inventory, return at that time.
1915     * otherwise, if we search all the inventories and still don't find
1916     * a key, return
1917     */
1918     if (!tmp)
1919     {
1920     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1921     {
1922     /* No reason to search empty containers */
1923     if (tmp->type == CONTAINER && tmp->inv)
1924     {
1925     if ((key = find_key (pl, tmp, door)) != NULL)
1926     return key;
1927     }
1928     }
1929     if (!tmp)
1930     return NULL;
1931 elmex 1.1 }
1932 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1933     * see if we actually want to use it
1934     */
1935     if (pl != container)
1936     {
1937     /* Only let players use keys in containers */
1938     if (!pl->contr)
1939     return NULL;
1940     /* cases where this fails:
1941     * If we only search the player inventory, return now since we
1942     * are not in the players inventory.
1943     * If the container is not active, return now since only active
1944     * containers can be used.
1945     * If we only search keyrings and the container does not have
1946     * a race/isn't a keyring.
1947     * No checking for all containers - to fall through past here,
1948     * inv must have been an container and must have been active.
1949     *
1950     * Change the color so that the message doesn't disappear with
1951     * all the others.
1952     */
1953     if (pl->contr->usekeys == key_inventory ||
1954     !QUERY_FLAG (container, FLAG_APPLIED) ||
1955     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1956     {
1957     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959     return NULL;
1960 root 1.11 }
1961 elmex 1.1 }
1962 root 1.18 return tmp;
1963 elmex 1.1 }
1964    
1965     /* moved door processing out of move_player_attack.
1966     * returns 1 if player has opened the door with a key
1967     * such that the caller should not do anything more,
1968     * 0 otherwise
1969     */
1970 root 1.18 static int
1971     player_attack_door (object *op, object *door)
1972 elmex 1.1 {
1973 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1974     * might as well return immediately as there is nothing more to do -
1975     * otherwise, we fall through to the rest of the code.
1976     */
1977     object *key = find_key (op, op, door);
1978    
1979     /* IF we found a key, do some extra work */
1980     if (key)
1981     {
1982     object *container = key->env;
1983    
1984     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985     if (action_makes_visible (op))
1986     make_visible (op);
1987     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988     spring_trap (door->inv, op);
1989     if (door->type == DOOR)
1990     {
1991     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992     }
1993     else if (door->type == LOCKED_DOOR)
1994     {
1995     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996     remove_door2 (door); /* remove door without violence ;-) */
1997     }
1998     /* Do this after we print the message */
1999     decrease_ob (key); /* Use up one of the keys */
2000     /* Need to update the weight the container the key was in */
2001     if (container != op)
2002     esrv_update_item (UPD_WEIGHT, op, container);
2003     return 1; /* Nothing more to do below */
2004     }
2005     else if (door->type == LOCKED_DOOR)
2006     {
2007     /* Might as well return now - no other way to open this */
2008     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009     return 1;
2010 elmex 1.1 }
2011 root 1.18 return 0;
2012 elmex 1.1 }
2013    
2014     /* This function is just part of a breakup from move_player.
2015     * It should keep the code cleaner.
2016     * When this is called, the players direction has been updated
2017     * (taking into account confusion.) The player is also actually
2018     * going to try and move (not fire weapons).
2019     */
2020 root 1.18 void
2021     move_player_attack (object *op, int dir)
2022 elmex 1.1 {
2023 root 1.18 object *tmp, *mon;
2024     sint16 nx, ny;
2025     int on_battleground;
2026 root 1.25 maptile *m;
2027 root 1.18
2028     nx = freearr_x[dir] + op->x;
2029     ny = freearr_y[dir] + op->y;
2030    
2031 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2032 root 1.18
2033     /* If braced, or can't move to the square, and it is not out of the
2034     * map, attack it. Note order of if statement is important - don't
2035     * want to be calling move_ob if braced, because move_ob will move the
2036     * player. This is a pretty nasty hack, because if we could
2037     * move to some space, it then means that if we are braced, we should
2038     * do nothing at all. As it is, if we are braced, we go through
2039     * quite a bit of processing. However, it probably is less than what
2040     * move_ob uses.
2041     */
2042     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2043     {
2044     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2045     {
2046 root 1.85 m = op->map->xy_find (nx, ny);
2047 root 1.18 if (!m)
2048     return; /* Don't think this should happen */
2049     }
2050     else
2051     m = op->map;
2052    
2053 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2054     return;
2055 root 1.11
2056 root 1.49 mon = 0;
2057 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2058     * we find a monster - that is something we know we want to attack.
2059     * if its a door or barrel (can roll) see if there may be monsters
2060     * on the space
2061     */
2062 root 1.49 while (tmp)
2063 root 1.18 {
2064     if (tmp == op)
2065     {
2066     tmp = tmp->above;
2067     continue;
2068 root 1.11 }
2069 root 1.27
2070 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2071     {
2072     mon = tmp;
2073     break;
2074 root 1.11 }
2075 root 1.27
2076 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2077     mon = tmp;
2078 root 1.27
2079 root 1.18 tmp = tmp->above;
2080     }
2081    
2082 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2083 root 1.18 return; /* into a wall */
2084    
2085 root 1.49 if (mon->head)
2086 root 1.18 mon = mon->head;
2087    
2088     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2089     if (player_attack_door (op, mon))
2090     return;
2091    
2092     /* The following deals with possibly attacking peaceful
2093     * or frienddly creatures. Basically, all players are considered
2094     * unaggressive. If the moving player has peaceful set, then the
2095     * object should be pushed instead of attacked. It is assumed that
2096     * if you are braced, you will not attack friends accidently,
2097     * and thus will not push them.
2098     */
2099 root 1.11
2100 root 1.18 /* If the creature is a pet, push it even if the player is not
2101     * peaceful. Our assumption is the creature is a pet if the
2102     * player owns it and it is either friendly or unagressive.
