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Revision: 1.97
Committed: Mon Jan 8 22:32:11 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.96: +3 -0 lines
Log Message:
- disabled stuff that might cause instabilities at the cost of certain
  (controlled) additional memory usage.
- minor changes to improve the stability,

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 root 1.95 run_on = 0;
217     fire_on = 0;
218 root 1.97 ob->container = 0; //TODO: client-specific
219 root 1.95
220 root 1.54 ns->update_look = 0;
221     ns->look_position = 0;
222    
223     clear_los (ob);
224    
225 root 1.95 ns->reset_stats ();
226 root 1.93
227 root 1.57 /* make sure he's a player -- needed because of class change. */
228 root 1.54 ob->type = PLAYER; // we are paranoid
229     ob->race = ob->arch->clone.race;
230 elmex 1.1
231 root 1.56 if (!legal_range (ob, shoottype))
232     shoottype = range_none;
233 root 1.44
234 root 1.54 ob->carrying = sum_weight (ob);
235     link_player_skills (ob);
236 elmex 1.1
237 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 elmex 1.1
239 root 1.54 assign (title, ob->arch->clone.name);
240 root 1.15
241 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242     * from the class, and not race. I don't see any way to get the class information
243     * to then update this. I don't think this will actually break anything - anyone
244     * that can use armour should be able to use a shield. What this may 'break'
245     * are features new characters get, eg, if someone starts up with a Q, they
246     * should be able to use a shield. However, old Q's won't get that advantage.
247 root 1.15 */
248 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249     SET_FLAG (ob, FLAG_USE_SHIELD);
250    
251     /* if it's a dragon player, set the correct title here */
252     if (is_dragon_pl (ob))
253     {
254     object *tmp, *abil = 0, *skin = 0;
255    
256     shstr_cmp dragon_ability_force ("dragon_ability_force");
257     shstr_cmp dragon_skin_force ("dragon_skin_force");
258    
259     for (tmp = ob->inv; tmp; tmp = tmp->below)
260     if (tmp->type == FORCE)
261     if (tmp->arch->name == dragon_ability_force)
262     abil = tmp;
263     else if (tmp->arch->name == dragon_skin_force)
264     skin = tmp;
265    
266     set_dragon_name (ob, abil, skin);
267     }
268    
269     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270    
271 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
272    
273     ob->update_stats ();
274 root 1.54 ns->floorbox_update ();
275    
276     esrv_send_inventory (ob, ob);
277     esrv_add_spells (this, 0);
278    
279 root 1.89 activate ();
280 root 1.54
281 root 1.59 send_rules (ob);
282     send_news (ob);
283     display_motd (ob);
284 root 1.78
285     INVOKE_PLAYER (CONNECT, this);
286 root 1.54 INVOKE_PLAYER (LOGIN, this);
287     }
288 elmex 1.1
289 root 1.62 void
290     player::disconnect ()
291     {
292 root 1.63 if (ns)
293 root 1.72 {
294 root 1.89 if (active)
295     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 root 1.78
297     INVOKE_PLAYER (DISCONNECT, this);
298 root 1.72
299 root 1.97 ns->reset_stats ();
300 root 1.72 ns->pl = 0;
301     this->ns = 0;
302 root 1.89 }
303 root 1.72
304 root 1.97 ob->container = 0; //TODO: client-specific
305 root 1.89 deactivate ();
306 root 1.62 }
307    
308 root 1.54 // the need for this function can be explained
309     // by load_object not returning the object
310     void
311     player::set_object (object *op)
312     {
313     ob = op;
314     ob->contr = this; /* this aren't yet in archetype */
315 root 1.15
316 root 1.54 ob->speed_left = 0.5;
317     ob->speed = 1.0;
318     ob->direction = 5; /* So player faces south */
319     ob->stats.wc = 2;
320     ob->run_away = 25; /* Then we panick... */
321 root 1.15
322 root 1.54 ob->roll_stats ();
323     }
324 root 1.15
325 root 1.54 player::player ()
326     {
327 pippijn 1.81 /* There are some elements we want initialised to non zero value -
328 root 1.54 * we deal with that below this point.
329     */
330     outputs_sync = 16; /* Every 2 seconds */
331     outputs_count = 8; /* Keeps present behaviour */
332     unapply = unapply_nochoice;
333    
334 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
335 root 1.54
336     gen_sp_armour = 10;
337     shoottype = range_none;
338     bowtype = bow_normal;
339     petmode = pet_normal;
340     listening = 10;
341     usekeys = containers;
342     peaceful = 1; /* default peaceful */
343     do_los = 1;
344     }
345    
346 root 1.62 void
347     player::do_destroy ()
348 root 1.54 {
349 root 1.72 disconnect ();
350 root 1.62
351 root 1.72 attachable::do_destroy ();
352 root 1.62
353 root 1.54 if (ob)
354 root 1.69 {
355     ob->destroy_inv (false);
356     ob->destroy ();
357     }
358 root 1.62 }
359    
360     player::~player ()
361     {
362 root 1.54 /* Clear item stack */
363     free (stack_items);
364 elmex 1.1 }
365    
366 root 1.54 /* Tries to add player on the connection passed in ns.
367 elmex 1.1 * All we can really get in this is some settings like host and display
368     * mode.
369     */
370 root 1.54 player *
371     player::create ()
372 root 1.18 {
373 root 1.54 player *pl = new player;
374 root 1.38
375 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
376 root 1.76 set_first_map (pl->ob);
377 root 1.26
378 root 1.54 return pl;
379 elmex 1.1 }
380    
381     /*
382     * get_player_archetype() return next player archetype from archetype
383     * list. Not very efficient routine, but used only creating new players.
384     * Note: there MUST be at least one player archetype!
385     */
386 root 1.18 archetype *
387     get_player_archetype (archetype *at)
388 elmex 1.1 {
389 root 1.18 archetype *start = at;
390    
391     for (;;)
392     {
393     if (at == NULL || at->next == NULL)
394     at = first_archetype;
395     else
396     at = at->next;
397 root 1.46
398 root 1.18 if (at->clone.type == PLAYER)
399     return at;
400 root 1.46
401 root 1.18 if (at == start)
402     {
403     LOG (llevError, "No Player archetypes\n");
404     exit (-1);
405 root 1.11 }
406 elmex 1.1 }
407     }
408    
409 root 1.18 object *
410     get_nearest_player (object *mon)
411     {
412     object *op = NULL;
413     objectlink *ol;
414     unsigned lastdist;
415     rv_vector rv;
416    
417 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 root 1.18 {
419     /* We should not find free objects on this friendly list, but it
420     * does periodically happen. Given that, lets deal with it.
421     * While unlikely, it is possible the next object on the friendly
422     * list is also free, so encapsulate this in a while loop.
423     */
424     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
425     {
426     object *tmp = ol->ob;
427    
428     /* Can't do much more other than log the fact, because the object
429     * itself will have been cleared.
430     */
431 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432     tmp->debug_desc ());
433 root 1.18 ol = ol->next;
434     remove_friendly_object (tmp);
435     if (!ol)
436     return op;
437     }
438 root 1.11
439 root 1.18 /* Remove special check for player from this. First, it looks to cause
440     * some crashes (ol->ob->contr not set properly?), but secondly, a more
441     * complicated method of state checking would be needed in any case -
442     * as it was, a clever player could type quit, and the function would
443     * skip them over while waiting for confirmation. Remove
444     * on_same_map check, as can_detect_enemy also does this
445     */
446     if (!can_detect_enemy (mon, ol->ob, &rv))
447     continue;
448 root 1.11
449 root 1.18 if (lastdist > rv.distance)
450     {
451     op = ol->ob;
452     lastdist = rv.distance;
453 root 1.11 }
454 elmex 1.1 }
455 root 1.61
456     for_all_players (pl)
457     if (can_detect_enemy (mon, pl->ob, &rv))
458     if (lastdist > rv.distance)
459 root 1.18 {
460 root 1.61 op = pl->ob;
461     lastdist = rv.distance;
462     }
463 elmex 1.1
464     #if 0
465 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
466 elmex 1.1 #endif
467 root 1.18 return op;
468 elmex 1.1 }
469    
470     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
471     * result in a monster paths backtracking. It basically determines how large a
472     * detour a monster will take from the direction path when looking
473     * for a path to the player. The values are in the amount of direction
474     * the deviation is
475     */
476     #define DETOUR_AMOUNT 2
477    
478     /* This is used to prevent infinite loops. Consider a case where the
479     * player is in a chamber (with gate closed), and monsters are outside.
480     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
481     * find a path into the chamber. This is a good thing, but since there
482     * is no real path, it will just keep circling the chamber for
483     * ever (this could be a nice effect for monsters, but not for the function
484     * to get stuck in. I think for the monsters, if max is reached and
485     * we return the first direction the creature could move would result in the
486     * circling behaviour. Unfortunately, this function is also used to determined
487     * if the creature should cast a spell, so returning a direction in that case
488     * is probably not a good thing.
489     */
490     #define MAX_SPACES 50
491    
492     /*
493     * Returns the direction to the player, if valid. Returns 0 otherwise.
494     * modified to verify there is a path to the player. Does this by stepping towards
495     * player and if path is blocked then see if blockage is close enough to player that
496     * direction to player is changed (ie zig or zag). Continue zig zag until either
497     * reach player or path is blocked. Thus, will only return true if there is a free
498     * path to player. Though path may not be a straight line. Note that it will find
499     * player hiding along a corridor at right angles to the corridor with the monster.
500     *
501     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
502     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
503     * down corriders.
504     * 2) I think the old code was broken if the first direction the monster
505     * should move was blocked - the code would store the first direction without
506     * verifying that the player can actually move in that direction. The new
507     * code does not store anything in firstdir until we have verified that the
508     * monster can in fact move one space in that direction.
509     * 3) I'm not sure how good this code will be for moving multipart monsters,
510     * since only simple checks to blocked are being called, which could mean the monster
511     * is blocking itself.
512     */
513 root 1.18 int
514     path_to_player (object *mon, object *pl, unsigned mindiff)
515     {
516     rv_vector rv;
517     sint16 x, y;
518     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
519 root 1.25 maptile *m, *lastmap;
520 root 1.18
521     get_rangevector (mon, pl, &rv, 0);
522    
523     if (rv.distance < mindiff)
524     return 0;
525    
526     x = mon->x;
527     y = mon->y;
528     m = mon->map;
529     dir = rv.direction;
530     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
532     /* If we can't solve it within the search distance, return now. */
533     if (diff > max)
534     return 0;
535     while (diff > 1 && max > 0)
536     {
537     lastx = x;
538     lasty = y;
539     lastmap = m;
540     x = lastx + freearr_x[dir];
541     y = lasty + freearr_y[dir];
542    
543     mflags = get_map_flags (m, &m, x, y, &x, &y);
544     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
545    
546     /* Space is blocked - try changing direction a little */
547     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
548     && (m == mon->map && blocked_link (mon, m, x, y))))
549     {
550     /* recalculate direction from last good location. Possible
551     * we were not traversing ideal location before.
552     */
553     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
554     if (rv.direction != dir)
555     {
556     /* OK - says direction should be different - lets reset the
557     * the values so it will try again.
558     */
559     x = lastx;
560     y = lasty;
561     m = lastmap;
562     dir = firstdir = rv.direction;
563     }
564     else
565     {
566     /* direct path is blocked - try taking a side step to
567     * either the left or right.
568     * Note increase the values in the loop below to be
569     * more than -1/1 respectively will mean the monster takes
570     * bigger detour. Have to be careful about these values getting
571     * too big (3 or maybe 4 or higher) as the monster may just try
572     * stepping back and forth
573     */
574     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575     {
576     if (i == 0)
577     continue; /* already did this, so skip it */
578     /* Use lastdir here - otherwise,
579     * since the direction that the creature should move in
580     * may change, you could get infinite loops.
581     * ie, player is northwest, but monster can only
582     * move west, so it does that. It goes some distance,
583     * gets blocked, finds that it should move north,
584     * can't do that, but now finds it can move east, and
585     * gets back to its original point. lastdir contains
586     * the last direction the creature has successfully
587     * moved.
588     */
589    
590     x = lastx + freearr_x[absdir (lastdir + i)];
591     y = lasty + freearr_y[absdir (lastdir + i)];
592     m = lastmap;
593     mflags = get_map_flags (m, &m, x, y, &x, &y);
594     if (mflags & P_OUT_OF_MAP)
595     continue;
596     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
597     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598     continue;
599     if (mflags & P_BLOCKSVIEW)
600     continue;
601    
602     if (m == mon->map && blocked_link (mon, m, x, y))
603     break;
604     }
605     /* go through entire loop without finding a valid
606     * sidestep to take - thus, no valid path.
