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/cvs/deliantra/server/server/player.c
Revision: 1.10
Committed: Fri Mar 24 06:06:23 2006 UTC (18 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +6 -1 lines
Log Message:
Introduce PROHIBIT_PLAYERKILLING that make sit impossible to pk outside the battleground.

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_player_c =
3 root 1.5 * "$Id$";
4 root 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The author can be reached via e-mail to crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #ifndef WIN32 /* ---win32 remove headers */
31     #include <pwd.h>
32     #endif
33     #ifndef __CEXTRACT__
34     #include <sproto.h>
35     #endif
36     #include <sounds.h>
37     #include <living.h>
38     #include <object.h>
39     #include <spells.h>
40     #include <skills.h>
41     #include <newclient.h>
42    
43 root 1.4 #ifdef COZY_SERVER
44 root 1.2 extern int same_party (partylist *a, partylist *b);
45 root 1.4 #endif
46 root 1.2
47 root 1.1 player *find_player(const char *plname)
48     {
49     player *pl;
50     for(pl=first_player;pl!=NULL;pl=pl->next)
51     {
52     if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53     return pl;
54     };
55     return NULL;
56     }
57    
58     player* find_player_partial_name( const char* plname )
59     {
60     player* pl;
61     player* found = NULL;
62     size_t namelen = strlen( plname );
63     for ( pl = first_player; pl != NULL; pl = pl->next )
64     {
65     if ( strlen( pl->ob->name ) < namelen )
66     continue;
67    
68     if ( !strcmp( pl->ob->name, plname) )
69     return pl;
70    
71     if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72     {
73     if ( found )
74     return NULL;
75    
76     found = pl;
77     }
78     }
79     return found;
80     }
81    
82 elmex 1.6 void display_motd(const object *op) {
83 root 1.1 char buf[MAX_BUF];
84     char motd[HUGE_BUF];
85     FILE *fp;
86     int comp;
87     int size;
88    
89     sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91     return;
92     }
93     motd[0]='\0';
94     size=0;
95     while (fgets(buf, MAX_BUF, fp) != NULL) {
96     if( *buf == '#')
97     continue;
98     strncat(motd+size,buf,HUGE_BUF-size);
99     size+=strlen(buf);
100     }
101     draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102     close_and_delete(fp, comp);
103     }
104    
105 elmex 1.6 void send_rules(const object *op) {
106 root 1.1 char buf[MAX_BUF];
107     char rules[HUGE_BUF];
108     FILE *fp;
109     int comp;
110     int size;
111    
112     sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114     return;
115     }
116     rules[0]='\0';
117     size=0;
118     while (fgets(buf, MAX_BUF, fp) != NULL) {
119     if( *buf == '#')
120     continue;
121     if (size + strlen(buf)>=HUGE_BUF)
122     {
123     LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124     break;
125     }
126     strncat(rules+size,buf,HUGE_BUF-size);
127     size+=strlen(buf);
128     }
129     draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130     close_and_delete(fp, comp);
131     }
132    
133 elmex 1.6 void send_news(const object *op) {
134 root 1.1 char buf[MAX_BUF];
135     char news[HUGE_BUF];
136     char subject[MAX_BUF];
137     FILE *fp;
138     int comp;
139     int size;
140    
141     sprintf(buf, "%s/%s", settings.confdir, settings.news);
142     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143     return;
144     news[0]='\0';
145     subject[0]='\0';
146     size=0;
147     while (fgets(buf, MAX_BUF, fp) != NULL) {
148     if( *buf == '#')
149     continue;
150     if ( *buf =='%'){ /* send one news */
151     if (size>0)
152     draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154     "!! informations: %s\n%s",
155     "%s\n%s",
156     subject, news); /*send previously read news*/
157     strcpy(subject,buf+1);
158     strip_endline(subject);
159     size=0;
160     news[0]='\0';
161     }
162     else{
163     if (size + strlen(buf)>=HUGE_BUF)
164     {
165     LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166     break;
167     }
168     strncat(news+size,buf,HUGE_BUF-size);
169     size+=strlen(buf);
170     }
171     }
172    
173     draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175     "!! informations: %s\n%s\n",
176     "%s\n%s",
177     subject, news);
178     close_and_delete(fp, comp);
179     }
180    
181     int playername_ok(const char *cp) {
182     /* Don't allow - or _ as first character in the name */
183     if (*cp == '-' || *cp == '_') return 0;
184    
185     for(;*cp!='\0';cp++)
186     if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187     return 0;
188     return 1;
189     }
190    
191     /* This no longer sets the player map. Also, it now updates
192     * all the pointers so the caller doesn't need to do that.
193     * Caller is responsible for setting the correct map.
194     */
195    
196     /* Redo this to do both get_player_ob and get_player.
197     * Hopefully this will be less bugfree and simpler.
198     * Returns the player structure. If 'p' is null,
199     * we create a new one. Otherwise, we recycle
200     * the one that is passed.
201     */
202     static player* get_player(player *p) {
203     object *op=arch_to_object(get_player_archetype(NULL));
204     int i;
205    
206     if (!p) {
207     player *tmp;
208    
209     p = (player *) malloc(sizeof(player));
210     if(p==NULL)
211     fatal(OUT_OF_MEMORY);
212    
213     /* This adds the player in the linked list. There is extra
214     * complexity here because we want to add the new player at the
215     * end of the list - there is in fact no compelling reason that
216     * that needs to be done except for things like output of
217     * 'who'.
218     */
219     tmp=first_player;
220     while(tmp!=NULL&&tmp->next!=NULL)
221     tmp=tmp->next;
222     if(tmp!=NULL)
223     tmp->next=p;
224     else
225     first_player=p;
226    
227     p->next = NULL;
228     }
229    
230     /* Clears basically the entire player structure except
231     * for next and socket.
232     */
233     memset((void*)((char*)p + offsetof(player, maplevel)), 0,
234     sizeof(player) - offsetof(player, maplevel));
235    
236     /* There are some elements we want initialized to non zero value -
237     * we deal with that below this point.
238     */
239     p->party=NULL;
240     p->outputs_sync=16; /* Every 2 seconds */
241     p->outputs_count=1; /* Keeps present behaviour */
242     p->unapply = unapply_nochoice;
243     p->Swap_First = -1;
244    
245     #ifdef AUTOSAVE
246     p->last_save_tick = 9999999;
247     #endif
248    
249     strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
250    
251     op->contr=p; /* this aren't yet in archetype */
252     p->ob = op;
253     op->speed_left=0.5;
254     op->speed=1.0;
255     op->direction=5; /* So player faces south */
256     op->stats.wc=2;
257     op->run_away = 25; /* Then we panick... */
258 elmex 1.7 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 root 1.1
260     roll_stats(op);
261     p->state=ST_ROLL_STAT;
262     clear_los(op);
263    
264     p->gen_sp_armour=10;
265     p->last_speed= -1;
266     p->shoottype=range_none;
267     p->bowtype=bow_normal;
268     p->petmode=pet_normal;
269     p->listening=9;
270     p->last_weapon_sp= -1;
271     p->peaceful=1; /* default peaceful */
272     p->do_los=1;
273     p->explore=0;
274     p->no_shout=0; /* default can shout */
275    
276     strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277     p->title[sizeof(p->title)-1] = '\0';
278     op->race = add_string (op->arch->clone.race);
279    
280     CLEAR_FLAG(op,FLAG_READY_SKILL);
281    
282     /* we need to clear these to -1 and not zero - otherwise,
283     * if a player quits and starts a new character, we wont
284     * send new values to the client, as things like exp start
285     * at zero.
286     */
287     for (i=0; i < NUM_SKILLS; i++) {
288     p->last_skill_exp[i] = -1;
289     p->last_skill_ob[i] = NULL;
290     }
291     for (i=0; i < NROFATTACKS; i++) {
292     p->last_resist[i] = -1;
293     }
294     p->last_stats.exp = -1;
295     p->last_weight = (uint32)-1;
296    
297     p->socket.update_look=0;
298     p->socket.look_position=0;
299     return p;
300     }
301    
302    
303     /* This loads the first map an puts the player on it. */
304     static void set_first_map(object *op)
305     {
306     strcpy(op->contr->maplevel, first_map_path);
307     op->x = -1;
308     op->y = -1;
309     enter_exit(op, NULL);
310     }
311    
312     /* Tries to add player on the connection passwd in ns.
313     * All we can really get in this is some settings like host and display
314     * mode.
315     */
316    
317     int add_player(NewSocket *ns) {
318     player *p;
319    
320     p=get_player(NULL);
321     memcpy(&p->socket, ns, sizeof(NewSocket));
322     p->socket.faces_sent = malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323     if(p->socket.faces_sent == NULL)
324     fatal(OUT_OF_MEMORY);
325     memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326     /* Needed because the socket we just copied over needs to be cleared.
327     * Note that this can result in a client reset if there is partial data
328     * on the uncoming socket.
329     */
330     p->socket.inbuf.len = 0;
331     set_first_map(p->ob);
332    
333     CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334     add_friendly_object(p->ob);
335     send_rules(p->ob);
336     send_news(p->ob);
337     display_motd(p->ob);
338     get_name(p->ob);
339     return 0;
340     }
341    
342     /*
343     * get_player_archetype() return next player archetype from archetype
344     * list. Not very efficient routine, but used only creating new players.
345     * Note: there MUST be at least one player archetype!
346     */
347     archetype *get_player_archetype(archetype* at)
348     {
349     archetype *start = at;
350     for (;;) {
351     if (at==NULL || at->next==NULL)
352     at=first_archetype;
353     else
354     at=at->next;
355     if(at->clone.type==PLAYER)
356     return at;
357     if (at == start) {
358     LOG (llevError, "No Player archetypes\n");
359     exit (-1);
360     }
361     }
362     }
363    
364    
365     object *get_nearest_player(object *mon) {
366     object *op = NULL;
367     player *pl = NULL;
368     objectlink *ol;
369     unsigned lastdist;
370     rv_vector rv;
371    
372     for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
373     /* We should not find free objects on this friendly list, but it
374     * does periodically happen. Given that, lets deal with it.
375     * While unlikely, it is possible the next object on the friendly
376     * list is also free, so encapsulate this in a while loop.
377     */
378     while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379     object *tmp=ol->ob;
380    
381     /* Can't do much more other than log the fact, because the object
382     * itself will have been cleared.
383     */
384     LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385     ol = ol->next;
386     remove_friendly_object(tmp);
387     if (!ol) return op;
388     }
389    
390     /* Remove special check for player from this. First, it looks to cause
391     * some crashes (ol->ob->contr not set properly?), but secondly, a more
392     * complicated method of state checking would be needed in any case -
393     * as it was, a clever player could type quit, and the function would
394     * skip them over while waiting for confirmation. Remove
395     * on_same_map check, as can_detect_enemy also does this
396     */
397     if (!can_detect_enemy(mon,ol->ob,&rv))
398     continue;
399    
400     if(lastdist>rv.distance) {
401     op=ol->ob;
402     lastdist=rv.distance;
403     }
404     }
405     for (pl=first_player; pl != NULL; pl=pl->next) {
406 root 1.3 if (can_detect_enemy(mon, pl->ob,&rv)) {
407 root 1.1
408     if(lastdist>rv.distance) {
409     op=pl->ob;
410     lastdist=rv.distance;
411     }
412     }
413     }
414     #if 0
415     LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
416     #endif
417     return op;
418     }
419    
420     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
421     * result in a monster paths backtracking. It basically determines how large a
422     * detour a monster will take from the direction path when looking
423     * for a path to the player. The values are in the amount of direction
424     * the deviation is
425     */
426     #define DETOUR_AMOUNT 2
427    
428     /* This is used to prevent infinite loops. Consider a case where the
429     * player is in a chamber (with gate closed), and monsters are outside.
430     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
431     * find a path into the chamber. This is a good thing, but since there
432     * is no real path, it will just keep circling the chamber for
433     * ever (this could be a nice effect for monsters, but not for the function
434     * to get stuck in. I think for the monsters, if max is reached and
435     * we return the first direction the creature could move would result in the
436     * circling behaviour. Unfortunately, this function is also used to determined
437     * if the creature should cast a spell, so returning a direction in that case
438     * is probably not a good thing.
439     */
440     #define MAX_SPACES 50
441    
442    
443     /*
444     * Returns the direction to the player, if valid. Returns 0 otherwise.
445     * modified to verify there is a path to the player. Does this by stepping towards
446     * player and if path is blocked then see if blockage is close enough to player that
447     * direction to player is changed (ie zig or zag). Continue zig zag until either
448     * reach player or path is blocked. Thus, will only return true if there is a free
449     * path to player. Though path may not be a straight line. Note that it will find
450     * player hiding along a corridor at right angles to the corridor with the monster.
451     *
452     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
453     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
454     * down corriders.
455     * 2) I think the old code was broken if the first direction the monster
456     * should move was blocked - the code would store the first direction without
457     * verifying that the player can actually move in that direction. The new
458     * code does not store anything in firstdir until we have verified that the
459     * monster can in fact move one space in that direction.
460     * 3) I'm not sure how good this code will be for moving multipart monsters,
461     * since only simple checks to blocked are being called, which could mean the monster
462     * is blocking itself.
