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/cvs/deliantra/server/server/player.c
Revision: 1.15
Committed: Tue May 2 15:41:03 2006 UTC (18 years, 1 month ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.14: +1 -1 lines
Log Message:
- Improved the listen and shout help files
- Changing default listen mode to 10
- Adding a chat help file

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 root 1.12 memset((void*)((char*)p + offsetof(player, ob)), 0,
234     sizeof(player) - offsetof(player, ob));
235 root 1.1
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 pippijn 1.15 p->listening=10;
270 root 1.1 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 root 1.14 p->socket = *ns;
322 root 1.1 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 pippijn 1.13 * appropriate action with it (change race, or other things).
956     * The function name is for historical reasons - now we have
957     * separate race and class; this actually changes the RACE,
958     * not the class.
959 root 1.1 */
960    
961     int key_change_class(object *op, char key)
962     {
963 pippijn 1.13 int tmp_loop;
964 root 1.1
965     if(key=='q'||key=='Q') {
966     remove_ob(op);
967     play_again(op);
968     return 0;
969     }
970     if(key=='d'||key=='D') {
971     char buf[MAX_BUF];
972    
973     /* this must before then initial items are given */
974     esrv_new_player(op->contr, op->weight+op->carrying);
975     create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976    
977     /* Lauwenmark : Here we handle the BORN global event */
978     execute_global_event(EVENT_BORN, op);
979    
980     /* Lauwenmark : We then generate a LOGIN event */
981     execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
982     op->contr->state=ST_PLAYING;
983    
984     if (op->msg) {
985     free_string(op->msg);
986     op->msg=NULL;
987     }
988    
989     /* We create this now because some of the unique maps will need it
990     * to save here.
991     */
992     sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
993     make_path_to_file(buf);
994    
995     #ifdef AUTOSAVE
996     op->contr->last_save_tick = pticks;
997     #endif
998     start_info(op);
999     CLEAR_FLAG(op, FLAG_WIZ);
1000     give_initial_items(op,op->randomitems);
1001     link_player_skills(op);
1002     esrv_send_inventory(op, op);
1003     fix_player(op);
1004 pippijn 1.13
1005     /* This moves the player to a different start map, if there
1006     * is one for this race
1007     */
1008     if(*first_map_ext_path) {
1009     object *tmp;
1010     mapstruct *oldmap = op->map;
1011     char mapname[MAX_BUF];
1012     snprintf(mapname, MAX_BUF-1, "%s/%s",
1013     first_map_ext_path, op->arch->name);
1014     printf("%s\n", mapname);
1015     tmp=get_object();
1016     EXIT_PATH(tmp) = add_string(mapname);
1017     EXIT_X(tmp) = op->x;
1018     EXIT_Y(tmp) = op->y;
1019     enter_exit(op,tmp); /* we don't really care if it succeeded;
1020     * if the map isn't there, then stay on the
1021     * default initial map */
1022     free_object(tmp);
1023     } else {
1024     LOG(llevDebug,"first_map_ext_path not set\n");
1025     }
1026 root 1.1 return 0;
1027     }
1028    
1029 pippijn 1.13 /* Following actually changes the race - this is the default command
1030 root 1.1 * if we don't match with one of the options above.
1031     */
1032    
1033     tmp_loop = 0;
1034     while(!tmp_loop) {
1035     const char *name = add_string (op->name);
1036     int x = op->x, y = op->y;
1037     remove_statbonus(op);
1038     remove_ob (op);
1039     op->arch = get_player_archetype(op->arch);
1040     copy_object (&op->arch->clone, op);
1041     op->stats = op->contr->orig_stats;
1042     free_string (op->name);
1043     op->name = name;
1044     free_string(op->name_pl);
1045     op->name_pl = add_string(name);
1046     op->x = x;
1047     op->y = y;
1048     SET_ANIMATION(op, 2); /* So player faces south */
1049     insert_ob_in_map (op, op->map, op,0);
1050     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1051     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1052     add_statbonus(op);
1053     tmp_loop=allowed_class(op);
1054     }
1055     update_object(op,UP_OBJ_FACE);
1056     esrv_update_item(UPD_FACE,op,op);
1057     fix_player(op);
1058     op->stats.hp=op->stats.maxhp;
1059     op->stats.sp=op->stats.maxsp;
1060     op->stats.grace=0;
1061     if (op->msg)
1062     new_draw_info(NDI_BLUE, 0, op, op->msg);
1063     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064     return 0;
1065     }
1066    
1067     int key_confirm_quit(object *op, char key)
1068     {
1069     char buf[MAX_BUF];
1070    
1071     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072     op->contr->state=ST_PLAYING;
1073     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074     return 1;
1075     }
1076    
1077     /* Lauwenmark : Here we handle the REMOVE global event */
1078     execute_global_event(EVENT_REMOVE, op);
1079     terminate_all_pets(op);
1080     leave_map(op);
1081     op->direction=0;
1082     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1083     "%s quits the game.",op->name);
1084    
1085     strcpy(op->contr->killer,"quit");
1086     check_score(op);
1087     op->contr->party=NULL;
1088     if (settings.set_title == TRUE)
1089     op->contr->own_title[0]='\0';
1090    
1091     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1092     mapstruct *mp, *next;
1093    
1094     /* We need to hunt for any per player unique maps in memory and
1095     * get rid of them. The trailing slash in the path is intentional,
1096     * so that players named 'Ab' won't match against players 'Abe' pathname
1097     */
1098     sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1099     for (mp=first_map; mp!=NULL; mp=next) {
1100     next = mp->next;
1101     if (!strncmp(mp->path, buf, strlen(buf)))
1102     delete_map(mp);
1103     }
1104    
1105     delete_character(op->name, 1);
1106     }
1107     play_again(op);
1108     return 1;
1109     }
1110    
1111     void flee_player(object *op) {
1112     int dir,diff;
1113     rv_vector rv;
1114    
1115     if(op->stats.hp < 0) {
1116     LOG(llevDebug, "Fleeing player is dead.\n");
1117     CLEAR_FLAG(op, FLAG_SCARED);
1118     return;
1119     }
1120    
1121     if(op->enemy==NULL) {
1122     LOG(llevDebug,"Fleeing player had no enemy.\n");
1123     CLEAR_FLAG(op, FLAG_SCARED);
1124     return;
1125     }
1126    
1127     /* Seen some crashes here. Since we don't store an
1128     * op->enemy_count, it is possible that something destroys the
1129     * actual enemy, and the object is recycled.
1130     */
1131     if (op->enemy->map == NULL) {
1132     CLEAR_FLAG(op, FLAG_SCARED);
1133     op->enemy=NULL;
1134     return;
1135     }
1136    
1137     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1138     op->enemy=NULL;
1139     CLEAR_FLAG(op, FLAG_SCARED);
1140     return;
1141     }
1142     get_rangevector(op, op->enemy, &rv, 0);
1143    
1144     dir=absdir(4+rv.direction);
1145     for(diff=0;diff<3;diff++) {
1146     int m=1-(RANDOM()&2);
1147     if(move_ob(op,absdir(dir+diff*m),op)||
1148     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1149     return;
1150     }
1151     }
1152     /* Cornered, get rid of scared */
1153     CLEAR_FLAG(op, FLAG_SCARED);
1154     op->enemy=NULL;
1155     }
1156    
1157    
1158     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1159     * IT returns 1 if the player should keep on moving, 0 if he should
1160     * stop.
1161     */
1162     int check_pick(object *op) {
1163     object *tmp, *next;
1164     tag_t next_tag=0, op_tag;
1165     int stop = 0;
1166     int j, k, wvratio;
1167     char putstring[128], tmpstr[16];
1168    
1169    
1170     /* if you're flying, you cna't pick up anything */
1171     if (op->move_type & MOVE_FLYING)
1172     return 1;
1173    
1174     op_tag = op->count;
1175    
1176     next = op->below;
1177     if (next)
1178     next_tag = next->count;
1179    
1180     /* loop while there are items on the floor that are not marked as
1181     * destroyed */
1182     while (next && ! was_destroyed (next, next_tag))
1183     {
1184     tmp = next;
1185     next = tmp->below;
1186     if (next)
1187     next_tag = next->count;
1188    
1189     if (was_destroyed (op, op_tag))
1190     return 0;
1191    
1192     if ( ! can_pick (op, tmp))
1193     continue;
1194    
1195     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1196     {
1197     if (item_matched_string (op, tmp, op->contr->search_str))
1198     pick_up (op, tmp);
1199     continue;
1200     }
1201    
1202     /* high not bit set? We're using the old autopickup model */
1203     if(!(op->contr->mode & PU_NEWMODE)) {
1204     switch (op->contr->mode) {
1205     case 0: return 1; /* don't pick up */
1206     case 1: pick_up (op, tmp);
1207     return 1;
1208     case 2: pick_up (op, tmp);
1209     return 0;
1210     case 3: return 0; /* stop before pickup */
1211     case 4: pick_up (op, tmp);
1212     break;
1213     case 5: pick_up (op, tmp);
1214     stop = 1;
1215     break;
1216     case 6:
1217     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1218     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1219     pick_up(op, tmp);
1220     break;
1221    
1222     case 7:
1223     if (tmp->type == MONEY || tmp->type == GEM)
1224     pick_up(op, tmp);
1225     break;
1226    
1227     default:
1228     /* use value density */
1229     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1230     && (query_cost (tmp, op, F_TRUE) * 100
1231     / (tmp->weight * MAX (tmp->nrof, 1)))
1232     >= op->contr->mode)
1233     pick_up(op,tmp);
1234     }
1235     }
1236     else { /* old model */
1237     /* NEW pickup handling */
1238     if(op->contr->mode & PU_DEBUG)
1239     {
1240     /* some debugging code to figure out item information */
1241     if(tmp->name!=NULL)
1242     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1243     tmp->name, tmp->type,
1244     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1245     else
1246     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1247     tmp->arch->name, tmp->type,
1248     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1249     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1250    
1251     sprintf(putstring,"...flags: ");
1252     for(k=0;k<4;k++)
1253     {
1254     for(j=0;j<32;j++)
1255     {
1256     if((tmp->flags[k]>>j)&0x01)
1257     {
1258     sprintf(tmpstr,"%d ",k*32+j);
1259     strcat(putstring, tmpstr);
1260     }
1261     }
1262     }
1263     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1264    
1265     #if 0
1266     /* print the flags too */
1267     for(k=0;k<4;k++)
1268     {
1269     fprintf(stderr,"%d [%d] ", k, k*32+31);
1270     for(j=0;j<32;j++)
1271     {
1272     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1273     if(!((j+1)%4))fprintf(stderr," ");
1274     }
1275     fprintf(stderr," [%d]\n", k*32);
1276     }
1277     #endif
1278     }
1279     /* philosophy:
1280     * It's easy to grab an item type from a pile, as long as it's
1281     * generic. This takes no game-time. For more detailed pickups
1282     * and selections, select-items shoul dbe used. This is a
1283     * grab-as-you-run type mode that's really useful for arrows for
1284     * example.