607     */
608     if (i == (DETOUR_AMOUNT + 1))
609     return 0;
610     diff--;
611     lastdir = dir;
612     max--;
613     if (!firstdir)
614     firstdir = dir + i;
615     } /* else check alternate directions */
616     } /* if blocked */
617     else
618     {
619     /* we moved towards creature, so diff is less */
620     diff--;
621     max--;
622     lastdir = dir;
623     if (!firstdir)
624     firstdir = dir;
625     }
626     if (diff <= 1)
627     {
628     /* Recalculate diff (distance) because we may not have actually
629     * headed toward player for entire distance.
630     */
631     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
633     }
634     if (diff > max)
635     return 0;
636     }
637     /* If we reached the max, didn't find a direction in time */
638     if (!max)
639     return 0;
640    
641     return firstdir;
642     }
643    
644     void
645     give_initial_items (object *pl, treasurelist * items)
646     {
647     object *op, *next = NULL;
648    
649     if (pl->randomitems != NULL)
650     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651    
652     for (op = pl->inv; op; op = next)
653     {
654     next = op->below;
655    
656     /* Forces get applied per default, unless they have the
657     * flag "neutral" set. Sorry but I can't think of a better way
658     */
659     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
660     SET_FLAG (op, FLAG_APPLIED);
661    
662     /* we never give weapons/armour if these cannot be used
663     * by this player due to race restrictions
664     */
665     if (pl->type == PLAYER)
666     {
667     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
668     (op->type == ARMOUR || op->type == BOOTS ||
669     op->type == CLOAK || op->type == HELMET ||
670     op->type == SHIELD || op->type == GLOVES ||
671     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672     {
673 root 1.33 op->destroy ();
674 root 1.18 continue;
675     }
676 root 1.11 }
677    
678 root 1.18 /* This really needs to be better - we should really give
679     * a substitute spellbook. The problem is that we don't really
680     * have a good idea what to replace it with (need something like
681     * a first level treasurelist for each skill.)
682     * remove duplicate skills also
683     */
684     if (op->type == SPELLBOOK || op->type == SKILL)
685     {
686     object *tmp;
687 elmex 1.1
688 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
689     if (tmp->type == op->type && tmp->name == op->name)
690     break;
691 root 1.11
692 root 1.18 if (tmp)
693     {
694 root 1.33 op->destroy ();
695 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696     continue;
697 root 1.11 }
698 root 1.33
699 root 1.18 if (op->nrof > 1)
700     op->nrof = 1;
701 root 1.11 }
702 elmex 1.1
703 root 1.18 if (op->type == SPELLBOOK && op->inv)
704     {
705     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 root 1.11 }
707    
708 root 1.18 /* Give starting characters identified, uncursed, and undamned
709     * items. Just don't identify gold or silver, or it won't be
710     * merged properly.
711     */
712     if (need_identify (op))
713     {
714     SET_FLAG (op, FLAG_IDENTIFIED);
715     CLEAR_FLAG (op, FLAG_CURSED);
716     CLEAR_FLAG (op, FLAG_DAMNED);
717     }
718     if (op->type == SPELL)
719     {
720 root 1.33 op->destroy ();
721 root 1.18 continue;
722     }
723     else if (op->type == SKILL)
724     {
725     SET_FLAG (op, FLAG_CAN_USE_SKILL);
726     op->stats.exp = 0;
727     op->level = 1;
728 root 1.11 }
729 root 1.18 /* lock all 'normal items by default */
730     else
731     SET_FLAG (op, FLAG_INV_LOCKED);
732     } /* for loop of objects in player inv */
733    
734     /* Need to set up the skill pointers */
735     link_player_skills (pl);
736     }
737    
738     void
739     get_party_password (object *op, partylist *party)
740     {
741     if (party == NULL)
742     {
743     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
744     return;
745 elmex 1.1 }
746 root 1.54
747 root 1.18 op->contr->write_buf[0] = '\0';
748 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
749 root 1.18 op->contr->party_to_join = party;
750 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
751 elmex 1.1 }
752    
753     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754 root 1.54 static int
755 root 1.18 roll_stat (void)
756     {
757     int a[4], i, j, k;
758    
759     for (i = 0; i < 4; i++)
760     a[i] = (int) RANDOM () % 6 + 1;
761    
762     for (i = 0, j = 0, k = 7; i < 4; i++)
763     if (a[i] < k)
764     k = a[i], j = i;
765    
766     for (i = 0, k = 0; i < 4; i++)
767 root 1.54 if (i != j)
768     k += a[i];
769    
770 root 1.18 return k;
771     }
772    
773     void
774 root 1.54 object::roll_stats ()
775 root 1.18 {
776 root 1.54 int statsort [7];
777 root 1.18
778 root 1.54 for (;;)
779 root 1.18 {
780 root 1.54 int sum = 0;
781     for (int i = 7; i--; )
782     sum += statsort [i] = roll_stat ();
783    
784     if (sum >= 82 && sum <= 116)
785     break;
786 root 1.18 }
787    
788 root 1.54 // Sort the stats so that rerolling is easier...
789     std::sort (statsort, statsort + 7, std::greater<int>());
790 root 1.18
791 root 1.54 stats.Str = statsort[0];
792     stats.Dex = statsort[1];
793     stats.Con = statsort[2];
794     stats.Int = statsort[3];
795     stats.Wis = statsort[4];
796     stats.Pow = statsort[5];
797     stats.Cha = statsort[6];
798 root 1.18
799 root 1.54 stats.exp = 0;
800     stats.ac = 0;
801 root 1.18
802 root 1.54 stats.hp = stats.maxhp;
803     stats.sp = stats.maxsp;
804     stats.grace = stats.maxgrace;
805 root 1.18
806 root 1.54 if (contr)
807     {
808     contr->levhp[1] = 9;
809     contr->levsp[1] = 6;
810     contr->levgrace[1] = 3;
811 root 1.18
812 root 1.54 contr->orig_stats = stats;
813     }
814 root 1.18 }
815    
816     void
817 root 1.54 object::swap_stats (int a, int b)
818 root 1.18 {
819 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
820     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821     set_attr_value (&contr->orig_stats, b, tmp);
822 elmex 1.1
823 root 1.54 stats.Str = contr->orig_stats.Str;
824     stats.Dex = contr->orig_stats.Dex;
825     stats.Con = contr->orig_stats.Con;
826     stats.Int = contr->orig_stats.Int;
827     stats.Wis = contr->orig_stats.Wis;
828     stats.Pow = contr->orig_stats.Pow;
829     stats.Cha = contr->orig_stats.Cha;
830 elmex 1.1
831 root 1.54 //TODO: the following code looks so borked and should, at the very least,
832     // be merged with the similar code in roll_stats
833     stats.ac = 0;
834 elmex 1.1
835 root 1.54 level = 1;
836     stats.exp = 0;
837     stats.ac = 0;
838 elmex 1.1
839 root 1.54 stats.hp = stats.maxhp;
840     stats.sp = stats.maxsp;
841     stats.grace = stats.maxgrace;
842 elmex 1.1
843 root 1.54 if (contr)
844 root 1.18 {
845 root 1.54 contr->levhp[1] = 9;
846     contr->levsp[1] = 6;
847     contr->levgrace[1] = 3;
848 root 1.18
849 root 1.54 contr->orig_stats = stats;
850 elmex 1.1 }
851     }
852    
853 root 1.73 static void
854     start_info (object *op)
855     {
856     char buf[MAX_BUF];
857    
858     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
859     new_draw_info (NDI_UNIQUE, 0, op, buf);
860     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861     //new_draw_info (NDI_UNIQUE, 0, op, " ");
862     }
863    
864 elmex 1.1 /* This function takes the key that is passed, and does the
865     * appropriate action with it (change race, or other things).
866     * The function name is for historical reasons - now we have
867     * separate race and class; this actually changes the RACE,
868     * not the class.
869     */
870 root 1.18 int
871     key_change_class (object *op, char key)
872 elmex 1.1 {
873 root 1.18 int tmp_loop;
874 elmex 1.1
875 root 1.18 if (key == 'd' || key == 'D')
876     {
877     char buf[MAX_BUF];
878 elmex 1.1
879 root 1.18 /* this must before then initial items are given */
880     esrv_new_player (op->contr, op->weight + op->carrying);
881 elmex 1.36
882     treasurelist *tl = find_treasurelist ("starting_wealth");
883     if (tl)
884     create_treasure (tl, op, 0, 0, 0);
885 elmex 1.1
886 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
887     INVOKE_PLAYER (LOGIN, op->contr);
888 elmex 1.1
889 root 1.52 op->contr->ns->state = ST_PLAYING;
890 root 1.11
891 root 1.18 if (op->msg)
892     op->msg = NULL;
893 elmex 1.1
894 root 1.18 /* We create this now because some of the unique maps will need it
895     * to save here.
896     */
897     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898     make_path_to_file (buf);
899 elmex 1.1
900 root 1.18 start_info (op);
901     CLEAR_FLAG (op, FLAG_WIZ);
902     give_initial_items (op, op->randomitems);
903     link_player_skills (op);
904     esrv_send_inventory (op, op);
905 root 1.54 op->update_stats ();
906 elmex 1.1
907 root 1.18 /* This moves the player to a different start map, if there
908     * is one for this race
909     */
910     if (*first_map_ext_path)
911     {
912     object *tmp;
913     char mapname[MAX_BUF];
914    
915 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 root 1.33 tmp = object::create ();
917 root 1.18 EXIT_PATH (tmp) = mapname;
918 root 1.77 EXIT_X (tmp) = op->x;
919     EXIT_Y (tmp) = op->y;
920 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 elmex 1.1 * if the map isn't there, then stay on the
922     * default initial map */
923 root 1.33 tmp->destroy ();
924 elmex 1.1 }
925 root 1.18 else
926 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
927    
928 root 1.18 return 0;
929 elmex 1.1 }
930    
931 root 1.18 /* Following actually changes the race - this is the default command
932     * if we don't match with one of the options above.
933     */
934    
935     tmp_loop = 0;
936     while (!tmp_loop)
937     {
938     shstr name = op->name;
939     int x = op->x, y = op->y;
940    
941 root 1.54 op->remove_statbonus ();
942 root 1.32 op->remove ();
943 root 1.18 op->arch = get_player_archetype (op->arch);
944 root 1.33 op->arch->clone.copy_to (op);
945 root 1.18 op->instantiate ();
946     op->stats = op->contr->orig_stats;
947     op->name = op->name_pl = name;
948     op->x = x;
949     op->y = y;
950     SET_ANIMATION (op, 2); /* So player faces south */
951     insert_ob_in_map (op, op->map, op, 0);
952 root 1.21 assign (op->contr->title, op->arch->clone.name);
953 root 1.54 op->add_statbonus ();
954 root 1.18 tmp_loop = allowed_class (op);
955     }
956 root 1.19
957 root 1.18 update_object (op, UP_OBJ_FACE);
958     esrv_update_item (UPD_FACE, op, op);
959 root 1.54 op->update_stats ();
960 root 1.18 op->stats.hp = op->stats.maxhp;
961     op->stats.sp = op->stats.maxsp;
962     op->stats.grace = 0;
963 root 1.21
964 root 1.18 if (op->msg)
965     new_draw_info (NDI_BLUE, 0, op, op->msg);
966 root 1.21
967 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");
968 root 1.18 return 0;
969 elmex 1.1 }
970    
971 root 1.18 void
972     flee_player (object *op)
973     {
974     int dir, diff;
975     rv_vector rv;
976    
977     if (op->stats.hp < 0)
978     {
979     LOG (llevDebug, "Fleeing player is dead.\n");
980     CLEAR_FLAG (op, FLAG_SCARED);
981     return;
982 elmex 1.1 }
983    
984 root 1.18 if (op->enemy == NULL)
985     {
986     LOG (llevDebug, "Fleeing player had no enemy.\n");
987     CLEAR_FLAG (op, FLAG_SCARED);
988     return;
989 elmex 1.1 }
990    
991 root 1.18 /* Seen some crashes here. Since we don't store an
992     * op->enemy_count, it is possible that something destroys the
993     * actual enemy, and the object is recycled.