463     */
464     int path_to_player(object *mon, object *pl, unsigned mindiff) {
465     rv_vector rv;
466     sint16 x,y;
467     int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
468     mapstruct *m ,*lastmap;
469    
470     get_rangevector(mon, pl, &rv, 0);
471    
472     if (rv.distance<mindiff) return 0;
473    
474     x=mon->x;
475     y=mon->y;
476     m=mon->map;
477     dir = rv.direction;
478     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480     /* If we can't solve it within the search distance, return now. */
481     if (diff>max) return 0;
482     while (diff >1 && max>0) {
483     lastx = x;
484     lasty = y;
485     lastmap = m;
486     x = lastx + freearr_x[dir];
487     y = lasty + freearr_y[dir];
488    
489     mflags = get_map_flags(m, &m, x, y, &x, &y);
490     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491    
492     /* Space is blocked - try changing direction a little */
493     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked))
494     && (m == mon->map && blocked_link(mon, m, x, y)))) {
495     /* recalculate direction from last good location. Possible
496     * we were not traversing ideal location before.
497     */
498     get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499     if (rv.direction != dir) {
500     /* OK - says direction should be different - lets reset the
501     * the values so it will try again.
502     */
503     x = lastx;
504     y = lasty;
505     m = lastmap;
506     dir = firstdir = rv.direction;
507     } else {
508     /* direct path is blocked - try taking a side step to
509     * either the left or right.
510     * Note increase the values in the loop below to be
511     * more than -1/1 respectively will mean the monster takes
512     * bigger detour. Have to be careful about these values getting
513     * too big (3 or maybe 4 or higher) as the monster may just try
514     * stepping back and forth
515     */
516     for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517     if (i==0) continue; /* already did this, so skip it */
518     /* Use lastdir here - otherwise,
519     * since the direction that the creature should move in
520     * may change, you could get infinite loops.
521     * ie, player is northwest, but monster can only
522     * move west, so it does that. It goes some distance,
523     * gets blocked, finds that it should move north,
524     * can't do that, but now finds it can move east, and
525     * gets back to its original point. lastdir contains
526     * the last direction the creature has successfully
527     * moved.
528     */
529    
530     x = lastx + freearr_x[absdir(lastdir+i)];
531     y = lasty + freearr_y[absdir(lastdir+i)];
532     m = lastmap;
533     mflags = get_map_flags(m, &m, x, y, &x, &y);
534     if (mflags & P_OUT_OF_MAP) continue;
535     blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536     if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537    
538     if (m == mon->map && blocked_link(mon, m, x, y)) break;
539     }
540     /* go through entire loop without finding a valid
541     * sidestep to take - thus, no valid path.
542     */
543     if (i==(DETOUR_AMOUNT+1))
544     return 0;
545     diff--;
546     lastdir=dir;
547     max--;
548     if (!firstdir) firstdir = dir+i;
549     } /* else check alternate directions */
550     } /* if blocked */
551     else {
552     /* we moved towards creature, so diff is less */
553     diff--;
554     max--;
555     lastdir=dir;
556     if (!firstdir) firstdir = dir;
557     }
558     if (diff<=1) {
559     /* Recalculate diff (distance) because we may not have actually
560     * headed toward player for entire distance.
561     */
562     get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564     }
565     if (diff>max) return 0;
566     }
567     /* If we reached the max, didn't find a direction in time */
568     if (!max) return 0;
569    
570     return firstdir;
571     }
572    
573     void give_initial_items(object *pl,treasurelist *items) {
574     object *op,*next=NULL;
575    
576     if(pl->randomitems!=NULL)
577     create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578    
579     for (op=pl->inv; op; op=next) {
580     next = op->below;
581    
582     /* Forces get applied per default, unless they have the
583     * flag "neutral" set. Sorry but I can't think of a better way
584     */
585     if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586     SET_FLAG(op,FLAG_APPLIED);
587    
588     /* we never give weapons/armour if these cannot be used
589     * by this player due to race restrictions
590     */
591     if (pl->type == PLAYER) {
592     if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593     (op->type == ARMOUR || op->type == BOOTS ||
594     op->type == CLOAK || op->type == HELMET ||
595     op->type == SHIELD || op->type == GLOVES ||
596     op->type == BRACERS || op->type == GIRDLE)) ||
597     (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598     remove_ob (op);
599     free_object (op);
600     continue;
601     }
602     }
603    
604     /* This really needs to be better - we should really give
605     * a substitute spellbook. The problem is that we don't really
606     * have a good idea what to replace it with (need something like
607     * a first level treasurelist for each skill.)
608     * remove duplicate skills also
609     */
610     if(op->type==SPELLBOOK || op->type == SKILL) {
611     object *tmp;
612    
613     for (tmp=op->below; tmp; tmp=tmp->below)
614     if (tmp->type == op->type && tmp->name == op->name) break;
615    
616     if (tmp) {
617     remove_ob(op);
618     free_object(op);
619     LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620     tmp->name);
621     continue;
622     }
623     if (op->nrof > 1) op->nrof = 1;
624     }
625    
626     if (op->type == SPELLBOOK && op->inv) {
627     CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628     }
629    
630     /* Give starting characters identified, uncursed, and undamned
631     * items. Just don't identify gold or silver, or it won't be
632     * merged properly.
633     */
634     if (need_identify(op)) {
635     SET_FLAG(op, FLAG_IDENTIFIED);
636     CLEAR_FLAG(op, FLAG_CURSED);
637     CLEAR_FLAG(op, FLAG_DAMNED);
638     }
639     if(op->type==SPELL) {
640     remove_ob(op);
641     free_object(op);
642     continue;
643     }
644 elmex 1.6 else if(op->type==SKILL) {
645 root 1.1 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646     op->stats.exp = 0;
647     op->level = 1;
648     }
649 elmex 1.6 /* lock all 'normal items by default */
650     else SET_FLAG(op, FLAG_INV_LOCKED);
651 root 1.1 } /* for loop of objects in player inv */
652    
653     /* Need to set up the skill pointers */
654     link_player_skills(pl);
655     }
656    
657     void get_name(object *op) {
658     op->contr->write_buf[0]='\0';
659     op->contr->state=ST_GET_NAME;
660     send_query(&op->contr->socket,0,"What is your name?\n:");
661     }
662    
663     void get_password(object *op) {
664     op->contr->write_buf[0]='\0';
665     op->contr->state=ST_GET_PASSWORD;
666     send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667     }
668    
669     void play_again(object *op)
670     {
671     op->contr->state=ST_PLAY_AGAIN;
672     op->chosen_skill = NULL;
673     send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674     /* a bit of a hack, but there are various places early in th
675     * player creation process that a user can quit (eg, roll
676     * stats) that isn't removing the player. Taking a quick
677     * look, there are many places that call play_again without
678     * removing the player - it probably makes more sense
679     * to leave it to play_again to remove the object in all
680     * cases.
681     */
682     if (!QUERY_FLAG(op, FLAG_REMOVED))
683     remove_ob(op);
684     /* Need to set this to null - otherwise, it could point to garbage,
685     * and draw() doesn't check to see if the player is removed, only if
686     * the map is null or not swapped out.
687     */
688     op->map = NULL;
689     }
690    
691    
692     int receive_play_again(object *op, char key)
693     {
694     if(key=='q'||key=='Q') {
695     remove_friendly_object(op);
696     leave(op->contr,0); /* ericserver will draw the message */
697     return 2;
698     }
699     else if(key=='a'||key=='A') {
700     player *pl = op->contr;
701     const char *name = op->name;
702    
703     add_refcount(name);
704     remove_friendly_object(op);
705     free_object(op);
706     pl = get_player(pl);
707     op = pl->ob;
708     add_friendly_object(op);
709     op->contr->password[0]='~';
710     FREE_AND_CLEAR_STR(op->name);
711     FREE_AND_CLEAR_STR(op->name_pl);
712    
713     /* Lets put a space in here */
714     new_draw_info(NDI_UNIQUE, 0, op, "\n");
715     get_name(op);
716     op->name = name; /* Alrady added a refcount above */
717     op->name_pl = add_string(name);
718     set_first_map(op);
719     } else {
720     /* user pressed something else so just ask again... */
721     play_again(op);
722     }
723     return 0;
724     }
725    
726     void confirm_password(object *op) {
727    
728     op->contr->write_buf[0]='\0';
729     op->contr->state=ST_CONFIRM_PASSWORD;
730     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731     }
732    
733     void get_party_password(object *op, partylist *party) {
734     if (party == NULL) {
735     LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
736     return;
737     }
738     op->contr->write_buf[0]='\0';
739     op->contr->state=ST_GET_PARTY_PASSWORD;
740     op->contr->party_to_join = party;
741     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742     }
743    
744    
745     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746     int roll_stat(void) {
747     int a[4],i,j,k;
748    
749     for(i=0;i<4;i++)
750     a[i]=(int)RANDOM()%6+1;
751    
752     for(i=0,j=0,k=7;i<4;i++)
753     if(a[i]<k)
754     k=a[i],j=i;
755    
756     for(i=0,k=0;i<4;i++) {
757     if(i!=j)
758     k+=a[i];
759     }
760     return k;
761     }
762    
763     void roll_stats(object *op) {
764     int sum=0;
765     int i = 0, j = 0;
766     int statsort[7];
767    
768     do {
769     op->stats.Str=roll_stat();
770     op->stats.Dex=roll_stat();
771     op->stats.Int=roll_stat();
772     op->stats.Con=roll_stat();
773     op->stats.Wis=roll_stat();
774     op->stats.Pow=roll_stat();
775     op->stats.Cha=roll_stat();
776     sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777     op->stats.Con+op->stats.Wis+op->stats.Pow+
778     op->stats.Cha;
779     } while(sum<82||sum>116);
780    
781     /* Sort the stats so that rerolling is easier... */
782     statsort[0] = op->stats.Str;
783     statsort[1] = op->stats.Dex;
784     statsort[2] = op->stats.Int;
785     statsort[3] = op->stats.Con;
786     statsort[4] = op->stats.Wis;
787     statsort[5] = op->stats.Pow;
788     statsort[6] = op->stats.Cha;
789    
790     /* a quick and dirty bubblesort? */
791     do {
792     if (statsort[i] < statsort[i + 1]) {
793     j = statsort[i];
794     statsort[i] = statsort[i + 1];
795     statsort[i + 1] = j;
796     i = 0;
797     } else {
798     i++;
799     }
800     } while (i < 6);
801    
802     op->stats.Str = statsort[0];
803     op->stats.Dex = statsort[1];
804     op->stats.Con = statsort[2];
805     op->stats.Int = statsort[3];
806     op->stats.Wis = statsort[4];
807     op->stats.Pow = statsort[5];
808     op->stats.Cha = statsort[6];
809    
810    
811     op->contr->orig_stats.Str=op->stats.Str;
812     op->contr->orig_stats.Dex=op->stats.Dex;
813     op->contr->orig_stats.Int=op->stats.Int;
814     op->contr->orig_stats.Con=op->stats.Con;
815     op->contr->orig_stats.Wis=op->stats.Wis;
816     op->contr->orig_stats.Pow=op->stats.Pow;
817     op->contr->orig_stats.Cha=op->stats.Cha;
818    
819     op->level=1;
820     op->stats.exp=0;
821     op->stats.ac=0;
822    
823     op->contr->levhp[1] = 9;
824     op->contr->levsp[1] = 6;
825     op->contr->levgrace[1] = 3;
826    
827     fix_player(op);
828     op->stats.hp = op->stats.maxhp;
829     op->stats.sp = op->stats.maxsp;
830     op->stats.grace = op->stats.maxgrace;
831     op->contr->orig_stats=op->stats;
832     }
833    
834     void Roll_Again(object *op)
835     {
836     esrv_new_player(op->contr, 0);
837     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838     }
839    
840     void Swap_Stat(object *op,int Swap_Second)
841     {
842     signed char tmp;
843     char buf[MAX_BUF];
844    
845     if ( op->contr->Swap_First == -1 ) {
846     new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847     new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848     new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849     return;
850     }
851    
852     tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853    
854     set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855     get_attr_value(&op->contr->orig_stats, Swap_Second));
856    
857     set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858    
859     sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860     new_draw_info(NDI_UNIQUE, 0,op, buf);
861     op->stats.Str = op->contr->orig_stats.Str;
862     op->stats.Dex = op->contr->orig_stats.Dex;
863     op->stats.Con = op->contr->orig_stats.Con;
864     op->stats.Int = op->contr->orig_stats.Int;
865     op->stats.Wis = op->contr->orig_stats.Wis;
866     op->stats.Pow = op->contr->orig_stats.Pow;
867     op->stats.Cha = op->contr->orig_stats.Cha;
868     op->stats.ac=0;
869    
870     op->level=1;
871     op->stats.exp=0;
872     op->stats.ac=0;
873    
874     op->contr->levhp[1] = 9;
875     op->contr->levsp[1] = 6;
876     op->contr->levgrace[1] = 3;
877    
878     fix_player(op);
879     op->stats.hp = op->stats.maxhp;
880     op->stats.sp = op->stats.maxsp;
881     op->stats.grace = op->stats.maxgrace;
882     op->contr->orig_stats=op->stats;
883     op->contr->Swap_First=-1;
884     }
885    
886    
887     /* This code has been greatly reduced, because with set_attr_value
888     * and get_attr_value, the stats can be accessed just numeric
889     * ids. stat_trans is a table that translate the number entered
890     * into the actual stat. It is needed because the order the stats
891     * are displayed in the stat window is not the same as how
892     * the number's access that stat. The table does that translation.