1285     * The drawback: right now it has no frontend, so you need to
1286     * stick the bits you want into a calculator in hex mode and then
1287     * convert to decimal and then 'pickup <#>
1288     */
1289    
1290     /* the first two modes are exclusive: if NOTHING we return, if
1291     * STOP then we stop. All the rest are applied sequentially,
1292     * meaning if any test passes, the item gets picked up. */
1293    
1294     /* if mode is set to pick nothing up, return */
1295    
1296     if(op->contr->mode & PU_NOTHING) return 1;
1297    
1298     /* if mode is set to stop when encountering objects, return */
1299     /* take STOP before INHIBIT since it doesn't actually pick
1300     * anything up */
1301    
1302     if(op->contr->mode & PU_STOP) return 0;
1303    
1304     /* useful for going into stores and not losing your settings... */
1305     /* and for battles wher you don't want to get loaded down while
1306     * fighting */
1307     if(op->contr->mode & PU_INHIBIT) return 1;
1308    
1309     /* prevent us from turning into auto-thieves :) */
1310     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1311    
1312     /* ignore known cursed objects */
1313     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1314    
1315     /* all food and drink if desired */
1316     /* question: don't pick up known-poisonous stuff? */
1317     if(op->contr->mode & PU_FOOD)
1318     if (tmp->type == FOOD)
1319     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1320     if(op->contr->mode & PU_DRINK)
1321     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1322     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1323    
1324     if(op->contr->mode & PU_POTION)
1325     if (tmp->type == POTION)
1326     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1327    
1328     /* spellbooks, skillscrolls and normal books/scrolls */
1329     if(op->contr->mode & PU_SPELLBOOK)
1330     if (tmp->type == SPELLBOOK)
1331     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1332     if(op->contr->mode & PU_SKILLSCROLL)
1333     if (tmp->type == SKILLSCROLL)
1334     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1335     if(op->contr->mode & PU_READABLES)
1336     if (tmp->type == BOOK || tmp->type == SCROLL)
1337     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1338    
1339     /* wands/staves/rods/horns */
1340     if (op->contr->mode & PU_MAGIC_DEVICE)
1341     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1342     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1343    
1344     /* pick up all magical items */
1345     if(op->contr->mode & PU_MAGICAL)
1346     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1347     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1348    
1349     if(op->contr->mode & PU_VALUABLES)
1350     {
1351     if (tmp->type == MONEY || tmp->type == GEM)
1352     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1353     }
1354    
1355     /* rings & amulets - talismans seems to be typed AMULET */
1356     if(op->contr->mode & PU_JEWELS)
1357     if (tmp->type == RING || tmp->type == AMULET)
1358     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1359    
1360     /* bows and arrows. Bows are good for selling! */
1361     if(op->contr->mode & PU_BOW)
1362     if (tmp->type == BOW)
1363     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1364     if(op->contr->mode & PU_ARROW)
1365     if (tmp->type == ARROW)
1366     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1367    
1368     /* all kinds of armor etc. */
1369     if(op->contr->mode & PU_ARMOUR)
1370     if (tmp->type == ARMOUR)
1371     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1372     if(op->contr->mode & PU_HELMET)
1373     if (tmp->type == HELMET)
1374     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1375     if(op->contr->mode & PU_SHIELD)
1376     if (tmp->type == SHIELD)
1377     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1378     if(op->contr->mode & PU_BOOTS)
1379     if (tmp->type == BOOTS)
1380     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1381     if(op->contr->mode & PU_GLOVES)
1382     if (tmp->type == GLOVES)
1383     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1384     if(op->contr->mode & PU_CLOAK)
1385     if (tmp->type == CLOAK)
1386     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387    
1388     /* hoping to catch throwing daggers here */
1389     if(op->contr->mode & PU_MISSILEWEAPON)
1390     if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1391     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1392    
1393     /* careful: chairs and tables are weapons! */
1394     if(op->contr->mode & PU_ALLWEAPON)
1395     {
1396     if(tmp->type == WEAPON && tmp->name!=NULL)
1397     {
1398     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1399     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1400     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1401     }
1402     if(tmp->type == WEAPON && tmp->name==NULL)
1403     {
1404     if(strstr(tmp->arch->name,"table")==NULL &&
1405     strstr(tmp->arch->name,"chair")==NULL)
1406     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1407     }
1408     }
1409    
1410     /* misc stuff that's useful */
1411     if(op->contr->mode & PU_KEY)
1412     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1413     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1414    
1415     /* any of the last 4 bits set means we use the ratio for value
1416     * pickups */
1417     if(op->contr->mode & PU_RATIO)
1418     {
1419     /* use value density to decide what else to grab */
1420     /* >=7 was >= op->contr->mode */
1421     /* >=7 is the old standard setting. Now we take the last 4 bits
1422     * and multiply them by 5, giving 0..15*5== 5..75 */
1423     wvratio=(op->contr->mode & PU_RATIO) * 5;
1424     if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1425     {
1426     pick_up(op, tmp);
1427     #if 0
1428     fprintf(stderr,"HIGH WEIGHT/VALUE [");
1429     if(tmp->name!=NULL) {
1430     fprintf(stderr,"%s", tmp->name);
1431     }
1432     else fprintf(stderr,"%s",tmp->arch->name);
1433     fprintf(stderr,",%d] = ", tmp->type);
1434     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1435     #endif
1436     continue;
1437     }
1438     }
1439     } /* the new pickup model */
1440     }
1441     return ! stop;
1442     }
1443    
1444     /*
1445     * Find an arrow in the inventory and after that
1446     * in the right type container (quiver). Pointer to the
1447     * found object is returned.
1448     */
1449     object *find_arrow(object *op, const char *type)
1450     {
1451     object *tmp = NULL;
1452    
1453     for(op=op->inv; op; op=op->below)
1454     if(!tmp && op->type==CONTAINER && op->race==type &&
1455     QUERY_FLAG(op,FLAG_APPLIED))
1456     tmp = find_arrow (op, type);
1457     else if (op->type==ARROW && op->race==type)
1458     return op;
1459     return tmp;
1460     }
1461    
1462     /*
1463     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1464     * against the target. A full test is not performed, simply a basic test
1465     * of resistances. The archer is making a quick guess at what he sees down
1466     * the hall. Failing that it does it's best to pick the highest plus arrow.
1467     */
1468    
1469     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1470     {
1471     object *tmp = NULL, *arrow, *ntmp;
1472     int attacknum, attacktype, betterby=0, i;
1473    
1474     if (!type)
1475     return NULL;
1476    
1477     for (arrow=op->inv; arrow; arrow=arrow->below) {
1478     if (arrow->type==CONTAINER && arrow->race==type &&
1479     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1480     i = 0;
1481     ntmp = find_better_arrow(arrow, target, type, &i);
1482     if (i > betterby) {
1483     tmp = ntmp;
1484     betterby = i;
1485     }
1486     } else if (arrow->type==ARROW && arrow->race==type) {
1487     /* allways prefer assasination/slaying */
1488     if (target->race != NULL && arrow->slaying != NULL &&
1489     strstr(arrow->slaying, target->race)) {
1490     if (arrow->attacktype & AT_DEATH) {
1491     *better = 100;
1492     return arrow;
1493     } else {
1494     tmp = arrow;
1495     betterby = (arrow->magic + arrow->stats.dam) * 2;
1496     }
1497     } else {
1498     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1499     attacktype = 1<<attacknum;
1500     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1501     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1502     tmp = arrow;
1503     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1504     }
1505     }
1506     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1507     tmp = arrow;
1508     betterby = 2 + arrow->magic + arrow->stats.dam;
1509     }
1510     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1511     tmp = arrow;
1512     betterby = 1 + arrow->magic + arrow->stats.dam;
1513     }
1514     }
1515     }
1516     }
1517     if (tmp == NULL && arrow == NULL)
1518     return find_arrow(op, type);
1519    
1520     *better = betterby;
1521     return tmp;
1522     }
1523    
1524     /* looks in a given direction, finds the first valid target, and calls
1525     * find_better_arrow to find a decent arrow to use.
1526     * op = the shooter
1527     * type = bow->race
1528     * dir = fire direction
1529     */
1530    
1531     object *pick_arrow_target(object *op, const char *type, int dir)
1532     {
1533     object *tmp = NULL;
1534     mapstruct *m;
1535     int i, mflags, found, number;
1536     sint16 x, y;
1537    
1538     if (op->map == NULL)
1539     return find_arrow(op, type);
1540    
1541     /* do a dex check */
1542     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1543     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1544     return find_arrow(op, type);
1545    
1546     m = op->map;
1547     x = op->x;
1548     y = op->y;
1549    
1550     /* find the first target */
1551     for (i=0, found=0; i<20; i++) {
1552     x += freearr_x[dir];
1553     y += freearr_y[dir];
1554     mflags = get_map_flags(m, &m, x, y, &x, &y);
1555     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1556     tmp = NULL;
1557     break;
1558     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1559     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1560     * perhaps a bad assumption.
