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/cvs/deliantra/server/server/player.c
Revision: 1.18
Committed: Fri Jun 2 01:27:22 2006 UTC (18 years ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.17: +2 -0 lines
Log Message:
Fixed bug:  Killpets should be done on death.
Bug ticket: http://cf.schmorp.de/tracker/view.php?id=61

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 root 1.16 "INFORMATION: %s\n%s",
155 root 1.1 "%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 root 1.16 "INFORMATION: %s\n%s\n",
176 root 1.1 "%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     tmp=get_object();
1015     EXIT_PATH(tmp) = add_string(mapname);
1016     EXIT_X(tmp) = op->x;
1017     EXIT_Y(tmp) = op->y;
1018     enter_exit(op,tmp); /* we don't really care if it succeeded;
1019     * if the map isn't there, then stay on the
1020     * default initial map */
1021     free_object(tmp);
1022     } else {
1023     LOG(llevDebug,"first_map_ext_path not set\n");
1024     }
1025 root 1.1 return 0;
1026     }
1027    
1028 pippijn 1.13 /* Following actually changes the race - this is the default command
1029 root 1.1 * if we don't match with one of the options above.
1030     */
1031    
1032     tmp_loop = 0;
1033     while(!tmp_loop) {
1034     const char *name = add_string (op->name);
1035     int x = op->x, y = op->y;
1036     remove_statbonus(op);
1037     remove_ob (op);
1038     op->arch = get_player_archetype(op->arch);
1039     copy_object (&op->arch->clone, op);
1040     op->stats = op->contr->orig_stats;
1041     free_string (op->name);
1042     op->name = name;
1043     free_string(op->name_pl);
1044     op->name_pl = add_string(name);
1045     op->x = x;
1046     op->y = y;
1047     SET_ANIMATION(op, 2); /* So player faces south */
1048     insert_ob_in_map (op, op->map, op,0);
1049     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1050     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051     add_statbonus(op);
1052     tmp_loop=allowed_class(op);
1053     }
1054     update_object(op,UP_OBJ_FACE);
1055     esrv_update_item(UPD_FACE,op,op);
1056     fix_player(op);
1057     op->stats.hp=op->stats.maxhp;
1058     op->stats.sp=op->stats.maxsp;
1059     op->stats.grace=0;
1060     if (op->msg)
1061     new_draw_info(NDI_BLUE, 0, op, op->msg);
1062     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1063     return 0;
1064     }
1065    
1066     int key_confirm_quit(object *op, char key)
1067     {
1068     char buf[MAX_BUF];
1069    
1070     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1071     op->contr->state=ST_PLAYING;
1072     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1073     return 1;
1074     }
1075    
1076     /* Lauwenmark : Here we handle the REMOVE global event */
1077     execute_global_event(EVENT_REMOVE, op);
1078     terminate_all_pets(op);
1079     leave_map(op);
1080     op->direction=0;
1081     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1082     "%s quits the game.",op->name);
1083    
1084     strcpy(op->contr->killer,"quit");
1085     check_score(op);
1086     op->contr->party=NULL;
1087     if (settings.set_title == TRUE)
1088     op->contr->own_title[0]='\0';
1089    
1090     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1091     mapstruct *mp, *next;
1092    
1093     /* We need to hunt for any per player unique maps in memory and
1094     * get rid of them. The trailing slash in the path is intentional,
1095     * so that players named 'Ab' won't match against players 'Abe' pathname
1096     */
1097     sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1098     for (mp=first_map; mp!=NULL; mp=next) {
1099     next = mp->next;
1100     if (!strncmp(mp->path, buf, strlen(buf)))
1101     delete_map(mp);
1102     }
1103    
1104     delete_character(op->name, 1);
1105     }
1106     play_again(op);
1107     return 1;
1108     }
1109    
1110     void flee_player(object *op) {
1111     int dir,diff;
1112     rv_vector rv;
1113    
1114     if(op->stats.hp < 0) {
1115     LOG(llevDebug, "Fleeing player is dead.\n");
1116     CLEAR_FLAG(op, FLAG_SCARED);
1117     return;
1118     }
1119    
1120     if(op->enemy==NULL) {
1121     LOG(llevDebug,"Fleeing player had no enemy.\n");
1122     CLEAR_FLAG(op, FLAG_SCARED);
1123     return;
1124     }
1125    
1126     /* Seen some crashes here. Since we don't store an
1127     * op->enemy_count, it is possible that something destroys the
1128     * actual enemy, and the object is recycled.