893     */
894     int key_roll_stat(object *op, char key)
895     {
896     int keynum = key -'0';
897     char buf[MAX_BUF];
898     static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899    
900     if (keynum>0 && keynum<=7) {
901     if (op->contr->Swap_First==-1) {
902     op->contr->Swap_First=stat_trans[keynum];
903     sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904     new_draw_info(NDI_UNIQUE, 0,op,buf);
905     }
906     else
907     Swap_Stat(op,stat_trans[keynum]);
908    
909     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910     return 1;
911     }
912     switch (key) {
913     case 'n':
914     case 'N': {
915     SET_FLAG(op, FLAG_WIZ);
916     if(op->map==NULL) {
917     LOG(llevError,"Map == NULL in state 2\n");
918     break;
919     }
920    
921     #if 0
922     /* So that enter_exit will put us at startx/starty */
923     op->x= -1;
924    
925     enter_exit(op,NULL);
926     #endif
927     SET_ANIMATION(op, 2); /* So player faces south */
928     /* Enter exit adds a player otherwise */
929     add_statbonus(op);
930     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931     op->contr->state = ST_CHANGE_CLASS;
932     if (op->msg)
933     new_draw_info(NDI_BLUE, 0, op, op->msg);
934     return 0;
935     }
936     case 'y':
937     case 'Y':
938     roll_stats(op);
939     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940     return 1;
941    
942     case 'q':
943     case 'Q':
944     play_again(op);
945     return 1;
946    
947     default:
948     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949     return 0;
950     }
951     return 0;
952     }
953    
954     /* This function takes the key that is passed, and does the
955     * appropriate action with it (change class, or other things.
956     */
957    
958     int key_change_class(object *op, char key)
959     {
960     int tmp_loop;
961    
962     if(key=='q'||key=='Q') {
963     remove_ob(op);
964     play_again(op);
965     return 0;
966     }
967     if(key=='d'||key=='D') {
968     char buf[MAX_BUF];
969    
970     /* this must before then initial items are given */
971     esrv_new_player(op->contr, op->weight+op->carrying);
972     create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973    
974     /* Lauwenmark : Here we handle the BORN global event */
975     execute_global_event(EVENT_BORN, op);
976    
977     /* Lauwenmark : We then generate a LOGIN event */
978     execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
979     op->contr->state=ST_PLAYING;
980    
981     if (op->msg) {
982     free_string(op->msg);
983     op->msg=NULL;
984     }
985    
986     /* We create this now because some of the unique maps will need it
987     * to save here.
988     */
989     sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
990     make_path_to_file(buf);
991    
992     #ifdef AUTOSAVE
993     op->contr->last_save_tick = pticks;
994     #endif
995     start_info(op);
996     CLEAR_FLAG(op, FLAG_WIZ);
997     give_initial_items(op,op->randomitems);
998     link_player_skills(op);
999     esrv_send_inventory(op, op);
1000     fix_player(op);
1001     return 0;
1002     }
1003    
1004     /* Following actually changes the class - this is the default command
1005     * if we don't match with one of the options above.
1006     */
1007    
1008     tmp_loop = 0;
1009     while(!tmp_loop) {
1010     const char *name = add_string (op->name);
1011     int x = op->x, y = op->y;
1012     remove_statbonus(op);
1013     remove_ob (op);
1014     op->arch = get_player_archetype(op->arch);
1015     copy_object (&op->arch->clone, op);
1016     op->stats = op->contr->orig_stats;
1017     free_string (op->name);
1018     op->name = name;
1019     free_string(op->name_pl);
1020     op->name_pl = add_string(name);
1021     op->x = x;
1022     op->y = y;
1023     SET_ANIMATION(op, 2); /* So player faces south */
1024     insert_ob_in_map (op, op->map, op,0);
1025     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1026     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1027     add_statbonus(op);
1028     tmp_loop=allowed_class(op);
1029     }
1030     update_object(op,UP_OBJ_FACE);
1031     esrv_update_item(UPD_FACE,op,op);
1032     fix_player(op);
1033     op->stats.hp=op->stats.maxhp;
1034     op->stats.sp=op->stats.maxsp;
1035     op->stats.grace=0;
1036     if (op->msg)
1037     new_draw_info(NDI_BLUE, 0, op, op->msg);
1038     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1039     return 0;
1040     }
1041    
1042     int key_confirm_quit(object *op, char key)
1043     {
1044     char buf[MAX_BUF];
1045    
1046     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1047     op->contr->state=ST_PLAYING;
1048     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1049     return 1;
1050     }
1051    
1052     /* Lauwenmark : Here we handle the REMOVE global event */
1053     execute_global_event(EVENT_REMOVE, op);
1054     terminate_all_pets(op);
1055     leave_map(op);
1056     op->direction=0;
1057     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1058     "%s quits the game.",op->name);
1059    
1060     strcpy(op->contr->killer,"quit");
1061     check_score(op);
1062     op->contr->party=NULL;
1063     if (settings.set_title == TRUE)
1064     op->contr->own_title[0]='\0';
1065    
1066     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1067     mapstruct *mp, *next;
1068    
1069     /* We need to hunt for any per player unique maps in memory and
1070     * get rid of them. The trailing slash in the path is intentional,
1071     * so that players named 'Ab' won't match against players 'Abe' pathname
1072     */
1073     sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1074     for (mp=first_map; mp!=NULL; mp=next) {
1075     next = mp->next;
1076     if (!strncmp(mp->path, buf, strlen(buf)))
1077     delete_map(mp);
1078     }
1079    
1080     delete_character(op->name, 1);
1081     }
1082     play_again(op);
1083     return 1;
1084     }
1085    
1086     void flee_player(object *op) {
1087     int dir,diff;
1088     rv_vector rv;
1089    
1090     if(op->stats.hp < 0) {
1091     LOG(llevDebug, "Fleeing player is dead.\n");
1092     CLEAR_FLAG(op, FLAG_SCARED);
1093     return;
1094     }
1095    
1096     if(op->enemy==NULL) {
1097     LOG(llevDebug,"Fleeing player had no enemy.\n");
1098     CLEAR_FLAG(op, FLAG_SCARED);
1099     return;
1100     }
1101    
1102     /* Seen some crashes here. Since we don't store an
1103     * op->enemy_count, it is possible that something destroys the
1104     * actual enemy, and the object is recycled.
1105     */
1106     if (op->enemy->map == NULL) {
1107     CLEAR_FLAG(op, FLAG_SCARED);
1108     op->enemy=NULL;
1109     return;
1110     }
1111    
1112     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1113     op->enemy=NULL;
1114     CLEAR_FLAG(op, FLAG_SCARED);
1115     return;
1116     }
1117     get_rangevector(op, op->enemy, &rv, 0);
1118    
1119     dir=absdir(4+rv.direction);
1120     for(diff=0;diff<3;diff++) {
1121     int m=1-(RANDOM()&2);
1122     if(move_ob(op,absdir(dir+diff*m),op)||
1123     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1124     return;
1125     }
1126     }
1127     /* Cornered, get rid of scared */
1128     CLEAR_FLAG(op, FLAG_SCARED);
1129     op->enemy=NULL;
1130     }
1131    
1132    
1133     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1134     * IT returns 1 if the player should keep on moving, 0 if he should
1135     * stop.
1136     */
1137     int check_pick(object *op) {
1138     object *tmp, *next;
1139     tag_t next_tag=0, op_tag;
1140     int stop = 0;
1141     int j, k, wvratio;
1142     char putstring[128], tmpstr[16];
1143    
1144    
1145     /* if you're flying, you cna't pick up anything */
1146     if (op->move_type & MOVE_FLYING)
1147     return 1;
1148    
1149     op_tag = op->count;
1150    
1151     next = op->below;
1152     if (next)
1153     next_tag = next->count;
1154    
1155     /* loop while there are items on the floor that are not marked as
1156     * destroyed */
1157     while (next && ! was_destroyed (next, next_tag))
1158     {
1159     tmp = next;
1160     next = tmp->below;
1161     if (next)
1162     next_tag = next->count;
1163    
1164     if (was_destroyed (op, op_tag))
1165     return 0;
1166    
1167     if ( ! can_pick (op, tmp))
1168     continue;
1169    
1170     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1171     {
1172     if (item_matched_string (op, tmp, op->contr->search_str))
1173     pick_up (op, tmp);
1174     continue;
1175     }
1176    
1177     /* high not bit set? We're using the old autopickup model */
1178     if(!(op->contr->mode & PU_NEWMODE)) {
1179     switch (op->contr->mode) {
1180     case 0: return 1; /* don't pick up */
1181     case 1: pick_up (op, tmp);
1182     return 1;
1183     case 2: pick_up (op, tmp);
1184     return 0;
1185     case 3: return 0; /* stop before pickup */
1186     case 4: pick_up (op, tmp);
1187     break;
1188     case 5: pick_up (op, tmp);
1189     stop = 1;
1190     break;
1191     case 6:
1192     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1193     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1194     pick_up(op, tmp);
1195     break;
1196    
1197     case 7:
1198     if (tmp->type == MONEY || tmp->type == GEM)
1199     pick_up(op, tmp);
1200     break;
1201    
1202     default:
1203     /* use value density */
1204     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1205     && (query_cost (tmp, op, F_TRUE) * 100
1206     / (tmp->weight * MAX (tmp->nrof, 1)))
1207     >= op->contr->mode)
1208     pick_up(op,tmp);
1209     }
1210     }
1211     else { /* old model */
1212     /* NEW pickup handling */
1213     if(op->contr->mode & PU_DEBUG)
1214     {
1215     /* some debugging code to figure out item information */
1216     if(tmp->name!=NULL)
1217     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1218     tmp->name, tmp->type,
1219     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1220     else
1221     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1222     tmp->arch->name, tmp->type,
1223     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1224     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1225    
1226     sprintf(putstring,"...flags: ");
1227     for(k=0;k<4;k++)
1228     {
1229     for(j=0;j<32;j++)
1230     {
1231     if((tmp->flags[k]>>j)&0x01)
1232     {
1233     sprintf(tmpstr,"%d ",k*32+j);
1234     strcat(putstring, tmpstr);
1235     }
1236     }
1237     }
1238     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1239    
1240     #if 0
1241     /* print the flags too */
1242     for(k=0;k<4;k++)
1243     {
1244     fprintf(stderr,"%d [%d] ", k, k*32+31);
1245     for(j=0;j<32;j++)
1246     {
1247     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1248     if(!((j+1)%4))fprintf(stderr," ");
1249     }
1250     fprintf(stderr," [%d]\n", k*32);
1251     }
1252     #endif
1253     }
1254     /* philosophy:
1255     * It's easy to grab an item type from a pile, as long as it's
1256     * generic. This takes no game-time. For more detailed pickups
1257     * and selections, select-items shoul dbe used. This is a
1258     * grab-as-you-run type mode that's really useful for arrows for
1259     * example.