1561     */
1562     tmp = NULL;
1563     break;
1564     }
1565     if (mflags & P_IS_ALIVE) {
1566     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1567     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1568     found++;
1569     break;
1570     }
1571     if (found)
1572     break;
1573     }
1574     }
1575     if (tmp == NULL)
1576     return find_arrow(op, type);
1577    
1578     if (tmp->head)
1579     tmp = tmp->head;
1580    
1581     return find_better_arrow(op, tmp, type, &i);
1582     }
1583    
1584     /*
1585     * Creature fires a bow - op can be monster or player. Returns
1586     * 1 if bow was actually fired, 0 otherwise.
1587     * op is the object firing the bow.
1588     * part is for multipart creatures - the part firing the bow.
1589     * dir is the direction of fire.
1590     * wc_mod is any special modifier to give (used in special player fire modes)
1591     * sx, sy are coordinates to fire arrow from - also used in some of the special
1592     * player fire modes.
1593     */
1594     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1595     sint16 sx, sint16 sy)
1596     {
1597     object *left, *bow;
1598     tag_t left_tag, tag;
1599     int bowspeed, mflags;
1600     mapstruct *m;
1601    
1602     if (!dir) {
1603     new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1604     return 0;
1605     }
1606     if (op->type == PLAYER)
1607     bow=op->contr->ranges[range_bow];
1608     else {
1609     for(bow=op->inv; bow; bow=bow->below)
1610     /* Don't check for applied - monsters don't apply bows - in that way, they
1611     * don't need to switch back and forth between bows and weapons.
1612     */
1613     if(bow->type==BOW)
1614     break;
1615    
1616     if (!bow) {
1617     LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1618     return 0;
1619     }
1620     }
1621     if( !bow->race || !bow->skill) {
1622     new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1623     return 0;
1624     }
1625    
1626     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1627    
1628     /* penalize ROF for bestarrow */
1629     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1630     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1631     if (bowspeed < 1)
1632     bowspeed = 1;
1633    
1634     if (arrow == NULL) {
1635     if ((arrow=find_arrow(op, bow->race)) == NULL) {
1636     if (op->type == PLAYER)
1637     new_draw_info_format(NDI_UNIQUE, 0, op,
1638     "You have no %s left.", bow->race);
1639     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1640     else
1641     CLEAR_FLAG(op, FLAG_READY_BOW);
1642     return 0;
1643     }
1644     }
1645     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1646     if (mflags & P_OUT_OF_MAP) {
1647     return 0;
1648     }
1649     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1650     new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1651     return 0;
1652     }
1653    
1654     /* this should not happen, but sometimes does */
1655     if (arrow->nrof==0) {
1656     remove_ob(arrow);
1657     free_object(arrow);
1658     return 0;
1659     }
1660    
1661     left = arrow; /* these are arrows left to the player */
1662     left_tag = left->count;
1663     arrow = get_split_ob(arrow, 1);
1664     if (arrow == NULL) {
1665     new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1666     bow->race);
1667     return 0;
1668     }
1669     set_owner(arrow, op);
1670     if (arrow->skill) free_string(arrow->skill);
1671     arrow->skill = add_refcount(bow->skill);
1672    
1673     arrow->direction=dir;
1674     arrow->x = sx;
1675     arrow->y = sy;
1676    
1677     if (op->type == PLAYER) {
1678     op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1679     fix_player(op);
1680     }
1681    
1682     SET_ANIMATION(arrow, arrow->direction);
1683     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1684     arrow->stats.hp = arrow->stats.dam;
1685     arrow->stats.grace = arrow->attacktype;
1686     if (arrow->slaying != NULL)
1687     arrow->spellarg = strdup_local(arrow->slaying);
1688    
1689     /* Note that this was different for monsters - they got their level
1690     * added to the damage. I think the strength bonus is more proper.
1691     */
1692    
1693     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1694     0 : dam_bonus[op->stats.Str]) +
1695     bow->stats.dam + bow->magic + arrow->magic;
1696    
1697     /* update the speed */
1698     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1699     0 : dam_bonus[op->stats.Str]) +
1700     bow->magic + arrow->magic) / 5.0 +
1701     (float)bow->stats.dam / 7.0;
1702    
1703     if (arrow->speed < 1.0)
1704     arrow->speed = 1.0;
1705     update_ob_speed(arrow);
1706     arrow->speed_left = 0;
1707    
1708     if (op->type == PLAYER) {
1709     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1710     (op->chosen_skill?op->chosen_skill->level:op->level) -
1711     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1712     arrow->stats.wc - bow->stats.wc + wc_mod;
1713    
1714     arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1715     } else {
1716     arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1717     arrow->stats.wc + wc_mod;
1718    
1719     arrow->level = op->level;
1720     }
1721     if (arrow->attacktype == AT_PHYSICAL)
1722     arrow->attacktype |= bow->attacktype;
1723     if (bow->slaying != NULL)
1724     arrow->slaying = add_string(bow->slaying);
1725    
1726     arrow->map = m;
1727     arrow->move_type = MOVE_FLY_LOW;
1728     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1729    
1730     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1731     tag = arrow->count;
1732     insert_ob_in_map(arrow, m, op, 0);
1733    
1734     if (!was_destroyed(arrow, tag))
1735     move_arrow(arrow);
1736    
1737     if (op->type == PLAYER) {
1738     if (was_destroyed (left, left_tag))
1739     esrv_del_item(op->contr, left_tag);
1740     else
1741     esrv_send_item(op, left);
1742     }
1743     return 1;
1744     }
1745    
1746     /* Special fire code for players - this takes into
1747     * account the special fire modes players can have
1748     * but monsters can't. Putting that code here
1749     * makes the fire_bow code much cleaner.
1750     * this function should only be called if 'op' is a player,
1751     * hence the function name.
1752     */
1753     int player_fire_bow(object *op, int dir)
1754     {
1755     int ret=0, wcmod=0;
1756    
1757     if (op->contr->bowtype == bow_bestarrow) {
1758     ret = fire_bow(op, op,
1759     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1760     dir, 0, op->x, op->y);
1761     } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1762     if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1763     wcmod =-1;
1764     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1765     op->x, op->y);
1766     } else if (op->contr->bowtype == bow_threewide) {
1767     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1768     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1769     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1770     } else if (op->contr->bowtype == bow_spreadshot) {
1771     ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1772     ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1773     ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1774    
1775     } else {
1776     /* Simple case */
1777     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1778     }
1779     return ret;
1780     }
1781    
1782    
1783     /* Fires a misc (wand/rod/horn) object in 'dir'.
1784     * Broken apart from 'fire' to keep it more readable.
1785     */
1786     void fire_misc_object(object *op, int dir)
1787     {
1788     object *item;
1789    
1790     if (!op->contr->ranges[range_misc]) {
1791     new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1792     return;
1793     }
1794    
1795     item = op->contr->ranges[range_misc];
1796     if (!item->inv) {
1797     LOG(llevError,"Object %s lacks a spell\n", item->name);
1798     return;
1799     }
1800     if (item->type == WAND) {
1801     if(item->stats.food<=0) {
1802     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1803     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1804     return;
1805     }
1806     } else if (item->type == ROD || item->type==HORN) {
1807     if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1808     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1809     if (item->type== ROD)
1810     new_draw_info_format(NDI_UNIQUE, 0,op,
1811     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1812     else
1813     new_draw_info_format(NDI_UNIQUE, 0,op,
1814     "The %s needs more time to charge.", query_base_name(item,0));
1815     return;
1816     }
1817     }
1818    
1819     if(cast_spell(op,item,dir,item->inv,NULL)) {
1820     SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1821     if (item->type == WAND) {
1822     if (!(--item->stats.food)) {
1823     object *tmp;
1824     if (item->arch) {
1825     CLEAR_FLAG(item, FLAG_ANIMATE);
1826     item->face = item->arch->clone.face;
1827     item->speed = 0;
1828     update_ob_speed(item);
1829     }
1830     if ((tmp=is_player_inv(item)))
1831     esrv_update_item(UPD_ANIM, tmp, item);
1832     }
1833     }
1834     else if (item->type == ROD || item->type==HORN) {
1835     drain_rod_charge(item);
1836     }
1837     }
1838     }
1839    
1840     /* Received a fire command for the player - go and do it.
1841     */
1842     void fire(object *op,int dir) {
1843     int spellcost=0;
1844    
1845     /* check for loss of invisiblity/hide */
1846     if (action_makes_visible(op)) make_visible(op);
1847    
1848     switch(op->contr->shoottype) {
1849     case range_none:
1850     return;
1851    
1852     case range_bow:
1853     player_fire_bow(op, dir);
1854     return;
1855    
1856     case range_magic: /* Casting spells */
1857     spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1858     return;
1859    
1860     case range_misc:
1861     fire_misc_object(op, dir);
1862     return;
1863    
1864     case range_golem: /* Control summoned monsters from scrolls */
1865     if(op->contr->ranges[range_golem]==NULL ||
1866     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1867     op->contr->ranges[range_golem] = NULL;
1868     op->contr->shoottype=range_none;
1869     op->contr->golem_count = 0;
1870     }
1871     else
1872     control_golem(op->contr->ranges[range_golem], dir);
1873     return;
1874    
1875     case range_skill:
1876     if(!op->chosen_skill) {
1877     if(op->type==PLAYER)
1878     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1879     return;
1880     }
1881     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1882     return;
1883     case range_builder:
1884     apply_map_builder( op, dir );
1885     return;
1886     default:
1887     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1888     return;
1889     }
1890     }
1891    
1892    
1893    
1894     /* find_key
1895     * We try to find a key for the door as passed. If we find a key
1896     * and successfully use it, we return the key, otherwise NULL
1897     * This function merges both normal and locked door, since the logic
1898     * for both is the same - just the specific key is different.
1899     * pl is the player,
1900     * inv is the objects inventory to searched
1901     * door is the door we are trying to match against.
1902     * This function can be called recursively to search containers.
1903     */
1904    
1905     object * find_key(object *pl, object *container, object *door)
1906     {
1907     object *tmp,*key;
1908    
1909     /* Should not happen, but sanity checking is never bad */
1910     if (container->inv == NULL) return NULL;
1911    
1912     /* First, lets try to find a key in the top level inventory */
1913     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1914     if (door->type==DOOR && tmp->type==KEY) break;
1915     /* For sanity, we should really check door type, but other stuff
1916     * (like containers) can be locked with special keys
1917     */
1918     if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1919     tmp->slaying==door->slaying) break;
1920     }
1921     /* No key found - lets search inventories now */
1922     /* If we find and use a key in an inventory, return at that time.