994     */
995     if (op->enemy->map == NULL)
996     {
997     CLEAR_FLAG (op, FLAG_SCARED);
998     op->enemy = NULL;
999     return;
1000 elmex 1.1 }
1001    
1002 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003     {
1004     op->enemy = NULL;
1005     CLEAR_FLAG (op, FLAG_SCARED);
1006     return;
1007 elmex 1.1 }
1008 root 1.49
1009 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1010    
1011     dir = absdir (4 + rv.direction);
1012     for (diff = 0; diff < 3; diff++)
1013     {
1014     int m = 1 - (RANDOM () & 2);
1015 elmex 1.1
1016 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1017 root 1.49 return;
1018 elmex 1.1 }
1019 root 1.49
1020 root 1.18 /* Cornered, get rid of scared */
1021     CLEAR_FLAG (op, FLAG_SCARED);
1022     op->enemy = NULL;
1023 elmex 1.1 }
1024    
1025    
1026     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1027     * IT returns 1 if the player should keep on moving, 0 if he should
1028     * stop.
1029     */
1030 root 1.18 int
1031     check_pick (object *op)
1032     {
1033 elmex 1.1 object *tmp, *next;
1034     int stop = 0;
1035     int j, k, wvratio;
1036     char putstring[128], tmpstr[16];
1037    
1038     /* if you're flying, you cna't pick up anything */
1039     if (op->move_type & MOVE_FLYING)
1040     return 1;
1041    
1042     next = op->below;
1043    
1044     /* loop while there are items on the floor that are not marked as
1045     * destroyed */
1046 root 1.24 while (next && !next->destroyed ())
1047 root 1.18 {
1048     tmp = next;
1049     next = tmp->below;
1050 elmex 1.1
1051 root 1.24 if (op->destroyed ())
1052 elmex 1.1 return 0;
1053    
1054 root 1.18 if (!can_pick (op, tmp))
1055     continue;
1056 elmex 1.1
1057 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058     {
1059     if (item_matched_string (op, tmp, op->contr->search_str))
1060     pick_up (op, tmp);
1061     continue;
1062 root 1.11 }
1063    
1064 root 1.18 /* high not bit set? We're using the old autopickup model */
1065     if (!(op->contr->mode & PU_NEWMODE))
1066 root 1.11 {
1067 root 1.18 switch (op->contr->mode)
1068 root 1.11 {
1069 root 1.20 case 0:
1070     return 1; /* don't pick up */
1071     case 1:
1072     pick_up (op, tmp);
1073     return 1;
1074     case 2:
1075     pick_up (op, tmp);
1076     return 0;
1077     case 3:
1078     return 0; /* stop before pickup */
1079     case 4:
1080     pick_up (op, tmp);
1081     break;
1082     case 5:
1083     pick_up (op, tmp);
1084     stop = 1;
1085     break;
1086     case 6:
1087     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 root 1.18 pick_up (op, tmp);
1089 root 1.20 break;
1090    
1091     case 7:
1092     if (tmp->type == MONEY || tmp->type == GEM)
1093 root 1.18 pick_up (op, tmp);
1094 root 1.20 break;
1095    
1096     default:
1097     /* use value density */
1098     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 root 1.18 pick_up (op, tmp);
1101 root 1.11 }
1102     }
1103 root 1.18 else
1104     { /* old model */
1105     /* NEW pickup handling */
1106     if (op->contr->mode & PU_DEBUG)
1107     {
1108     /* some debugging code to figure out item information */
1109     if (tmp->name != NULL)
1110     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112     else
1113     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115    
1116     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 root 1.58 }
1118 elmex 1.1
1119 root 1.18 /* philosophy:
1120     * It's easy to grab an item type from a pile, as long as it's
1121     * generic. This takes no game-time. For more detailed pickups
1122 root 1.58 * and selections, select-items should be used. This is a
1123 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1124     * example.
1125     * The drawback: right now it has no frontend, so you need to
1126     * stick the bits you want into a calculator in hex mode and then
1127     * convert to decimal and then 'pickup <#>
1128     */
1129    
1130     /* the first two modes are exclusive: if NOTHING we return, if
1131     * STOP then we stop. All the rest are applied sequentially,
1132     * meaning if any test passes, the item gets picked up. */
1133    
1134     /* if mode is set to pick nothing up, return */
1135    
1136     if (op->contr->mode & PU_NOTHING)
1137     return 1;
1138    
1139     /* if mode is set to stop when encountering objects, return */
1140     /* take STOP before INHIBIT since it doesn't actually pick
1141     * anything up */
1142    
1143     if (op->contr->mode & PU_STOP)
1144     return 0;
1145    
1146     /* useful for going into stores and not losing your settings... */
1147     /* and for battles wher you don't want to get loaded down while
1148     * fighting */
1149     if (op->contr->mode & PU_INHIBIT)
1150     return 1;
1151    
1152     /* prevent us from turning into auto-thieves :) */
1153     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154     continue;
1155    
1156     /* ignore known cursed objects */
1157     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1158     continue;
1159    
1160     /* all food and drink if desired */
1161     /* question: don't pick up known-poisonous stuff? */
1162     if (op->contr->mode & PU_FOOD)
1163     if (tmp->type == FOOD)
1164     {
1165     pick_up (op, tmp);
1166     continue;
1167     }
1168 root 1.29
1169 root 1.18 if (op->contr->mode & PU_DRINK)
1170     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171     {
1172     pick_up (op, tmp);
1173     continue;
1174     }
1175    
1176     if (op->contr->mode & PU_POTION)
1177     if (tmp->type == POTION)
1178     {
1179     pick_up (op, tmp);
1180     continue;
1181     }
1182    
1183     /* spellbooks, skillscrolls and normal books/scrolls */
1184     if (op->contr->mode & PU_SPELLBOOK)
1185     if (tmp->type == SPELLBOOK)
1186     {
1187     pick_up (op, tmp);
1188     continue;
1189     }
1190 root 1.29
1191 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1192     if (tmp->type == SKILLSCROLL)
1193     {
1194     pick_up (op, tmp);
1195     continue;
1196     }
1197 root 1.29
1198 root 1.18 if (op->contr->mode & PU_READABLES)
1199     if (tmp->type == BOOK || tmp->type == SCROLL)
1200     {
1201     pick_up (op, tmp);
1202     continue;
1203     }
1204    
1205     /* wands/staves/rods/horns */
1206     if (op->contr->mode & PU_MAGIC_DEVICE)
1207     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208     {
1209     pick_up (op, tmp);
1210     continue;
1211     }
1212    
1213     /* pick up all magical items */
1214     if (op->contr->mode & PU_MAGICAL)
1215     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216     {
1217     pick_up (op, tmp);
1218     continue;
1219     }
1220    
1221     if (op->contr->mode & PU_VALUABLES)
1222     {
1223     if (tmp->type == MONEY || tmp->type == GEM)
1224     {
1225     pick_up (op, tmp);
1226     continue;
1227     }
1228     }
1229    
1230     /* rings & amulets - talismans seems to be typed AMULET */
1231     if (op->contr->mode & PU_JEWELS)
1232     if (tmp->type == RING || tmp->type == AMULET)
1233     {
1234     pick_up (op, tmp);
1235 root 1.29 continue;
1236     }
1237    
1238     /* we don't forget dragon food */
1239     if (op->contr->mode & PU_FLESH)
1240     if (tmp->type == FLESH)
1241     {
1242     pick_up (op, tmp);
1243 root 1.18 continue;
1244     }
1245    
1246     /* bows and arrows. Bows are good for selling! */
1247     if (op->contr->mode & PU_BOW)
1248     if (tmp->type == BOW)
1249     {
1250     pick_up (op, tmp);
1251     continue;
1252     }
1253 root 1.29
1254 root 1.18 if (op->contr->mode & PU_ARROW)
1255     if (tmp->type == ARROW)
1256     {
1257     pick_up (op, tmp);
1258     continue;
1259     }
1260    
1261     /* all kinds of armor etc. */
1262     if (op->contr->mode & PU_ARMOUR)
1263     if (tmp->type == ARMOUR)
1264     {
1265     pick_up (op, tmp);
1266     continue;
1267     }
1268 root 1.29
1269 root 1.18 if (op->contr->mode & PU_HELMET)
1270     if (tmp->type == HELMET)
1271     {
1272     pick_up (op, tmp);
1273     continue;
1274     }
1275 root 1.29
1276 root 1.18 if (op->contr->mode & PU_SHIELD)
1277     if (tmp->type == SHIELD)
1278     {
1279     pick_up (op, tmp);
1280     continue;
1281     }
1282 root 1.29
1283 root 1.18 if (op->contr->mode & PU_BOOTS)
1284     if (tmp->type == BOOTS)
1285     {
1286     pick_up (op, tmp);
1287     continue;
1288     }
1289 root 1.29
1290 root 1.18 if (op->contr->mode & PU_GLOVES)
1291     if (tmp->type == GLOVES)
1292     {
1293     pick_up (op, tmp);
1294     continue;
1295     }
1296 root 1.29
1297 root 1.18 if (op->contr->mode & PU_CLOAK)
1298     if (tmp->type == CLOAK)
1299     {
1300     pick_up (op, tmp);
1301     continue;
1302     }
1303 elmex 1.1
1304 root 1.18 /* hoping to catch throwing daggers here */
1305     if (op->contr->mode & PU_MISSILEWEAPON)
1306     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307     {
1308     pick_up (op, tmp);
1309     continue;
1310     }
1311 elmex 1.1
1312 root 1.18 /* careful: chairs and tables are weapons! */
1313     if (op->contr->mode & PU_ALLWEAPON)
1314     {
1315     if (tmp->type == WEAPON && tmp->name != NULL)
1316     {
1317     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319     {
1320     pick_up (op, tmp);
1321     continue;
1322     }
1323     }
1324 root 1.29
1325 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1326     {
1327     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328     {
1329     pick_up (op, tmp);
1330     continue;
1331     }
1332     }
1333     }
1334 elmex 1.1
1335 root 1.18 /* misc stuff that's useful */
1336     if (op->contr->mode & PU_KEY)
1337     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338     {
1339     pick_up (op, tmp);
1340     continue;
1341     }
1342 elmex 1.1
1343 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1344     * pickups */
1345     if (op->contr->mode & PU_RATIO)
1346     {
1347     /* use value density to decide what else to grab */
1348     /* >=7 was >= op->contr->mode */
1349     /* >=7 is the old standard setting. Now we take the last 4 bits
1350     * and multiply them by 5, giving 0..15*5== 5..75 */
1351     wvratio = (op->contr->mode & PU_RATIO) * 5;
1352     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353     {
1354     pick_up (op, tmp);
1355 elmex 1.1 #if 0
1356 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357     if (tmp->name != NULL)
1358     {
1359     fprintf (stderr, "%s", tmp->name);
1360     }
1361     else
1362     fprintf (stderr, "%s", tmp->arch->name);
1363     fprintf (stderr, ",%d] = ", tmp->type);
1364     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365 elmex 1.1 #endif
1366 root 1.18 continue;
1367     }
1368     }
1369     } /* the new pickup model */
1370     }
1371 root 1.29
1372 root 1.18 return !stop;
1373 elmex 1.1 }
1374    
1375     /*
1376     * Find an arrow in the inventory and after that
1377     * in the right type container (quiver). Pointer to the
1378     * found object is returned.
1379     */
1380 root 1.18 object *
1381     find_arrow (object *op, const char *type)
1382 elmex 1.1 {
1383 root 1.18 object *tmp = NULL;
1384 elmex 1.1
1385 root 1.18 for (op = op->inv; op; op = op->below)
1386     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387     tmp = find_arrow (op, type);
1388     else if (op->type == ARROW && op->race == type)
1389     return op;
1390     return tmp;
1391 elmex 1.1 }
1392    
1393     /*
1394     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1395     * against the target. A full test is not performed, simply a basic test
1396     * of resistances. The archer is making a quick guess at what he sees down
1397     * the hall. Failing that it does it's best to pick the highest plus arrow.