2103     */
2104     if ((op->type == PLAYER)
2105 elmex 1.1 #if COZY_SERVER
2106 root 1.18 &&
2107 root 1.34 ((mon->owner && mon->owner->contr
2108     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2109 elmex 1.1 #else
2110 root 1.34 && mon->owner == op
2111 elmex 1.1 #endif
2112 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 root 1.11 {
2114 root 1.18 /* If we're braced, we don't want to switch places with it */
2115     if (op->contr->braced)
2116 root 1.11 return;
2117 root 1.85
2118 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119     (void) push_ob (mon, dir, op);
2120     if (op->contr->tmp_invis || op->hide)
2121     make_visible (op);
2122 root 1.85
2123 root 1.18 return;
2124 root 1.11 }
2125    
2126 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2127     * creatures. Note that if you are braced, you can't push
2128     * someone, but put it inside this loop so that you won't
2129     * attack them either.
2130     */
2131     if ((mon->type == PLAYER || mon->enemy != op) &&
2132     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2133 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2134 root 1.49 (op->contr->peaceful
2135     || (mon->type == PLAYER
2136     && mon->contr->
2137     peaceful)) &&
2138 elmex 1.1 #else
2139 root 1.49 op->contr->peaceful &&
2140 elmex 1.1 #endif
2141 root 1.49 !on_battleground))
2142 root 1.18 {
2143     if (!op->contr->braced)
2144     {
2145     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2146 root 1.85 push_ob (mon, dir, op);
2147 root 1.18 }
2148     else
2149 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2150    
2151 root 1.18 if (op->contr->tmp_invis || op->hide)
2152     make_visible (op);
2153 root 1.11 }
2154 elmex 1.1
2155 root 1.18 /* If the object is a boulder or other rollable object, then
2156     * roll it if not braced. You can't roll it if you are braced.
2157     */
2158     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2159     {
2160     recursive_roll (mon, dir, op);
2161     if (action_makes_visible (op))
2162     make_visible (op);
2163 root 1.11 }
2164    
2165 root 1.18 /* Any generic living creature. Including things like doors.
2166     * Way it works is like this: First, it must have some hit points
2167     * and be living. Then, it must be one of the following:
2168     * 1) Not a player, 2) A player, but of a different party. Note
2169     * that party_number -1 is no party, so attacks can still happen.
2170     */
2171     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2172     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2173     {
2174 elmex 1.1
2175 root 1.18 /* If the player hasn't hit something this tick, and does
2176     * so, give them speed boost based on weapon speed. Doing
2177     * it here is better than process_players2, which basically
2178     * incurred a 1 tick offset.
2179     */
2180     if (!op->contr->has_hit)
2181     {
2182     op->speed_left += op->speed / op->contr->weapon_sp;
2183 root 1.11
2184 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2185 root 1.11 }
2186    
2187 root 1.49 skill_attack (mon, op, 0, 0, 0);
2188 root 1.11
2189 root 1.18 /* If attacking another player, that player gets automatic
2190     * hitback, and doesn't loose luck either.
2191     * Disable hitback on the battleground or if the target is
2192     * the wiz.
2193     */
2194     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2195     {
2196     short luck = mon->stats.luck;
2197    
2198     mon->contr->has_hit = 1;
2199 root 1.49 skill_attack (op, mon, 0, 0, 0);
2200 root 1.18 mon->stats.luck = luck;
2201 root 1.11 }
2202 root 1.49
2203 root 1.18 if (action_makes_visible (op))
2204     make_visible (op);
2205 root 1.11 }
2206 root 1.18 } /* if player should attack something */
2207 elmex 1.1 }
2208    
2209 root 1.18 int
2210     move_player (object *op, int dir)
2211     {
2212     int pick;
2213 elmex 1.1
2214 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2215 root 1.18 return 0;
2216 elmex 1.1
2217 root 1.18 /* Sanity check: make sure dir is valid */
2218     if ((dir < 0) || (dir >= 9))
2219     {
2220     LOG (llevError, "move_player: invalid direction %d\n", dir);
2221     return 0;
2222 elmex 1.1 }
2223    
2224 root 1.84 /* peterm: added following line */
2225 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2226     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2227    
2228     op->facing = dir;
2229    
2230     if (op->hide)
2231     do_hidden_move (op);
2232    
2233     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2234     /*nop */ ;
2235     else if (op->contr->fire_on)
2236     fire (op, dir);
2237     else
2238     {
2239     move_player_attack (op, dir);
2240     pick = check_pick (op);
2241     }
2242 elmex 1.1
2243 root 1.18 /* Add special check for newcs players and fire on - this way, the
2244     * server can handle repeat firing.
2245     */
2246     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2247 root 1.49 op->direction = dir;
2248 root 1.18 else
2249 root 1.49 op->direction = 0;
2250    
2251 root 1.18 /* Update how the player looks. Use the facing, so direction may
2252     * get reset to zero. This allows for full animation capabilities
2253     * for players.
2254     */
2255     animate_object (op, op->facing);
2256     return 0;
2257 elmex 1.1 }
2258    
2259     /* This is similar to handle_player, below, but is only used by the
2260     * new client/server stuff.
2261     * This is sort of special, in that the new client/server actually uses
2262     * the new speed values for commands.
2263     *
2264     * Returns true if there are more actions we can do.
2265     */
2266 root 1.18 int
2267     handle_newcs_player (object *op)
2268 elmex 1.1 {
2269 root 1.18 if (op->contr->hidden)
2270     {
2271     op->invisible = 1000;
2272     /* the socket code flashes the player visible/invisible
2273     * depending on the value of invisible, so we need to
2274     * alternate it here for it to work correctly.
2275     */
2276     if (pticks & 2)
2277 root 1.11 op->invisible--;
2278 root 1.18 }
2279     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2280     {
2281     op->invisible--;
2282     if (!op->invisible)
2283     {
2284     make_visible (op);
2285     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2286 root 1.11 }
2287 elmex 1.1 }
2288    
2289 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2290     {
2291     flee_player (op);
2292     /* If player is still scared, that is his action for this tick */
2293     if (QUERY_FLAG (op, FLAG_SCARED))
2294     {
2295     op->speed_left--;
2296     return 0;
2297 root 1.11 }
2298 elmex 1.1 }
2299    
2300 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2301     * the player object still points to the defunct golem. The code that
2302     * destroys the golem looks correct, and it doesn't always happen, so
2303     * put this in a a workaround to clean up the golem pointer.
2304     */
2305 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2306     op->contr->ranges[range_golem] = 0;
2307 root 1.18
2308     /* call this here - we also will call this in do_ericserver, but
2309     * the players time has been increased when doericserver has been
2310     * called, so we recheck it here.