1923     * otherwise, if we search all the inventories and still don't find
1924     * a key, return
1925     */
1926     if (!tmp) {
1927     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1928     /* No reason to search empty containers */
1929     if (tmp->type==CONTAINER && tmp->inv) {
1930     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1931     }
1932     }
1933     if (!tmp) return NULL;
1934     }
1935     /* We get down here if we have found a key. Now if its in a container,
1936     * see if we actually want to use it
1937     */
1938     if (pl!=container) {
1939     /* Only let players use keys in containers */
1940     if (!pl->contr) return NULL;
1941     /* cases where this fails:
1942     * If we only search the player inventory, return now since we
1943     * are not in the players inventory.
1944     * If the container is not active, return now since only active
1945     * containers can be used.
1946     * If we only search keyrings and the container does not have
1947     * a race/isn't a keyring.
1948     * No checking for all containers - to fall through past here,
1949     * inv must have been an container and must have been active.
1950     *
1951     * Change the color so that the message doesn't disappear with
1952     * all the others.
1953     */
1954     if (pl->contr->usekeys == key_inventory ||
1955     !QUERY_FLAG(container, FLAG_APPLIED) ||
1956     (pl->contr->usekeys == keyrings &&
1957     (!container->race || strcmp(container->race, "keys")))
1958     ) {
1959     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1960     "The %s in your %s vibrates as you approach the door",
1961     query_name(tmp), query_name(container));
1962     return NULL;
1963     }
1964     }
1965     return tmp;
1966     }
1967    
1968     /* moved door processing out of move_player_attack.
1969     * returns 1 if player has opened the door with a key
1970     * such that the caller should not do anything more,
1971     * 0 otherwise
1972     */
1973     static int player_attack_door(object *op, object *door)
1974     {
1975    
1976     /* If its a door, try to find a use a key. If we do destroy the door,
1977     * might as well return immediately as there is nothing more to do -
1978     * otherwise, we fall through to the rest of the code.
1979     */
1980     object *key=find_key(op, op, door);
1981    
1982     /* IF we found a key, do some extra work */
1983     if (key) {
1984     object *container=key->env;
1985    
1986     play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987     if(action_makes_visible(op)) make_visible(op);
1988     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1989     if (door->type == DOOR) {
1990     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1991     }
1992     else if(door->type==LOCKED_DOOR) {
1993     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1994     "You open the door with the %s", query_short_name(key));
1995     remove_door2(door); /* remove door without violence ;-) */
1996     }
1997     /* Do this after we print the message */
1998     decrease_ob(key); /* Use up one of the keys */
1999     /* Need to update the weight the container the key was in */
2000     if (container != op)
2001     esrv_update_item(UPD_WEIGHT, op, container);
2002     return 1; /* Nothing more to do below */
2003     } else if (door->type==LOCKED_DOOR) {
2004     /* Might as well return now - no other way to open this */
2005     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2006     return 1;
2007     }
2008     return 0;
2009     }
2010    
2011     /* This function is just part of a breakup from move_player.
2012     * It should keep the code cleaner.
2013     * When this is called, the players direction has been updated
2014     * (taking into account confusion.) The player is also actually
2015     * going to try and move (not fire weapons).
2016     */
2017    
2018     void move_player_attack(object *op, int dir)
2019     {
2020 elmex 1.6 object *tmp, *mon, *tpl;
2021     sint16 nx, ny;
2022 root 1.1 int on_battleground;
2023     mapstruct *m;
2024    
2025 elmex 1.6 if (op->contr->transport) tpl = op->contr->transport;
2026     else tpl = op;
2027     nx=freearr_x[dir]+tpl->x;
2028     ny=freearr_y[dir]+tpl->y;
2029    
2030     on_battleground = op_on_battleground(tpl, NULL, NULL);
2031 root 1.1
2032     /* If braced, or can't move to the square, and it is not out of the
2033     * map, attack it. Note order of if statement is important - don't
2034     * want to be calling move_ob if braced, because move_ob will move the
2035     * player. This is a pretty nasty hack, because if we could
2036     * move to some space, it then means that if we are braced, we should
2037     * do nothing at all. As it is, if we are braced, we go through
2038     * quite a bit of processing. However, it probably is less than what
2039     * move_ob uses.
2040     */
2041 elmex 1.6 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2042     if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2043     m = get_map_from_coord(tpl->map, &nx, &ny);
2044 root 1.1 if (!m) return; /* Don't think this should happen */
2045     }
2046 elmex 1.6 else m =tpl->map;
2047 root 1.1
2048     if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2049     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2050     return;
2051     }
2052    
2053     mon = NULL;
2054     /* Go through all the objects, and find ones of interest. Only stop if
2055     * we find a monster - that is something we know we want to attack.
2056     * if its a door or barrel (can roll) see if there may be monsters
2057     * on the space
2058     */
2059     while (tmp!=NULL) {
2060     if (tmp == op) {
2061     tmp=tmp->above;
2062     continue;
2063     }
2064     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2065     mon = tmp;
2066     break;
2067     }
2068     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2069     mon = tmp;
2070     tmp=tmp->above;
2071     }
2072    
2073     if (mon==NULL) /* This happens anytime the player tries to move */
2074     return; /* into a wall */
2075    
2076     if(mon->head != NULL)
2077     mon = mon->head;
2078    
2079     if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2080     if (player_attack_door(op, mon)) return;
2081    
2082     /* The following deals with possibly attacking peaceful
2083     * or frienddly creatures. Basically, all players are considered
2084     * unaggressive. If the moving player has peaceful set, then the
2085     * object should be pushed instead of attacked. It is assumed that
2086     * if you are braced, you will not attack friends accidently,
2087     * and thus will not push them.
2088     */
2089    
2090     /* If the creature is a pet, push it even if the player is not
2091     * peaceful. Our assumption is the creature is a pet if the
2092     * player owns it and it is either friendly or unagressive.
2093     */
2094 root 1.2 if ((op->type==PLAYER)
2095 root 1.4 #if COZY_SERVER
2096 root 1.2 &&
2097     (
2098     (get_owner(mon) && get_owner(mon)->contr
2099     && same_party (get_owner(mon)->contr->party, op->contr->party))
2100     || get_owner(mon) == op
2101     )
2102 root 1.4 #else
2103     && get_owner(mon)==op
2104     #endif
2105 root 1.2 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2106 root 1.1 {
2107     /* If we're braced, we don't want to switch places with it */
2108     if (op->contr->braced) return;
2109 elmex 1.6 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2110 root 1.1 (void) push_ob(mon,dir,op);
2111     if(op->contr->tmp_invis||op->hide) make_visible(op);
2112     return;
2113     }
2114    
2115     /* in certain circumstances, you shouldn't attack friendly
2116     * creatures. Note that if you are braced, you can't push
2117     * someone, but put it inside this loop so that you won't
2118     * attack them either.
2119     */
2120     if ((mon->type==PLAYER || mon->enemy != op) &&
2121     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2122 root 1.10 (
2123 root 1.11 #ifdef PROHIBIT_PLAYERKILL
2124     (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2125     #else
2126 root 1.10 op->contr->peaceful &&
2127     #endif
2128     !on_battleground
2129     )) {
2130 root 1.1 if (!op->contr->braced) {
2131 elmex 1.6 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2132 root 1.1 (void) push_ob(mon,dir,op);
2133     } else {
2134     new_draw_info(0, 0,op,"You withhold your attack");
2135     }
2136     if(op->contr->tmp_invis||op->hide) make_visible(op);
2137     }
2138    
2139     /* If the object is a boulder or other rollable object, then
2140     * roll it if not braced. You can't roll it if you are braced.
2141     */
2142     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2143     recursive_roll(mon,dir,op);
2144     if(action_makes_visible(op)) make_visible(op);
2145     }
2146    
2147     /* Any generic living creature. Including things like doors.
2148     * Way it works is like this: First, it must have some hit points
2149     * and be living. Then, it must be one of the following:
2150     * 1) Not a player, 2) A player, but of a different party. Note
2151     * that party_number -1 is no party, so attacks can still happen.
2152     */
2153    
2154     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2155     ((mon->type!=PLAYER || op->contr->party==NULL ||
2156     op->contr->party!=mon->contr->party))) {
2157    
2158     /* If the player hasn't hit something this tick, and does
2159     * so, give them speed boost based on weapon speed. Doing
2160     * it here is better than process_players2, which basically
2161     * incurred a 1 tick offset.
2162     */
2163     if (!op->contr->has_hit) {
2164     op->speed_left += op->speed / op->contr->weapon_sp;
2165    
2166     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2167     }
2168    
2169     skill_attack(mon, op, 0, NULL, NULL);
2170    
2171     /* If attacking another player, that player gets automatic
2172     * hitback, and doesn't loose luck either.
2173     * Disable hitback on the battleground or if the target is
2174     * the wiz.
2175     */
2176     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2177     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2178     short luck = mon->stats.luck;
2179     mon->contr->has_hit = 1;
2180     skill_attack(op, mon, 0, NULL, NULL);
2181     mon->stats.luck = luck;
2182     }
2183     if(action_makes_visible(op)) make_visible(op);
2184     }
2185     } /* if player should attack something */
2186     }
2187    
2188     int move_player(object *op,int dir) {
2189     int pick;
2190 elmex 1.6 object *transport = op->contr->transport;
2191 root 1.1
2192 elmex 1.6 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2193 root 1.1 return 0;
2194    
2195     /* Sanity check: make sure dir is valid */
2196     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2197     LOG( llevError, "move_player: invalid direction %d\n", dir);
2198     return 0;
2199     }
2200    
2201     /* peterm: added following line */
2202     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2203     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2204    
2205     op->facing = dir;
2206    
2207 elmex 1.6 if(!transport && op->hide) do_hidden_move(op);
2208    
2209     if (transport) {
2210     /* transport->contr is set up for the person in charge of the boat.