1398     */
1399    
1400 root 1.18 object *
1401     find_better_arrow (object *op, object *target, const char *type, int *better)
1402 elmex 1.1 {
1403 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1404     int attacknum, attacktype, betterby = 0, i;
1405 elmex 1.1
1406 root 1.18 if (!type)
1407     return NULL;
1408 elmex 1.1
1409 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1410     {
1411     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412     {
1413     i = 0;
1414     ntmp = find_better_arrow (arrow, target, type, &i);
1415     if (i > betterby)
1416     {
1417     tmp = ntmp;
1418     betterby = i;
1419     }
1420     }
1421     else if (arrow->type == ARROW && arrow->race == type)
1422     {
1423     /* allways prefer assasination/slaying */
1424     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1425     {
1426     if (arrow->attacktype & AT_DEATH)
1427     {
1428     *better = 100;
1429     return arrow;
1430     }
1431     else
1432     {
1433     tmp = arrow;
1434     betterby = (arrow->magic + arrow->stats.dam) * 2;
1435     }
1436     }
1437     else
1438     {
1439     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440     {
1441     attacktype = 1 << attacknum;
1442     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1443     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1444     {
1445     tmp = arrow;
1446     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1447     }
1448 root 1.11 }
1449 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450     {
1451     tmp = arrow;
1452     betterby = 2 + arrow->magic + arrow->stats.dam;
1453 root 1.11 }
1454 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455     {
1456     tmp = arrow;
1457     betterby = 1 + arrow->magic + arrow->stats.dam;
1458 root 1.11 }
1459     }
1460     }
1461 elmex 1.1 }
1462 root 1.18 if (tmp == NULL && arrow == NULL)
1463     return find_arrow (op, type);
1464 elmex 1.1
1465 root 1.18 *better = betterby;
1466     return tmp;
1467 elmex 1.1 }
1468    
1469     /* looks in a given direction, finds the first valid target, and calls
1470     * find_better_arrow to find a decent arrow to use.
1471     * op = the shooter
1472     * type = bow->race
1473     * dir = fire direction
1474     */
1475    
1476 root 1.18 object *
1477     pick_arrow_target (object *op, const char *type, int dir)
1478 elmex 1.1 {
1479 root 1.18 object *tmp = NULL;
1480 root 1.25 maptile *m;
1481 root 1.18 int i, mflags, found, number;
1482     sint16 x, y;
1483    
1484     if (op->map == NULL)
1485     return find_arrow (op, type);
1486    
1487     /* do a dex check */
1488     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1489     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1490     return find_arrow (op, type);
1491    
1492     m = op->map;
1493     x = op->x;
1494     y = op->y;
1495    
1496     /* find the first target */
1497     for (i = 0, found = 0; i < 20; i++)
1498     {
1499     x += freearr_x[dir];
1500     y += freearr_y[dir];
1501     mflags = get_map_flags (m, &m, x, y, &x, &y);
1502     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503     {
1504     tmp = NULL;
1505     break;
1506     }
1507     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508     {
1509     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510     * perhaps a bad assumption.
1511     */
1512     tmp = NULL;
1513     break;
1514 root 1.11 }
1515 root 1.18 if (mflags & P_IS_ALIVE)
1516     {
1517     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519     {
1520     found++;
1521 root 1.11 break;
1522 root 1.18 }
1523     if (found)
1524     break;
1525 root 1.11 }
1526 elmex 1.1 }
1527 root 1.18 if (tmp == NULL)
1528     return find_arrow (op, type);
1529 elmex 1.1
1530 root 1.18 if (tmp->head)
1531     tmp = tmp->head;
1532 elmex 1.1
1533 root 1.18 return find_better_arrow (op, tmp, type, &i);
1534 elmex 1.1 }
1535    
1536     /*
1537     * Creature fires a bow - op can be monster or player. Returns
1538     * 1 if bow was actually fired, 0 otherwise.
1539     * op is the object firing the bow.
1540     * part is for multipart creatures - the part firing the bow.
1541     * dir is the direction of fire.
1542     * wc_mod is any special modifier to give (used in special player fire modes)
1543     * sx, sy are coordinates to fire arrow from - also used in some of the special
1544     * player fire modes.
1545     */
1546 root 1.18 int
1547     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548 elmex 1.1 {
1549 root 1.18 object *left, *bow;
1550     int bowspeed, mflags;
1551 root 1.25 maptile *m;
1552 elmex 1.1
1553 root 1.18 if (!dir)
1554     {
1555     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556     return 0;
1557 elmex 1.1 }
1558 root 1.48
1559 root 1.18 if (op->type == PLAYER)
1560     bow = op->contr->ranges[range_bow];
1561     else
1562     {
1563     for (bow = op->inv; bow; bow = bow->below)
1564     /* Don't check for applied - monsters don't apply bows - in that way, they
1565     * don't need to switch back and forth between bows and weapons.
1566     */
1567     if (bow->type == BOW)
1568     break;
1569 root 1.11
1570 root 1.18 if (!bow)
1571     {
1572     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573     return 0;
1574 root 1.11 }
1575 elmex 1.1 }
1576 root 1.48
1577 root 1.18 if (!bow->race || !bow->skill)
1578     {
1579     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580     return 0;
1581 elmex 1.1 }
1582    
1583 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584 elmex 1.1
1585 root 1.18 /* penalize ROF for bestarrow */
1586     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588 root 1.48
1589 root 1.18 if (bowspeed < 1)
1590     bowspeed = 1;
1591    
1592     if (arrow == NULL)
1593     {
1594     if ((arrow = find_arrow (op, bow->race)) == NULL)
1595     {
1596     if (op->type == PLAYER)
1597     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599     else
1600     CLEAR_FLAG (op, FLAG_READY_BOW);
1601     return 0;
1602 root 1.11 }
1603 elmex 1.1 }
1604 root 1.48
1605 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1606     if (mflags & P_OUT_OF_MAP)
1607 root 1.48 return 0;
1608    
1609 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610     {
1611     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1612     return 0;
1613     }
1614    
1615     /* this should not happen, but sometimes does */
1616     if (arrow->nrof == 0)
1617     {
1618 root 1.33 arrow->destroy ();
1619 root 1.18 return 0;
1620     }
1621    
1622     left = arrow; /* these are arrows left to the player */
1623     arrow = get_split_ob (arrow, 1);
1624 root 1.48 if (!arrow)
1625 root 1.18 {
1626     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627     return 0;
1628 elmex 1.1 }
1629 root 1.48
1630 root 1.34 arrow->set_owner (op);
1631 root 1.18 arrow->skill = bow->skill;
1632     arrow->direction = dir;
1633    
1634     if (op->type == PLAYER)
1635     {
1636     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 root 1.54 op->update_stats ();
1638 elmex 1.1 }
1639    
1640 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1641     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642     arrow->stats.hp = arrow->stats.dam;
1643     arrow->stats.grace = arrow->attacktype;
1644     if (arrow->slaying != NULL)
1645 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1646 root 1.18
1647     /* Note that this was different for monsters - they got their level
1648     * added to the damage. I think the strength bonus is more proper.
1649     */
1650    
1651     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652    
1653     /* update the speed */
1654     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656    
1657 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1658 root 1.18 arrow->speed_left = 0;
1659    
1660     if (op->type == PLAYER)
1661     {
1662     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665    
1666     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1667 elmex 1.1 }
1668 root 1.18 else
1669     {
1670     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671     arrow->level = op->level;
1672 elmex 1.1 }
1673 root 1.24
1674 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1675     arrow->attacktype |= bow->attacktype;
1676 root 1.24
1677 root 1.48 if (bow->slaying)
1678 root 1.18 arrow->slaying = bow->slaying;
1679    
1680     arrow->move_type = MOVE_FLY_LOW;
1681     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682    
1683     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1684 root 1.70 m->insert (arrow, sx, sy, op);
1685 root 1.18
1686 root 1.24 if (!arrow->destroyed ())
1687 root 1.18 move_arrow (arrow);
1688 elmex 1.1
1689 root 1.18 if (op->type == PLAYER)
1690     {
1691 root 1.24 if (left->destroyed ())
1692     esrv_del_item (op->contr, left->count);
1693 root 1.18 else
1694     esrv_send_item (op, left);
1695 elmex 1.1 }
1696 root 1.24
1697 root 1.18 return 1;
1698 elmex 1.1 }
1699    
1700     /* Special fire code for players - this takes into
1701     * account the special fire modes players can have
1702     * but monsters can't. Putting that code here
1703     * makes the fire_bow code much cleaner.
1704     * this function should only be called if 'op' is a player,
1705     * hence the function name.
1706     */
1707 root 1.18 int
1708     player_fire_bow (object *op, int dir)
1709 elmex 1.1 {
1710 root 1.18 int ret = 0, wcmod = 0;
1711    
1712     if (op->contr->bowtype == bow_bestarrow)
1713     {
1714     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1715     }
1716     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717     {
1718     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719     wcmod = -1;
1720 root 1.74
1721 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722     }
1723     else if (op->contr->bowtype == bow_threewide)
1724     {
1725     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1727     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728     }
1729     else if (op->contr->bowtype == bow_spreadshot)
1730     {
1731     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734 elmex 1.1
1735     }
1736 root 1.18 else
1737     {
1738     /* Simple case */
1739     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740     }
1741     return ret;
1742 elmex 1.1 }
1743    
1744    
1745     /* Fires a misc (wand/rod/horn) object in 'dir'.
1746     * Broken apart from 'fire' to keep it more readable.
1747     */
1748 root 1.18 void
1749     fire_misc_object (object *op, int dir)
1750 elmex 1.1 {
1751 root 1.18 object *item;
1752 elmex 1.1
1753 root 1.18 if (!op->contr->ranges[range_misc])
1754     {
1755     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756     return;
1757 elmex 1.1 }
1758    
1759 root 1.18 item = op->contr->ranges[range_misc];
1760     if (!item->inv)
1761     {
1762     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763     return;
1764 elmex 1.1 }
1765 root 1.18 if (item->type == WAND)
1766     {
1767     if (item->stats.food <= 0)
1768     {
1769     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1770     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1771     return;
1772 root 1.11 }
1773 root 1.18 }
1774     else if (item->type == ROD || item->type == HORN)
1775     {
1776     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777     {
1778     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1779     if (item->type == ROD)
1780     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781     else
1782     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1783     return;
1784 root 1.11 }
1785 elmex 1.1 }
1786    
1787 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1788     {
1789     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1790     if (item->type == WAND)
1791     {
1792     if (!(--item->stats.food))
1793     {
1794     object *tmp;
1795    
1796     if (item->arch)
1797     {
1798     CLEAR_FLAG (item, FLAG_ANIMATE);
1799     item->face = item->arch->clone.face;
1800 root 1.67 item->set_speed (0);
1801 root 1.11 }
1802 root 1.67
1803 root 1.49 if ((tmp = item->in_player ()))
1804 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1805 root 1.11 }
1806     }
1807 root 1.18 else if (item->type == ROD || item->type == HORN)
1808 root 1.67 drain_rod_charge (item);
1809 elmex 1.1 }
1810     }
1811    
1812     /* Received a fire command for the player - go and do it.
1813     */
1814 root 1.18 void
1815     fire (object *op, int dir)
1816     {
1817     int spellcost = 0;
1818 elmex 1.1
1819 root 1.18 /* check for loss of invisiblity/hide */
1820     if (action_makes_visible (op))
1821     make_visible (op);
1822 elmex 1.1
1823 root 1.18 switch (op->contr->shoottype)
1824     {
1825 root 1.20 case range_none:
1826     return;
1827 elmex 1.1
1828 root 1.20 case range_bow:
1829     player_fire_bow (op, dir);
1830     return;
1831 elmex 1.1
1832 root 1.20 case range_magic: /* Casting spells */
1833     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1834     return;
1835 elmex 1.1
1836 root 1.20 case range_misc:
1837     fire_misc_object (op, dir);
1838     return;
1839 root 1.11
1840 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1841 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 root 1.20 {
1843 root 1.30 op->contr->ranges[range_golem] = 0;
1844 root 1.20 op->contr->shoottype = range_none;
1845     }
1846     else
1847     control_golem (op->contr->ranges[range_golem], dir);
1848     return;
1849 root 1.11
1850 root 1.20 case range_skill:
1851     if (!op->chosen_skill)
1852     {
1853     if (op->type == PLAYER)
1854     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855     return;
1856     }
1857 root 1.92
1858     do_skill (op, op, op->chosen_skill, dir, NULL);
1859 root 1.20 return;
1860     case range_builder:
1861     apply_map_builder (op, dir);
1862     return;
1863     default:
1864     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865     return;
1866 elmex 1.1 }
1867     }
1868    
1869    
1870    
1871     /* find_key
1872     * We try to find a key for the door as passed. If we find a key
1873     * and successfully use it, we return the key, otherwise NULL
1874     * This function merges both normal and locked door, since the logic
1875     * for both is the same - just the specific key is different.