2311     */
2312 root 1.83 if (op->contr->ns->handle_command ())
2313     return 1;
2314 root 1.47
2315 root 1.83 if (op->speed_left > 0)
2316     {
2317     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2318     {
2319     /* All move commands take 1 tick, at least for now */
2320     op->speed_left--;
2321 elmex 1.1
2322 root 1.83 /* Instead of all the stuff below, let move_player take care
2323     * of it. Also, some of the skill stuff is only put in
2324     * there, as well as the confusion stuff.
2325     */
2326     move_player (op, op->direction);
2327 elmex 1.1
2328 root 1.83 return op->speed_left > 0;
2329     }
2330 root 1.18 }
2331 root 1.41
2332 root 1.18 return 0;
2333     }
2334    
2335     int
2336     save_life (object *op)
2337     {
2338     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2339 elmex 1.1 return 0;
2340 root 1.18
2341 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2342 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2343     {
2344     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2345     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2346 root 1.33
2347 root 1.18 if (op->contr)
2348     esrv_del_item (op->contr, tmp->count);
2349 root 1.33
2350     tmp->destroy ();
2351 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 root 1.33
2353 root 1.18 if (op->stats.hp < 0)
2354     op->stats.hp = op->stats.maxhp;
2355 root 1.33
2356 root 1.18 if (op->stats.food < 0)
2357     op->stats.food = 999;
2358 root 1.33
2359 root 1.54 op->update_stats ();
2360 root 1.18 return 1;
2361     }
2362 root 1.41
2363 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2364     CLEAR_FLAG (op, FLAG_LIFESAVE);
2365     enter_player_savebed (op); /* bring him home. */
2366     return 0;
2367 elmex 1.1 }
2368    
2369     /* This goes throws the inventory and removes unpaid objects, and puts them
2370     * back in the map (location and map determined by values of env). This
2371     * function will descend into containers. op is the object to start the search
2372     * from.
2373     */
2374 root 1.18 void
2375     remove_unpaid_objects (object *op, object *env)
2376 elmex 1.1 {
2377 root 1.18 object *next;
2378 elmex 1.1
2379 root 1.18 while (op)
2380     {
2381 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2382    
2383 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2384     {
2385     if (env->type == PLAYER)
2386     esrv_del_item (env->contr, op->count);
2387 root 1.70
2388     op->insert_at (env);
2389 root 1.18 }
2390     else if (op->inv)
2391     remove_unpaid_objects (op->inv, env);
2392 root 1.41
2393 root 1.18 op = next;
2394 elmex 1.1 }
2395     }
2396    
2397     /*
2398     * Returns pointer a static string containing gravestone text
2399     * Moved from apply.c to player.c - player.c is what
2400     * actually uses this function. player.c may not be quite the
2401     * best, a misc file for object actions is probably better,
2402     * but there isn't one in the server directory.
2403     */
2404 root 1.18 char *
2405     gravestone_text (object *op)
2406 elmex 1.1 {
2407 root 1.18 static char buf2[MAX_BUF];
2408     char buf[MAX_BUF];
2409     time_t now = time (NULL);
2410    
2411     strcpy (buf2, " R.I.P.\n\n");
2412     if (op->type == PLAYER)
2413     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2414     else
2415     sprintf (buf, "%s\n", &op->name);
2416 root 1.41
2417 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2418     strcat (buf2, buf);
2419     if (op->type == PLAYER)
2420     sprintf (buf, "who was in level %d when killed\n", op->level);
2421     else
2422     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2423 root 1.41
2424 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2425     strcat (buf2, buf);
2426     if (op->type == PLAYER)
2427     {
2428     sprintf (buf, "by %s.\n\n", op->contr->killer);
2429     strncat (buf2, " ", 21 - strlen (buf) / 2);
2430     strcat (buf2, buf);
2431     }
2432 root 1.41
2433 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2434     strncat (buf2, " ", 20 - strlen (buf) / 2);
2435     strcat (buf2, buf);
2436 root 1.41
2437 root 1.18 return buf2;
2438 elmex 1.1 }
2439    
2440 root 1.18 void
2441     do_some_living (object *op)
2442     {
2443     int last_food = op->stats.food;
2444 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2445     int over_hp, over_sp, over_grace;
2446     int i;
2447     int rate_hp = 1200;
2448     int rate_sp = 2500;
2449     int rate_grace = 2000;
2450     const int max_hp = 1;
2451     const int max_sp = 1;
2452     const int max_grace = 1;
2453    
2454 pippijn 1.17 if (op->contr->outputs_sync)
2455 root 1.18 {
2456     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2457 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2458 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2459     }
2460    
2461 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2462 root 1.18 {
2463     /* these next three if clauses make it possible to SLOW DOWN
2464     hp/grace/spellpoint regeneration. */
2465     if (op->contr->gen_hp >= 0)
2466     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2467     else
2468     {
2469     gen_hp = op->stats.maxhp;
2470     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2471     }
2472 root 1.55
2473 root 1.18 if (op->contr->gen_sp >= 0)
2474     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2475     else
2476     {
2477     gen_sp = op->stats.maxsp;
2478     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2479     }
2480 root 1.55
2481 root 1.18 if (op->contr->gen_grace >= 0)
2482     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2483     else
2484     {
2485     gen_grace = op->stats.maxgrace;
2486     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2487     }
2488    
2489     /* Regenerate Spell Points */
2490     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2491     {
2492     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2493     if (op->stats.sp < op->stats.maxsp)
2494     {
2495     op->stats.sp++;
2496     /* dms do not consume food */
2497     if (!QUERY_FLAG (op, FLAG_WIZ))
2498     {
2499     op->stats.food--;
2500     if (op->contr->digestion < 0)
2501     op->stats.food += op->contr->digestion;
2502     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503     op->stats.food = last_food;
2504     }
2505     }
2506 root 1.55
2507 root 1.18 if (max_sp > 1)
2508     {
2509     over_sp = (gen_sp + 10) / rate_sp;
2510     if (over_sp > 0)
2511     {
2512     if (op->stats.sp < op->stats.maxsp)
2513     {
2514     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2515 root 1.55
2516 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2517     op->stats.sp--;
2518 root 1.55
2519 root 1.18 if (op->stats.sp > op->stats.maxsp)
2520     op->stats.sp = op->stats.maxsp;
2521     }
2522     op->last_sp = 0;
2523     }
2524     else
2525 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2526 root 1.18 }
2527     else
2528 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2529 root 1.18 }
2530    