1260     * The drawback: right now it has no frontend, so you need to
1261     * stick the bits you want into a calculator in hex mode and then
1262     * convert to decimal and then 'pickup <#>
1263     */
1264    
1265     /* the first two modes are exclusive: if NOTHING we return, if
1266     * STOP then we stop. All the rest are applied sequentially,
1267     * meaning if any test passes, the item gets picked up. */
1268    
1269     /* if mode is set to pick nothing up, return */
1270    
1271     if(op->contr->mode & PU_NOTHING) return 1;
1272    
1273     /* if mode is set to stop when encountering objects, return */
1274     /* take STOP before INHIBIT since it doesn't actually pick
1275     * anything up */
1276    
1277     if(op->contr->mode & PU_STOP) return 0;
1278    
1279     /* useful for going into stores and not losing your settings... */
1280     /* and for battles wher you don't want to get loaded down while
1281     * fighting */
1282     if(op->contr->mode & PU_INHIBIT) return 1;
1283    
1284     /* prevent us from turning into auto-thieves :) */
1285     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1286    
1287     /* ignore known cursed objects */
1288     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1289    
1290     /* all food and drink if desired */
1291     /* question: don't pick up known-poisonous stuff? */
1292     if(op->contr->mode & PU_FOOD)
1293     if (tmp->type == FOOD)
1294     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1295     if(op->contr->mode & PU_DRINK)
1296     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1297     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1298    
1299     if(op->contr->mode & PU_POTION)
1300     if (tmp->type == POTION)
1301     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1302    
1303     /* spellbooks, skillscrolls and normal books/scrolls */
1304     if(op->contr->mode & PU_SPELLBOOK)
1305     if (tmp->type == SPELLBOOK)
1306     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1307     if(op->contr->mode & PU_SKILLSCROLL)
1308     if (tmp->type == SKILLSCROLL)
1309     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1310     if(op->contr->mode & PU_READABLES)
1311     if (tmp->type == BOOK || tmp->type == SCROLL)
1312     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1313    
1314     /* wands/staves/rods/horns */
1315     if (op->contr->mode & PU_MAGIC_DEVICE)
1316     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1317     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1318    
1319     /* pick up all magical items */
1320     if(op->contr->mode & PU_MAGICAL)
1321     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1322     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1323    
1324     if(op->contr->mode & PU_VALUABLES)
1325     {
1326     if (tmp->type == MONEY || tmp->type == GEM)
1327     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1328     }
1329    
1330     /* rings & amulets - talismans seems to be typed AMULET */
1331     if(op->contr->mode & PU_JEWELS)
1332     if (tmp->type == RING || tmp->type == AMULET)
1333     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1334    
1335     /* bows and arrows. Bows are good for selling! */
1336     if(op->contr->mode & PU_BOW)
1337     if (tmp->type == BOW)
1338     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1339     if(op->contr->mode & PU_ARROW)
1340     if (tmp->type == ARROW)
1341     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1342    
1343     /* all kinds of armor etc. */
1344     if(op->contr->mode & PU_ARMOUR)
1345     if (tmp->type == ARMOUR)
1346     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1347     if(op->contr->mode & PU_HELMET)
1348     if (tmp->type == HELMET)
1349     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1350     if(op->contr->mode & PU_SHIELD)
1351     if (tmp->type == SHIELD)
1352     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1353     if(op->contr->mode & PU_BOOTS)
1354     if (tmp->type == BOOTS)
1355     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1356     if(op->contr->mode & PU_GLOVES)
1357     if (tmp->type == GLOVES)
1358     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1359     if(op->contr->mode & PU_CLOAK)
1360     if (tmp->type == CLOAK)
1361     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1362    
1363     /* hoping to catch throwing daggers here */
1364     if(op->contr->mode & PU_MISSILEWEAPON)
1365     if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1366     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1367    
1368     /* careful: chairs and tables are weapons! */
1369     if(op->contr->mode & PU_ALLWEAPON)
1370     {
1371     if(tmp->type == WEAPON && tmp->name!=NULL)
1372     {
1373     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1374     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1375     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1376     }
1377     if(tmp->type == WEAPON && tmp->name==NULL)
1378     {
1379     if(strstr(tmp->arch->name,"table")==NULL &&
1380     strstr(tmp->arch->name,"chair")==NULL)
1381     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1382     }
1383     }
1384    
1385     /* misc stuff that's useful */
1386     if(op->contr->mode & PU_KEY)
1387     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1388     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1389    
1390     /* any of the last 4 bits set means we use the ratio for value
1391     * pickups */
1392     if(op->contr->mode & PU_RATIO)
1393     {
1394     /* use value density to decide what else to grab */
1395     /* >=7 was >= op->contr->mode */
1396     /* >=7 is the old standard setting. Now we take the last 4 bits
1397     * and multiply them by 5, giving 0..15*5== 5..75 */
1398     wvratio=(op->contr->mode & PU_RATIO) * 5;
1399     if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1400     {
1401     pick_up(op, tmp);
1402     #if 0
1403     fprintf(stderr,"HIGH WEIGHT/VALUE [");
1404     if(tmp->name!=NULL) {
1405     fprintf(stderr,"%s", tmp->name);
1406     }
1407     else fprintf(stderr,"%s",tmp->arch->name);
1408     fprintf(stderr,",%d] = ", tmp->type);
1409     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1410     #endif
1411     continue;
1412     }
1413     }
1414     } /* the new pickup model */
1415     }
1416     return ! stop;
1417     }
1418    
1419     /*
1420     * Find an arrow in the inventory and after that
1421     * in the right type container (quiver). Pointer to the
1422     * found object is returned.
1423     */
1424     object *find_arrow(object *op, const char *type)
1425     {
1426     object *tmp = NULL;
1427    
1428     for(op=op->inv; op; op=op->below)
1429     if(!tmp && op->type==CONTAINER && op->race==type &&
1430     QUERY_FLAG(op,FLAG_APPLIED))
1431     tmp = find_arrow (op, type);
1432     else if (op->type==ARROW && op->race==type)
1433     return op;
1434     return tmp;
1435     }
1436    
1437     /*
1438     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1439     * against the target. A full test is not performed, simply a basic test
1440     * of resistances. The archer is making a quick guess at what he sees down
1441     * the hall. Failing that it does it's best to pick the highest plus arrow.
1442     */
1443    
1444     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1445     {
1446     object *tmp = NULL, *arrow, *ntmp;
1447     int attacknum, attacktype, betterby=0, i;
1448    
1449     if (!type)
1450     return NULL;
1451    
1452     for (arrow=op->inv; arrow; arrow=arrow->below) {
1453     if (arrow->type==CONTAINER && arrow->race==type &&
1454     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1455     i = 0;
1456     ntmp = find_better_arrow(arrow, target, type, &i);
1457     if (i > betterby) {
1458     tmp = ntmp;
1459     betterby = i;
1460     }
1461     } else if (arrow->type==ARROW && arrow->race==type) {
1462     /* allways prefer assasination/slaying */
1463     if (target->race != NULL && arrow->slaying != NULL &&
1464     strstr(arrow->slaying, target->race)) {
1465     if (arrow->attacktype & AT_DEATH) {
1466     *better = 100;
1467     return arrow;
1468     } else {
1469     tmp = arrow;
1470     betterby = (arrow->magic + arrow->stats.dam) * 2;
1471     }
1472     } else {
1473     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1474     attacktype = 1<<attacknum;
1475     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1476     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1477     tmp = arrow;
1478     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1479     }
1480     }
1481     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1482     tmp = arrow;
1483     betterby = 2 + arrow->magic + arrow->stats.dam;
1484     }
1485     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1486     tmp = arrow;
1487     betterby = 1 + arrow->magic + arrow->stats.dam;
1488     }
1489     }
1490     }
1491     }
1492     if (tmp == NULL && arrow == NULL)
1493     return find_arrow(op, type);
1494    
1495     *better = betterby;
1496     return tmp;
1497     }
1498    
1499     /* looks in a given direction, finds the first valid target, and calls
1500     * find_better_arrow to find a decent arrow to use.
1501     * op = the shooter
1502     * type = bow->race
1503     * dir = fire direction
1504     */
1505    
1506     object *pick_arrow_target(object *op, const char *type, int dir)
1507     {
1508     object *tmp = NULL;
1509     mapstruct *m;
1510     int i, mflags, found, number;
1511     sint16 x, y;
1512    
1513     if (op->map == NULL)
1514     return find_arrow(op, type);
1515    
1516     /* do a dex check */
1517     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1518     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1519     return find_arrow(op, type);
1520    
1521     m = op->map;
1522     x = op->x;
1523     y = op->y;
1524    
1525     /* find the first target */
1526     for (i=0, found=0; i<20; i++) {
1527     x += freearr_x[dir];
1528     y += freearr_y[dir];
1529     mflags = get_map_flags(m, &m, x, y, &x, &y);
1530     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1531     tmp = NULL;
1532     break;
1533     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1534     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1535     * perhaps a bad assumption.
1536     */
1537     tmp = NULL;
1538     break;
1539     }
1540     if (mflags & P_IS_ALIVE) {
1541     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1542     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1543     found++;
1544     break;
1545     }
1546     if (found)
1547     break;
1548     }
1549     }
1550     if (tmp == NULL)
1551     return find_arrow(op, type);
1552    
1553     if (tmp->head)
1554     tmp = tmp->head;
1555    
1556     return find_better_arrow(op, tmp, type, &i);
1557     }
1558    
1559     /*
1560     * Creature fires a bow - op can be monster or player. Returns
1561     * 1 if bow was actually fired, 0 otherwise.
1562     * op is the object firing the bow.
1563     * part is for multipart creatures - the part firing the bow.
1564     * dir is the direction of fire.
1565     * wc_mod is any special modifier to give (used in special player fire modes)
1566     * sx, sy are coordinates to fire arrow from - also used in some of the special
1567     * player fire modes.
1568     */
1569     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1570     sint16 sx, sint16 sy)
1571     {
1572     object *left, *bow;
1573     tag_t left_tag, tag;
1574     int bowspeed, mflags;
1575     mapstruct *m;
1576    
1577     if (!dir) {
1578     new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1579     return 0;
1580     }
1581     if (op->type == PLAYER)
1582     bow=op->contr->ranges[range_bow];
1583     else {
1584     for(bow=op->inv; bow; bow=bow->below)
1585     /* Don't check for applied - monsters don't apply bows - in that way, they
1586     * don't need to switch back and forth between bows and weapons.
1587     */
1588     if(bow->type==BOW)
1589     break;
1590    
1591     if (!bow) {
1592     LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1593     return 0;
1594     }
1595     }
1596     if( !bow->race || !bow->skill) {
1597     new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1598     return 0;
1599     }
1600    
1601     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1602    
1603     /* penalize ROF for bestarrow */
1604     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1605     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1606     if (bowspeed < 1)
1607     bowspeed = 1;
1608    
1609     if (arrow == NULL) {
1610     if ((arrow=find_arrow(op, bow->race)) == NULL) {
1611     if (op->type == PLAYER)
1612     new_draw_info_format(NDI_UNIQUE, 0, op,
1613     "You have no %s left.", bow->race);
1614     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1615     else
1616     CLEAR_FLAG(op, FLAG_READY_BOW);
1617     return 0;
1618     }
1619     }
1620     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1621     if (mflags & P_OUT_OF_MAP) {
1622     return 0;
1623     }
1624     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1625     new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1626     return 0;
1627     }
1628    
1629     /* this should not happen, but sometimes does */
1630     if (arrow->nrof==0) {
1631     remove_ob(arrow);
1632     free_object(arrow);
1633     return 0;
1634     }
1635    
1636     left = arrow; /* these are arrows left to the player */
1637     left_tag = left->count;
1638     arrow = get_split_ob(arrow, 1);
1639     if (arrow == NULL) {
1640     new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1641     bow->race);
1642     return 0;
1643     }
1644     set_owner(arrow, op);
1645     if (arrow->skill) free_string(arrow->skill);
1646     arrow->skill = add_refcount(bow->skill);
1647    
1648     arrow->direction=dir;
1649     arrow->x = sx;
1650     arrow->y = sy;
1651    
1652     if (op->type == PLAYER) {
1653     op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1654     fix_player(op);
1655     }
1656    
1657     SET_ANIMATION(arrow, arrow->direction);
1658     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1659     arrow->stats.hp = arrow->stats.dam;
1660     arrow->stats.grace = arrow->attacktype;
1661     if (arrow->slaying != NULL)
1662     arrow->spellarg = strdup_local(arrow->slaying);
1663    
1664     /* Note that this was different for monsters - they got their level
1665     * added to the damage. I think the strength bonus is more proper.
1666     */
1667    
1668     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1669     0 : dam_bonus[op->stats.Str]) +
1670     bow->stats.dam + bow->magic + arrow->magic;
1671    
1672     /* update the speed */
1673     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1674     0 : dam_bonus[op->stats.Str]) +
1675     bow->magic + arrow->magic) / 5.0 +
1676     (float)bow->stats.dam / 7.0;
1677    
1678     if (arrow->speed < 1.0)
1679     arrow->speed = 1.0;
1680     update_ob_speed(arrow);
1681     arrow->speed_left = 0;
1682    
1683     if (op->type == PLAYER) {
1684     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1685     (op->chosen_skill?op->chosen_skill->level:op->level) -
1686     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1687     arrow->stats.wc - bow->stats.wc + wc_mod;
1688    
1689     arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1690     } else {
1691     arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1692     arrow->stats.wc + wc_mod;
1693    
1694     arrow->level = op->level;
1695     }
1696     if (arrow->attacktype == AT_PHYSICAL)
1697     arrow->attacktype |= bow->attacktype;
1698     if (bow->slaying != NULL)
1699     arrow->slaying = add_string(bow->slaying);
1700    
1701     arrow->map = m;
1702     arrow->move_type = MOVE_FLY_LOW;
1703     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704    
1705     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1706     tag = arrow->count;
1707     insert_ob_in_map(arrow, m, op, 0);
1708    
1709     if (!was_destroyed(arrow, tag))
1710     move_arrow(arrow);
1711    
1712     if (op->type == PLAYER) {
1713     if (was_destroyed (left, left_tag))
1714     esrv_del_item(op->contr, left_tag);
1715     else
1716     esrv_send_item(op, left);
1717     }
1718     return 1;
1719     }
1720    
1721     /* Special fire code for players - this takes into
1722     * account the special fire modes players can have
1723     * but monsters can't. Putting that code here
1724     * makes the fire_bow code much cleaner.
1725     * this function should only be called if 'op' is a player,
1726     * hence the function name.
1727     */
1728     int player_fire_bow(object *op, int dir)
1729     {
1730     int ret=0, wcmod=0;
1731    
1732     if (op->contr->bowtype == bow_bestarrow) {
1733     ret = fire_bow(op, op,
1734     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1735     dir, 0, op->x, op->y);
1736     } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1737     if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1738     wcmod =-1;
1739     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1740     op->x, op->y);
1741     } else if (op->contr->bowtype == bow_threewide) {
1742     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1743     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1744     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1745     } else if (op->contr->bowtype == bow_spreadshot) {
1746     ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1747     ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1748     ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1749    
1750     } else {
1751     /* Simple case */
1752     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1753     }
1754     return ret;
1755     }
1756    
1757    
1758     /* Fires a misc (wand/rod/horn) object in 'dir'.
1759     * Broken apart from 'fire' to keep it more readable.