1129     */
1130     if (op->enemy->map == NULL) {
1131     CLEAR_FLAG(op, FLAG_SCARED);
1132     op->enemy=NULL;
1133     return;
1134     }
1135    
1136     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1137     op->enemy=NULL;
1138     CLEAR_FLAG(op, FLAG_SCARED);
1139     return;
1140     }
1141     get_rangevector(op, op->enemy, &rv, 0);
1142    
1143     dir=absdir(4+rv.direction);
1144     for(diff=0;diff<3;diff++) {
1145     int m=1-(RANDOM()&2);
1146     if(move_ob(op,absdir(dir+diff*m),op)||
1147     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1148     return;
1149     }
1150     }
1151     /* Cornered, get rid of scared */
1152     CLEAR_FLAG(op, FLAG_SCARED);
1153     op->enemy=NULL;
1154     }
1155    
1156    
1157     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1158     * IT returns 1 if the player should keep on moving, 0 if he should
1159     * stop.
1160     */
1161     int check_pick(object *op) {
1162     object *tmp, *next;
1163     tag_t next_tag=0, op_tag;
1164     int stop = 0;
1165     int j, k, wvratio;
1166     char putstring[128], tmpstr[16];
1167    
1168    
1169     /* if you're flying, you cna't pick up anything */
1170     if (op->move_type & MOVE_FLYING)
1171     return 1;
1172    
1173     op_tag = op->count;
1174    
1175     next = op->below;
1176     if (next)
1177     next_tag = next->count;
1178    
1179     /* loop while there are items on the floor that are not marked as
1180     * destroyed */
1181     while (next && ! was_destroyed (next, next_tag))
1182     {
1183     tmp = next;
1184     next = tmp->below;
1185     if (next)
1186     next_tag = next->count;
1187    
1188     if (was_destroyed (op, op_tag))
1189     return 0;
1190    
1191     if ( ! can_pick (op, tmp))
1192     continue;
1193    
1194     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1195     {
1196     if (item_matched_string (op, tmp, op->contr->search_str))
1197     pick_up (op, tmp);
1198     continue;
1199     }
1200    
1201     /* high not bit set? We're using the old autopickup model */
1202     if(!(op->contr->mode & PU_NEWMODE)) {
1203     switch (op->contr->mode) {
1204     case 0: return 1; /* don't pick up */
1205     case 1: pick_up (op, tmp);
1206     return 1;
1207     case 2: pick_up (op, tmp);
1208     return 0;
1209     case 3: return 0; /* stop before pickup */
1210     case 4: pick_up (op, tmp);
1211     break;
1212     case 5: pick_up (op, tmp);
1213     stop = 1;
1214     break;
1215     case 6:
1216     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1217     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218     pick_up(op, tmp);
1219     break;
1220    
1221     case 7:
1222     if (tmp->type == MONEY || tmp->type == GEM)
1223     pick_up(op, tmp);
1224     break;
1225    
1226     default:
1227     /* use value density */
1228     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1229     && (query_cost (tmp, op, F_TRUE) * 100
1230     / (tmp->weight * MAX (tmp->nrof, 1)))
1231     >= op->contr->mode)
1232     pick_up(op,tmp);
1233     }
1234     }
1235     else { /* old model */
1236     /* NEW pickup handling */
1237     if(op->contr->mode & PU_DEBUG)
1238     {
1239     /* some debugging code to figure out item information */
1240     if(tmp->name!=NULL)
1241     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242     tmp->name, tmp->type,
1243     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244     else
1245     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246     tmp->arch->name, tmp->type,
1247     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249    
1250     sprintf(putstring,"...flags: ");
1251     for(k=0;k<4;k++)
1252     {
1253     for(j=0;j<32;j++)
1254     {
1255     if((tmp->flags[k]>>j)&0x01)
1256     {
1257     sprintf(tmpstr,"%d ",k*32+j);
1258     strcat(putstring, tmpstr);
1259     }
1260     }
1261     }
1262     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1263    
1264     #if 0
1265     /* print the flags too */
1266     for(k=0;k<4;k++)
1267     {
1268     fprintf(stderr,"%d [%d] ", k, k*32+31);
1269     for(j=0;j<32;j++)
1270     {
1271     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1272     if(!((j+1)%4))fprintf(stderr," ");
1273     }
1274     fprintf(stderr," [%d]\n", k*32);
1275     }
1276     #endif
1277     }
1278     /* philosophy:
1279     * It's easy to grab an item type from a pile, as long as it's
1280     * generic. This takes no game-time. For more detailed pickups
1281     * and selections, select-items shoul dbe used. This is a
1282     * grab-as-you-run type mode that's really useful for arrows for
1283     * example.