2531     /* Regenerate Grace */
2532     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2533     if (--op->last_grace < 0)
2534     {
2535     if (op->stats.grace < op->stats.maxgrace / 2)
2536     op->stats.grace++; /* no penalty in food for regaining grace */
2537 root 1.55
2538 root 1.18 if (max_grace > 1)
2539     {
2540     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2541     if (over_grace > 0)
2542     {
2543     op->stats.sp += over_grace
2544     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2545     op->last_grace = 0;
2546     }
2547     else
2548     {
2549     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550     }
2551     }
2552     else
2553     {
2554     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2555     }
2556     /* wearing stuff doesn't detract from grace generation. */
2557     }
2558    
2559     /* Regenerate Hit Points */
2560     if (--op->last_heal < 0)
2561     {
2562     if (op->stats.hp < op->stats.maxhp)
2563     {
2564     op->stats.hp++;
2565     /* dms do not consume food */
2566     if (!QUERY_FLAG (op, FLAG_WIZ))
2567     {
2568     op->stats.food--;
2569     if (op->contr->digestion < 0)
2570     op->stats.food += op->contr->digestion;
2571     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2572     op->stats.food = last_food;
2573     }
2574     }
2575 root 1.55
2576 root 1.18 if (max_hp > 1)
2577     {
2578     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2579     if (over_hp > 0)
2580     {
2581     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2582     op->last_heal = 0;
2583     }
2584     else
2585     {
2586     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587     }
2588     }
2589     else
2590     {
2591     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2592     }
2593 root 1.11 }
2594 elmex 1.1
2595 root 1.18 /* Digestion */
2596     if (--op->last_eat < 0)
2597     {
2598     #ifdef COZY_SERVER
2599     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2600     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2601     #else
2602     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2603     #endif
2604    
2605     if (op->contr->gen_hp > 0)
2606     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2607     else
2608     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2609 root 1.55
2610 root 1.18 /* dms do not consume food */
2611     if (!QUERY_FLAG (op, FLAG_WIZ))
2612     op->stats.food--;
2613 root 1.11 }
2614 elmex 1.1
2615 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2616     {
2617     object *tmp, *flesh = 0;
2618 root 1.18
2619 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2620 root 1.18 {
2621 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2622 root 1.18 {
2623 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2624     {
2625     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2626     manual_apply (op, tmp, 0);
2627     if (op->stats.food >= 0 || op->stats.hp < 0)
2628     break;
2629     }
2630     else if (tmp->type == FLESH)
2631     flesh = tmp;
2632     } /* End if paid for object */
2633     } /* end of for loop */
2634    
2635     /* If player is still starving, it means they don't have any food, so
2636     * eat flesh instead.
2637     */
2638     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2639     {
2640     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2641     manual_apply (op, flesh, 0);
2642     }
2643 root 1.11 }
2644 elmex 1.1
2645 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2646     op->stats.food++, op->stats.hp--;
2647 elmex 1.1
2648 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2649     kill_player (op);
2650     }
2651 elmex 1.1 }
2652    
2653     /* If the player should die (lack of hp, food, etc), we call this.
2654     * op is the player in jeopardy. If the player can not be saved (not
2655     * permadeath, no lifesave), this will take care of removing the player
2656     * file.
2657     */
2658 root 1.18 void
2659     kill_player (object *op)
2660 elmex 1.1 {
2661 root 1.18 char buf[MAX_BUF];
2662     int x, y;
2663    
2664     //int i;
2665 root 1.25 maptile *map; /* this is for resurrection */
2666 root 1.18
2667     /* int z;
2668     int num_stats_lose;
2669     int lost_a_stat;
2670     int lose_this_stat;
2671     int this_stat; */
2672     int will_kill_again;
2673     archetype *at;
2674     object *tmp;
2675    
2676     if (save_life (op))
2677     return;
2678    
2679    
2680     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2681     * in cities ONLY!!! It is very important that this doesn't get abused.
2682     * Look at op_on_battleground() for more info --AndreasV
2683     */
2684     if (op_on_battleground (op, &x, &y))
2685     {
2686     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2687     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2688    
2689     /* restore player */
2690 root 1.22 at = archetype::find ("poisoning");
2691 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2692 root 1.18 {
2693 root 1.33 tmp->destroy ();
2694 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2695     }
2696 elmex 1.1
2697 root 1.22 at = archetype::find ("confusion");
2698 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2699 root 1.18 {
2700 root 1.33 tmp->destroy ();
2701 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2702     }
2703    
2704     cure_disease (op, 0); /* remove any disease */
2705     op->stats.hp = op->stats.maxhp;
2706     if (op->stats.food <= 0)
2707     op->stats.food = 999;
2708 elmex 1.1
2709 root 1.18 /* create a bodypart-trophy to make the winner happy */
2710 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2711 root 1.18 {
2712     sprintf (buf, "%s's finger", &op->name);
2713     tmp->name = buf;
2714     sprintf (buf, " This finger has been cut off %s\n"
2715     " the %s, when he was defeated at\n level %d by %s.\n",
2716     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2717     tmp->msg = buf;
2718     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2719     tmp->materialname = NULL;
2720 elmex 1.87 tmp->insert_at (op, tmp);
2721 root 1.18 }
2722 elmex 1.1
2723 root 1.18 /* teleport defeated player to new destination */
2724     transfer_ob (op, x, y, 0, NULL);
2725     op->contr->braced = 0;
2726     return;
2727 elmex 1.1 }
2728    
2729 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2730 root 1.3
2731 root 1.18 command_kill_pets (op, 0);
2732 elmex 1.1
2733 root 1.18 if (op->stats.food < 0)
2734     {
2735     sprintf (buf, "%s starved to death.", &op->name);
2736     strcpy (op->contr->killer, "starvation");
2737 elmex 1.1 }
2738 root 1.18 else
2739 root 1.89 sprintf (buf, "%s died.", &op->name);
2740 root 1.70
2741 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2742 elmex 1.1
2743 root 1.18 /* save the map location for corpse, gravestone */
2744 root 1.70 x = op->x;
2745     y = op->y;
2746 root 1.18 map = op->map;
2747 elmex 1.1
2748 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2749     * life if they are dead - it takes some exp and a random stat.