2211     * if that isn't this person, he can't steer it, etc
2212     */
2213     if (transport->contr != op->contr) return 0;
2214    
2215     /* Transport can't move. But update dir so it at least
2216     * will point in the same direction if player is running.
2217     */
2218     if (transport->speed_left < 0.0) {
2219     transport->direction = dir;
2220     op->direction = dir;
2221     return 0;
2222     }
2223     /* Remove transport speed. Give player just a little speed -
2224     * enough so that they will get an action again quickly.
2225     *
2226     */
2227     transport->speed_left -= 1.0;
2228     if (op->speed_left < 0.0) op->speed_left = -0.01;
2229    
2230     }
2231 root 1.1
2232     if(op->contr->fire_on) {
2233     fire(op,dir);
2234     }
2235     else move_player_attack(op,dir);
2236    
2237     pick = check_pick(op);
2238    
2239    
2240     /* Add special check for newcs players and fire on - this way, the
2241     * server can handle repeat firing.
2242     */
2243     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2244     op->direction = dir;
2245     } else {
2246     op->direction=0;
2247     }
2248     /* Update how the player looks. Use the facing, so direction may
2249     * get reset to zero. This allows for full animation capabilities
2250     * for players.
2251     */
2252 elmex 1.6 if (!transport) animate_object(op, op->facing);
2253 root 1.1 return 0;
2254     }
2255    
2256     /* This is similar to handle_player, below, but is only used by the
2257     * new client/server stuff.
2258     * This is sort of special, in that the new client/server actually uses
2259     * the new speed values for commands.
2260     *
2261     * Returns true if there are more actions we can do.
2262     */
2263     int handle_newcs_player(object *op)
2264     {
2265     if (op->contr->hidden) {
2266     op->invisible = 1000;
2267 root 1.5 /* the socket code flashes the player visible/invisible
2268     * depending on the value of invisible, so we need to
2269 root 1.1 * alternate it here for it to work correctly.
2270     */
2271     if (pticks & 2) op->invisible--;
2272     }
2273     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2274     op->invisible--;
2275     if(!op->invisible) {
2276     make_visible(op);
2277     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278     }
2279     }
2280    
2281     if (QUERY_FLAG(op, FLAG_SCARED)) {
2282     flee_player(op);
2283     /* If player is still scared, that is his action for this tick */
2284     if (QUERY_FLAG(op, FLAG_SCARED)) {
2285     op->speed_left--;
2286     return 0;
2287     }
2288     }
2289    
2290     /* I've been seeing crashes where the golem has been destroyed, but
2291     * the player object still points to the defunct golem. The code that
2292     * destroys the golem looks correct, and it doesn't always happen, so
2293     * put this in a a workaround to clean up the golem pointer.
2294     */
2295     if (op->contr->ranges[range_golem] &&
2296     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2297     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2298     op->contr->ranges[range_golem] = NULL;
2299     op->contr->golem_count = 0;
2300     }
2301    
2302     /* call this here - we also will call this in do_ericserver, but
2303     * the players time has been increased when doericserver has been
2304     * called, so we recheck it here.
2305     */
2306     HandleClient(&op->contr->socket, op->contr);
2307     if (op->speed_left<0) return 0;
2308    
2309     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2310     /* All move commands take 1 tick, at least for now */
2311     op->speed_left--;
2312    
2313     /* Instead of all the stuff below, let move_player take care
2314     * of it. Also, some of the skill stuff is only put in
2315     * there, as well as the confusion stuff.
2316     */
2317     move_player(op, op->direction);
2318     if (op->speed_left>0) return 1;
2319     else return 0;
2320     }
2321     return 0;
2322     }
2323    
2324     int save_life(object *op) {
2325     object *tmp;
2326    
2327     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2328     return 0;
2329    
2330     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2331     if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2332     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2333     new_draw_info_format(NDI_UNIQUE, 0,op,
2334     "Your %s vibrates violently, then evaporates.",
2335     query_name(tmp));
2336     if (op->contr)
2337     esrv_del_item(op->contr, tmp->count);
2338     remove_ob(tmp);
2339     free_object(tmp);
2340     CLEAR_FLAG(op, FLAG_LIFESAVE);
2341     if(op->stats.hp<0)
2342     op->stats.hp = op->stats.maxhp;
2343     if(op->stats.food<0)
2344     op->stats.food = 999;
2345     fix_player(op);
2346     return 1;
2347     }
2348     LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2349     CLEAR_FLAG(op, FLAG_LIFESAVE);
2350     enter_player_savebed(op); /* bring him home. */
2351     return 0;
2352     }
2353    
2354     /* This goes throws the inventory and removes unpaid objects, and puts them
2355     * back in the map (location and map determined by values of env). This
2356     * function will descend into containers. op is the object to start the search
2357     * from.
2358     */
2359     void remove_unpaid_objects(object *op, object *env)
2360     {
2361     object *next;
2362    
2363     while (op) {
2364     next=op->below; /* Make sure we have a good value, in case
2365     * we remove object 'op'
2366     */
2367     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2368     remove_ob(op);
2369     op->x = env->x;
2370     op->y = env->y;
2371     if (env->type == PLAYER)
2372     esrv_del_item(env->contr, op->count);
2373     insert_ob_in_map(op, env->map, NULL,0);
2374     }
2375     else if (op->inv) remove_unpaid_objects(op->inv, env);
2376     op=next;
2377     }
2378     }
2379    
2380    
2381     /*
2382     * Returns pointer a static string containing gravestone text
2383     * Moved from apply.c to player.c - player.c is what
2384     * actually uses this function. player.c may not be quite the
2385     * best, a misc file for object actions is probably better,
2386     * but there isn't one in the server directory.
2387     */
2388     char *gravestone_text (object *op)
2389     {
2390     static char buf2[MAX_BUF];
2391     char buf[MAX_BUF];
2392     time_t now = time (NULL);
2393    
2394     strcpy (buf2, " R.I.P.\n\n");
2395     if (op->type == PLAYER)
2396     sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2397     else
2398     sprintf (buf, "%s\n", op->name);
2399     strncat (buf2, " ", 20 - strlen (buf) / 2);
2400     strcat (buf2, buf);
2401     if (op->type == PLAYER)
2402     sprintf (buf, "who was in level %d when killed\n", op->level);
2403     else
2404     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2405     strncat (buf2, " ", 20 - strlen (buf) / 2);
2406     strcat (buf2, buf);
2407     if (op->type == PLAYER) {
2408     sprintf (buf, "by %s.\n\n", op->contr->killer);
2409     strncat (buf2, " ", 21 - strlen (buf) / 2);
2410     strcat (buf2, buf);
2411     }
2412     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2413     strncat (buf2, " ", 20 - strlen (buf) / 2);
2414     strcat (buf2, buf);
2415     return buf2;
2416     }
2417    
2418    
2419    
2420     void do_some_living(object *op) {
2421     int last_food=op->stats.food;
2422     int gen_hp, gen_sp, gen_grace;
2423     int over_hp, over_sp, over_grace;
2424     int i;
2425     int rate_hp = 1200;
2426     int rate_sp = 2500;
2427     int rate_grace = 2000;
2428     const int max_hp = 1;
2429     const int max_sp = 1;
2430     const int max_grace = 1;
2431    
2432     if (op->contr->outputs_sync) {
2433     for (i=0; i<NUM_OUTPUT_BUFS; i++)
2434     if (op->contr->outputs[i].buf!=NULL &&
2435     (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2436     flush_output_element(op, &op->contr->outputs[i]);
2437     }
2438    
2439     if(op->contr->state==ST_PLAYING) {
2440    
2441     /* these next three if clauses make it possible to SLOW DOWN
2442     hp/grace/spellpoint regeneration. */
2443     if(op->contr->gen_hp >= 0 )
2444     gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2445     else {
2446     gen_hp = op->stats.maxhp;
2447     rate_hp -= rate_hp/2 * op->contr->gen_hp;
2448     }
2449     if(op->contr->gen_sp >= 0 )
2450     gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2451     else {
2452     gen_sp = op->stats.maxsp;
2453     rate_sp -= rate_sp/2 * op->contr->gen_sp;
2454     }
2455     if(op->contr->gen_grace >= 0)
2456     gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2457     else {
2458     gen_grace = op->stats.maxgrace;
2459     rate_grace -= rate_grace/2 * op->contr->gen_grace;
2460     }
2461    
2462     /* Regenerate Spell Points */
2463     if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2464     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2465     if(op->stats.sp<op->stats.maxsp) {
2466     op->stats.sp++;
2467     /* dms do not consume food */
2468     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2469     op->stats.food--;
2470     if(op->contr->digestion<0)
2471     op->stats.food+=op->contr->digestion;
2472     else if(op->contr->digestion>0 &&
2473     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2474     op->stats.food=last_food;
2475     }
2476     }
2477     if (max_sp>1) {
2478     over_sp = (gen_sp+10)/rate_sp;
2479     if (over_sp > 0) {
2480     if(op->stats.sp<op->stats.maxsp) {
2481     op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2482     if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2483     op->stats.sp--;
2484     if(op->stats.sp>op->stats.maxsp)
2485     op->stats.sp=op->stats.maxsp;
2486     }
2487     op->last_sp=0;
2488     } else {
2489     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2490     }
2491     } else {
2492     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493     }
2494     }
2495    
2496     /* Regenerate Grace */
2497     /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2498     if(--op->last_grace<0) {
2499     if(op->stats.grace<op->stats.maxgrace/2)
2500     op->stats.grace++; /* no penalty in food for regaining grace */
2501     if(max_grace>1) {
2502     over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2503     if (over_grace > 0) {
2504     op->stats.sp += over_grace
2505     + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2506     op->last_grace=0;
2507     } else {
2508     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2509     }
2510     } else {
2511     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512     }
2513     /* wearing stuff doesn't detract from grace generation. */
2514     }
2515    
2516     /* Regenerate Hit Points */
2517     if(--op->last_heal<0) {
2518     if(op->stats.hp<op->stats.maxhp) {
2519     op->stats.hp++;
2520     /* dms do not consume food */
2521     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2522     op->stats.food--;
2523     if(op->contr->digestion<0)
2524     op->stats.food+=op->contr->digestion;
2525     else if(op->contr->digestion>0 &&
2526     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2527     op->stats.food=last_food;
2528     }
2529     }
2530     if(max_hp>1) {
2531     over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2532     if (over_hp > 0) {
2533     op->stats.sp += over_hp
2534     + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2535     op->last_heal=0;
2536     } else {
2537     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2538     }
2539     } else {
2540     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541     }
2542     }
2543    
2544     /* Digestion */
2545     if(--op->last_eat<0) {
2546 root 1.4 #ifdef COZY_SERVER
2547 root 1.2 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2548     int bonus=dg>0?dg:0,
2549     penalty=dg<0?-dg:0;
2550 root 1.4 #else
2551     int bonus=op->contr->digestion>0?op->contr->digestion:0,
2552     penalty=op->contr->digestion<0?-op->contr->digestion:0;
2553     #endif
2554    
2555 root 1.1 if(op->contr->gen_hp > 0)
2556     op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2557     else
2558     op->last_eat=25*(1+bonus)/(penalty +1);
2559     /* dms do not consume food */
2560     if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2561     }
2562     }
2563    
2564     if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2565     object *tmp, *flesh=NULL;
2566    
2567     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2568     if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2569     if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2570     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2571     manual_apply(op,tmp,0);
2572     if(op->stats.food>=0||op->stats.hp<0)
2573     break;
2574     }
2575     else if (tmp->type==FLESH) flesh=tmp;
2576     } /* End if paid for object */
2577     } /* end of for loop */
2578     /* If player is still starving, it means they don't have any food, so
2579     * eat flesh instead.