1284     * The drawback: right now it has no frontend, so you need to
1285     * stick the bits you want into a calculator in hex mode and then
1286     * convert to decimal and then 'pickup <#>
1287     */
1288    
1289     /* the first two modes are exclusive: if NOTHING we return, if
1290     * STOP then we stop. All the rest are applied sequentially,
1291     * meaning if any test passes, the item gets picked up. */
1292    
1293     /* if mode is set to pick nothing up, return */
1294    
1295     if(op->contr->mode & PU_NOTHING) return 1;
1296    
1297     /* if mode is set to stop when encountering objects, return */
1298     /* take STOP before INHIBIT since it doesn't actually pick
1299     * anything up */
1300    
1301     if(op->contr->mode & PU_STOP) return 0;
1302    
1303     /* useful for going into stores and not losing your settings... */
1304     /* and for battles wher you don't want to get loaded down while
1305     * fighting */
1306     if(op->contr->mode & PU_INHIBIT) return 1;
1307    
1308     /* prevent us from turning into auto-thieves :) */
1309     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1310    
1311     /* ignore known cursed objects */
1312     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1313    
1314     /* all food and drink if desired */
1315     /* question: don't pick up known-poisonous stuff? */
1316     if(op->contr->mode & PU_FOOD)
1317     if (tmp->type == FOOD)
1318     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1319     if(op->contr->mode & PU_DRINK)
1320     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1321     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1322    
1323     if(op->contr->mode & PU_POTION)
1324     if (tmp->type == POTION)
1325     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1326    
1327     /* spellbooks, skillscrolls and normal books/scrolls */
1328     if(op->contr->mode & PU_SPELLBOOK)
1329     if (tmp->type == SPELLBOOK)
1330     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1331     if(op->contr->mode & PU_SKILLSCROLL)
1332     if (tmp->type == SKILLSCROLL)
1333     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1334     if(op->contr->mode & PU_READABLES)
1335     if (tmp->type == BOOK || tmp->type == SCROLL)
1336     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1337    
1338     /* wands/staves/rods/horns */
1339     if (op->contr->mode & PU_MAGIC_DEVICE)
1340     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1342    
1343     /* pick up all magical items */
1344     if(op->contr->mode & PU_MAGICAL)
1345     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1346     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1347    
1348     if(op->contr->mode & PU_VALUABLES)
1349     {
1350     if (tmp->type == MONEY || tmp->type == GEM)
1351     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1352     }
1353    
1354     /* rings & amulets - talismans seems to be typed AMULET */
1355     if(op->contr->mode & PU_JEWELS)
1356     if (tmp->type == RING || tmp->type == AMULET)
1357     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1358    
1359     /* bows and arrows. Bows are good for selling! */
1360     if(op->contr->mode & PU_BOW)
1361     if (tmp->type == BOW)
1362     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1363     if(op->contr->mode & PU_ARROW)
1364     if (tmp->type == ARROW)
1365     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1366    
1367     /* all kinds of armor etc. */
1368     if(op->contr->mode & PU_ARMOUR)
1369     if (tmp->type == ARMOUR)
1370     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1371     if(op->contr->mode & PU_HELMET)
1372     if (tmp->type == HELMET)
1373     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1374     if(op->contr->mode & PU_SHIELD)
1375     if (tmp->type == SHIELD)
1376     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1377     if(op->contr->mode & PU_BOOTS)
1378     if (tmp->type == BOOTS)
1379     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1380     if(op->contr->mode & PU_GLOVES)
1381     if (tmp->type == GLOVES)
1382     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1383     if(op->contr->mode & PU_CLOAK)
1384     if (tmp->type == CLOAK)
1385     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386    
1387     /* hoping to catch throwing daggers here */
1388     if(op->contr->mode & PU_MISSILEWEAPON)
1389     if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1390     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1391    
1392     /* careful: chairs and tables are weapons! */
1393     if(op->contr->mode & PU_ALLWEAPON)
1394     {
1395     if(tmp->type == WEAPON && tmp->name!=NULL)
1396     {
1397     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1398     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1399     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1400     }
1401     if(tmp->type == WEAPON && tmp->name==NULL)
1402     {
1403     if(strstr(tmp->arch->name,"table")==NULL &&
1404     strstr(tmp->arch->name,"chair")==NULL)
1405     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1406     }
1407     }
1408    
1409     /* misc stuff that's useful */
1410     if(op->contr->mode & PU_KEY)
1411     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1413    
1414     /* any of the last 4 bits set means we use the ratio for value
1415     * pickups */
1416     if(op->contr->mode & PU_RATIO)
1417     {
1418     /* use value density to decide what else to grab */
1419     /* >=7 was >= op->contr->mode */
1420     /* >=7 is the old standard setting. Now we take the last 4 bits
1421     * and multiply them by 5, giving 0..15*5== 5..75 */
1422     wvratio=(op->contr->mode & PU_RATIO) * 5;
1423     if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1424     {
1425     pick_up(op, tmp);
1426     #if 0
1427     fprintf(stderr,"HIGH WEIGHT/VALUE [");
1428     if(tmp->name!=NULL) {
1429     fprintf(stderr,"%s", tmp->name);
1430     }
1431     else fprintf(stderr,"%s",tmp->arch->name);
1432     fprintf(stderr,",%d] = ", tmp->type);
1433     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1434     #endif
1435     continue;
1436     }
1437     }
1438     } /* the new pickup model */
1439     }
1440     return ! stop;
1441     }
1442    
1443     /*
1444     * Find an arrow in the inventory and after that
1445     * in the right type container (quiver). Pointer to the
1446     * found object is returned.