2750     * See the config.h file for a little more in depth detail about this.
2751     */
2752    
2753     /* Basically two ways to go - remove a stat permanently, or just
2754     * make it depletion. This bunch of code deals with that aspect
2755     * of death.
2756     */
2757     #ifndef COZY_SERVER
2758     if (settings.balanced_stat_loss)
2759 root 1.18 {
2760 root 1.54 /* If stat loss is permanent, lose one stat only. */
2761     /* Lower level chars don't lose as many stats because they suffer
2762     more if they do. */
2763     /* Higher level characters can afford things such as potions of
2764     restoration, or better, stat potions. So we slug them that
2765     little bit harder. */
2766     /* GD */
2767     if (settings.stat_loss_on_death)
2768     num_stats_lose = 1;
2769     else
2770     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2771     }
2772     else
2773 root 1.70 num_stats_lose = 1;
2774    
2775 root 1.54 lost_a_stat = 0;
2776    
2777     for (z = 0; z < num_stats_lose; z++)
2778     {
2779     i = RANDOM () % NUM_STATS;
2780 root 1.11
2781 root 1.54 if (settings.stat_loss_on_death)
2782 root 1.18 {
2783 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2784     * what he lost.
2785     */
2786     change_attr_value (&(op->stats), i, -1);
2787     check_stat_bounds (&(op->stats));
2788     change_attr_value (&(op->contr->orig_stats), i, -1);
2789     check_stat_bounds (&(op->contr->orig_stats));
2790     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2791     lost_a_stat = 1;
2792 root 1.18 }
2793     else
2794     {
2795 root 1.54 /* deplete a stat */
2796     archetype *deparch = archetype::find ("depletion");
2797     object *dep;
2798 root 1.11
2799 root 1.54 dep = present_arch_in_ob (deparch, op);
2800     if (!dep)
2801 root 1.18 {
2802 root 1.54 dep = arch_to_object (deparch);
2803     insert_ob_in_ob (dep, op);
2804 root 1.18 }
2805 root 1.54 lose_this_stat = 1;
2806     if (settings.balanced_stat_loss)
2807 root 1.18 {
2808 root 1.54 /* GD */
2809     /* Get the stat that we're about to deplete. */
2810     this_stat = get_attr_value (&(dep->stats), i);
2811     if (this_stat < 0)
2812     {
2813     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2814     int keep_chance = this_stat * this_stat;
2815 root 1.18
2816 root 1.54 /* Yes, I am paranoid. Sue me. */
2817     if (keep_chance < 1)
2818     keep_chance = 1;
2819 root 1.18
2820 root 1.54 /* There is a maximum depletion total per level. */
2821     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2822     {
2823     lose_this_stat = 0;
2824     /* Take loss chance vs keep chance to see if we
2825     retain the stat. */
2826     }
2827     else
2828     {
2829     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2830     lose_this_stat = 0;
2831     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2832     this_stat, keep_chance, loss_chance,
2833     lose_this_stat?"LOSE":"KEEP"); */
2834 root 1.11 }
2835     }
2836 root 1.54 }
2837 root 1.18
2838 root 1.54 if (lose_this_stat)
2839     {
2840     this_stat = get_attr_value (&(dep->stats), i);
2841     /* We could try to do something clever like find another
2842     * stat to reduce if this fails. But chances are, if
2843     * stats have been depleted to -50, all are pretty low
2844     * and should be roughly the same, so it shouldn't make a
2845     * difference.
2846     */
2847     if (this_stat >= -50)
2848 root 1.18 {
2849 root 1.54 change_attr_value (&(dep->stats), i, -1);
2850     SET_FLAG (dep, FLAG_APPLIED);
2851     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2852     op->update_stats ();
2853     lost_a_stat = 1;
2854 root 1.11 }
2855     }
2856     }
2857 root 1.54 }
2858     /* If no stat lost, tell the player. */
2859     if (!lost_a_stat)
2860     {
2861     /* determine_god() seems to not work sometimes... why is this?
2862     Should I be using something else? GD */
2863     const char *god = determine_god (op);
2864 root 1.18
2865 root 1.54 if (god && (strcmp (god, "none")))
2866     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2867     else
2868     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2869     }
2870 root 1.28 #else
2871 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.");
2872 elmex 1.1 #endif
2873    
2874 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2875     * exp loss on the stone.
2876     */
2877     tmp = arch_to_object (archetype::find ("gravestone"));
2878     sprintf (buf, "%s's gravestone", &op->name);
2879     tmp->name = buf;
2880     sprintf (buf, "%s's gravestones", &op->name);
2881     tmp->name_pl = buf;
2882     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);
2883     tmp->msg = buf;
2884     tmp->x = op->x, tmp->y = op->y;
2885     insert_ob_in_map (tmp, op->map, NULL, 0);
2886    
2887     /**************************************/
2888     /* */
2889     /* Subtract the experience points, */
2890     /* if we died cause of food, give us */
2891     /* food, and reset HP's... */
2892     /* */
2893     /**************************************/
2894    
2895     /* remove any poisoning and confusion the character may be suffering. */
2896     /* restore player */
2897     at = archetype::find ("poisoning");
2898     tmp = present_arch_in_ob (at, op);
2899    
2900     if (tmp)
2901     {
2902     tmp->destroy ();
2903     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2904     }
2905    
2906     at = archetype::find ("confusion");
2907     tmp = present_arch_in_ob (at, op);
2908     if (tmp)
2909     {
2910     tmp->destroy ();
2911     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2912     }
2913    
2914     cure_disease (op, 0); /* remove any disease */
2915    
2916     /*add_exp(op, (op->stats.exp * -0.20)); */
2917     apply_death_exp_penalty (op);
2918     if (op->stats.food < 100)
2919     op->stats.food = 900;
2920     op->stats.hp = op->stats.maxhp;
2921     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2922     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2923 root 1.11
2924 root 1.54 /*
2925     * Check to see if the player is in a shop. IF so, then check to see if
2926     * the player has any unpaid items. If so, remove them and put them back
2927     * in the map.