2580     */
2581     if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2582     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2583     manual_apply(op,flesh,0);
2584     }
2585     } /* end if player is starving */
2586    
2587     while(op->stats.food<0&&op->stats.hp>0)
2588     op->stats.food++,op->stats.hp--;
2589    
2590     if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2591     kill_player(op);
2592     }
2593    
2594    
2595    
2596     /* If the player should die (lack of hp, food, etc), we call this.
2597     * op is the player in jeopardy. If the player can not be saved (not
2598     * permadeath, no lifesave), this will take care of removing the player
2599     * file.
2600     */
2601     void kill_player(object *op)
2602     {
2603     char buf[MAX_BUF];
2604     int x,y,i;
2605     mapstruct *map; /* this is for resurrection */
2606     int z;
2607     int num_stats_lose;
2608     int lost_a_stat;
2609     int lose_this_stat;
2610     int this_stat;
2611     int will_kill_again;
2612     archetype *at;
2613     object *tmp;
2614    
2615     if(save_life(op))
2616     return;
2617    
2618    
2619     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2620     * in cities ONLY!!! It is very important that this doesn't get abused.
2621     * Look at op_on_battleground() for more info --AndreasV
2622     */
2623     if (op_on_battleground(op, &x, &y)) {
2624     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2625     "You have been defeated in combat!");
2626     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2627     "Local medics have saved your life...");
2628    
2629     /* restore player */
2630     at = find_archetype("poisoning");
2631     tmp=present_arch_in_ob(at,op);
2632     if (tmp) {
2633     remove_ob(tmp);
2634     free_object(tmp);
2635     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2636     }
2637    
2638     at = find_archetype("confusion");
2639     tmp=present_arch_in_ob(at,op);
2640     if (tmp) {
2641     remove_ob(tmp);
2642     free_object(tmp);
2643     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2644     }
2645    
2646     cure_disease(op,0); /* remove any disease */
2647     op->stats.hp=op->stats.maxhp;
2648     if (op->stats.food<=0) op->stats.food=999;
2649    
2650     /* create a bodypart-trophy to make the winner happy */
2651     tmp=arch_to_object(find_archetype("finger"));
2652     if (tmp != NULL)
2653     {
2654     sprintf(buf,"%s's finger",op->name);
2655     tmp->name = add_string(buf);
2656     sprintf(buf," This finger has been cut off %s\n"
2657     " the %s, when he was defeated at\n level %d by %s.\n",
2658     op->name, op->contr->title, (int)(op->level),
2659     op->contr->killer);
2660     tmp->msg=add_string(buf);
2661     tmp->value=0, tmp->material=0, tmp->type=0;
2662     tmp->materialname = NULL;
2663     tmp->x = op->x, tmp->y = op->y;
2664     insert_ob_in_map(tmp,op->map,op,0);
2665     }
2666    
2667     /* teleport defeated player to new destination*/
2668     transfer_ob(op, x, y, 0, NULL);
2669     op->contr->braced=0;
2670     return;
2671     }
2672    
2673     /* Lauwenmark: Handle for plugin death event */
2674     if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2675     return;
2676    
2677     /* Lauwenmark: Handle for the global death event */
2678     execute_global_event(EVENT_PLAYER_DEATH, op);
2679     if(op->stats.food<0) {
2680     if (op->contr->explore) {
2681     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683     op->stats.food=999;
2684     return;
2685     }
2686     sprintf(buf,"%s starved to death.",op->name);
2687     strcpy(op->contr->killer,"starvation");
2688     }
2689     else {
2690     if (op->contr->explore) {
2691     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693     op->stats.hp=op->stats.maxhp;
2694     return;
2695     }
2696     sprintf(buf,"%s died.",op->name);
2697     }
2698     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699    
2700     /* save the map location for corpse, gravestone*/
2701     x=op->x;y=op->y;map=op->map;
2702    
2703    
2704     if (settings.not_permadeth == TRUE) {
2705     /* NOT_PERMADEATH code. This basically brings the character back to
2706     * life if they are dead - it takes some exp and a random stat.
2707     * See the config.h file for a little more in depth detail about this.
2708     */
2709    
2710     /* Basically two ways to go - remove a stat permanently, or just
2711     * make it depletion. This bunch of code deals with that aspect
2712     * of death.
2713     */
2714 root 1.4 #ifndef COZY_SERVER
2715 root 1.1 if (settings.balanced_stat_loss) {
2716     /* If stat loss is permanent, lose one stat only. */
2717     /* Lower level chars don't lose as many stats because they suffer
2718     more if they do. */
2719     /* Higher level characters can afford things such as potions of
2720     restoration, or better, stat potions. So we slug them that
2721     little bit harder. */
2722     /* GD */
2723     if (settings.stat_loss_on_death)
2724     num_stats_lose = 1;
2725     else
2726     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2727     } else {
2728     num_stats_lose = 1;
2729     }
2730     lost_a_stat = 0;
2731    
2732     for (z=0; z<num_stats_lose; z++) {
2733 root 1.9 i = RANDOM() % NUM_STATS;
2734    
2735 root 1.1 if (settings.stat_loss_on_death) {
2736     /* Pick a random stat and take a point off it. Tell the player
2737     * what he lost.
2738     */
2739     change_attr_value(&(op->stats), i,-1);
2740     check_stat_bounds(&(op->stats));
2741     change_attr_value(&(op->contr->orig_stats), i,-1);
2742     check_stat_bounds(&(op->contr->orig_stats));
2743     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2744     lost_a_stat = 1;
2745     } else {
2746     /* deplete a stat */
2747     archetype *deparch=find_archetype("depletion");
2748     object *dep;
2749    
2750     dep = present_arch_in_ob(deparch,op);
2751     if(!dep) {
2752     dep = arch_to_object(deparch);
2753     insert_ob_in_ob(dep, op);
2754     }
2755     lose_this_stat = 1;
2756     if (settings.balanced_stat_loss) {
2757     /* GD */
2758     /* Get the stat that we're about to deplete. */
2759     this_stat = get_attr_value(&(dep->stats), i);
2760     if (this_stat < 0) {
2761     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762     int keep_chance = this_stat * this_stat;
2763     /* Yes, I am paranoid. Sue me. */
2764     if (keep_chance < 1)
2765     keep_chance = 1;
2766    
2767     /* There is a maximum depletion total per level. */
2768     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769     lose_this_stat = 0;
2770     /* Take loss chance vs keep chance to see if we
2771     retain the stat. */
2772     } else {
2773     if (random_roll(0, loss_chance + keep_chance-1,
2774     op, PREFER_LOW) < keep_chance)
2775     lose_this_stat = 0;
2776     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777     this_stat, keep_chance, loss_chance,
2778     lose_this_stat?"LOSE":"KEEP"); */
2779     }
2780     }
2781     }
2782    
2783     if (lose_this_stat) {
2784     this_stat = get_attr_value(&(dep->stats), i);
2785     /* We could try to do something clever like find another
2786     * stat to reduce if this fails. But chances are, if
2787     * stats have been depleted to -50, all are pretty low
2788     * and should be roughly the same, so it shouldn't make a
2789     * difference.
2790     */
2791     if (this_stat>=-50) {
2792     change_attr_value(&(dep->stats), i, -1);
2793     SET_FLAG(dep, FLAG_APPLIED);
2794     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2795     fix_player(op);
2796     lost_a_stat = 1;
2797     }
2798     }
2799     }
2800     }
2801     /* If no stat lost, tell the player. */
2802     if (!lost_a_stat)
2803     {
2804     /* determine_god() seems to not work sometimes... why is this?
2805     Should I be using something else? GD */
2806     const char *god = determine_god(op);
2807     if (god && (strcmp(god, "none")))
2808     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2809     "moment you feel the holy presence of %s protecting"
2810     " you.", god);
2811     else
2812     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813     " feel a holy presence protecting you.");
2814     }
2815 root 1.2 #endif
2816     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817     " feel a holy presence protecting you from losing yourself completely.");
2818 root 1.1
2819     /* Put a gravestone up where the character 'almost' died. List the
2820     * exp loss on the stone.