1447     */
1448     object *find_arrow(object *op, const char *type)
1449     {
1450     object *tmp = NULL;
1451    
1452     for(op=op->inv; op; op=op->below)
1453     if(!tmp && op->type==CONTAINER && op->race==type &&
1454     QUERY_FLAG(op,FLAG_APPLIED))
1455     tmp = find_arrow (op, type);
1456     else if (op->type==ARROW && op->race==type)
1457     return op;
1458     return tmp;
1459     }
1460    
1461     /*
1462     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1463     * against the target. A full test is not performed, simply a basic test
1464     * of resistances. The archer is making a quick guess at what he sees down
1465     * the hall. Failing that it does it's best to pick the highest plus arrow.
1466     */
1467    
1468     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1469     {
1470     object *tmp = NULL, *arrow, *ntmp;
1471     int attacknum, attacktype, betterby=0, i;
1472    
1473     if (!type)
1474     return NULL;
1475    
1476     for (arrow=op->inv; arrow; arrow=arrow->below) {
1477     if (arrow->type==CONTAINER && arrow->race==type &&
1478     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1479     i = 0;
1480     ntmp = find_better_arrow(arrow, target, type, &i);
1481     if (i > betterby) {
1482     tmp = ntmp;
1483     betterby = i;
1484     }
1485     } else if (arrow->type==ARROW && arrow->race==type) {
1486     /* allways prefer assasination/slaying */
1487     if (target->race != NULL && arrow->slaying != NULL &&
1488     strstr(arrow->slaying, target->race)) {
1489     if (arrow->attacktype & AT_DEATH) {
1490     *better = 100;
1491     return arrow;
1492     } else {
1493     tmp = arrow;
1494     betterby = (arrow->magic + arrow->stats.dam) * 2;
1495     }
1496     } else {
1497     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498     attacktype = 1<<attacknum;
1499     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501     tmp = arrow;
1502     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503     }
1504     }
1505     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506     tmp = arrow;
1507     betterby = 2 + arrow->magic + arrow->stats.dam;
1508     }
1509     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510     tmp = arrow;
1511     betterby = 1 + arrow->magic + arrow->stats.dam;
1512     }
1513     }
1514     }
1515     }
1516     if (tmp == NULL && arrow == NULL)
1517     return find_arrow(op, type);
1518    
1519     *better = betterby;
1520     return tmp;
1521     }
1522    
1523     /* looks in a given direction, finds the first valid target, and calls
1524     * find_better_arrow to find a decent arrow to use.
1525     * op = the shooter
1526     * type = bow->race
1527     * dir = fire direction
1528     */
1529    
1530     object *pick_arrow_target(object *op, const char *type, int dir)
1531     {
1532     object *tmp = NULL;
1533     mapstruct *m;
1534     int i, mflags, found, number;
1535     sint16 x, y;
1536    
1537     if (op->map == NULL)
1538     return find_arrow(op, type);
1539    
1540     /* do a dex check */
1541     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1542     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1543     return find_arrow(op, type);
1544    
1545     m = op->map;
1546     x = op->x;
1547     y = op->y;
1548    
1549     /* find the first target */
1550     for (i=0, found=0; i<20; i++) {
1551     x += freearr_x[dir];
1552     y += freearr_y[dir];
1553     mflags = get_map_flags(m, &m, x, y, &x, &y);
1554     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1555     tmp = NULL;
1556     break;
1557     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559     * perhaps a bad assumption.
1560     */
1561     tmp = NULL;
1562     break;
1563     }
1564     if (mflags & P_IS_ALIVE) {
1565     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567     found++;
1568     break;
1569     }
1570     if (found)
1571     break;
1572     }
1573     }
1574     if (tmp == NULL)
1575     return find_arrow(op, type);
1576    
1577     if (tmp->head)
1578     tmp = tmp->head;
1579    
1580     return find_better_arrow(op, tmp, type, &i);
1581     }
1582    
1583     /*
1584     * Creature fires a bow - op can be monster or player. Returns
1585     * 1 if bow was actually fired, 0 otherwise.
1586     * op is the object firing the bow.
1587     * part is for multipart creatures - the part firing the bow.
1588     * dir is the direction of fire.
1589     * wc_mod is any special modifier to give (used in special player fire modes)
1590     * sx, sy are coordinates to fire arrow from - also used in some of the special
1591     * player fire modes.
1592     */
1593     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1594     sint16 sx, sint16 sy)
1595     {
1596     object *left, *bow;
1597     tag_t left_tag, tag;
1598     int bowspeed, mflags;
1599     mapstruct *m;
1600    
1601     if (!dir) {
1602     new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1603     return 0;
1604     }
1605     if (op->type == PLAYER)
1606     bow=op->contr->ranges[range_bow];
1607     else {
1608     for(bow=op->inv; bow; bow=bow->below)
1609     /* Don't check for applied - monsters don't apply bows - in that way, they
1610     * don't need to switch back and forth between bows and weapons.