1876     * pl is the player,
1877     * inv is the objects inventory to searched
1878     * door is the door we are trying to match against.
1879     * This function can be called recursively to search containers.
1880     */
1881    
1882 root 1.18 object *
1883     find_key (object *pl, object *container, object *door)
1884 elmex 1.1 {
1885 root 1.18 object *tmp, *key;
1886 elmex 1.1
1887 root 1.18 /* Should not happen, but sanity checking is never bad */
1888     if (container->inv == NULL)
1889     return NULL;
1890 elmex 1.1
1891 root 1.18 /* First, lets try to find a key in the top level inventory */
1892     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1893     {
1894     if (door->type == DOOR && tmp->type == KEY)
1895     break;
1896     /* For sanity, we should really check door type, but other stuff
1897     * (like containers) can be locked with special keys
1898     */
1899     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900     break;
1901     }
1902     /* No key found - lets search inventories now */
1903     /* If we find and use a key in an inventory, return at that time.
1904     * otherwise, if we search all the inventories and still don't find
1905     * a key, return
1906     */
1907     if (!tmp)
1908     {
1909     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1910     {
1911     /* No reason to search empty containers */
1912     if (tmp->type == CONTAINER && tmp->inv)
1913     {
1914     if ((key = find_key (pl, tmp, door)) != NULL)
1915     return key;
1916     }
1917     }
1918     if (!tmp)
1919     return NULL;
1920 elmex 1.1 }
1921 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1922     * see if we actually want to use it
1923     */
1924     if (pl != container)
1925     {
1926     /* Only let players use keys in containers */
1927     if (!pl->contr)
1928     return NULL;
1929     /* cases where this fails:
1930     * If we only search the player inventory, return now since we
1931     * are not in the players inventory.
1932     * If the container is not active, return now since only active
1933     * containers can be used.
1934     * If we only search keyrings and the container does not have
1935     * a race/isn't a keyring.
1936     * No checking for all containers - to fall through past here,
1937     * inv must have been an container and must have been active.
1938     *
1939     * Change the color so that the message doesn't disappear with
1940     * all the others.
1941     */
1942     if (pl->contr->usekeys == key_inventory ||
1943     !QUERY_FLAG (container, FLAG_APPLIED) ||
1944     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1945     {
1946     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948     return NULL;
1949 root 1.11 }
1950 elmex 1.1 }
1951 root 1.18 return tmp;
1952 elmex 1.1 }
1953    
1954     /* moved door processing out of move_player_attack.
1955     * returns 1 if player has opened the door with a key
1956     * such that the caller should not do anything more,
1957     * 0 otherwise
1958     */
1959 root 1.18 static int
1960     player_attack_door (object *op, object *door)
1961 elmex 1.1 {
1962 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1963     * might as well return immediately as there is nothing more to do -
1964     * otherwise, we fall through to the rest of the code.
1965     */
1966     object *key = find_key (op, op, door);
1967    
1968     /* IF we found a key, do some extra work */
1969     if (key)
1970     {
1971     object *container = key->env;
1972    
1973     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974     if (action_makes_visible (op))
1975     make_visible (op);
1976     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977     spring_trap (door->inv, op);
1978     if (door->type == DOOR)
1979     {
1980     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981     }
1982     else if (door->type == LOCKED_DOOR)
1983     {
1984     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1985     remove_door2 (door); /* remove door without violence ;-) */
1986     }
1987     /* Do this after we print the message */
1988     decrease_ob (key); /* Use up one of the keys */
1989     /* Need to update the weight the container the key was in */
1990     if (container != op)
1991     esrv_update_item (UPD_WEIGHT, op, container);
1992     return 1; /* Nothing more to do below */
1993     }
1994     else if (door->type == LOCKED_DOOR)
1995     {
1996     /* Might as well return now - no other way to open this */
1997     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1998     return 1;
1999 elmex 1.1 }
2000 root 1.18 return 0;
2001 elmex 1.1 }
2002    
2003     /* This function is just part of a breakup from move_player.
2004     * It should keep the code cleaner.
2005     * When this is called, the players direction has been updated
2006     * (taking into account confusion.) The player is also actually
2007     * going to try and move (not fire weapons).
2008     */
2009 root 1.18 void
2010     move_player_attack (object *op, int dir)
2011 elmex 1.1 {
2012 root 1.18 object *tmp, *mon;
2013     sint16 nx, ny;
2014     int on_battleground;
2015 root 1.25 maptile *m;
2016 root 1.18
2017     nx = freearr_x[dir] + op->x;
2018     ny = freearr_y[dir] + op->y;
2019    
2020 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2021 root 1.18
2022     /* If braced, or can't move to the square, and it is not out of the
2023     * map, attack it. Note order of if statement is important - don't
2024     * want to be calling move_ob if braced, because move_ob will move the
2025     * player. This is a pretty nasty hack, because if we could
2026     * move to some space, it then means that if we are braced, we should
2027     * do nothing at all. As it is, if we are braced, we go through
2028     * quite a bit of processing. However, it probably is less than what
2029     * move_ob uses.
2030     */
2031     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2032     {
2033     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2034     {
2035 root 1.85 m = op->map->xy_find (nx, ny);
2036 root 1.18 if (!m)
2037     return; /* Don't think this should happen */
2038     }
2039     else
2040     m = op->map;
2041    
2042 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2043     return;
2044 root 1.11
2045 root 1.49 mon = 0;
2046 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2047     * we find a monster - that is something we know we want to attack.
2048     * if its a door or barrel (can roll) see if there may be monsters
2049     * on the space
2050     */
2051 root 1.49 while (tmp)
2052 root 1.18 {
2053     if (tmp == op)
2054     {
2055     tmp = tmp->above;
2056     continue;
2057 root 1.11 }
2058 root 1.27
2059 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060     {
2061     mon = tmp;
2062     break;
2063 root 1.11 }
2064 root 1.27
2065 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2066     mon = tmp;
2067 root 1.27
2068 root 1.18 tmp = tmp->above;
2069     }
2070    
2071 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2072 root 1.18 return; /* into a wall */
2073    
2074 root 1.49 if (mon->head)
2075 root 1.18 mon = mon->head;
2076    
2077     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078     if (player_attack_door (op, mon))
2079     return;
2080    
2081     /* The following deals with possibly attacking peaceful
2082     * or frienddly creatures. Basically, all players are considered
2083     * unaggressive. If the moving player has peaceful set, then the
2084     * object should be pushed instead of attacked. It is assumed that
2085     * if you are braced, you will not attack friends accidently,
2086     * and thus will not push them.
2087     */
2088 root 1.11
2089 root 1.18 /* If the creature is a pet, push it even if the player is not
2090     * peaceful. Our assumption is the creature is a pet if the
2091     * player owns it and it is either friendly or unagressive.
2092     */
2093     if ((op->type == PLAYER)
2094 elmex 1.1 #if COZY_SERVER
2095 root 1.18 &&
2096 root 1.34 ((mon->owner && mon->owner->contr
2097     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2098 elmex 1.1 #else
2099 root 1.34 && mon->owner == op
2100 elmex 1.1 #endif
2101 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 root 1.11 {
2103 root 1.18 /* If we're braced, we don't want to switch places with it */
2104     if (op->contr->braced)
2105 root 1.11 return;
2106 root 1.85
2107 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2108     (void) push_ob (mon, dir, op);
2109     if (op->contr->tmp_invis || op->hide)
2110     make_visible (op);
2111 root 1.85
2112 root 1.18 return;
2113 root 1.11 }
2114    
2115 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2116     * creatures. Note that if you are braced, you can't push
2117     * someone, but put it inside this loop so that you won't
2118     * attack them either.
2119     */
2120     if ((mon->type == PLAYER || mon->enemy != op) &&
2121     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2122 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2123 root 1.49 (op->contr->peaceful
2124     || (mon->type == PLAYER
2125     && mon->contr->
2126     peaceful)) &&
2127 elmex 1.1 #else
2128 root 1.49 op->contr->peaceful &&
2129 elmex 1.1 #endif
2130 root 1.49 !on_battleground))
2131 root 1.18 {
2132     if (!op->contr->braced)
2133     {
2134     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 root 1.85 push_ob (mon, dir, op);
2136 root 1.18 }
2137     else
2138 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2139    
2140 root 1.18 if (op->contr->tmp_invis || op->hide)
2141     make_visible (op);
2142 root 1.11 }
2143 elmex 1.1
2144 root 1.18 /* If the object is a boulder or other rollable object, then
2145     * roll it if not braced. You can't roll it if you are braced.
2146     */
2147     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2148     {
2149     recursive_roll (mon, dir, op);
2150     if (action_makes_visible (op))
2151     make_visible (op);
2152 root 1.11 }
2153    
2154 root 1.18 /* Any generic living creature. Including things like doors.
2155     * Way it works is like this: First, it must have some hit points
2156     * and be living. Then, it must be one of the following:
2157     * 1) Not a player, 2) A player, but of a different party. Note
2158     * that party_number -1 is no party, so attacks can still happen.
2159     */
2160     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2161     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162     {
2163 elmex 1.1
2164 root 1.18 /* If the player hasn't hit something this tick, and does
2165     * so, give them speed boost based on weapon speed. Doing
2166     * it here is better than process_players2, which basically
2167     * incurred a 1 tick offset.
2168     */
2169     if (!op->contr->has_hit)
2170     {
2171     op->speed_left += op->speed / op->contr->weapon_sp;
2172 root 1.11
2173 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 root 1.11 }
2175    
2176 root 1.49 skill_attack (mon, op, 0, 0, 0);
2177 root 1.11
2178 root 1.18 /* If attacking another player, that player gets automatic
2179     * hitback, and doesn't loose luck either.
2180     * Disable hitback on the battleground or if the target is
2181     * the wiz.
2182     */
2183     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2184     {
2185     short luck = mon->stats.luck;
2186    
2187     mon->contr->has_hit = 1;
2188 root 1.49 skill_attack (op, mon, 0, 0, 0);
2189 root 1.18 mon->stats.luck = luck;
2190 root 1.11 }
2191 root 1.49
2192 root 1.18 if (action_makes_visible (op))
2193     make_visible (op);
2194 root 1.11 }
2195 root 1.18 } /* if player should attack something */
2196 elmex 1.1 }
2197    
2198 root 1.18 int
2199     move_player (object *op, int dir)
2200     {
2201     int pick;
2202 elmex 1.1
2203 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2204 root 1.18 return 0;
2205 elmex 1.1
2206 root 1.18 /* Sanity check: make sure dir is valid */
2207     if ((dir < 0) || (dir >= 9))
2208     {
2209     LOG (llevError, "move_player: invalid direction %d\n", dir);
2210     return 0;
2211 elmex 1.1 }
2212    
2213 root 1.84 /* peterm: added following line */
2214 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2216    
2217     op->facing = dir;
2218    
2219     if (op->hide)
2220     do_hidden_move (op);
2221    
2222     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223     /*nop */ ;
2224     else if (op->contr->fire_on)
2225     fire (op, dir);
2226     else
2227     {
2228     move_player_attack (op, dir);
2229     pick = check_pick (op);
2230     }
2231 elmex 1.1
2232 root 1.18 /* Add special check for newcs players and fire on - this way, the
2233     * server can handle repeat firing.
2234     */
2235     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2236 root 1.49 op->direction = dir;
2237 root 1.18 else
2238 root 1.49 op->direction = 0;
2239    
2240 root 1.18 /* Update how the player looks. Use the facing, so direction may
2241     * get reset to zero. This allows for full animation capabilities
2242     * for players.
2243     */
2244     animate_object (op, op->facing);
2245     return 0;
2246 elmex 1.1 }
2247    
2248     /* This is similar to handle_player, below, but is only used by the
2249     * new client/server stuff.
2250     * This is sort of special, in that the new client/server actually uses
2251     * the new speed values for commands.
2252     *
2253     * Returns true if there are more actions we can do.
2254     */
2255 root 1.18 int
2256     handle_newcs_player (object *op)
2257 elmex 1.1 {
2258 root 1.18 if (op->contr->hidden)
2259     {
2260     op->invisible = 1000;
2261     /* the socket code flashes the player visible/invisible
2262     * depending on the value of invisible, so we need to
2263     * alternate it here for it to work correctly.