2928     */
2929 root 1.33
2930 root 1.54 if (is_in_shop (op))
2931     remove_unpaid_objects (op->inv, op);
2932 root 1.18
2933 root 1.54 /****************************************/
2934     /* */
2935     /* Move player to his current respawn- */
2936     /* position (usually last savebed) */
2937     /* */
2938     /****************************************/
2939 root 1.18
2940 root 1.54 enter_player_savebed (op);
2941 root 1.18
2942 root 1.54 op->contr->braced = 0;
2943 root 1.11
2944 root 1.54 /* it is possible that the player has blown something up
2945     * at his savebed location, and that can have long lasting
2946     * spell effects. So first see if there is a spell effect
2947     * on the space that might harm the player.
2948     */
2949     will_kill_again = 0;
2950     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2951     if (tmp->type == SPELL_EFFECT)
2952     will_kill_again |= tmp->attacktype;
2953 elmex 1.1
2954 root 1.54 if (will_kill_again)
2955 root 1.18 {
2956 root 1.54 object *force;
2957     int at;
2958 root 1.18
2959 root 1.54 force = get_archetype (FORCE_NAME);
2960     /* 50 ticks should be enough time for the spell to abate */
2961     force->speed = 0.1;
2962     force->speed_left = -5.0;
2963     SET_FLAG (force, FLAG_APPLIED);
2964     for (at = 0; at < NROFATTACKS; at++)
2965     if (will_kill_again & (1 << at))
2966     force->resist[at] = 100;
2967 root 1.30
2968 root 1.54 insert_ob_in_ob (force, op);
2969     op->update_stats ();
2970 root 1.30
2971 root 1.54 }
2972 root 1.18
2973 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2974 elmex 1.1 }
2975    
2976 root 1.18 void
2977     loot_object (object *op)
2978     { /* Grab and destroy some treasure */
2979     object *tmp, *tmp2, *next;
2980 elmex 1.1
2981 root 1.18 if (op->container)
2982 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
2983 elmex 1.1
2984 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2985 root 1.18 {
2986     next = tmp->below;
2987 root 1.54
2988 elmex 1.50 if (tmp->invisible)
2989 root 1.18 continue;
2990 root 1.54
2991 root 1.32 tmp->remove ();
2992 root 1.18 tmp->x = op->x, tmp->y = op->y;
2993     if (tmp->type == CONTAINER)
2994     { /* empty container to ground */
2995     loot_object (tmp);
2996     }
2997     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2998     {
2999     if (tmp->nrof > 1)
3000     {
3001     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3002 root 1.33 tmp2->destroy ();
3003 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3004     }
3005     else
3006 root 1.33 tmp->destroy ();
3007 root 1.18 }
3008     else
3009     insert_ob_in_map (tmp, op->map, NULL, 0);
3010     }
3011 elmex 1.1 }
3012    
3013     /*
3014     * fix_weight(): Check recursively the weight of all players, and fix
3015     * what needs to be fixed. Refresh windows and fix speed if anything
3016     * was changed.
3017     */
3018    
3019 root 1.18 void
3020     fix_weight (void)
3021     {
3022 root 1.61 for_all_players (pl)
3023 root 1.18 {
3024     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3025    
3026     if (old == sum)
3027     continue;
3028 root 1.54 pl->ob->update_stats ();
3029 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3030     }
3031 elmex 1.1 }
3032    
3033 root 1.18 void
3034     fix_luck (void)
3035     {
3036 root 1.61 for_all_players (pl)
3037 root 1.52 if (!pl->ob->contr->ns->state)
3038 root 1.54 pl->ob->change_luck (0);
3039 elmex 1.1 }
3040    
3041     /* cast_dust() - handles op throwing objects of type 'DUST'.
3042     * This is much simpler in the new spell code - we basically
3043     * just treat this as any other spell casting object.
3044     */
3045 elmex 1.2 void
3046 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3047 elmex 1.2 {
3048     object *skop, *spob;
3049    
3050     skop = find_skill_by_name (op, throw_ob->skill);
3051    
3052     /* casting POTION 'dusts' is really a use_magic_item skill */
3053     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3054     {
3055 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3056 elmex 1.2 return;
3057     }
3058    
3059     spob = throw_ob->inv;
3060    
3061     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3062     // not pass NULL to cast_spell (which did indeed check itself, but
3063     // errors should be reported as early as possible IMHO)
3064     if (!spob)
3065     {
3066 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3067 elmex 1.2 return;
3068 elmex 1.1 }
3069    
3070 elmex 1.2 if (op->type == PLAYER)
3071 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3072 elmex 1.2
3073     cast_spell (op, throw_ob, dir, spob, NULL);
3074    
3075 root 1.33 throw_ob->destroy ();
3076 elmex 1.1 }
3077    
3078 root 1.18 void
3079     make_visible (object *op)
3080     {
3081     op->hide = 0;
3082     op->invisible = 0;
3083     if (op->type == PLAYER)
3084     {
3085     op->contr->tmp_invis = 0;
3086     op->contr->invis_race = 0;
3087     }
3088     update_object (op, UP_OBJ_FACE);
3089     }
3090    
3091     int
3092     is_true_undead (object *op)
3093     {
3094     object *tmp = NULL;
3095    
3096     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3097     return 1;
3098    
3099 elmex 1.1 return 0;
3100     }
3101    
3102     /* look at the surrounding terrain to determine
3103     * the hideability of this object. Positive levels
3104     * indicate greater hideability.
3105     */
3106    
3107 root 1.18 int
3108     hideability (object *ob)
3109     {
3110     int i, level = 0, mflag;
3111     sint16 x, y;
3112    
3113     if (!ob || !ob->map)
3114     return 0;
3115    
3116     /* so, on normal lighted maps, its hard to hide */
3117     level = ob->map->darkness - 2;
3118    
3119     /* this also picks up whether the object is glowing.