1611     */
1612     if(bow->type==BOW)
1613     break;
1614    
1615     if (!bow) {
1616     LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1617     return 0;
1618     }
1619     }
1620     if( !bow->race || !bow->skill) {
1621     new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1622     return 0;
1623     }
1624    
1625     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626    
1627     /* penalize ROF for bestarrow */
1628     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1630     if (bowspeed < 1)
1631     bowspeed = 1;
1632    
1633     if (arrow == NULL) {
1634     if ((arrow=find_arrow(op, bow->race)) == NULL) {
1635     if (op->type == PLAYER)
1636     new_draw_info_format(NDI_UNIQUE, 0, op,
1637     "You have no %s left.", bow->race);
1638     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639     else
1640     CLEAR_FLAG(op, FLAG_READY_BOW);
1641     return 0;
1642     }
1643     }
1644     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1645     if (mflags & P_OUT_OF_MAP) {
1646     return 0;
1647     }
1648     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1649     new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1650     return 0;
1651     }
1652    
1653     /* this should not happen, but sometimes does */
1654     if (arrow->nrof==0) {
1655     remove_ob(arrow);
1656     free_object(arrow);
1657     return 0;
1658     }
1659    
1660     left = arrow; /* these are arrows left to the player */
1661     left_tag = left->count;
1662     arrow = get_split_ob(arrow, 1);
1663     if (arrow == NULL) {
1664     new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1665     bow->race);
1666     return 0;
1667     }
1668     set_owner(arrow, op);
1669     if (arrow->skill) free_string(arrow->skill);
1670     arrow->skill = add_refcount(bow->skill);
1671    
1672     arrow->direction=dir;
1673     arrow->x = sx;
1674     arrow->y = sy;
1675    
1676     if (op->type == PLAYER) {
1677     op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1678     fix_player(op);
1679     }
1680    
1681     SET_ANIMATION(arrow, arrow->direction);
1682     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683     arrow->stats.hp = arrow->stats.dam;
1684     arrow->stats.grace = arrow->attacktype;
1685     if (arrow->slaying != NULL)
1686     arrow->spellarg = strdup_local(arrow->slaying);
1687    
1688     /* Note that this was different for monsters - they got their level
1689     * added to the damage. I think the strength bonus is more proper.
1690     */
1691    
1692     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1693     0 : dam_bonus[op->stats.Str]) +
1694     bow->stats.dam + bow->magic + arrow->magic;
1695    
1696     /* update the speed */
1697     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1698     0 : dam_bonus[op->stats.Str]) +
1699     bow->magic + arrow->magic) / 5.0 +
1700     (float)bow->stats.dam / 7.0;
1701    
1702     if (arrow->speed < 1.0)
1703     arrow->speed = 1.0;
1704     update_ob_speed(arrow);
1705     arrow->speed_left = 0;
1706    
1707     if (op->type == PLAYER) {
1708     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1709     (op->chosen_skill?op->chosen_skill->level:op->level) -
1710     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1711     arrow->stats.wc - bow->stats.wc + wc_mod;
1712    
1713     arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1714     } else {
1715     arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1716     arrow->stats.wc + wc_mod;
1717    
1718     arrow->level = op->level;
1719     }
1720     if (arrow->attacktype == AT_PHYSICAL)
1721     arrow->attacktype |= bow->attacktype;
1722     if (bow->slaying != NULL)
1723     arrow->slaying = add_string(bow->slaying);
1724    
1725     arrow->map = m;
1726     arrow->move_type = MOVE_FLY_LOW;
1727     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728    
1729     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1730     tag = arrow->count;
1731     insert_ob_in_map(arrow, m, op, 0);
1732    
1733     if (!was_destroyed(arrow, tag))
1734     move_arrow(arrow);
1735    
1736     if (op->type == PLAYER) {
1737     if (was_destroyed (left, left_tag))
1738     esrv_del_item(op->contr, left_tag);
1739     else
1740     esrv_send_item(op, left);
1741     }
1742     return 1;
1743     }
1744    
1745     /* Special fire code for players - this takes into
1746     * account the special fire modes players can have
1747     * but monsters can't. Putting that code here
1748     * makes the fire_bow code much cleaner.
1749     * this function should only be called if 'op' is a player,
1750     * hence the function name.
1751     */
1752     int player_fire_bow(object *op, int dir)
1753     {
1754     int ret=0, wcmod=0;
1755    
1756     if (op->contr->bowtype == bow_bestarrow) {
1757     ret = fire_bow(op, op,
1758     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1759     dir, 0, op->x, op->y);
1760     } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1761     if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1762     wcmod =-1;
1763     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1764     op->x, op->y);
1765     } else if (op->contr->bowtype == bow_threewide) {
1766     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1767     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1768     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1769     } else if (op->contr->bowtype == bow_spreadshot) {
1770     ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1771     ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1772     ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1773    
1774     } else {
1775     /* Simple case */
1776     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1777     }
1778     return ret;
1779     }
1780    
1781    
1782     /* Fires a misc (wand/rod/horn) object in 'dir'.