2264     */
2265     if (pticks & 2)
2266 root 1.11 op->invisible--;
2267 root 1.18 }
2268     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269     {
2270     op->invisible--;
2271     if (!op->invisible)
2272     {
2273     make_visible (op);
2274     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2275 root 1.11 }
2276 elmex 1.1 }
2277    
2278 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2279     {
2280     flee_player (op);
2281     /* If player is still scared, that is his action for this tick */
2282     if (QUERY_FLAG (op, FLAG_SCARED))
2283     {
2284     op->speed_left--;
2285     return 0;
2286 root 1.11 }
2287 elmex 1.1 }
2288    
2289 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2290     * the player object still points to the defunct golem. The code that
2291     * destroys the golem looks correct, and it doesn't always happen, so
2292     * put this in a a workaround to clean up the golem pointer.
2293     */
2294 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2295     op->contr->ranges[range_golem] = 0;
2296 root 1.18
2297     /* call this here - we also will call this in do_ericserver, but
2298     * the players time has been increased when doericserver has been
2299     * called, so we recheck it here.
2300     */
2301 root 1.83 if (op->contr->ns->handle_command ())
2302     return 1;
2303 root 1.47
2304 root 1.83 if (op->speed_left > 0)
2305     {
2306     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307     {
2308     /* All move commands take 1 tick, at least for now */
2309     op->speed_left--;
2310 elmex 1.1
2311 root 1.83 /* Instead of all the stuff below, let move_player take care
2312     * of it. Also, some of the skill stuff is only put in
2313     * there, as well as the confusion stuff.
2314     */
2315     move_player (op, op->direction);
2316 elmex 1.1
2317 root 1.83 return op->speed_left > 0;
2318     }
2319 root 1.18 }
2320 root 1.41
2321 root 1.18 return 0;
2322     }
2323    
2324     int
2325     save_life (object *op)
2326     {
2327     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2328 elmex 1.1 return 0;
2329 root 1.18
2330 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332     {
2333     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2334     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335 root 1.33
2336 root 1.18 if (op->contr)
2337     esrv_del_item (op->contr, tmp->count);
2338 root 1.33
2339     tmp->destroy ();
2340 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341 root 1.33
2342 root 1.18 if (op->stats.hp < 0)
2343     op->stats.hp = op->stats.maxhp;
2344 root 1.33
2345 root 1.18 if (op->stats.food < 0)
2346     op->stats.food = 999;
2347 root 1.33
2348 root 1.54 op->update_stats ();
2349 root 1.18 return 1;
2350     }
2351 root 1.41
2352 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2353     CLEAR_FLAG (op, FLAG_LIFESAVE);
2354     enter_player_savebed (op); /* bring him home. */
2355     return 0;
2356 elmex 1.1 }
2357    
2358     /* This goes throws the inventory and removes unpaid objects, and puts them
2359     * back in the map (location and map determined by values of env). This
2360     * function will descend into containers. op is the object to start the search
2361     * from.
2362     */
2363 root 1.18 void
2364     remove_unpaid_objects (object *op, object *env)
2365 elmex 1.1 {
2366 root 1.18 object *next;
2367 elmex 1.1
2368 root 1.18 while (op)
2369     {
2370 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371    
2372 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2373     {
2374     if (env->type == PLAYER)
2375     esrv_del_item (env->contr, op->count);
2376 root 1.70
2377     op->insert_at (env);
2378 root 1.18 }
2379     else if (op->inv)
2380     remove_unpaid_objects (op->inv, env);
2381 root 1.41
2382 root 1.18 op = next;
2383 elmex 1.1 }
2384     }
2385    
2386     /*
2387     * Returns pointer a static string containing gravestone text
2388     * Moved from apply.c to player.c - player.c is what
2389     * actually uses this function. player.c may not be quite the
2390     * best, a misc file for object actions is probably better,
2391     * but there isn't one in the server directory.
2392     */
2393 root 1.18 char *
2394     gravestone_text (object *op)
2395 elmex 1.1 {
2396 root 1.18 static char buf2[MAX_BUF];
2397     char buf[MAX_BUF];
2398     time_t now = time (NULL);
2399    
2400     strcpy (buf2, " R.I.P.\n\n");
2401     if (op->type == PLAYER)
2402     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2403     else
2404     sprintf (buf, "%s\n", &op->name);
2405 root 1.41
2406 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407     strcat (buf2, buf);
2408     if (op->type == PLAYER)
2409     sprintf (buf, "who was in level %d when killed\n", op->level);
2410     else
2411     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2412 root 1.41
2413 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414     strcat (buf2, buf);
2415     if (op->type == PLAYER)
2416     {
2417     sprintf (buf, "by %s.\n\n", op->contr->killer);
2418     strncat (buf2, " ", 21 - strlen (buf) / 2);
2419     strcat (buf2, buf);
2420     }
2421 root 1.41
2422 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2423     strncat (buf2, " ", 20 - strlen (buf) / 2);
2424     strcat (buf2, buf);
2425 root 1.41
2426 root 1.18 return buf2;
2427 elmex 1.1 }
2428    
2429 root 1.18 void
2430     do_some_living (object *op)
2431     {
2432     int last_food = op->stats.food;
2433 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2434     int over_hp, over_sp, over_grace;
2435     int i;
2436     int rate_hp = 1200;
2437     int rate_sp = 2500;
2438     int rate_grace = 2000;
2439     const int max_hp = 1;
2440     const int max_sp = 1;
2441     const int max_grace = 1;
2442    
2443 pippijn 1.17 if (op->contr->outputs_sync)
2444 root 1.18 {
2445     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2446 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2447 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2448     }
2449    
2450 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2451 root 1.18 {
2452     /* these next three if clauses make it possible to SLOW DOWN
2453     hp/grace/spellpoint regeneration. */
2454     if (op->contr->gen_hp >= 0)
2455     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2456     else
2457     {
2458     gen_hp = op->stats.maxhp;
2459     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2460     }
2461 root 1.55
2462 root 1.18 if (op->contr->gen_sp >= 0)
2463     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2464     else
2465     {
2466     gen_sp = op->stats.maxsp;
2467     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2468     }
2469 root 1.55
2470 root 1.18 if (op->contr->gen_grace >= 0)
2471     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472     else
2473     {
2474     gen_grace = op->stats.maxgrace;
2475     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476     }
2477    
2478     /* Regenerate Spell Points */
2479     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480     {
2481     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482     if (op->stats.sp < op->stats.maxsp)
2483     {
2484     op->stats.sp++;
2485     /* dms do not consume food */
2486     if (!QUERY_FLAG (op, FLAG_WIZ))
2487     {
2488     op->stats.food--;
2489     if (op->contr->digestion < 0)
2490     op->stats.food += op->contr->digestion;
2491     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492     op->stats.food = last_food;
2493     }
2494     }
2495 root 1.55
2496 root 1.18 if (max_sp > 1)
2497     {
2498     over_sp = (gen_sp + 10) / rate_sp;
2499     if (over_sp > 0)
2500     {
2501     if (op->stats.sp < op->stats.maxsp)
2502     {
2503     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504 root 1.55
2505 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506     op->stats.sp--;
2507 root 1.55
2508 root 1.18 if (op->stats.sp > op->stats.maxsp)
2509     op->stats.sp = op->stats.maxsp;
2510     }
2511     op->last_sp = 0;
2512     }
2513     else
2514 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 root 1.18 }
2516     else
2517 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 root 1.18 }
2519    
2520     /* Regenerate Grace */
2521     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522     if (--op->last_grace < 0)
2523     {
2524     if (op->stats.grace < op->stats.maxgrace / 2)
2525     op->stats.grace++; /* no penalty in food for regaining grace */
2526 root 1.55
2527 root 1.18 if (max_grace > 1)
2528     {
2529     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2530     if (over_grace > 0)
2531     {
2532     op->stats.sp += over_grace
2533     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2534     op->last_grace = 0;
2535     }
2536     else
2537     {
2538     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539     }
2540     }
2541     else
2542     {
2543     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2544     }
2545     /* wearing stuff doesn't detract from grace generation. */
2546     }
2547    
2548     /* Regenerate Hit Points */
2549     if (--op->last_heal < 0)
2550     {
2551     if (op->stats.hp < op->stats.maxhp)
2552     {
2553     op->stats.hp++;
2554     /* dms do not consume food */
2555     if (!QUERY_FLAG (op, FLAG_WIZ))
2556     {
2557     op->stats.food--;
2558     if (op->contr->digestion < 0)
2559     op->stats.food += op->contr->digestion;
2560     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2561     op->stats.food = last_food;
2562     }
2563     }
2564 root 1.55
2565 root 1.18 if (max_hp > 1)
2566     {
2567     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568     if (over_hp > 0)
2569     {
2570     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2571     op->last_heal = 0;
2572     }
2573     else
2574     {
2575     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576     }
2577     }
2578     else
2579     {
2580     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581     }
2582 root 1.11 }
2583 elmex 1.1
2584 root 1.18 /* Digestion */
2585     if (--op->last_eat < 0)
2586     {
2587     #ifdef COZY_SERVER
2588     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2589     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590     #else
2591     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592     #endif
2593    
2594     if (op->contr->gen_hp > 0)
2595     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2596     else
2597     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 root 1.55
2599 root 1.18 /* dms do not consume food */
2600     if (!QUERY_FLAG (op, FLAG_WIZ))
2601     op->stats.food--;
2602 root 1.11 }
2603 elmex 1.1
2604 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2605     {
2606     object *tmp, *flesh = 0;
2607 root 1.18
2608 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2609 root 1.18 {
2610 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2611 root 1.18 {
2612 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613     {
2614     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615     manual_apply (op, tmp, 0);
2616     if (op->stats.food >= 0 || op->stats.hp < 0)
2617     break;
2618     }
2619     else if (tmp->type == FLESH)
2620     flesh = tmp;
2621     } /* End if paid for object */
2622     } /* end of for loop */
2623    
2624     /* If player is still starving, it means they don't have any food, so
2625     * eat flesh instead.
2626     */
2627     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628     {
2629     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2630     manual_apply (op, flesh, 0);
2631     }
2632 root 1.11 }
2633 elmex 1.1
2634 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2635     op->stats.food++, op->stats.hp--;
2636 elmex 1.1
2637 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2638     kill_player (op);
2639     }
2640 elmex 1.1 }
2641    
2642     /* If the player should die (lack of hp, food, etc), we call this.
2643     * op is the player in jeopardy. If the player can not be saved (not
2644     * permadeath, no lifesave), this will take care of removing the player
2645     * file.
2646     */
2647 root 1.18 void
2648     kill_player (object *op)
2649 elmex 1.1 {
2650 root 1.18 char buf[MAX_BUF];
2651     int x, y;
2652    
2653     //int i;
2654 root 1.25 maptile *map; /* this is for resurrection */
2655 root 1.18
2656     /* int z;
2657     int num_stats_lose;
2658     int lost_a_stat;
2659     int lose_this_stat;
2660     int this_stat; */
2661     int will_kill_again;
2662     archetype *at;
2663     object *tmp;
2664    
2665     if (save_life (op))
2666     return;
2667    
2668    
2669     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2670     * in cities ONLY!!! It is very important that this doesn't get abused.
2671     * Look at op_on_battleground() for more info --AndreasV
2672     */
2673     if (op_on_battleground (op, &x, &y))
2674     {
2675     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2676     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2677    
2678     /* restore player */
2679 root 1.22 at = archetype::find ("poisoning");
2680 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2681 root 1.18 {
2682 root 1.33 tmp->destroy ();
2683 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2684     }
2685 elmex 1.1
2686 root 1.22 at = archetype::find ("confusion");
2687 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2688 root 1.18 {
2689 root 1.33 tmp->destroy ();
2690 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691     }
2692    
2693     cure_disease (op, 0); /* remove any disease */
2694     op->stats.hp = op->stats.maxhp;
2695     if (op->stats.food <= 0)
2696     op->stats.food = 999;
2697 elmex 1.1
2698 root 1.18 /* create a bodypart-trophy to make the winner happy */
2699 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2700 root 1.18 {
2701     sprintf (buf, "%s's finger", &op->name);
2702     tmp->name = buf;
2703     sprintf (buf, " This finger has been cut off %s\n"
2704     " the %s, when he was defeated at\n level %d by %s.\n",
2705     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706     tmp->msg = buf;
2707     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2708     tmp->materialname = NULL;
2709 elmex 1.87 tmp->insert_at (op, tmp);
2710 root 1.18 }
2711 elmex 1.1
2712 root 1.18 /* teleport defeated player to new destination */
2713     transfer_ob (op, x, y, 0, NULL);
2714     op->contr->braced = 0;
2715     return;
2716 elmex 1.1 }
2717    
2718 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2719 root 1.3
2720 root 1.18 command_kill_pets (op, 0);
2721 elmex 1.1
2722 root 1.18 if (op->stats.food < 0)
2723     {
2724     sprintf (buf, "%s starved to death.", &op->name);
2725     strcpy (op->contr->killer, "starvation");
2726 elmex 1.1 }
2727 root 1.18 else
2728 root 1.89 sprintf (buf, "%s died.", &op->name);
2729 root 1.70
2730 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2731 elmex 1.1
2732 root 1.18 /* save the map location for corpse, gravestone */
2733 root 1.70 x = op->x;
2734     y = op->y;
2735 root 1.18 map = op->map;
2736 elmex 1.1
2737 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2738     * life if they are dead - it takes some exp and a random stat.