1760     */
1761     void fire_misc_object(object *op, int dir)
1762     {
1763     object *item;
1764    
1765     if (!op->contr->ranges[range_misc]) {
1766     new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1767     return;
1768     }
1769    
1770     item = op->contr->ranges[range_misc];
1771     if (!item->inv) {
1772     LOG(llevError,"Object %s lacks a spell\n", item->name);
1773     return;
1774     }
1775     if (item->type == WAND) {
1776     if(item->stats.food<=0) {
1777     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1778     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1779     return;
1780     }
1781     } else if (item->type == ROD || item->type==HORN) {
1782     if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1783     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1784     if (item->type== ROD)
1785     new_draw_info_format(NDI_UNIQUE, 0,op,
1786     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1787     else
1788     new_draw_info_format(NDI_UNIQUE, 0,op,
1789     "The %s needs more time to charge.", query_base_name(item,0));
1790     return;
1791     }
1792     }
1793    
1794     if(cast_spell(op,item,dir,item->inv,NULL)) {
1795     SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1796     if (item->type == WAND) {
1797     if (!(--item->stats.food)) {
1798     object *tmp;
1799     if (item->arch) {
1800     CLEAR_FLAG(item, FLAG_ANIMATE);
1801     item->face = item->arch->clone.face;
1802     item->speed = 0;
1803     update_ob_speed(item);
1804     }
1805     if ((tmp=is_player_inv(item)))
1806     esrv_update_item(UPD_ANIM, tmp, item);
1807     }
1808     }
1809     else if (item->type == ROD || item->type==HORN) {
1810     drain_rod_charge(item);
1811     }
1812     }
1813     }
1814    
1815     /* Received a fire command for the player - go and do it.
1816     */
1817     void fire(object *op,int dir) {
1818     int spellcost=0;
1819    
1820     /* check for loss of invisiblity/hide */
1821     if (action_makes_visible(op)) make_visible(op);
1822    
1823     switch(op->contr->shoottype) {
1824     case range_none:
1825     return;
1826    
1827     case range_bow:
1828     player_fire_bow(op, dir);
1829     return;
1830    
1831     case range_magic: /* Casting spells */
1832     spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1833     return;
1834    
1835     case range_misc:
1836     fire_misc_object(op, dir);
1837     return;
1838    
1839     case range_golem: /* Control summoned monsters from scrolls */
1840     if(op->contr->ranges[range_golem]==NULL ||
1841     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1842     op->contr->ranges[range_golem] = NULL;
1843     op->contr->shoottype=range_none;
1844     op->contr->golem_count = 0;
1845     }
1846     else
1847     control_golem(op->contr->ranges[range_golem], dir);
1848     return;
1849    
1850     case range_skill:
1851     if(!op->chosen_skill) {
1852     if(op->type==PLAYER)
1853     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1854     return;
1855     }
1856     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1857     return;
1858     case range_builder:
1859     apply_map_builder( op, dir );
1860     return;
1861     default:
1862     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1863     return;
1864     }
1865     }
1866    
1867    
1868    
1869     /* find_key
1870     * We try to find a key for the door as passed. If we find a key
1871     * and successfully use it, we return the key, otherwise NULL
1872     * This function merges both normal and locked door, since the logic
1873     * for both is the same - just the specific key is different.
1874     * pl is the player,
1875     * inv is the objects inventory to searched
1876     * door is the door we are trying to match against.
1877     * This function can be called recursively to search containers.
1878     */
1879    
1880     object * find_key(object *pl, object *container, object *door)
1881     {
1882     object *tmp,*key;
1883    
1884     /* Should not happen, but sanity checking is never bad */
1885     if (container->inv == NULL) return NULL;
1886    
1887     /* First, lets try to find a key in the top level inventory */
1888     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1889     if (door->type==DOOR && tmp->type==KEY) break;
1890     /* For sanity, we should really check door type, but other stuff
1891     * (like containers) can be locked with special keys
1892     */
1893     if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1894     tmp->slaying==door->slaying) break;
1895     }
1896     /* No key found - lets search inventories now */
1897     /* If we find and use a key in an inventory, return at that time.
1898     * otherwise, if we search all the inventories and still don't find
1899     * a key, return
1900     */
1901     if (!tmp) {
1902     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1903     /* No reason to search empty containers */
1904     if (tmp->type==CONTAINER && tmp->inv) {
1905     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1906     }
1907     }
1908     if (!tmp) return NULL;
1909     }
1910     /* We get down here if we have found a key. Now if its in a container,
1911     * see if we actually want to use it
1912     */
1913     if (pl!=container) {
1914     /* Only let players use keys in containers */
1915     if (!pl->contr) return NULL;
1916     /* cases where this fails:
1917     * If we only search the player inventory, return now since we
1918     * are not in the players inventory.
1919     * If the container is not active, return now since only active
1920     * containers can be used.
1921     * If we only search keyrings and the container does not have
1922     * a race/isn't a keyring.
1923     * No checking for all containers - to fall through past here,
1924     * inv must have been an container and must have been active.
1925     *
1926     * Change the color so that the message doesn't disappear with
1927     * all the others.
1928     */
1929     if (pl->contr->usekeys == key_inventory ||
1930     !QUERY_FLAG(container, FLAG_APPLIED) ||
1931     (pl->contr->usekeys == keyrings &&
1932     (!container->race || strcmp(container->race, "keys")))
1933     ) {
1934     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1935     "The %s in your %s vibrates as you approach the door",
1936     query_name(tmp), query_name(container));
1937     return NULL;
1938     }
1939     }
1940     return tmp;
1941     }
1942    
1943     /* moved door processing out of move_player_attack.
1944     * returns 1 if player has opened the door with a key
1945     * such that the caller should not do anything more,
1946     * 0 otherwise
1947     */
1948     static int player_attack_door(object *op, object *door)
1949     {
1950    
1951     /* If its a door, try to find a use a key. If we do destroy the door,
1952     * might as well return immediately as there is nothing more to do -
1953     * otherwise, we fall through to the rest of the code.
1954     */
1955     object *key=find_key(op, op, door);
1956    
1957     /* IF we found a key, do some extra work */
1958     if (key) {
1959     object *container=key->env;
1960    
1961     play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1962     if(action_makes_visible(op)) make_visible(op);
1963     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1964     if (door->type == DOOR) {
1965     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1966     }
1967     else if(door->type==LOCKED_DOOR) {
1968     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1969     "You open the door with the %s", query_short_name(key));
1970     remove_door2(door); /* remove door without violence ;-) */
1971     }
1972     /* Do this after we print the message */
1973     decrease_ob(key); /* Use up one of the keys */
1974     /* Need to update the weight the container the key was in */
1975     if (container != op)
1976     esrv_update_item(UPD_WEIGHT, op, container);
1977     return 1; /* Nothing more to do below */
1978     } else if (door->type==LOCKED_DOOR) {
1979     /* Might as well return now - no other way to open this */
1980     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1981     return 1;
1982     }
1983     return 0;
1984     }
1985    
1986     /* This function is just part of a breakup from move_player.
1987     * It should keep the code cleaner.
1988     * When this is called, the players direction has been updated
1989     * (taking into account confusion.) The player is also actually
1990     * going to try and move (not fire weapons).
1991     */
1992    
1993     void move_player_attack(object *op, int dir)
1994     {
1995 elmex 1.6 object *tmp, *mon, *tpl;
1996     sint16 nx, ny;
1997 root 1.1 int on_battleground;
1998     mapstruct *m;
1999    
2000 elmex 1.6 if (op->contr->transport) tpl = op->contr->transport;
2001     else tpl = op;
2002     nx=freearr_x[dir]+tpl->x;
2003     ny=freearr_y[dir]+tpl->y;
2004    
2005     on_battleground = op_on_battleground(tpl, NULL, NULL);
2006 root 1.1
2007     /* If braced, or can't move to the square, and it is not out of the
2008     * map, attack it. Note order of if statement is important - don't
2009     * want to be calling move_ob if braced, because move_ob will move the
2010     * player. This is a pretty nasty hack, because if we could
2011     * move to some space, it then means that if we are braced, we should
2012     * do nothing at all. As it is, if we are braced, we go through
2013     * quite a bit of processing. However, it probably is less than what
2014     * move_ob uses.
2015     */
2016 elmex 1.6 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2017     if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2018     m = get_map_from_coord(tpl->map, &nx, &ny);
2019 root 1.1 if (!m) return; /* Don't think this should happen */
2020     }
2021 elmex 1.6 else m =tpl->map;
2022 root 1.1
2023     if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2024     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2025     return;
2026     }
2027    
2028     mon = NULL;
2029     /* Go through all the objects, and find ones of interest. Only stop if
2030     * we find a monster - that is something we know we want to attack.
2031     * if its a door or barrel (can roll) see if there may be monsters
2032     * on the space
2033     */
2034     while (tmp!=NULL) {
2035     if (tmp == op) {
2036     tmp=tmp->above;
2037     continue;
2038     }
2039     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2040     mon = tmp;
2041     break;
2042     }
2043     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2044     mon = tmp;
2045     tmp=tmp->above;
2046     }
2047    
2048     if (mon==NULL) /* This happens anytime the player tries to move */
2049     return; /* into a wall */
2050    
2051     if(mon->head != NULL)
2052     mon = mon->head;
2053    
2054     if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2055     if (player_attack_door(op, mon)) return;
2056    
2057     /* The following deals with possibly attacking peaceful
2058     * or frienddly creatures. Basically, all players are considered
2059     * unaggressive. If the moving player has peaceful set, then the
2060     * object should be pushed instead of attacked. It is assumed that
2061     * if you are braced, you will not attack friends accidently,
2062     * and thus will not push them.
2063     */
2064    
2065     /* If the creature is a pet, push it even if the player is not
2066     * peaceful. Our assumption is the creature is a pet if the
2067     * player owns it and it is either friendly or unagressive.
2068     */
2069 root 1.2 if ((op->type==PLAYER)
2070 root 1.4 #if COZY_SERVER
2071 root 1.2 &&
2072     (
2073     (get_owner(mon) && get_owner(mon)->contr
2074     && same_party (get_owner(mon)->contr->party, op->contr->party))
2075     || get_owner(mon) == op
2076     )
2077 root 1.4 #else
2078     && get_owner(mon)==op
2079     #endif
2080 root 1.2 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2081 root 1.1 {
2082     /* If we're braced, we don't want to switch places with it */
2083     if (op->contr->braced) return;
2084 elmex 1.6 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2085 root 1.1 (void) push_ob(mon,dir,op);
2086     if(op->contr->tmp_invis||op->hide) make_visible(op);
2087     return;
2088     }
2089    
2090     /* in certain circumstances, you shouldn't attack friendly
2091     * creatures. Note that if you are braced, you can't push
2092     * someone, but put it inside this loop so that you won't
2093     * attack them either.
2094     */
2095     if ((mon->type==PLAYER || mon->enemy != op) &&
2096     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2097 root 1.10 (
2098     #ifndef PROHIBIT_PLAYERKILL
2099     op->contr->peaceful &&
2100     #endif
2101     !on_battleground
2102     )) {
2103 root 1.1 if (!op->contr->braced) {
2104 elmex 1.6 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2105 root 1.1 (void) push_ob(mon,dir,op);
2106     } else {
2107     new_draw_info(0, 0,op,"You withhold your attack");
2108     }
2109     if(op->contr->tmp_invis||op->hide) make_visible(op);
2110     }
2111    
2112     /* If the object is a boulder or other rollable object, then
2113     * roll it if not braced. You can't roll it if you are braced.
2114     */
2115     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2116     recursive_roll(mon,dir,op);
2117     if(action_makes_visible(op)) make_visible(op);
2118     }
2119    
2120     /* Any generic living creature. Including things like doors.
2121     * Way it works is like this: First, it must have some hit points
2122     * and be living. Then, it must be one of the following:
2123     * 1) Not a player, 2) A player, but of a different party. Note
2124     * that party_number -1 is no party, so attacks can still happen.
2125     */
2126    
2127     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2128     ((mon->type!=PLAYER || op->contr->party==NULL ||
2129     op->contr->party!=mon->contr->party))) {
2130    
2131     /* If the player hasn't hit something this tick, and does
2132     * so, give them speed boost based on weapon speed. Doing
2133     * it here is better than process_players2, which basically
2134     * incurred a 1 tick offset.
2135     */
2136     if (!op->contr->has_hit) {
2137     op->speed_left += op->speed / op->contr->weapon_sp;
2138    
2139     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2140     }
2141    
2142     skill_attack(mon, op, 0, NULL, NULL);
2143    
2144     /* If attacking another player, that player gets automatic
2145     * hitback, and doesn't loose luck either.
2146     * Disable hitback on the battleground or if the target is
2147     * the wiz.
2148     */
2149     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2150     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2151     short luck = mon->stats.luck;
2152     mon->contr->has_hit = 1;
2153     skill_attack(op, mon, 0, NULL, NULL);
2154     mon->stats.luck = luck;
2155     }
2156     if(action_makes_visible(op)) make_visible(op);
2157     }
2158     } /* if player should attack something */
2159     }
2160    
2161     int move_player(object *op,int dir) {
2162     int pick;
2163 elmex 1.6 object *transport = op->contr->transport;
2164 root 1.1
2165 elmex 1.6 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2166 root 1.1 return 0;
2167    
2168     /* Sanity check: make sure dir is valid */
2169     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2170     LOG( llevError, "move_player: invalid direction %d\n", dir);
2171     return 0;
2172     }
2173    
2174     /* peterm: added following line */
2175     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2176     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2177    
2178     op->facing = dir;
2179    
2180 elmex 1.6 if(!transport && op->hide) do_hidden_move(op);
2181    
2182     if (transport) {
2183     /* transport->contr is set up for the person in charge of the boat.