1783     * Broken apart from 'fire' to keep it more readable.
1784     */
1785     void fire_misc_object(object *op, int dir)
1786     {
1787     object *item;
1788    
1789     if (!op->contr->ranges[range_misc]) {
1790     new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1791     return;
1792     }
1793    
1794     item = op->contr->ranges[range_misc];
1795     if (!item->inv) {
1796     LOG(llevError,"Object %s lacks a spell\n", item->name);
1797     return;
1798     }
1799     if (item->type == WAND) {
1800     if(item->stats.food<=0) {
1801     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1802     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1803     return;
1804     }
1805     } else if (item->type == ROD || item->type==HORN) {
1806     if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1807     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1808     if (item->type== ROD)
1809     new_draw_info_format(NDI_UNIQUE, 0,op,
1810     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1811     else
1812     new_draw_info_format(NDI_UNIQUE, 0,op,
1813     "The %s needs more time to charge.", query_base_name(item,0));
1814     return;
1815     }
1816     }
1817    
1818     if(cast_spell(op,item,dir,item->inv,NULL)) {
1819     SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820     if (item->type == WAND) {
1821     if (!(--item->stats.food)) {
1822     object *tmp;
1823     if (item->arch) {
1824     CLEAR_FLAG(item, FLAG_ANIMATE);
1825     item->face = item->arch->clone.face;
1826     item->speed = 0;
1827     update_ob_speed(item);
1828     }
1829     if ((tmp=is_player_inv(item)))
1830     esrv_update_item(UPD_ANIM, tmp, item);
1831     }
1832     }
1833     else if (item->type == ROD || item->type==HORN) {
1834     drain_rod_charge(item);
1835     }
1836     }
1837     }
1838    
1839     /* Received a fire command for the player - go and do it.
1840     */
1841     void fire(object *op,int dir) {
1842     int spellcost=0;
1843    
1844     /* check for loss of invisiblity/hide */
1845     if (action_makes_visible(op)) make_visible(op);
1846    
1847     switch(op->contr->shoottype) {
1848     case range_none:
1849     return;
1850    
1851     case range_bow:
1852     player_fire_bow(op, dir);
1853     return;
1854    
1855     case range_magic: /* Casting spells */
1856     spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1857     return;
1858    
1859     case range_misc:
1860     fire_misc_object(op, dir);
1861     return;
1862    
1863     case range_golem: /* Control summoned monsters from scrolls */
1864     if(op->contr->ranges[range_golem]==NULL ||
1865     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866     op->contr->ranges[range_golem] = NULL;
1867     op->contr->shoottype=range_none;
1868     op->contr->golem_count = 0;
1869     }
1870     else
1871     control_golem(op->contr->ranges[range_golem], dir);
1872     return;
1873    
1874     case range_skill:
1875     if(!op->chosen_skill) {
1876     if(op->type==PLAYER)
1877     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878     return;
1879     }
1880     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1881     return;
1882     case range_builder:
1883     apply_map_builder( op, dir );
1884     return;
1885     default:
1886     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1887     return;
1888     }
1889     }
1890    
1891    
1892    
1893     /* find_key
1894     * We try to find a key for the door as passed. If we find a key
1895     * and successfully use it, we return the key, otherwise NULL
1896     * This function merges both normal and locked door, since the logic
1897     * for both is the same - just the specific key is different.
1898     * pl is the player,
1899     * inv is the objects inventory to searched
1900     * door is the door we are trying to match against.
1901     * This function can be called recursively to search containers.
1902     */
1903    
1904     object * find_key(object *pl, object *container, object *door)
1905     {
1906     object *tmp,*key;
1907    
1908     /* Should not happen, but sanity checking is never bad */
1909     if (container->inv == NULL) return NULL;
1910    
1911     /* First, lets try to find a key in the top level inventory */
1912     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1913     if (door->type==DOOR && tmp->type==KEY) break;
1914     /* For sanity, we should really check door type, but other stuff
1915     * (like containers) can be locked with special keys
1916     */
1917     if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1918     tmp->slaying==door->slaying) break;
1919     }
1920     /* No key found - lets search inventories now */
1921     /* If we find and use a key in an inventory, return at that time.
1922     * otherwise, if we search all the inventories and still don't find
1923     * a key, return
1924     */
1925     if (!tmp) {
1926     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1927     /* No reason to search empty containers */
1928     if (tmp->type==CONTAINER && tmp->inv) {
1929     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1930     }
1931     }
1932     if (!tmp) return NULL;
1933     }
1934     /* We get down here if we have found a key. Now if its in a container,
1935     * see if we actually want to use it
1936     */
1937     if (pl!=container) {
1938     /* Only let players use keys in containers */
1939     if (!pl->contr) return NULL;
1940     /* cases where this fails:
1941     * If we only search the player inventory, return now since we
1942     * are not in the players inventory.