3120     * If you carry a light on a non-dark map, its not
3121     * as bad as carrying a light on a pitch dark map */
3122     if (has_carried_lights (ob))
3123     level = -(10 + (2 * ob->map->darkness));
3124    
3125     /* scan through all nearby squares for terrain to hide in */
3126     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3127     {
3128     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3129     if (mflag & P_OUT_OF_MAP)
3130     {
3131     continue;
3132     }
3133     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3134     level += 2;
3135     else /* open terrain! */
3136     level -= 1;
3137 elmex 1.1 }
3138 root 1.18
3139 elmex 1.1 #if 0
3140 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3141 elmex 1.1 #endif
3142 root 1.18 return level;
3143 elmex 1.1 }
3144    
3145     /* For Hidden creatures - a chance of becoming 'unhidden'
3146     * every time they move - as we subtract off 'invisibility'
3147     * AND, for players, if they move into a ridiculously unhideable
3148     * spot (surrounded by clear terrain in broad daylight). -b.t.
3149     */
3150    
3151 root 1.18 void
3152     do_hidden_move (object *op)
3153     {
3154     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3155     object *skop;
3156    
3157     if (!op || !op->map)
3158     return;
3159    
3160     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3161    
3162     /* its *extremely* hard to run and sneak/hide at the same time! */
3163     if (op->type == PLAYER && op->contr->run_on)
3164 root 1.85 if (!skop || num >= skop->level)
3165     {
3166     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3167     make_visible (op);
3168     return;
3169     }
3170     else
3171     num += 20;
3172    
3173 root 1.18 num += op->map->difficulty;
3174     hide = hideability (op); /* modify by terrain hidden level */
3175     num -= hide;
3176 root 1.85
3177 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3178     {
3179     make_visible (op);
3180     if (op->type == PLAYER)
3181     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 elmex 1.1 }
3183 root 1.18 else if (op->type == PLAYER && skop)
3184 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 elmex 1.1 }
3186    
3187     /* determine if who is standing near a hostile creature. */
3188    
3189 root 1.18 int
3190     stand_near_hostile (object *who)
3191     {
3192     object *tmp = NULL;
3193     int i, friendly = 0, player = 0, mflags;
3194 root 1.25 maptile *m;
3195 root 1.18 sint16 x, y;
3196    
3197     if (!who)
3198     return 0;
3199    
3200     if (who->type == PLAYER)
3201     player = 1;
3202    
3203     else
3204     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3205    
3206     /* search adjacent squares */
3207     for (i = 1; i < 9; i++)
3208     {
3209     x = who->x + freearr_x[i];
3210     y = who->y + freearr_y[i];
3211     m = who->map;
3212     mflags = get_map_flags (m, &m, x, y, &x, &y);
3213     /* space must be blocked if there is a monster. If not
3214     * blocked, don't need to check this space.
3215     */
3216     if (mflags & P_OUT_OF_MAP)
3217     continue;
3218     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3219     continue;
3220    
3221 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3222 root 1.18 {
3223     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3224     return 1;
3225     else if (tmp->type == PLAYER)
3226     {
3227     /*don't let a hidden DM prevent you from hiding */
3228     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3229 root 1.11 return 1;
3230 root 1.18 }
3231 root 1.11 }
3232 elmex 1.1 }
3233 root 1.18 return 0;
3234 elmex 1.1 }
3235    
3236     /* check the player los field for viewability of the
3237     * object op. This function works fine for monsters,
3238     * but we dont worry if the object isnt the top one in
3239     * a pile (say a coin under a table would return "viewable"
3240     * by this routine). Another question, should we be
3241     * concerned with the direction the player is looking
3242     * in? Realistically, most of use cant see stuff behind
3243     * our backs...on the other hand, does the "facing" direction
3244     * imply the way your head, or body is facing? Its possible
3245     * for them to differ. Sigh, this fctn could get a bit more complex.
3246     * -b.t.
3247     * This function is now map tiling safe.
3248     */
3249    
3250 root 1.18 int
3251     player_can_view (object *pl, object *op)
3252     {
3253     rv_vector rv;
3254     int dx, dy;
3255    
3256     if (pl->type != PLAYER)
3257     {
3258     LOG (llevError, "player_can_view() called for non-player object\n");
3259     return -1;
3260 elmex 1.1 }
3261 root 1.74
3262 root 1.18 if (!pl || !op)
3263 elmex 1.1 return 0;
3264 root 1.18
3265 root 1.74 op = op->head_ ();
3266    
3267 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3268    
3269     /* starting with the 'head' part, lets loop
3270     * through the object and find if it has any
3271     * part that is in the los array but isnt on
3272     * a blocked los square.
3273     * we use the archetype to figure out offsets.
3274     */
3275     while (op)
3276     {
3277     dx = rv.distance_x + op->arch->clone.x;
3278     dy = rv.distance_y + op->arch->clone.y;
3279    
3280     /* only the viewable area the player sees is updated by LOS
3281     * code, so we need to restrict ourselves to that range of values
3282     * for any meaningful values.
3283     */
3284 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3285     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3286     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3287 root 1.18 return 1;
3288     op = op->more;
3289     }
3290     return 0;
3291 elmex 1.1 }
3292    
3293     /* routine for both players and monsters. We call this when
3294     * there is a possibility for our action distrubing our hiding
3295     * place or invisiblity spell. Artefact invisiblity is not
3296     * effected by this. If we arent invisible to begin with, we
3297     * return 0.
3298     */
3299 root 1.18 int
3300     action_makes_visible (object *op)
3301     {
3302    
3303     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3304     {
3305     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3306     return 0;
3307    
3308     if (op->contr && op->contr->tmp_invis == 0)
3309     return 0;
3310 elmex 1.1
3311 root 1.18 /* If monsters, they should become visible */
3312     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3313     {
3314     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3315     return 1;
3316 root 1.11 }
3317 elmex 1.1 }
3318 root 1.18 return 0;
3319 elmex 1.1 }
3320    
3321     /* op_on_battleground - checks if the given object op (usually
3322     * a player) is standing on a valid battleground-tile,
3323     * function returns TRUE/FALSE. If true x, y returns the battleground
3324     * -exit-coord. (and if x, y not NULL)
3325     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3326     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3327     * Default is to do the same as before, so only people wanting to have different points need worry about this
3328     */
3329 root 1.18 int
3330     op_on_battleground (object *op, int *x, int *y)
3331     {
3332 elmex 1.1 object *tmp;
3333 root 1.18
3334 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3335     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3336     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3337     * and the exit-coordinates sp/hp must both be > 0.