2739     * See the config.h file for a little more in depth detail about this.
2740     */
2741    
2742     /* Basically two ways to go - remove a stat permanently, or just
2743     * make it depletion. This bunch of code deals with that aspect
2744     * of death.
2745     */
2746     #ifndef COZY_SERVER
2747     if (settings.balanced_stat_loss)
2748 root 1.18 {
2749 root 1.54 /* If stat loss is permanent, lose one stat only. */
2750     /* Lower level chars don't lose as many stats because they suffer
2751     more if they do. */
2752     /* Higher level characters can afford things such as potions of
2753     restoration, or better, stat potions. So we slug them that
2754     little bit harder. */
2755     /* GD */
2756     if (settings.stat_loss_on_death)
2757     num_stats_lose = 1;
2758     else
2759     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760     }
2761     else
2762 root 1.70 num_stats_lose = 1;
2763    
2764 root 1.54 lost_a_stat = 0;
2765    
2766     for (z = 0; z < num_stats_lose; z++)
2767     {
2768     i = RANDOM () % NUM_STATS;
2769 root 1.11
2770 root 1.54 if (settings.stat_loss_on_death)
2771 root 1.18 {
2772 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2773     * what he lost.
2774     */
2775     change_attr_value (&(op->stats), i, -1);
2776     check_stat_bounds (&(op->stats));
2777     change_attr_value (&(op->contr->orig_stats), i, -1);
2778     check_stat_bounds (&(op->contr->orig_stats));
2779     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2780     lost_a_stat = 1;
2781 root 1.18 }
2782     else
2783     {
2784 root 1.54 /* deplete a stat */
2785     archetype *deparch = archetype::find ("depletion");
2786     object *dep;
2787 root 1.11
2788 root 1.54 dep = present_arch_in_ob (deparch, op);
2789     if (!dep)
2790 root 1.18 {
2791 root 1.54 dep = arch_to_object (deparch);
2792     insert_ob_in_ob (dep, op);
2793 root 1.18 }
2794 root 1.54 lose_this_stat = 1;
2795     if (settings.balanced_stat_loss)
2796 root 1.18 {
2797 root 1.54 /* GD */
2798     /* Get the stat that we're about to deplete. */
2799     this_stat = get_attr_value (&(dep->stats), i);
2800     if (this_stat < 0)
2801     {
2802     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2803     int keep_chance = this_stat * this_stat;
2804 root 1.18
2805 root 1.54 /* Yes, I am paranoid. Sue me. */
2806     if (keep_chance < 1)
2807     keep_chance = 1;
2808 root 1.18
2809 root 1.54 /* There is a maximum depletion total per level. */
2810     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2811     {
2812     lose_this_stat = 0;
2813     /* Take loss chance vs keep chance to see if we
2814     retain the stat. */
2815     }
2816     else
2817     {
2818     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2819     lose_this_stat = 0;
2820     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2821     this_stat, keep_chance, loss_chance,
2822     lose_this_stat?"LOSE":"KEEP"); */
2823 root 1.11 }
2824     }
2825 root 1.54 }
2826 root 1.18
2827 root 1.54 if (lose_this_stat)
2828     {
2829     this_stat = get_attr_value (&(dep->stats), i);
2830     /* We could try to do something clever like find another
2831     * stat to reduce if this fails. But chances are, if
2832     * stats have been depleted to -50, all are pretty low
2833     * and should be roughly the same, so it shouldn't make a
2834     * difference.
2835     */
2836     if (this_stat >= -50)
2837 root 1.18 {
2838 root 1.54 change_attr_value (&(dep->stats), i, -1);
2839     SET_FLAG (dep, FLAG_APPLIED);
2840     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2841     op->update_stats ();
2842     lost_a_stat = 1;
2843 root 1.11 }
2844     }
2845     }
2846 root 1.54 }
2847     /* If no stat lost, tell the player. */
2848     if (!lost_a_stat)
2849     {
2850     /* determine_god() seems to not work sometimes... why is this?
2851     Should I be using something else? GD */
2852     const char *god = determine_god (op);
2853 root 1.18
2854 root 1.54 if (god && (strcmp (god, "none")))
2855     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2856     else
2857     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2858     }
2859 root 1.28 #else
2860 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.");
2861 elmex 1.1 #endif
2862    
2863 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2864     * exp loss on the stone.
2865     */
2866     tmp = arch_to_object (archetype::find ("gravestone"));
2867     sprintf (buf, "%s's gravestone", &op->name);
2868     tmp->name = buf;
2869     sprintf (buf, "%s's gravestones", &op->name);
2870     tmp->name_pl = buf;
2871     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);
2872     tmp->msg = buf;
2873     tmp->x = op->x, tmp->y = op->y;
2874     insert_ob_in_map (tmp, op->map, NULL, 0);
2875    
2876     /**************************************/
2877     /* */
2878     /* Subtract the experience points, */
2879     /* if we died cause of food, give us */
2880     /* food, and reset HP's... */
2881     /* */
2882     /**************************************/
2883    
2884     /* remove any poisoning and confusion the character may be suffering. */
2885     /* restore player */
2886     at = archetype::find ("poisoning");
2887     tmp = present_arch_in_ob (at, op);
2888    
2889     if (tmp)
2890     {
2891     tmp->destroy ();
2892     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2893     }
2894    
2895     at = archetype::find ("confusion");
2896     tmp = present_arch_in_ob (at, op);
2897     if (tmp)
2898     {
2899     tmp->destroy ();
2900     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901     }
2902    
2903     cure_disease (op, 0); /* remove any disease */
2904    
2905     /*add_exp(op, (op->stats.exp * -0.20)); */
2906     apply_death_exp_penalty (op);
2907     if (op->stats.food < 100)
2908     op->stats.food = 900;
2909     op->stats.hp = op->stats.maxhp;
2910     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 root 1.11
2913 root 1.54 /*
2914     * Check to see if the player is in a shop. IF so, then check to see if
2915     * the player has any unpaid items. If so, remove them and put them back
2916     * in the map.
2917     */
2918 root 1.33
2919 root 1.54 if (is_in_shop (op))
2920     remove_unpaid_objects (op->inv, op);
2921 root 1.18
2922 root 1.54 /****************************************/
2923     /* */
2924     /* Move player to his current respawn- */
2925     /* position (usually last savebed) */
2926     /* */
2927     /****************************************/
2928 root 1.18
2929 root 1.54 enter_player_savebed (op);
2930 root 1.18
2931 root 1.54 op->contr->braced = 0;
2932 root 1.11
2933 root 1.54 /* it is possible that the player has blown something up
2934     * at his savebed location, and that can have long lasting
2935     * spell effects. So first see if there is a spell effect
2936     * on the space that might harm the player.
2937     */
2938     will_kill_again = 0;
2939     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2940     if (tmp->type == SPELL_EFFECT)
2941     will_kill_again |= tmp->attacktype;
2942 elmex 1.1
2943 root 1.54 if (will_kill_again)
2944 root 1.18 {
2945 root 1.54 object *force;
2946     int at;
2947 root 1.18
2948 root 1.54 force = get_archetype (FORCE_NAME);
2949     /* 50 ticks should be enough time for the spell to abate */
2950     force->speed = 0.1;
2951     force->speed_left = -5.0;
2952     SET_FLAG (force, FLAG_APPLIED);
2953     for (at = 0; at < NROFATTACKS; at++)
2954     if (will_kill_again & (1 << at))
2955     force->resist[at] = 100;
2956 root 1.30
2957 root 1.54 insert_ob_in_ob (force, op);
2958     op->update_stats ();
2959 root 1.30
2960 root 1.54 }
2961 root 1.18
2962 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2963 elmex 1.1 }
2964    
2965 root 1.18 void
2966     loot_object (object *op)
2967     { /* Grab and destroy some treasure */
2968     object *tmp, *tmp2, *next;
2969 elmex 1.1
2970 root 1.18 if (op->container)
2971 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
2972 elmex 1.1
2973 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2974 root 1.18 {
2975     next = tmp->below;
2976 root 1.54
2977 elmex 1.50 if (tmp->invisible)
2978 root 1.18 continue;
2979 root 1.54
2980 root 1.32 tmp->remove ();
2981 root 1.18 tmp->x = op->x, tmp->y = op->y;
2982     if (tmp->type == CONTAINER)
2983     { /* empty container to ground */
2984     loot_object (tmp);
2985     }
2986     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2987     {
2988     if (tmp->nrof > 1)
2989     {
2990     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 root 1.33 tmp2->destroy ();
2992 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2993     }
2994     else
2995 root 1.33 tmp->destroy ();
2996 root 1.18 }
2997     else
2998     insert_ob_in_map (tmp, op->map, NULL, 0);
2999     }
3000 elmex 1.1 }
3001    
3002     /*
3003     * fix_weight(): Check recursively the weight of all players, and fix
3004     * what needs to be fixed. Refresh windows and fix speed if anything
3005     * was changed.
3006     */
3007    
3008 root 1.18 void
3009     fix_weight (void)
3010     {
3011 root 1.61 for_all_players (pl)
3012 root 1.18 {
3013     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3014    
3015     if (old == sum)
3016     continue;
3017 root 1.54 pl->ob->update_stats ();
3018 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3019     }
3020 elmex 1.1 }
3021    
3022 root 1.18 void
3023     fix_luck (void)
3024     {
3025 root 1.61 for_all_players (pl)
3026 root 1.52 if (!pl->ob->contr->ns->state)
3027 root 1.54 pl->ob->change_luck (0);
3028 elmex 1.1 }
3029    
3030     /* cast_dust() - handles op throwing objects of type 'DUST'.
3031     * This is much simpler in the new spell code - we basically
3032     * just treat this as any other spell casting object.
3033     */
3034 elmex 1.2 void
3035 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3036 elmex 1.2 {
3037     object *skop, *spob;
3038    
3039     skop = find_skill_by_name (op, throw_ob->skill);
3040    
3041     /* casting POTION 'dusts' is really a use_magic_item skill */
3042     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3043     {
3044 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3045 elmex 1.2 return;
3046     }
3047    
3048     spob = throw_ob->inv;
3049    
3050     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051     // not pass NULL to cast_spell (which did indeed check itself, but
3052     // errors should be reported as early as possible IMHO)
3053     if (!spob)
3054     {
3055 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 elmex 1.2 return;
3057 elmex 1.1 }
3058    
3059 elmex 1.2 if (op->type == PLAYER)
3060 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3061 elmex 1.2
3062     cast_spell (op, throw_ob, dir, spob, NULL);
3063    
3064 root 1.33 throw_ob->destroy ();
3065 elmex 1.1 }
3066    
3067 root 1.18 void
3068     make_visible (object *op)
3069     {
3070     op->hide = 0;
3071     op->invisible = 0;
3072     if (op->type == PLAYER)
3073     {
3074     op->contr->tmp_invis = 0;
3075     op->contr->invis_race = 0;
3076     }
3077     update_object (op, UP_OBJ_FACE);
3078     }
3079    
3080     int
3081     is_true_undead (object *op)
3082     {
3083     object *tmp = NULL;
3084    
3085     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086     return 1;
3087    
3088 elmex 1.1 return 0;
3089     }
3090    
3091     /* look at the surrounding terrain to determine
3092     * the hideability of this object. Positive levels
3093     * indicate greater hideability.
3094     */
3095    
3096 root 1.18 int
3097     hideability (object *ob)
3098     {
3099     int i, level = 0, mflag;
3100     sint16 x, y;
3101    
3102     if (!ob || !ob->map)
3103     return 0;
3104    
3105     /* so, on normal lighted maps, its hard to hide */
3106     level = ob->map->darkness - 2;
3107    
3108     /* this also picks up whether the object is glowing.