1943     * If the container is not active, return now since only active
1944     * containers can be used.
1945     * If we only search keyrings and the container does not have
1946     * a race/isn't a keyring.
1947     * No checking for all containers - to fall through past here,
1948     * inv must have been an container and must have been active.
1949     *
1950     * Change the color so that the message doesn't disappear with
1951     * all the others.
1952     */
1953     if (pl->contr->usekeys == key_inventory ||
1954     !QUERY_FLAG(container, FLAG_APPLIED) ||
1955     (pl->contr->usekeys == keyrings &&
1956     (!container->race || strcmp(container->race, "keys")))
1957     ) {
1958     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1959     "The %s in your %s vibrates as you approach the door",
1960     query_name(tmp), query_name(container));
1961     return NULL;
1962     }
1963     }
1964     return tmp;
1965     }
1966    
1967     /* moved door processing out of move_player_attack.
1968     * returns 1 if player has opened the door with a key
1969     * such that the caller should not do anything more,
1970     * 0 otherwise
1971     */
1972     static int player_attack_door(object *op, object *door)
1973     {
1974    
1975     /* If its a door, try to find a use a key. If we do destroy the door,
1976     * might as well return immediately as there is nothing more to do -
1977     * otherwise, we fall through to the rest of the code.
1978     */
1979     object *key=find_key(op, op, door);
1980    
1981     /* IF we found a key, do some extra work */
1982     if (key) {
1983     object *container=key->env;
1984    
1985     play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986     if(action_makes_visible(op)) make_visible(op);
1987     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1988     if (door->type == DOOR) {
1989     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1990     }
1991     else if(door->type==LOCKED_DOOR) {
1992     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1993     "You open the door with the %s", query_short_name(key));
1994     remove_door2(door); /* remove door without violence ;-) */
1995     }
1996     /* Do this after we print the message */
1997     decrease_ob(key); /* Use up one of the keys */
1998     /* Need to update the weight the container the key was in */
1999     if (container != op)
2000     esrv_update_item(UPD_WEIGHT, op, container);
2001     return 1; /* Nothing more to do below */
2002     } else if (door->type==LOCKED_DOOR) {
2003     /* Might as well return now - no other way to open this */
2004     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005     return 1;
2006     }
2007     return 0;
2008     }
2009    
2010     /* This function is just part of a breakup from move_player.
2011     * It should keep the code cleaner.
2012     * When this is called, the players direction has been updated
2013     * (taking into account confusion.) The player is also actually
2014     * going to try and move (not fire weapons).
2015     */
2016    
2017     void move_player_attack(object *op, int dir)
2018     {
2019 elmex 1.6 object *tmp, *mon, *tpl;
2020     sint16 nx, ny;
2021 root 1.1 int on_battleground;
2022     mapstruct *m;
2023    
2024 elmex 1.6 if (op->contr->transport) tpl = op->contr->transport;
2025     else tpl = op;
2026     nx=freearr_x[dir]+tpl->x;
2027     ny=freearr_y[dir]+tpl->y;
2028    
2029     on_battleground = op_on_battleground(tpl, NULL, NULL);
2030 root 1.1
2031     /* If braced, or can't move to the square, and it is not out of the
2032     * map, attack it. Note order of if statement is important - don't
2033     * want to be calling move_ob if braced, because move_ob will move the
2034     * player. This is a pretty nasty hack, because if we could
2035     * move to some space, it then means that if we are braced, we should
2036     * do nothing at all. As it is, if we are braced, we go through
2037     * quite a bit of processing. However, it probably is less than what
2038     * move_ob uses.
2039     */
2040 elmex 1.6 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2041     if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2042     m = get_map_from_coord(tpl->map, &nx, &ny);
2043 root 1.1 if (!m) return; /* Don't think this should happen */
2044     }
2045 elmex 1.6 else m =tpl->map;
2046 root 1.1
2047     if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049     return;
2050     }
2051    
2052     mon = NULL;
2053     /* Go through all the objects, and find ones of interest. Only stop if
2054     * we find a monster - that is something we know we want to attack.
2055     * if its a door or barrel (can roll) see if there may be monsters
2056     * on the space
2057     */
2058     while (tmp!=NULL) {
2059     if (tmp == op) {
2060     tmp=tmp->above;
2061     continue;
2062     }
2063     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2064     mon = tmp;
2065     break;
2066     }
2067     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068     mon = tmp;
2069     tmp=tmp->above;
2070     }
2071    
2072     if (mon==NULL) /* This happens anytime the player tries to move */
2073     return; /* into a wall */
2074    
2075     if(mon->head != NULL)
2076     mon = mon->head;
2077    
2078     if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2079     if (player_attack_door(op, mon)) return;
2080    
2081     /* The following deals with possibly attacking peaceful
2082     * or frienddly creatures. Basically, all players are considered
2083     * unaggressive. If the moving player has peaceful set, then the
2084     * object should be pushed instead of attacked. It is assumed that
2085     * if you are braced, you will not attack friends accidently,
2086     * and thus will not push them.