2821     */
2822     tmp=arch_to_object(find_archetype("gravestone"));
2823     sprintf(buf,"%s's gravestone",op->name);
2824     FREE_AND_COPY(tmp->name, buf);
2825     sprintf(buf,"%s's gravestones",op->name);
2826     FREE_AND_COPY(tmp->name_pl, buf);
2827     sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828     "who was killed\n"
2829     "by %s.\n",
2830     op->name, op->contr->title,
2831     op->contr->killer);
2832     tmp->msg = add_string(buf);
2833     tmp->x=op->x,tmp->y=op->y;
2834     insert_ob_in_map (tmp, op->map, NULL,0);
2835    
2836     /**************************************/
2837     /* */
2838     /* Subtract the experience points, */
2839     /* if we died cause of food, give us */
2840     /* food, and reset HP's... */
2841     /* */
2842     /**************************************/
2843    
2844     /* remove any poisoning and confusion the character may be suffering.*/
2845     /* restore player */
2846     at = find_archetype("poisoning");
2847     tmp=present_arch_in_ob(at,op);
2848     if (tmp) {
2849     remove_ob(tmp);
2850     free_object(tmp);
2851     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852     }
2853    
2854     at = find_archetype("confusion");
2855     tmp=present_arch_in_ob(at,op);
2856     if (tmp) {
2857     remove_ob(tmp);
2858     free_object(tmp);
2859     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860     }
2861     cure_disease(op,0); /* remove any disease */
2862    
2863     /*add_exp(op, (op->stats.exp * -0.20)); */
2864     apply_death_exp_penalty(op);
2865     if(op->stats.food < 100) op->stats.food = 900;
2866     op->stats.hp = op->stats.maxhp;
2867     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869    
2870     /*
2871     * Check to see if the player is in a shop. IF so, then check to see if
2872     * the player has any unpaid items. If so, remove them and put them back
2873     * in the map.
2874     */
2875    
2876     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877     if (tmp->type == SHOP_FLOOR) {
2878     remove_unpaid_objects(op->inv, op);
2879     break;
2880     }
2881     }
2882    
2883    
2884     /****************************************/
2885     /* */
2886     /* Move player to his current respawn- */
2887     /* position (usually last savebed) */
2888     /* */
2889     /****************************************/
2890    
2891     enter_player_savebed(op);
2892    
2893     /* Save the player before inserting the force to reduce
2894     * chance of abuse.
2895     */
2896     op->contr->braced=0;
2897     save_player(op,1);
2898    
2899     /* it is possible that the player has blown something up
2900     * at his savebed location, and that can have long lasting
2901     * spell effects. So first see if there is a spell effect
2902     * on the space that might harm the player.
2903     */
2904     will_kill_again=0;
2905     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2906     if (tmp->type ==SPELL_EFFECT)
2907     will_kill_again|=tmp->attacktype;
2908     }
2909     if (will_kill_again) {
2910     object *force;
2911     int at;
2912    
2913     force=get_archetype(FORCE_NAME);
2914     /* 50 ticks should be enough time for the spell to abate */
2915     force->speed=0.1;
2916     force->speed_left=-5.0;
2917     SET_FLAG(force, FLAG_APPLIED);
2918     for (at=0; at<NROFATTACKS; at++) {
2919     if (will_kill_again & (1 << at))
2920     force->resist[at] = 100;
2921     }
2922     insert_ob_in_ob(force, op);
2923     fix_player(op);
2924    
2925     }
2926     /**************************************/
2927     /* */
2928     /* Repaint the characters inv, and */
2929     /* stats, and show a nasty message ;) */
2930     /* */
2931     /**************************************/
2932    
2933     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934     return;
2935     } /* NOT_PERMADETH */
2936     else {
2937     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938     * should probably be embedded in an else statement.
2939     */
2940    
2941     op->contr->party=NULL;
2942     if (settings.set_title == TRUE)
2943     op->contr->own_title[0]='\0';
2944     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945     check_score(op);
2946     if(op->contr->ranges[range_golem]!=NULL) {
2947     remove_friendly_object(op->contr->ranges[range_golem]);
2948     remove_ob(op->contr->ranges[range_golem]);
2949     free_object(op->contr->ranges[range_golem]);
2950     op->contr->ranges[range_golem]=NULL;
2951     op->contr->golem_count=0;
2952     }
2953     loot_object(op); /* Remove some of the items for good */
2954     remove_ob(op);
2955     op->direction=0;
2956    
2957     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958     delete_character(op->name,0);
2959     if (settings.resurrection == TRUE) {
2960     /* save playerfile sans equipment when player dies
2961     ** then save it as player.pl.dead so that future resurrection
2962     ** type spells will work on them nicely
2963     */
2964     delete_character(op->name,0);
2965     op->stats.hp = op->stats.maxhp;
2966     op->stats.food = 999;
2967    
2968     /* set the location of where the person will reappear when */
2969     /* maybe resurrection code should fix map also */
2970     strcpy(op->contr->maplevel, settings.emergency_mapname);
2971     if(op->map!=NULL)
2972     op->map = NULL;
2973     op->x = settings.emergency_x;
2974     op->y = settings.emergency_y;
2975     save_player(op,0);
2976     op->map = map;
2977     /* please see resurrection.c: peterm */
2978     dead_player(op);
2979     } else {
2980     delete_character(op->name,1);
2981     }
2982     }
2983     play_again(op);
2984    
2985     /* peterm: added to create a corpse at deathsite. */
2986     tmp=arch_to_object(find_archetype("corpse_pl"));
2987     sprintf(buf,"%s", op->name);
2988     FREE_AND_COPY(tmp->name, buf);
2989     FREE_AND_COPY(tmp->name_pl, buf);
2990     tmp->level=op->level;
2991     tmp->x=x;tmp->y=y;
2992     if (tmp->msg)
2993     free_string(tmp->msg);
2994     tmp->msg = add_string (gravestone_text(op));
2995     SET_FLAG (tmp, FLAG_UNIQUE);
2996     insert_ob_in_map (tmp, map, NULL,0);
2997     }
2998     }
2999    
3000    
3001     void loot_object(object *op) { /* Grab and destroy some treasure */
3002     object *tmp,*tmp2,*next;
3003    
3004     if (op->container) { /* close open sack first */
3005     esrv_apply_container (op, op->container);
3006     }
3007    
3008     for(tmp=op->inv;tmp!=NULL;tmp=next) {
3009     next=tmp->below;
3010     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3011     remove_ob(tmp);
3012     tmp->x=op->x,tmp->y=op->y;
3013     if (tmp->type == CONTAINER) { /* empty container to ground */
3014     loot_object(tmp);
3015     }
3016     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3017     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3018     if(tmp->nrof>1) {
3019     tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3020     free_object(tmp2);
3021     insert_ob_in_map(tmp,op->map,NULL,0);
3022     } else
3023     free_object(tmp);
3024     } else
3025     insert_ob_in_map(tmp,op->map,NULL,0);
3026     }
3027     }
3028    
3029     /*
3030     * fix_weight(): Check recursively the weight of all players, and fix
3031     * what needs to be fixed. Refresh windows and fix speed if anything
3032     * was changed.
3033     */
3034    
3035     void fix_weight(void) {
3036     player *pl;
3037     for (pl = first_player; pl != NULL; pl = pl->next) {
3038     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3039     if(old == sum)
3040     continue;
3041     fix_player(pl->ob);
3042     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043     pl->ob->name, old, sum);
3044     }
3045     }
3046    
3047     void fix_luck(void) {
3048     player *pl;
3049     for (pl = first_player; pl != NULL; pl = pl->next)
3050     if (!pl->ob->contr->state)
3051     change_luck(pl->ob, 0);
3052     }
3053    
3054    
3055     /* cast_dust() - handles op throwing objects of type 'DUST'.
3056     * This is much simpler in the new spell code - we basically
3057     * just treat this as any other spell casting object.
3058     */
3059    
3060     void cast_dust (object *op, object *throw_ob, int dir) {
3061     object *skop, *spob;
3062    
3063     skop = find_skill_by_name(op, throw_ob->skill);
3064    
3065     /* casting POTION 'dusts' is really a use_magic_item skill */
3066     if(op->type==PLAYER && throw_ob->type==POTION && !skop) {
3067     LOG(llevError,"Player %s lacks critical skill use_magic_item!\n",
3068     op->name);
3069     return;
3070     }
3071     spob = throw_ob->inv;
3072     if (op->type==PLAYER && spob)
3073     new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name);
3074    
3075     cast_spell(op, throw_ob, dir, spob, NULL);
3076    
3077     if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3078     free_object(throw_ob);
3079     }
3080    
3081     void make_visible (object *op) {
3082     op->hide = 0;
3083     op->invisible = 0;
3084     if(op->type==PLAYER) {
3085     op->contr->tmp_invis = 0;
3086     if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3087     }
3088     update_object(op,UP_OBJ_FACE);
3089     }
3090    
3091     int is_true_undead(object *op) {
3092     object *tmp=NULL;
3093    
3094     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3095    
3096     if(op->type==PLAYER)
3097     for(tmp=op->inv;tmp;tmp=tmp->below)
3098     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3099     if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3100     return 0;
3101     }
3102    
3103     /* look at the surrounding terrain to determine
3104     * the hideability of this object. Positive levels
3105     * indicate greater hideability.
3106     */
3107    
3108     int hideability(object *ob) {
3109     int i,level=0, mflag;
3110     sint16 x,y;
3111    
3112     if(!ob||!ob->map) return 0;
3113    
3114     /* so, on normal lighted maps, its hard to hide */
3115     level=ob->map->darkness - 2;
3116    
3117     /* this also picks up whether the object is glowing.
3118     * If you carry a light on a non-dark map, its not
3119     * as bad as carrying a light on a pitch dark map */
3120     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3121    
3122     /* scan through all nearby squares for terrain to hide in */
3123     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3124     mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3125     if (mflag & P_OUT_OF_MAP) { continue; }
3126     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3127     level += 2;
3128     else /* open terrain! */
3129     level -= 1;
3130     }
3131    
3132     #if 0
3133     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3134     #endif
3135     return level;
3136     }
3137    
3138     /* For Hidden creatures - a chance of becoming 'unhidden'
3139     * every time they move - as we subtract off 'invisibility'
3140     * AND, for players, if they move into a ridiculously unhideable
3141     * spot (surrounded by clear terrain in broad daylight). -b.t.