3109     * If you carry a light on a non-dark map, its not
3110     * as bad as carrying a light on a pitch dark map */
3111     if (has_carried_lights (ob))
3112     level = -(10 + (2 * ob->map->darkness));
3113    
3114     /* scan through all nearby squares for terrain to hide in */
3115     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3116     {
3117     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3118     if (mflag & P_OUT_OF_MAP)
3119     {
3120     continue;
3121     }
3122     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3123     level += 2;
3124     else /* open terrain! */
3125     level -= 1;
3126 elmex 1.1 }
3127 root 1.18
3128 elmex 1.1 #if 0
3129 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3130 elmex 1.1 #endif
3131 root 1.18 return level;
3132 elmex 1.1 }
3133    
3134     /* For Hidden creatures - a chance of becoming 'unhidden'
3135     * every time they move - as we subtract off 'invisibility'
3136     * AND, for players, if they move into a ridiculously unhideable
3137     * spot (surrounded by clear terrain in broad daylight). -b.t.
3138     */
3139    
3140 root 1.18 void
3141     do_hidden_move (object *op)
3142     {
3143     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3144     object *skop;
3145    
3146     if (!op || !op->map)
3147     return;
3148    
3149     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3150    
3151     /* its *extremely* hard to run and sneak/hide at the same time! */
3152     if (op->type == PLAYER && op->contr->run_on)
3153 root 1.85 if (!skop || num >= skop->level)
3154     {
3155     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3156     make_visible (op);
3157     return;
3158     }
3159     else
3160     num += 20;
3161    
3162 root 1.18 num += op->map->difficulty;
3163     hide = hideability (op); /* modify by terrain hidden level */
3164     num -= hide;
3165 root 1.85
3166 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167     {
3168     make_visible (op);
3169     if (op->type == PLAYER)
3170     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3171 elmex 1.1 }
3172 root 1.18 else if (op->type == PLAYER && skop)
3173 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3174 elmex 1.1 }
3175    
3176     /* determine if who is standing near a hostile creature. */
3177    
3178 root 1.18 int
3179     stand_near_hostile (object *who)
3180     {
3181     object *tmp = NULL;
3182     int i, friendly = 0, player = 0, mflags;
3183 root 1.25 maptile *m;
3184 root 1.18 sint16 x, y;
3185    
3186     if (!who)
3187     return 0;
3188    
3189     if (who->type == PLAYER)
3190     player = 1;
3191    
3192     else
3193     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3194    
3195     /* search adjacent squares */
3196     for (i = 1; i < 9; i++)
3197     {
3198     x = who->x + freearr_x[i];
3199     y = who->y + freearr_y[i];
3200     m = who->map;
3201     mflags = get_map_flags (m, &m, x, y, &x, &y);
3202     /* space must be blocked if there is a monster. If not
3203     * blocked, don't need to check this space.
3204     */
3205     if (mflags & P_OUT_OF_MAP)
3206     continue;
3207     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3208     continue;
3209    
3210 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3211 root 1.18 {
3212     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3213     return 1;
3214     else if (tmp->type == PLAYER)
3215     {
3216     /*don't let a hidden DM prevent you from hiding */
3217     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3218 root 1.11 return 1;
3219 root 1.18 }
3220 root 1.11 }
3221 elmex 1.1 }
3222 root 1.18 return 0;
3223 elmex 1.1 }
3224    
3225     /* check the player los field for viewability of the
3226     * object op. This function works fine for monsters,
3227     * but we dont worry if the object isnt the top one in
3228     * a pile (say a coin under a table would return "viewable"
3229     * by this routine). Another question, should we be
3230     * concerned with the direction the player is looking
3231     * in? Realistically, most of use cant see stuff behind
3232     * our backs...on the other hand, does the "facing" direction
3233     * imply the way your head, or body is facing? Its possible
3234     * for them to differ. Sigh, this fctn could get a bit more complex.
3235     * -b.t.
3236     * This function is now map tiling safe.
3237     */
3238    
3239 root 1.18 int
3240     player_can_view (object *pl, object *op)
3241     {
3242     rv_vector rv;
3243     int dx, dy;
3244    
3245     if (pl->type != PLAYER)
3246     {
3247     LOG (llevError, "player_can_view() called for non-player object\n");
3248     return -1;
3249 elmex 1.1 }
3250 root 1.74
3251 root 1.18 if (!pl || !op)
3252 elmex 1.1 return 0;
3253 root 1.18
3254 root 1.74 op = op->head_ ();
3255    
3256 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3257    
3258     /* starting with the 'head' part, lets loop
3259     * through the object and find if it has any
3260     * part that is in the los array but isnt on
3261     * a blocked los square.
3262     * we use the archetype to figure out offsets.
3263     */
3264     while (op)
3265     {
3266     dx = rv.distance_x + op->arch->clone.x;
3267     dy = rv.distance_y + op->arch->clone.y;
3268    
3269     /* only the viewable area the player sees is updated by LOS
3270     * code, so we need to restrict ourselves to that range of values
3271     * for any meaningful values.
3272     */
3273 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3274     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3275     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 root 1.18 return 1;
3277     op = op->more;
3278     }
3279     return 0;
3280 elmex 1.1 }
3281    
3282     /* routine for both players and monsters. We call this when
3283     * there is a possibility for our action distrubing our hiding
3284     * place or invisiblity spell. Artefact invisiblity is not
3285     * effected by this. If we arent invisible to begin with, we
3286     * return 0.
3287     */
3288 root 1.18 int
3289     action_makes_visible (object *op)
3290     {
3291    
3292     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293     {
3294     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3295     return 0;
3296    
3297     if (op->contr && op->contr->tmp_invis == 0)
3298     return 0;
3299 elmex 1.1
3300 root 1.18 /* If monsters, they should become visible */
3301     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3302     {
3303     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3304     return 1;
3305 root 1.11 }
3306 elmex 1.1 }
3307 root 1.18 return 0;
3308 elmex 1.1 }
3309    
3310     /* op_on_battleground - checks if the given object op (usually
3311     * a player) is standing on a valid battleground-tile,
3312     * function returns TRUE/FALSE. If true x, y returns the battleground
3313     * -exit-coord. (and if x, y not NULL)
3314     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3315     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3316     * Default is to do the same as before, so only people wanting to have different points need worry about this
3317     */
3318 root 1.18 int
3319     op_on_battleground (object *op, int *x, int *y)
3320     {
3321 elmex 1.1 object *tmp;
3322 root 1.18
3323 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3324     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3325     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3326     * and the exit-coordinates sp/hp must both be > 0.
3327     * => The intention here is to prevent abuse of the battleground-
3328     * feature (like pickable or hidden battleground tiles). */
3329 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3330     {
3331     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332     {
3333     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3334     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3335     {
3336     /*before we assign the exit, check if this is a teambattle */
3337     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3338     {
3339     object *invtmp;
3340    
3341     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3342     {
3343     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3344     {
3345     if (x != NULL && y != NULL)
3346     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3347     return 1;
3348     }
3349     }
3350     }
3351     if (x != NULL && y != NULL)
3352     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3353     return 1;
3354     }
3355     }
3356 elmex 1.1 }
3357     /* If we got here, did not find a battleground */
3358     return 0;
3359     }
3360    
3361     /*
3362     * When a dragon-player gains a new stage of evolution,
3363     * he gets some treasure
3364     *
3365     * attributes:
3366     * object *who the dragon player
3367     * int atnr the attack-number of the ability focus
3368     * int level ability level
3369     */
3370 root 1.18 void
3371     dragon_ability_gain (object *who, int atnr, int level)
3372     {
3373     treasurelist *trlist = NULL; /* treasurelist */
3374     treasure *tr; /* treasure */
3375     object *tmp, *skop; /* tmp. object */
3376     object *item; /* treasure object */
3377     char buf[MAX_BUF]; /* tmp. string buffer */
3378     int i = 0, j = 0;
3379    
3380     /* get the appropriate treasurelist */
3381     if (atnr == ATNR_FIRE)
3382     trlist = find_treasurelist ("dragon_ability_fire");
3383     else if (atnr == ATNR_COLD)
3384     trlist = find_treasurelist ("dragon_ability_cold");
3385     else if (atnr == ATNR_ELECTRICITY)
3386     trlist = find_treasurelist ("dragon_ability_elec");
3387     else if (atnr == ATNR_POISON)
3388     trlist = find_treasurelist ("dragon_ability_poison");
3389    
3390     if (trlist == NULL || who->type != PLAYER)
3391     return;
3392    
3393     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394    
3395 elmex 1.82 if (!tr || !tr->item)
3396 root 1.18 {
3397     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398     return;
3399 elmex 1.1 }
3400    
3401 root 1.18 /* everything seems okay - now bring on the gift: */
3402     item = &(tr->item->clone);
3403 elmex 1.1
3404 root 1.18 if (item->type == SPELL)
3405     {
3406     if (check_spell_known (who, item->name))
3407 root 1.11 return;
3408 root 1.18
3409     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3410     do_learn_spell (who, item, 0);
3411     return;
3412 elmex 1.1 }
3413    
3414 root 1.18 /* grant direct spell */
3415     if (item->type == SPELLBOOK)
3416     {
3417     if (!item->inv)
3418     {
3419     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3420     return;
3421     }
3422     if (check_spell_known (who, item->inv->name))
3423     return;
3424     if (item->invisible)
3425     {
3426     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3427     do_learn_spell (who, item->inv, 0);
3428     return;
3429 root 1.11 }
3430 root 1.18 }
3431     else if (item->type == SKILL_TOOL && item->invisible)
3432     {
3433     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3434     {
3435    
3436     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3437     * in this way, if the player is missing any of the attacktypes, he gets
3438     * them. As it is now, if the player has any that match the granted skill,
3439     * but not all of them, he gets nothing.
3440     */
3441     if (!(skop->attacktype & item->attacktype))
3442     {
3443     /* Give new attacktype */
3444     skop->attacktype |= item->attacktype;
3445    
3446     /* always add physical if there's none */
3447     skop->attacktype |= AT_PHYSICAL;
3448    
3449     if (item->msg != NULL)
3450     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3451    
3452     /* Give player new face */
3453     if (item->animation_id)
3454     {
3455     who->face = skop->face;
3456     who->animation_id = item->animation_id;
3457     who->anim_speed = item->anim_speed;
3458     who->last_anim = 0;
3459     who->state = 0;
3460     animate_object (who, who->direction);
3461     }
3462     }
3463 root 1.11 }
3464 elmex 1.1 }
3465 root 1.18 else if (item->type == FORCE)
3466     {
3467     /* forces in the treasurelist can alter the player's stats */
3468     object *skin;
3469 elmex 1.1
3470 root 1.18 /* first get the dragon skin force */
3471 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3472     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3473     ;
3474    
3475     if (!skin)
3476 root 1.18 return;
3477    
3478     /* adding new spellpath attunements */
3479     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3480     {
3481     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3482    
3483     /* print message */
3484     sprintf (buf, "You feel attuned to ");
3485     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3486     {
3487     if (item->path_attuned & (1 << i))
3488     {
3489     if (j)
3490     strcat (buf, " and ");
3491     else
3492     j = 1;
3493     strcat (buf, spellpathnames[i]);
3494     }
3495     }
3496     strcat (buf, ".");
3497     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3498     }
3499    
3500     /* evtl. adding flags: */
3501     if (QUERY_FLAG (item, FLAG_XRAYS))
3502     SET_FLAG (skin, FLAG_XRAYS);
3503     if (QUERY_FLAG (item, FLAG_STEALTH))
3504     SET_FLAG (skin, FLAG_STEALTH);
3505     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3506     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3507    
3508     /* print message if there is one */
3509     if (item->msg != NULL)
3510     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3511     }
3512     else
3513     {
3514     /* generate misc. treasure */
3515     tmp = arch_to_object (tr->item);
3516     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3517     tmp = insert_ob_in_ob (tmp, who);
3518     if (who->type == PLAYER)
3519     esrv_send_item (who, tmp);
3520 elmex 1.1 }
3521     }
3522    
3523     /**
3524     * Unready an object for a player. This function does nothing if the object was
3525     * not readied.
3526     */
3527 root 1.18 void
3528     player_unready_range_ob (player *pl, object *ob)
3529     {
3530 root 1.96 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3531     if (pl->ranges[i] == ob)
3532     {
3533     pl->ranges[i] = 0;
3534     if (pl->shoottype == i)
3535     pl->shoottype = range_none;
3536     }
3537 elmex 1.1 }