2184     * if that isn't this person, he can't steer it, etc
2185     */
2186     if (transport->contr != op->contr) return 0;
2187    
2188     /* Transport can't move. But update dir so it at least
2189     * will point in the same direction if player is running.
2190     */
2191     if (transport->speed_left < 0.0) {
2192     transport->direction = dir;
2193     op->direction = dir;
2194     return 0;
2195     }
2196     /* Remove transport speed. Give player just a little speed -
2197     * enough so that they will get an action again quickly.
2198     *
2199     */
2200     transport->speed_left -= 1.0;
2201     if (op->speed_left < 0.0) op->speed_left = -0.01;
2202    
2203     }
2204 root 1.1
2205     if(op->contr->fire_on) {
2206     fire(op,dir);
2207     }
2208     else move_player_attack(op,dir);
2209    
2210     pick = check_pick(op);
2211    
2212    
2213     /* Add special check for newcs players and fire on - this way, the
2214     * server can handle repeat firing.
2215     */
2216     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2217     op->direction = dir;
2218     } else {
2219     op->direction=0;
2220     }
2221     /* Update how the player looks. Use the facing, so direction may
2222     * get reset to zero. This allows for full animation capabilities
2223     * for players.
2224     */
2225 elmex 1.6 if (!transport) animate_object(op, op->facing);
2226 root 1.1 return 0;
2227     }
2228    
2229     /* This is similar to handle_player, below, but is only used by the
2230     * new client/server stuff.
2231     * This is sort of special, in that the new client/server actually uses
2232     * the new speed values for commands.
2233     *
2234     * Returns true if there are more actions we can do.
2235     */
2236     int handle_newcs_player(object *op)
2237     {
2238     if (op->contr->hidden) {
2239     op->invisible = 1000;
2240 root 1.5 /* the socket code flashes the player visible/invisible
2241     * depending on the value of invisible, so we need to
2242 root 1.1 * alternate it here for it to work correctly.
2243     */
2244     if (pticks & 2) op->invisible--;
2245     }
2246     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2247     op->invisible--;
2248     if(!op->invisible) {
2249     make_visible(op);
2250     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2251     }
2252     }
2253    
2254     if (QUERY_FLAG(op, FLAG_SCARED)) {
2255     flee_player(op);
2256     /* If player is still scared, that is his action for this tick */
2257     if (QUERY_FLAG(op, FLAG_SCARED)) {
2258     op->speed_left--;
2259     return 0;
2260     }
2261     }
2262    
2263     /* I've been seeing crashes where the golem has been destroyed, but
2264     * the player object still points to the defunct golem. The code that
2265     * destroys the golem looks correct, and it doesn't always happen, so
2266     * put this in a a workaround to clean up the golem pointer.
2267     */
2268     if (op->contr->ranges[range_golem] &&
2269     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2270     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2271     op->contr->ranges[range_golem] = NULL;
2272     op->contr->golem_count = 0;
2273     }
2274    
2275     /* call this here - we also will call this in do_ericserver, but
2276     * the players time has been increased when doericserver has been
2277     * called, so we recheck it here.
2278     */
2279     HandleClient(&op->contr->socket, op->contr);
2280     if (op->speed_left<0) return 0;
2281    
2282     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2283     /* All move commands take 1 tick, at least for now */
2284     op->speed_left--;
2285    
2286     /* Instead of all the stuff below, let move_player take care
2287     * of it. Also, some of the skill stuff is only put in
2288     * there, as well as the confusion stuff.
2289     */
2290     move_player(op, op->direction);
2291     if (op->speed_left>0) return 1;
2292     else return 0;
2293     }
2294     return 0;
2295     }
2296    
2297     int save_life(object *op) {
2298     object *tmp;
2299    
2300     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2301     return 0;
2302    
2303     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2304     if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2305     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2306     new_draw_info_format(NDI_UNIQUE, 0,op,
2307     "Your %s vibrates violently, then evaporates.",
2308     query_name(tmp));
2309     if (op->contr)
2310     esrv_del_item(op->contr, tmp->count);
2311     remove_ob(tmp);
2312     free_object(tmp);
2313     CLEAR_FLAG(op, FLAG_LIFESAVE);
2314     if(op->stats.hp<0)
2315     op->stats.hp = op->stats.maxhp;
2316     if(op->stats.food<0)
2317     op->stats.food = 999;
2318     fix_player(op);
2319     return 1;
2320     }
2321     LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2322     CLEAR_FLAG(op, FLAG_LIFESAVE);
2323     enter_player_savebed(op); /* bring him home. */
2324     return 0;
2325     }
2326    
2327     /* This goes throws the inventory and removes unpaid objects, and puts them
2328     * back in the map (location and map determined by values of env). This
2329     * function will descend into containers. op is the object to start the search
2330     * from.
2331     */
2332     void remove_unpaid_objects(object *op, object *env)
2333     {
2334     object *next;
2335    
2336     while (op) {
2337     next=op->below; /* Make sure we have a good value, in case
2338     * we remove object 'op'
2339     */
2340     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2341     remove_ob(op);
2342     op->x = env->x;
2343     op->y = env->y;
2344     if (env->type == PLAYER)
2345     esrv_del_item(env->contr, op->count);
2346     insert_ob_in_map(op, env->map, NULL,0);
2347     }
2348     else if (op->inv) remove_unpaid_objects(op->inv, env);
2349     op=next;
2350     }
2351     }
2352    
2353    
2354     /*
2355     * Returns pointer a static string containing gravestone text
2356     * Moved from apply.c to player.c - player.c is what
2357     * actually uses this function. player.c may not be quite the
2358     * best, a misc file for object actions is probably better,
2359     * but there isn't one in the server directory.
2360     */
2361     char *gravestone_text (object *op)
2362     {
2363     static char buf2[MAX_BUF];
2364     char buf[MAX_BUF];
2365     time_t now = time (NULL);
2366    
2367     strcpy (buf2, " R.I.P.\n\n");
2368     if (op->type == PLAYER)
2369     sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2370     else
2371     sprintf (buf, "%s\n", op->name);
2372     strncat (buf2, " ", 20 - strlen (buf) / 2);
2373     strcat (buf2, buf);
2374     if (op->type == PLAYER)
2375     sprintf (buf, "who was in level %d when killed\n", op->level);
2376     else
2377     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2378     strncat (buf2, " ", 20 - strlen (buf) / 2);
2379     strcat (buf2, buf);
2380     if (op->type == PLAYER) {
2381     sprintf (buf, "by %s.\n\n", op->contr->killer);
2382     strncat (buf2, " ", 21 - strlen (buf) / 2);
2383     strcat (buf2, buf);
2384     }
2385     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2386     strncat (buf2, " ", 20 - strlen (buf) / 2);
2387     strcat (buf2, buf);
2388     return buf2;
2389     }
2390    
2391    
2392    
2393     void do_some_living(object *op) {
2394     int last_food=op->stats.food;
2395     int gen_hp, gen_sp, gen_grace;
2396     int over_hp, over_sp, over_grace;
2397     int i;
2398     int rate_hp = 1200;
2399     int rate_sp = 2500;
2400     int rate_grace = 2000;
2401     const int max_hp = 1;
2402     const int max_sp = 1;
2403     const int max_grace = 1;
2404    
2405     if (op->contr->outputs_sync) {
2406     for (i=0; i<NUM_OUTPUT_BUFS; i++)
2407     if (op->contr->outputs[i].buf!=NULL &&
2408     (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2409     flush_output_element(op, &op->contr->outputs[i]);
2410     }
2411    
2412     if(op->contr->state==ST_PLAYING) {
2413    
2414     /* these next three if clauses make it possible to SLOW DOWN
2415     hp/grace/spellpoint regeneration. */
2416     if(op->contr->gen_hp >= 0 )
2417     gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2418     else {
2419     gen_hp = op->stats.maxhp;
2420     rate_hp -= rate_hp/2 * op->contr->gen_hp;
2421     }
2422     if(op->contr->gen_sp >= 0 )
2423     gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2424     else {
2425     gen_sp = op->stats.maxsp;
2426     rate_sp -= rate_sp/2 * op->contr->gen_sp;
2427     }
2428     if(op->contr->gen_grace >= 0)
2429     gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2430     else {
2431     gen_grace = op->stats.maxgrace;
2432     rate_grace -= rate_grace/2 * op->contr->gen_grace;
2433     }
2434    
2435     /* Regenerate Spell Points */
2436     if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2437     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2438     if(op->stats.sp<op->stats.maxsp) {
2439     op->stats.sp++;
2440     /* dms do not consume food */
2441     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2442     op->stats.food--;
2443     if(op->contr->digestion<0)
2444     op->stats.food+=op->contr->digestion;
2445     else if(op->contr->digestion>0 &&
2446     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2447     op->stats.food=last_food;
2448     }
2449     }
2450     if (max_sp>1) {
2451     over_sp = (gen_sp+10)/rate_sp;
2452     if (over_sp > 0) {
2453     if(op->stats.sp<op->stats.maxsp) {
2454     op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2455     if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2456     op->stats.sp--;
2457     if(op->stats.sp>op->stats.maxsp)
2458     op->stats.sp=op->stats.maxsp;
2459     }
2460     op->last_sp=0;
2461     } else {
2462     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2463     }
2464     } else {
2465     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2466     }
2467     }
2468    
2469     /* Regenerate Grace */
2470     /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2471     if(--op->last_grace<0) {
2472     if(op->stats.grace<op->stats.maxgrace/2)
2473     op->stats.grace++; /* no penalty in food for regaining grace */
2474     if(max_grace>1) {
2475     over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2476     if (over_grace > 0) {
2477     op->stats.sp += over_grace
2478     + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2479     op->last_grace=0;
2480     } else {
2481     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2482     }
2483     } else {
2484     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2485     }
2486     /* wearing stuff doesn't detract from grace generation. */
2487     }
2488    
2489     /* Regenerate Hit Points */
2490     if(--op->last_heal<0) {
2491     if(op->stats.hp<op->stats.maxhp) {
2492     op->stats.hp++;
2493     /* dms do not consume food */
2494     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2495     op->stats.food--;
2496     if(op->contr->digestion<0)
2497     op->stats.food+=op->contr->digestion;
2498     else if(op->contr->digestion>0 &&
2499     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2500     op->stats.food=last_food;
2501     }
2502     }
2503     if(max_hp>1) {
2504     over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2505     if (over_hp > 0) {
2506     op->stats.sp += over_hp
2507     + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2508     op->last_heal=0;
2509     } else {
2510     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2511     }
2512     } else {
2513     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2514     }
2515     }
2516    
2517     /* Digestion */
2518     if(--op->last_eat<0) {
2519 root 1.4 #ifdef COZY_SERVER
2520 root 1.2 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2521     int bonus=dg>0?dg:0,
2522     penalty=dg<0?-dg:0;
2523 root 1.4 #else
2524     int bonus=op->contr->digestion>0?op->contr->digestion:0,
2525     penalty=op->contr->digestion<0?-op->contr->digestion:0;
2526     #endif
2527    
2528 root 1.1 if(op->contr->gen_hp > 0)
2529     op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2530     else
2531     op->last_eat=25*(1+bonus)/(penalty +1);
2532     /* dms do not consume food */
2533     if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2534     }
2535     }
2536    
2537     if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2538     object *tmp, *flesh=NULL;
2539    
2540     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2541     if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2542     if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2543     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2544     manual_apply(op,tmp,0);
2545     if(op->stats.food>=0||op->stats.hp<0)
2546     break;
2547     }
2548     else if (tmp->type==FLESH) flesh=tmp;
2549     } /* End if paid for object */
2550     } /* end of for loop */
2551     /* If player is still starving, it means they don't have any food, so
2552     * eat flesh instead.
2553     */
2554     if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2555     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2556     manual_apply(op,flesh,0);
2557     }
2558     } /* end if player is starving */
2559    
2560     while(op->stats.food<0&&op->stats.hp>0)
2561     op->stats.food++,op->stats.hp--;
2562    
2563     if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2564     kill_player(op);
2565     }
2566    
2567    
2568    
2569     /* If the player should die (lack of hp, food, etc), we call this.
2570     * op is the player in jeopardy. If the player can not be saved (not
2571     * permadeath, no lifesave), this will take care of removing the player
2572     * file.
2573     */
2574     void kill_player(object *op)
2575     {
2576     char buf[MAX_BUF];
2577     int x,y,i;
2578     mapstruct *map; /* this is for resurrection */
2579     int z;
2580     int num_stats_lose;
2581     int lost_a_stat;
2582     int lose_this_stat;
2583     int this_stat;
2584     int will_kill_again;
2585     archetype *at;
2586     object *tmp;
2587    
2588     if(save_life(op))
2589     return;
2590    
2591    
2592     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2593     * in cities ONLY!!! It is very important that this doesn't get abused.