3338     * => The intention here is to prevent abuse of the battleground-
3339     * feature (like pickable or hidden battleground tiles). */
3340 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3341     {
3342     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3343     {
3344     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3345     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3346     {
3347     /*before we assign the exit, check if this is a teambattle */
3348     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3349     {
3350     object *invtmp;
3351    
3352     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3353     {
3354     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3355     {
3356     if (x != NULL && y != NULL)
3357     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3358     return 1;
3359     }
3360     }
3361     }
3362     if (x != NULL && y != NULL)
3363     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3364     return 1;
3365     }
3366     }
3367 elmex 1.1 }
3368     /* If we got here, did not find a battleground */
3369     return 0;
3370     }
3371    
3372     /*
3373     * When a dragon-player gains a new stage of evolution,
3374     * he gets some treasure
3375     *
3376     * attributes:
3377     * object *who the dragon player
3378     * int atnr the attack-number of the ability focus
3379     * int level ability level
3380     */
3381 root 1.18 void
3382     dragon_ability_gain (object *who, int atnr, int level)
3383     {
3384     treasurelist *trlist = NULL; /* treasurelist */
3385     treasure *tr; /* treasure */
3386     object *tmp, *skop; /* tmp. object */
3387     object *item; /* treasure object */
3388     char buf[MAX_BUF]; /* tmp. string buffer */
3389     int i = 0, j = 0;
3390    
3391     /* get the appropriate treasurelist */
3392     if (atnr == ATNR_FIRE)
3393     trlist = find_treasurelist ("dragon_ability_fire");
3394     else if (atnr == ATNR_COLD)
3395     trlist = find_treasurelist ("dragon_ability_cold");
3396     else if (atnr == ATNR_ELECTRICITY)
3397     trlist = find_treasurelist ("dragon_ability_elec");
3398     else if (atnr == ATNR_POISON)
3399     trlist = find_treasurelist ("dragon_ability_poison");
3400    
3401     if (trlist == NULL || who->type != PLAYER)
3402     return;
3403    
3404     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3405    
3406 elmex 1.82 if (!tr || !tr->item)
3407 root 1.18 {
3408     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3409     return;
3410 elmex 1.1 }
3411    
3412 root 1.18 /* everything seems okay - now bring on the gift: */
3413     item = &(tr->item->clone);
3414 elmex 1.1
3415 root 1.18 if (item->type == SPELL)
3416     {
3417     if (check_spell_known (who, item->name))
3418 root 1.11 return;
3419 root 1.18
3420     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3421     do_learn_spell (who, item, 0);
3422     return;
3423 elmex 1.1 }
3424    
3425 root 1.18 /* grant direct spell */
3426     if (item->type == SPELLBOOK)
3427     {
3428     if (!item->inv)
3429     {
3430     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3431     return;
3432     }
3433     if (check_spell_known (who, item->inv->name))
3434     return;
3435     if (item->invisible)
3436     {
3437     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3438     do_learn_spell (who, item->inv, 0);
3439     return;
3440 root 1.11 }
3441 root 1.18 }
3442     else if (item->type == SKILL_TOOL && item->invisible)
3443     {
3444     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3445     {
3446    
3447     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3448     * in this way, if the player is missing any of the attacktypes, he gets
3449     * them. As it is now, if the player has any that match the granted skill,
3450     * but not all of them, he gets nothing.
3451     */
3452     if (!(skop->attacktype & item->attacktype))
3453     {
3454     /* Give new attacktype */
3455     skop->attacktype |= item->attacktype;
3456    
3457     /* always add physical if there's none */
3458     skop->attacktype |= AT_PHYSICAL;
3459    
3460     if (item->msg != NULL)
3461     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3462    
3463     /* Give player new face */
3464     if (item->animation_id)
3465     {
3466     who->face = skop->face;
3467     who->animation_id = item->animation_id;
3468     who->anim_speed = item->anim_speed;
3469     who->last_anim = 0;
3470     who->state = 0;
3471     animate_object (who, who->direction);
3472     }
3473     }
3474 root 1.11 }
3475 elmex 1.1 }
3476 root 1.18 else if (item->type == FORCE)
3477     {
3478     /* forces in the treasurelist can alter the player's stats */
3479     object *skin;
3480 elmex 1.1
3481 root 1.18 /* first get the dragon skin force */
3482 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3483     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3484     ;
3485    
3486     if (!skin)
3487 root 1.18 return;
3488    
3489     /* adding new spellpath attunements */
3490     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3491     {
3492     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3493    
3494     /* print message */
3495     sprintf (buf, "You feel attuned to ");
3496     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3497     {
3498     if (item->path_attuned & (1 << i))
3499     {
3500     if (j)
3501     strcat (buf, " and ");
3502     else
3503     j = 1;
3504     strcat (buf, spellpathnames[i]);
3505     }
3506     }
3507     strcat (buf, ".");
3508     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3509     }
3510    
3511     /* evtl. adding flags: */
3512     if (QUERY_FLAG (item, FLAG_XRAYS))
3513     SET_FLAG (skin, FLAG_XRAYS);
3514     if (QUERY_FLAG (item, FLAG_STEALTH))
3515     SET_FLAG (skin, FLAG_STEALTH);
3516     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3517     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3518    
3519     /* print message if there is one */
3520     if (item->msg != NULL)
3521     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3522     }
3523     else
3524     {
3525     /* generate misc. treasure */
3526     tmp = arch_to_object (tr->item);
3527     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3528     tmp = insert_ob_in_ob (tmp, who);
3529     if (who->type == PLAYER)
3530     esrv_send_item (who, tmp);
3531 elmex 1.1 }
3532     }
3533    
3534     /**
3535     * Unready an object for a player. This function does nothing if the object was
3536     * not readied.
3537     */
3538 root 1.18 void
3539     player_unready_range_ob (player *pl, object *ob)
3540     {
3541     rangetype i;
3542 elmex 1.1
3543 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3544     {
3545     if (pl->ranges[i] == ob)
3546     {
3547     pl->ranges[i] = NULL;
3548     if (pl->shoottype == i)
3549     {
3550     pl->shoottype = range_none;
3551 elmex 1.1 }
3552     }
3553     }
3554     }