3142     */
3143    
3144     void do_hidden_move (object *op) {
3145     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3146     object *skop;
3147    
3148     if(!op || !op->map) return;
3149    
3150     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3151    
3152     /* its *extremely* hard to run and sneak/hide at the same time! */
3153     if(op->type==PLAYER && op->contr->run_on) {
3154     if(!skop || num >= skop->level) {
3155     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3156     make_visible(op);
3157     return;
3158     } else num += 20;
3159     }
3160     num += op->map->difficulty;
3161     hide = hideability(op); /* modify by terrain hidden level */
3162     num -= hide;
3163     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3164     make_visible(op);
3165     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3166     "You moved out of hiding! You are visible!");
3167     }
3168     else if (op->type == PLAYER && skop) {
3169     change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3170     }
3171     }
3172    
3173     /* determine if who is standing near a hostile creature. */
3174    
3175     int stand_near_hostile( object *who ) {
3176     object *tmp=NULL;
3177     int i,friendly=0,player=0, mflags;
3178     mapstruct *m;
3179     sint16 x,y;
3180    
3181     if(!who) return 0;
3182    
3183     if(who->type==PLAYER) player=1;
3184     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3185    
3186     /* search adjacent squares */
3187     for(i=1;i<9;i++) {
3188     x = who->x+freearr_x[i];
3189     y = who->y+freearr_y[i];
3190     m = who->map;
3191     mflags = get_map_flags(m, &m, x, y, &x, &y);
3192     /* space must be blocked if there is a monster. If not
3193     * blocked, don't need to check this space.
3194     */
3195     if (mflags & P_OUT_OF_MAP) continue;
3196     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3197    
3198     for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3199     if((player||friendly)
3200     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3201     return 1;
3202     else if(tmp->type==PLAYER)
3203     {
3204     /*don't let a hidden DM prevent you from hiding*/
3205     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3206     return 1;
3207     }
3208     }
3209     }
3210     return 0;
3211     }
3212    
3213     /* check the player los field for viewability of the
3214     * object op. This function works fine for monsters,
3215     * but we dont worry if the object isnt the top one in
3216     * a pile (say a coin under a table would return "viewable"
3217     * by this routine). Another question, should we be
3218     * concerned with the direction the player is looking
3219     * in? Realistically, most of use cant see stuff behind
3220     * our backs...on the other hand, does the "facing" direction
3221     * imply the way your head, or body is facing? Its possible
3222     * for them to differ. Sigh, this fctn could get a bit more complex.
3223     * -b.t.
3224     * This function is now map tiling safe.
3225     */
3226    
3227     int player_can_view (object *pl,object *op) {
3228     rv_vector rv;
3229     int dx,dy;
3230    
3231     if(pl->type!=PLAYER) {
3232     LOG(llevError,"player_can_view() called for non-player object\n");
3233     return -1;
3234     }
3235     if (!pl || !op) return 0;
3236    
3237     if(op->head) { op = op->head; }
3238     get_rangevector(pl, op, &rv, 0x1);
3239    
3240     /* starting with the 'head' part, lets loop
3241     * through the object and find if it has any
3242     * part that is in the los array but isnt on
3243     * a blocked los square.
3244     * we use the archetype to figure out offsets.
3245     */
3246     while(op) {
3247     dx = rv.distance_x + op->arch->clone.x;
3248     dy = rv.distance_y + op->arch->clone.y;
3249    
3250     /* only the viewable area the player sees is updated by LOS
3251     * code, so we need to restrict ourselves to that range of values
3252     * for any meaningful values.
3253     */
3254     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3255     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3256     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3257     return 1;
3258     op = op->more;
3259     }
3260     return 0;
3261     }
3262    
3263     /* routine for both players and monsters. We call this when
3264     * there is a possibility for our action distrubing our hiding
3265     * place or invisiblity spell. Artefact invisiblity is not
3266     * effected by this. If we arent invisible to begin with, we
3267     * return 0.
3268     */
3269     int action_makes_visible (object *op) {
3270    
3271     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3272     if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3273     return 0;
3274    
3275     if (op->contr && op->contr->tmp_invis == 0) return 0;
3276    
3277     /* If monsters, they should become visible */
3278     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3279     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3280     return 1;
3281     }
3282     }
3283     return 0;
3284     }
3285    
3286     /* op_on_battleground - checks if the given object op (usually
3287     * a player) is standing on a valid battleground-tile,
3288     * function returns TRUE/FALSE. If true x, y returns the battleground
3289     * -exit-coord. (and if x, y not NULL)
3290     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3291     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3292     * Default is to do the same as before, so only people wanting to have different points need worry about this
3293     */
3294     int op_on_battleground (object *op, int *x, int *y) {
3295     object *tmp;
3296    
3297     /* A battleground-tile needs the following attributes to be valid:
3298     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3299     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3300     * and the exit-coordinates sp/hp must both be > 0.
3301     * => The intention here is to prevent abuse of the battleground-
3302     * feature (like pickable or hidden battleground tiles). */
3303     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3304     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3305     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3306     strcmp(tmp->name, "battleground")==0 &&
3307     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3308     /*before we assign the exit, check if this is a teambattle*/
3309     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3310     object *invtmp;
3311     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3312     if(invtmp->type==FORCE && invtmp->slaying &&
3313     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3314     if (x != NULL && y != NULL)
3315     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3316     return 1;
3317     }
3318     }
3319     }
3320     if (x != NULL && y != NULL)
3321     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3322     return 1;
3323     }
3324     }
3325     }
3326     /* If we got here, did not find a battleground */
3327     return 0;
3328     }
3329    
3330     /*
3331     * When a dragon-player gains a new stage of evolution,
3332     * he gets some treasure
3333     *
3334     * attributes:
3335     * object *who the dragon player
3336     * int atnr the attack-number of the ability focus
3337     * int level ability level
3338     */
3339     void dragon_ability_gain(object *who, int atnr, int level) {
3340     treasurelist *trlist = NULL; /* treasurelist */
3341     treasure *tr; /* treasure */
3342     object *tmp,*skop; /* tmp. object */
3343     object *item; /* treasure object */
3344     char buf[MAX_BUF]; /* tmp. string buffer */
3345     int i=0, j=0;
3346    
3347     /* get the appropriate treasurelist */
3348     if (atnr == ATNR_FIRE)
3349     trlist = find_treasurelist("dragon_ability_fire");
3350     else if (atnr == ATNR_COLD)
3351     trlist = find_treasurelist("dragon_ability_cold");
3352     else if (atnr == ATNR_ELECTRICITY)
3353     trlist = find_treasurelist("dragon_ability_elec");
3354     else if (atnr == ATNR_POISON)
3355     trlist = find_treasurelist("dragon_ability_poison");
3356    
3357     if (trlist == NULL || who->type != PLAYER)
3358     return;
3359    
3360     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3361     tr = tr->next, i++);
3362    
3363     if (tr == NULL || tr->item == NULL) {
3364     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3365     return;
3366     }
3367    
3368     /* everything seems okay - now bring on the gift: */
3369     item = &(tr->item->clone);
3370    
3371     if (item->type == SPELL) {
3372     if (check_spell_known (who, item->name))
3373     return;
3374    
3375     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3376     do_learn_spell (who, item, 0);
3377     return;
3378     }
3379    
3380     /* grant direct spell */
3381     if (item->type == SPELLBOOK) {
3382     if (!item->inv) {
3383     LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3384     item->name);
3385     return;
3386     }
3387     if (check_spell_known (who, item->inv->name))
3388     return;
3389     if (item->invisible) {
3390     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3391     do_learn_spell (who, item->inv, 0);
3392     return;
3393     }
3394     }
3395     else if (item->type == SKILL_TOOL && item->invisible) {
3396     if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3397    
3398     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3399     * in this way, if the player is missing any of the attacktypes, he gets
3400     * them. As it is now, if the player has any that match the granted skill,
3401     * but not all of them, he gets nothing.
3402     */
3403     if (!(skop->attacktype & item->attacktype)) {
3404     /* Give new attacktype */
3405     skop->attacktype |= item->attacktype;
3406    
3407     /* always add physical if there's none */
3408     skop->attacktype |= AT_PHYSICAL;
3409    
3410     if (item->msg != NULL)
3411     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3412    
3413     /* Give player new face */
3414     if (item->animation_id) {
3415     who->face = skop->face;
3416     who->animation_id = item->animation_id;
3417     who->anim_speed = item->anim_speed;
3418     who->last_anim = 0;
3419     who->state = 0;
3420     animate_object(who, who->direction);
3421     }
3422     }
3423     }
3424     }
3425     else if (item->type == FORCE) {
3426     /* forces in the treasurelist can alter the player's stats */
3427     object *skin;
3428     /* first get the dragon skin force */
3429     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3430     skin=skin->below);
3431     if (skin == NULL) return;
3432    
3433     /* adding new spellpath attunements */
3434     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3435     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3436    
3437     /* print message */
3438     sprintf(buf, "You feel attuned to ");
3439     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3440     if(item->path_attuned & (1<<i)) {
3441     if (j)
3442     strcat(buf," and ");
3443     else
3444     j = 1;
3445     strcat(buf, spellpathnames[i]);
3446     }
3447     }
3448     strcat(buf,".");
3449     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3450     }
3451    
3452     /* evtl. adding flags: */
3453     if(QUERY_FLAG(item, FLAG_XRAYS))
3454     SET_FLAG(skin, FLAG_XRAYS);
3455     if(QUERY_FLAG(item, FLAG_STEALTH))
3456     SET_FLAG(skin, FLAG_STEALTH);
3457     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3458     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3459    
3460     /* print message if there is one */
3461     if (item->msg != NULL)
3462     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3463     }
3464     else {
3465     /* generate misc. treasure */
3466     tmp = arch_to_object (tr->item);
3467     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3468     tmp = insert_ob_in_ob (tmp, who);
3469     if (who->type == PLAYER)
3470     esrv_send_item(who, tmp);
3471     }
3472     }
3473    
3474     /**
3475     * Unready an object for a player. This function does nothing if the object was
3476     * not readied.
3477     */
3478     void player_unready_range_ob(player *pl, object *ob) {
3479     rangetype i;
3480    
3481     for (i = 0; i < range_size; i++) {
3482     if (pl->ranges[i] == ob) {
3483     pl->ranges[i] = NULL;
3484     if (pl->shoottype == i) {
3485     pl->shoottype = range_none;
3486     }
3487     }
3488     }
3489     }