2594     * Look at op_on_battleground() for more info --AndreasV
2595     */
2596     if (op_on_battleground(op, &x, &y)) {
2597     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2598     "You have been defeated in combat!");
2599     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2600     "Local medics have saved your life...");
2601    
2602     /* restore player */
2603     at = find_archetype("poisoning");
2604     tmp=present_arch_in_ob(at,op);
2605     if (tmp) {
2606     remove_ob(tmp);
2607     free_object(tmp);
2608     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2609     }
2610    
2611     at = find_archetype("confusion");
2612     tmp=present_arch_in_ob(at,op);
2613     if (tmp) {
2614     remove_ob(tmp);
2615     free_object(tmp);
2616     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2617     }
2618    
2619     cure_disease(op,0); /* remove any disease */
2620     op->stats.hp=op->stats.maxhp;
2621     if (op->stats.food<=0) op->stats.food=999;
2622    
2623     /* create a bodypart-trophy to make the winner happy */
2624     tmp=arch_to_object(find_archetype("finger"));
2625     if (tmp != NULL)
2626     {
2627     sprintf(buf,"%s's finger",op->name);
2628     tmp->name = add_string(buf);
2629     sprintf(buf," This finger has been cut off %s\n"
2630     " the %s, when he was defeated at\n level %d by %s.\n",
2631     op->name, op->contr->title, (int)(op->level),
2632     op->contr->killer);
2633     tmp->msg=add_string(buf);
2634     tmp->value=0, tmp->material=0, tmp->type=0;
2635     tmp->materialname = NULL;
2636     tmp->x = op->x, tmp->y = op->y;
2637     insert_ob_in_map(tmp,op->map,op,0);
2638     }
2639    
2640     /* teleport defeated player to new destination*/
2641     transfer_ob(op, x, y, 0, NULL);
2642     op->contr->braced=0;
2643     return;
2644     }
2645    
2646     /* Lauwenmark: Handle for plugin death event */
2647     if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2648     return;
2649    
2650     /* Lauwenmark: Handle for the global death event */
2651     execute_global_event(EVENT_PLAYER_DEATH, op);
2652     if(op->stats.food<0) {
2653     if (op->contr->explore) {
2654     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656     op->stats.food=999;
2657     return;
2658     }
2659     sprintf(buf,"%s starved to death.",op->name);
2660     strcpy(op->contr->killer,"starvation");
2661     }
2662     else {
2663     if (op->contr->explore) {
2664     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666     op->stats.hp=op->stats.maxhp;
2667     return;
2668     }
2669     sprintf(buf,"%s died.",op->name);
2670     }
2671     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672    
2673     /* save the map location for corpse, gravestone*/
2674     x=op->x;y=op->y;map=op->map;
2675    
2676    
2677     if (settings.not_permadeth == TRUE) {
2678     /* NOT_PERMADEATH code. This basically brings the character back to
2679     * life if they are dead - it takes some exp and a random stat.
2680     * See the config.h file for a little more in depth detail about this.
2681     */
2682    
2683     /* Basically two ways to go - remove a stat permanently, or just
2684     * make it depletion. This bunch of code deals with that aspect
2685     * of death.
2686     */
2687 root 1.4 #ifndef COZY_SERVER
2688 root 1.1 if (settings.balanced_stat_loss) {
2689     /* If stat loss is permanent, lose one stat only. */
2690     /* Lower level chars don't lose as many stats because they suffer
2691     more if they do. */
2692     /* Higher level characters can afford things such as potions of
2693     restoration, or better, stat potions. So we slug them that
2694     little bit harder. */
2695     /* GD */
2696     if (settings.stat_loss_on_death)
2697     num_stats_lose = 1;
2698     else
2699     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700     } else {
2701     num_stats_lose = 1;
2702     }
2703     lost_a_stat = 0;
2704    
2705     for (z=0; z<num_stats_lose; z++) {
2706 root 1.9 i = RANDOM() % NUM_STATS;
2707    
2708 root 1.1 if (settings.stat_loss_on_death) {
2709     /* Pick a random stat and take a point off it. Tell the player
2710     * what he lost.
2711     */
2712     change_attr_value(&(op->stats), i,-1);
2713     check_stat_bounds(&(op->stats));
2714     change_attr_value(&(op->contr->orig_stats), i,-1);
2715     check_stat_bounds(&(op->contr->orig_stats));
2716     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2717     lost_a_stat = 1;
2718     } else {
2719     /* deplete a stat */
2720     archetype *deparch=find_archetype("depletion");
2721     object *dep;
2722    
2723     dep = present_arch_in_ob(deparch,op);
2724     if(!dep) {
2725     dep = arch_to_object(deparch);
2726     insert_ob_in_ob(dep, op);
2727     }
2728     lose_this_stat = 1;
2729     if (settings.balanced_stat_loss) {
2730     /* GD */
2731     /* Get the stat that we're about to deplete. */
2732     this_stat = get_attr_value(&(dep->stats), i);
2733     if (this_stat < 0) {
2734     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735     int keep_chance = this_stat * this_stat;
2736     /* Yes, I am paranoid. Sue me. */
2737     if (keep_chance < 1)
2738     keep_chance = 1;
2739    
2740     /* There is a maximum depletion total per level. */
2741     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742     lose_this_stat = 0;
2743     /* Take loss chance vs keep chance to see if we
2744     retain the stat. */
2745     } else {
2746     if (random_roll(0, loss_chance + keep_chance-1,
2747     op, PREFER_LOW) < keep_chance)
2748     lose_this_stat = 0;
2749     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750     this_stat, keep_chance, loss_chance,
2751     lose_this_stat?"LOSE":"KEEP"); */
2752     }
2753     }
2754     }
2755    
2756     if (lose_this_stat) {
2757     this_stat = get_attr_value(&(dep->stats), i);
2758     /* We could try to do something clever like find another
2759     * stat to reduce if this fails. But chances are, if
2760     * stats have been depleted to -50, all are pretty low
2761     * and should be roughly the same, so it shouldn't make a
2762     * difference.
2763     */
2764     if (this_stat>=-50) {
2765     change_attr_value(&(dep->stats), i, -1);
2766     SET_FLAG(dep, FLAG_APPLIED);
2767     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2768     fix_player(op);
2769     lost_a_stat = 1;
2770     }
2771     }
2772     }
2773     }
2774     /* If no stat lost, tell the player. */
2775     if (!lost_a_stat)
2776     {
2777     /* determine_god() seems to not work sometimes... why is this?
2778     Should I be using something else? GD */
2779     const char *god = determine_god(op);
2780     if (god && (strcmp(god, "none")))
2781     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2782     "moment you feel the holy presence of %s protecting"
2783     " you.", god);
2784     else
2785     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786     " feel a holy presence protecting you.");
2787     }
2788 root 1.2 #endif
2789     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790     " feel a holy presence protecting you from losing yourself completely.");
2791 root 1.1
2792     /* Put a gravestone up where the character 'almost' died. List the
2793     * exp loss on the stone.
2794     */
2795     tmp=arch_to_object(find_archetype("gravestone"));
2796     sprintf(buf,"%s's gravestone",op->name);
2797     FREE_AND_COPY(tmp->name, buf);
2798     sprintf(buf,"%s's gravestones",op->name);
2799     FREE_AND_COPY(tmp->name_pl, buf);
2800     sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801     "who was killed\n"
2802     "by %s.\n",
2803     op->name, op->contr->title,
2804     op->contr->killer);
2805     tmp->msg = add_string(buf);
2806     tmp->x=op->x,tmp->y=op->y;
2807     insert_ob_in_map (tmp, op->map, NULL,0);
2808    
2809     /**************************************/
2810     /* */
2811     /* Subtract the experience points, */
2812     /* if we died cause of food, give us */
2813     /* food, and reset HP's... */
2814     /* */
2815     /**************************************/
2816    
2817     /* remove any poisoning and confusion the character may be suffering.*/
2818     /* restore player */
2819     at = find_archetype("poisoning");
2820     tmp=present_arch_in_ob(at,op);
2821     if (tmp) {
2822     remove_ob(tmp);
2823     free_object(tmp);
2824     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825     }
2826    
2827     at = find_archetype("confusion");
2828     tmp=present_arch_in_ob(at,op);
2829     if (tmp) {
2830     remove_ob(tmp);
2831     free_object(tmp);
2832     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833     }
2834     cure_disease(op,0); /* remove any disease */
2835    
2836     /*add_exp(op, (op->stats.exp * -0.20)); */
2837     apply_death_exp_penalty(op);
2838     if(op->stats.food < 100) op->stats.food = 900;
2839     op->stats.hp = op->stats.maxhp;
2840     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842    
2843     /*
2844     * Check to see if the player is in a shop. IF so, then check to see if
2845     * the player has any unpaid items. If so, remove them and put them back
2846     * in the map.
2847     */
2848    
2849     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850     if (tmp->type == SHOP_FLOOR) {
2851     remove_unpaid_objects(op->inv, op);
2852     break;
2853     }
2854     }
2855    
2856    
2857     /****************************************/
2858     /* */
2859     /* Move player to his current respawn- */
2860     /* position (usually last savebed) */
2861     /* */
2862     /****************************************/
2863    
2864     enter_player_savebed(op);
2865    
2866     /* Save the player before inserting the force to reduce
2867     * chance of abuse.
2868     */
2869     op->contr->braced=0;
2870     save_player(op,1);
2871    
2872     /* it is possible that the player has blown something up
2873     * at his savebed location, and that can have long lasting
2874     * spell effects. So first see if there is a spell effect
2875     * on the space that might harm the player.
2876     */
2877     will_kill_again=0;
2878     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2879     if (tmp->type ==SPELL_EFFECT)
2880     will_kill_again|=tmp->attacktype;
2881     }
2882     if (will_kill_again) {
2883     object *force;
2884     int at;
2885    
2886     force=get_archetype(FORCE_NAME);
2887     /* 50 ticks should be enough time for the spell to abate */
2888     force->speed=0.1;
2889     force->speed_left=-5.0;
2890     SET_FLAG(force, FLAG_APPLIED);
2891     for (at=0; at<NROFATTACKS; at++) {
2892     if (will_kill_again & (1 << at))
2893     force->resist[at] = 100;
2894     }
2895     insert_ob_in_ob(force, op);
2896     fix_player(op);
2897    
2898     }
2899     /**************************************/
2900     /* */
2901     /* Repaint the characters inv, and */
2902     /* stats, and show a nasty message ;) */
2903     /* */
2904     /**************************************/
2905    
2906     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2907     return;
2908     } /* NOT_PERMADETH */
2909     else {
2910     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911     * should probably be embedded in an else statement.
2912     */
2913    
2914     op->contr->party=NULL;
2915     if (settings.set_title == TRUE)
2916     op->contr->own_title[0]='\0';
2917     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918     check_score(op);
2919     if(op->contr->ranges[range_golem]!=NULL) {
2920     remove_friendly_object(op->contr->ranges[range_golem]);
2921     remove_ob(op->contr->ranges[range_golem]);
2922     free_object(op->contr->ranges[range_golem]);
2923     op->contr->ranges[range_golem]=NULL;
2924     op->contr->golem_count=0;
2925     }
2926     loot_object(op); /* Remove some of the items for good */
2927     remove_ob(op);
2928     op->direction=0;
2929    
2930     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931     delete_character(op->name,0);
2932     if (settings.resurrection == TRUE) {
2933     /* save playerfile sans equipment when player dies
2934     ** then save it as player.pl.dead so that future resurrection
2935     ** type spells will work on them nicely
2936     */
2937     delete_character(op->name,0);
2938     op->stats.hp = op->stats.maxhp;
2939     op->stats.food = 999;
2940    
2941     /* set the location of where the person will reappear when */
2942     /* maybe resurrection code should fix map also */
2943     strcpy(op->contr->maplevel, settings.emergency_mapname);
2944     if(op->map!=NULL)
2945     op->map = NULL;
2946     op->x = settings.emergency_x;
2947     op->y = settings.emergency_y;
2948     save_player(op,0);
2949     op->map = map;
2950     /* please see resurrection.c: peterm */
2951     dead_player(op);
2952     } else {
2953     delete_character(op->name,1);
2954     }
2955     }
2956     play_again(op);
2957    
2958     /* peterm: added to create a corpse at deathsite. */
2959     tmp=arch_to_object(find_archetype("corpse_pl"));
2960     sprintf(buf,"%s", op->name);
2961     FREE_AND_COPY(tmp->name, buf);
2962     FREE_AND_COPY(tmp->name_pl, buf);
2963     tmp->level=op->level;
2964     tmp->x=x;tmp->y=y;
2965     if (tmp->msg)
2966     free_string(tmp->msg);
2967     tmp->msg = add_string (gravestone_text(op));
2968     SET_FLAG (tmp, FLAG_UNIQUE);
2969     insert_ob_in_map (tmp, map, NULL,0);
2970     }
2971     }
2972    
2973    
2974     void loot_object(object *op) { /* Grab and destroy some treasure */
2975     object *tmp,*tmp2,*next;
2976    
2977     if (op->container) { /* close open sack first */
2978     esrv_apply_container (op, op->container);
2979     }
2980    
2981     for(tmp=op->inv;tmp!=NULL;tmp=next) {
2982     next=tmp->below;
2983     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2984     remove_ob(tmp);
2985     tmp->x=op->x,tmp->y=op->y;
2986     if (tmp->type == CONTAINER) { /* empty container to ground */
2987     loot_object(tmp);
2988     }
2989     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2990     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2991     if(tmp->nrof>1) {
2992     tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2993     free_object(tmp2);
2994     insert_ob_in_map(tmp,op->map,NULL,0);
2995     } else
2996     free_object(tmp);
2997     } else
2998     insert_ob_in_map(tmp,op->map,NULL,0);
2999     }
3000     }
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     void fix_weight(void) {
3009     player *pl;
3010     for (pl = first_player; pl != NULL; pl = pl->next) {
3011     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3012     if(old == sum)
3013     continue;
3014     fix_player(pl->ob);
3015     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3016     pl->ob->name, old, sum);
3017     }
3018     }
3019    
3020     void fix_luck(void) {
3021     player *pl;
3022     for (pl = first_player; pl != NULL; pl = pl->next)
3023     if (!pl->ob->contr->state)
3024     change_luck(pl->ob, 0);
3025     }
3026    
3027    
3028     /* cast_dust() - handles op throwing objects of type 'DUST'.
3029     * This is much simpler in the new spell code - we basically
3030     * just treat this as any other spell casting object.
3031     */
3032    
3033     void cast_dust (object *op, object *throw_ob, int dir) {
3034     object *skop, *spob;
3035    
3036     skop = find_skill_by_name(op, throw_ob->skill);
3037    
3038     /* casting POTION 'dusts' is really a use_magic_item skill */
3039     if(op->type==PLAYER && throw_ob->type==POTION && !skop) {
3040     LOG(llevError,"Player %s lacks critical skill use_magic_item!\n",
3041     op->name);
3042     return;
3043     }
3044     spob = throw_ob->inv;
3045     if (op->type==PLAYER && spob)
3046     new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name);
3047    
3048     cast_spell(op, throw_ob, dir, spob, NULL);
3049    
3050     if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3051     free_object(throw_ob);
3052     }
3053    
3054     void make_visible (object *op) {
3055     op->hide = 0;
3056     op->invisible = 0;
3057     if(op->type==PLAYER) {
3058     op->contr->tmp_invis = 0;
3059     if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3060     }
3061     update_object(op,UP_OBJ_FACE);
3062     }
3063    
3064     int is_true_undead(object *op) {
3065     object *tmp=NULL;
3066    
3067     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3068    
3069     if(op->type==PLAYER)
3070     for(tmp=op->inv;tmp;tmp=tmp->below)
3071     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3072     if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3073     return 0;
3074     }
3075    
3076     /* look at the surrounding terrain to determine
3077     * the hideability of this object. Positive levels
3078     * indicate greater hideability.
3079     */
3080    
3081     int hideability(object *ob) {
3082     int i,level=0, mflag;
3083     sint16 x,y;
3084    
3085     if(!ob||!ob->map) return 0;
3086    
3087     /* so, on normal lighted maps, its hard to hide */
3088     level=ob->map->darkness - 2;
3089    
3090     /* this also picks up whether the object is glowing.
3091     * If you carry a light on a non-dark map, its not
3092     * as bad as carrying a light on a pitch dark map */
3093     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3094    
3095     /* scan through all nearby squares for terrain to hide in */
3096     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3097     mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3098     if (mflag & P_OUT_OF_MAP) { continue; }
3099     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3100     level += 2;
3101     else /* open terrain! */
3102     level -= 1;
3103     }
3104    
3105     #if 0
3106     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3107     #endif
3108     return level;
3109     }
3110    
3111     /* For Hidden creatures - a chance of becoming 'unhidden'
3112     * every time they move - as we subtract off 'invisibility'
3113     * AND, for players, if they move into a ridiculously unhideable
3114     * spot (surrounded by clear terrain in broad daylight). -b.t.
3115     */
3116    
3117     void do_hidden_move (object *op) {
3118     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3119     object *skop;
3120    
3121     if(!op || !op->map) return;
3122    
3123     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3124    
3125     /* its *extremely* hard to run and sneak/hide at the same time! */
3126     if(op->type==PLAYER && op->contr->run_on) {
3127     if(!skop || num >= skop->level) {
3128     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3129     make_visible(op);
3130     return;
3131     } else num += 20;
3132     }
3133     num += op->map->difficulty;
3134     hide = hideability(op); /* modify by terrain hidden level */
3135     num -= hide;
3136     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3137     make_visible(op);
3138     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3139     "You moved out of hiding! You are visible!");
3140     }
3141     else if (op->type == PLAYER && skop) {
3142     change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3143     }
3144     }
3145    
3146     /* determine if who is standing near a hostile creature. */
3147    
3148     int stand_near_hostile( object *who ) {
3149     object *tmp=NULL;
3150     int i,friendly=0,player=0, mflags;
3151     mapstruct *m;
3152     sint16 x,y;
3153    
3154     if(!who) return 0;
3155    
3156     if(who->type==PLAYER) player=1;
3157     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3158    
3159     /* search adjacent squares */
3160     for(i=1;i<9;i++) {
3161     x = who->x+freearr_x[i];
3162     y = who->y+freearr_y[i];
3163     m = who->map;
3164     mflags = get_map_flags(m, &m, x, y, &x, &y);
3165     /* space must be blocked if there is a monster. If not
3166     * blocked, don't need to check this space.
3167     */
3168     if (mflags & P_OUT_OF_MAP) continue;
3169     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3170    
3171     for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3172     if((player||friendly)
3173     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3174     return 1;
3175     else if(tmp->type==PLAYER)
3176     {
3177     /*don't let a hidden DM prevent you from hiding*/
3178     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3179     return 1;
3180     }
3181     }
3182     }
3183     return 0;
3184     }
3185    
3186     /* check the player los field for viewability of the
3187     * object op. This function works fine for monsters,
3188     * but we dont worry if the object isnt the top one in
3189     * a pile (say a coin under a table would return "viewable"
3190     * by this routine). Another question, should we be
3191     * concerned with the direction the player is looking
3192     * in? Realistically, most of use cant see stuff behind
3193     * our backs...on the other hand, does the "facing" direction
3194     * imply the way your head, or body is facing? Its possible
3195     * for them to differ. Sigh, this fctn could get a bit more complex.
3196     * -b.t.
3197     * This function is now map tiling safe.
3198     */
3199    
3200     int player_can_view (object *pl,object *op) {
3201     rv_vector rv;
3202     int dx,dy;
3203    
3204     if(pl->type!=PLAYER) {
3205     LOG(llevError,"player_can_view() called for non-player object\n");
3206     return -1;
3207     }
3208     if (!pl || !op) return 0;
3209    
3210     if(op->head) { op = op->head; }
3211     get_rangevector(pl, op, &rv, 0x1);
3212    
3213     /* starting with the 'head' part, lets loop
3214     * through the object and find if it has any
3215     * part that is in the los array but isnt on
3216     * a blocked los square.
3217     * we use the archetype to figure out offsets.
3218     */
3219     while(op) {
3220     dx = rv.distance_x + op->arch->clone.x;
3221     dy = rv.distance_y + op->arch->clone.y;
3222    
3223     /* only the viewable area the player sees is updated by LOS
3224     * code, so we need to restrict ourselves to that range of values
3225     * for any meaningful values.
3226     */
3227     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3228     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3229     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3230     return 1;
3231     op = op->more;
3232     }
3233     return 0;
3234     }
3235    
3236     /* routine for both players and monsters. We call this when
3237     * there is a possibility for our action distrubing our hiding
3238     * place or invisiblity spell. Artefact invisiblity is not
3239     * effected by this. If we arent invisible to begin with, we
3240     * return 0.
3241     */
3242     int action_makes_visible (object *op) {
3243    
3244     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3245     if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3246     return 0;
3247    
3248     if (op->contr && op->contr->tmp_invis == 0) return 0;
3249    
3250     /* If monsters, they should become visible */
3251     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3252     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3253     return 1;
3254     }
3255     }
3256     return 0;
3257     }
3258    
3259     /* op_on_battleground - checks if the given object op (usually
3260     * a player) is standing on a valid battleground-tile,
3261     * function returns TRUE/FALSE. If true x, y returns the battleground
3262     * -exit-coord. (and if x, y not NULL)
3263     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3264     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3265     * Default is to do the same as before, so only people wanting to have different points need worry about this
3266     */
3267     int op_on_battleground (object *op, int *x, int *y) {
3268     object *tmp;
3269    
3270     /* A battleground-tile needs the following attributes to be valid:
3271     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3272     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3273     * and the exit-coordinates sp/hp must both be > 0.
3274     * => The intention here is to prevent abuse of the battleground-
3275     * feature (like pickable or hidden battleground tiles). */
3276     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3277     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3278     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3279     strcmp(tmp->name, "battleground")==0 &&
3280     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3281     /*before we assign the exit, check if this is a teambattle*/
3282     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3283     object *invtmp;
3284     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3285     if(invtmp->type==FORCE && invtmp->slaying &&
3286     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3287     if (x != NULL && y != NULL)
3288     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3289     return 1;
3290     }
3291     }
3292     }
3293     if (x != NULL && y != NULL)
3294     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3295     return 1;
3296     }
3297     }
3298     }
3299     /* If we got here, did not find a battleground */
3300     return 0;
3301     }
3302    
3303     /*
3304     * When a dragon-player gains a new stage of evolution,
3305     * he gets some treasure
3306     *
3307     * attributes:
3308     * object *who the dragon player
3309     * int atnr the attack-number of the ability focus
3310     * int level ability level
3311     */
3312     void dragon_ability_gain(object *who, int atnr, int level) {
3313     treasurelist *trlist = NULL; /* treasurelist */
3314     treasure *tr; /* treasure */
3315     object *tmp,*skop; /* tmp. object */
3316     object *item; /* treasure object */
3317     char buf[MAX_BUF]; /* tmp. string buffer */
3318     int i=0, j=0;
3319    
3320     /* get the appropriate treasurelist */
3321     if (atnr == ATNR_FIRE)
3322     trlist = find_treasurelist("dragon_ability_fire");
3323     else if (atnr == ATNR_COLD)
3324     trlist = find_treasurelist("dragon_ability_cold");
3325     else if (atnr == ATNR_ELECTRICITY)
3326     trlist = find_treasurelist("dragon_ability_elec");
3327     else if (atnr == ATNR_POISON)
3328     trlist = find_treasurelist("dragon_ability_poison");
3329    
3330     if (trlist == NULL || who->type != PLAYER)
3331     return;
3332    
3333     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3334     tr = tr->next, i++);
3335    
3336     if (tr == NULL || tr->item == NULL) {
3337     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3338     return;
3339     }
3340    
3341     /* everything seems okay - now bring on the gift: */
3342     item = &(tr->item->clone);
3343    
3344     if (item->type == SPELL) {
3345     if (check_spell_known (who, item->name))
3346     return;
3347    
3348     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3349     do_learn_spell (who, item, 0);
3350     return;
3351     }
3352    
3353     /* grant direct spell */
3354     if (item->type == SPELLBOOK) {
3355     if (!item->inv) {
3356     LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3357     item->name);
3358     return;
3359     }
3360     if (check_spell_known (who, item->inv->name))
3361     return;
3362     if (item->invisible) {
3363     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3364     do_learn_spell (who, item->inv, 0);
3365     return;
3366     }
3367     }
3368     else if (item->type == SKILL_TOOL && item->invisible) {
3369     if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3370    
3371     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3372     * in this way, if the player is missing any of the attacktypes, he gets
3373     * them. As it is now, if the player has any that match the granted skill,
3374     * but not all of them, he gets nothing.
3375     */
3376     if (!(skop->attacktype & item->attacktype)) {
3377     /* Give new attacktype */
3378     skop->attacktype |= item->attacktype;
3379    
3380     /* always add physical if there's none */
3381     skop->attacktype |= AT_PHYSICAL;
3382    
3383     if (item->msg != NULL)
3384     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3385    
3386     /* Give player new face */
3387     if (item->animation_id) {
3388     who->face = skop->face;
3389     who->animation_id = item->animation_id;
3390     who->anim_speed = item->anim_speed;
3391     who->last_anim = 0;
3392     who->state = 0;
3393     animate_object(who, who->direction);
3394     }
3395     }
3396     }
3397     }
3398     else if (item->type == FORCE) {
3399     /* forces in the treasurelist can alter the player's stats */
3400     object *skin;
3401     /* first get the dragon skin force */
3402     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3403     skin=skin->below);
3404     if (skin == NULL) return;
3405    
3406     /* adding new spellpath attunements */
3407     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3408     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3409    
3410     /* print message */
3411     sprintf(buf, "You feel attuned to ");
3412     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3413     if(item->path_attuned & (1<<i)) {
3414     if (j)
3415     strcat(buf," and ");
3416     else
3417     j = 1;
3418     strcat(buf, spellpathnames[i]);
3419     }
3420     }
3421     strcat(buf,".");
3422     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3423     }
3424    
3425     /* evtl. adding flags: */
3426     if(QUERY_FLAG(item, FLAG_XRAYS))
3427     SET_FLAG(skin, FLAG_XRAYS);
3428     if(QUERY_FLAG(item, FLAG_STEALTH))
3429     SET_FLAG(skin, FLAG_STEALTH);
3430     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3431     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3432    
3433     /* print message if there is one */
3434     if (item->msg != NULL)
3435     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3436     }
3437     else {
3438     /* generate misc. treasure */
3439     tmp = arch_to_object (tr->item);
3440     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3441     tmp = insert_ob_in_ob (tmp, who);
3442     if (who->type == PLAYER)
3443     esrv_send_item(who, tmp);
3444     }
3445     }
3446    
3447     /**
3448     * Unready an object for a player. This function does nothing if the object was
3449     * not readied.
3450     */
3451     void player_unready_range_ob(player *pl, object *ob) {
3452     rangetype i;
3453    
3454     for (i = 0; i < range_size; i++) {
3455     if (pl->ranges[i] == ob) {
3456     pl->ranges[i] = NULL;
3457     if (pl->shoottype == i) {
3458     pl->shoottype = range_none;
3459     }
3460     }
3461     }
3462     }