2087     */
2088    
2089     /* If the creature is a pet, push it even if the player is not
2090     * peaceful. Our assumption is the creature is a pet if the
2091     * player owns it and it is either friendly or unagressive.
2092     */
2093 root 1.2 if ((op->type==PLAYER)
2094 root 1.4 #if COZY_SERVER
2095 root 1.2 &&
2096     (
2097     (get_owner(mon) && get_owner(mon)->contr
2098     && same_party (get_owner(mon)->contr->party, op->contr->party))
2099     || get_owner(mon) == op
2100     )
2101 root 1.4 #else
2102     && get_owner(mon)==op
2103     #endif
2104 root 1.2 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 root 1.1 {
2106     /* If we're braced, we don't want to switch places with it */
2107     if (op->contr->braced) return;
2108 elmex 1.6 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2109 root 1.1 (void) push_ob(mon,dir,op);
2110     if(op->contr->tmp_invis||op->hide) make_visible(op);
2111     return;
2112     }
2113    
2114     /* in certain circumstances, you shouldn't attack friendly
2115     * creatures. Note that if you are braced, you can't push
2116     * someone, but put it inside this loop so that you won't
2117     * attack them either.
2118     */
2119     if ((mon->type==PLAYER || mon->enemy != op) &&
2120     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 root 1.10 (
2122 root 1.11 #ifdef PROHIBIT_PLAYERKILL
2123     (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124     #else
2125 root 1.10 op->contr->peaceful &&
2126     #endif
2127     !on_battleground
2128     )) {
2129 root 1.1 if (!op->contr->braced) {
2130 elmex 1.6 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2131 root 1.1 (void) push_ob(mon,dir,op);
2132     } else {
2133     new_draw_info(0, 0,op,"You withhold your attack");
2134     }
2135     if(op->contr->tmp_invis||op->hide) make_visible(op);
2136     }
2137    
2138     /* If the object is a boulder or other rollable object, then
2139     * roll it if not braced. You can't roll it if you are braced.
2140     */
2141     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142     recursive_roll(mon,dir,op);
2143     if(action_makes_visible(op)) make_visible(op);
2144     }
2145    
2146     /* Any generic living creature. Including things like doors.
2147     * Way it works is like this: First, it must have some hit points
2148     * and be living. Then, it must be one of the following:
2149     * 1) Not a player, 2) A player, but of a different party. Note
2150     * that party_number -1 is no party, so attacks can still happen.
2151     */
2152    
2153     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154     ((mon->type!=PLAYER || op->contr->party==NULL ||
2155     op->contr->party!=mon->contr->party))) {
2156    
2157     /* If the player hasn't hit something this tick, and does
2158     * so, give them speed boost based on weapon speed. Doing
2159     * it here is better than process_players2, which basically
2160     * incurred a 1 tick offset.
2161     */
2162     if (!op->contr->has_hit) {
2163     op->speed_left += op->speed / op->contr->weapon_sp;
2164    
2165     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166     }
2167    
2168     skill_attack(mon, op, 0, NULL, NULL);
2169    
2170     /* If attacking another player, that player gets automatic
2171     * hitback, and doesn't loose luck either.
2172     * Disable hitback on the battleground or if the target is
2173     * the wiz.
2174     */
2175     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177     short luck = mon->stats.luck;
2178     mon->contr->has_hit = 1;
2179     skill_attack(op, mon, 0, NULL, NULL);
2180     mon->stats.luck = luck;
2181     }
2182     if(action_makes_visible(op)) make_visible(op);
2183     }
2184     } /* if player should attack something */
2185     }
2186    
2187     int move_player(object *op,int dir) {
2188     int pick;
2189 elmex 1.6 object *transport = op->contr->transport;
2190 root 1.1
2191 elmex 1.6 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2192 root 1.1 return 0;
2193    
2194     /* Sanity check: make sure dir is valid */
2195     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2196     LOG( llevError, "move_player: invalid direction %d\n", dir);
2197     return 0;
2198     }
2199    
2200     /* peterm: added following line */
2201     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2202     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2203    
2204     op->facing = dir;
2205    
2206 elmex 1.6 if(!transport && op->hide) do_hidden_move(op);
2207    
2208     if (transport) {
2209     /* transport->contr is set up for the person in charge of the boat.
2210     * if that isn't this person, he can't steer it, etc
2211     */
2212     if (transport->contr != op->contr) return 0;
2213    
2214     /* Transport can't move. But update dir so it at least
2215     * will point in the same direction if player is running.
2216     */
2217     if (transport->speed_left < 0.0) {
2218     transport->direction = dir;
2219     op->direction = dir;
2220     return 0;
2221     }
2222     /* Remove transport speed. Give player just a little speed -
2223     * enough so that they will get an action again quickly.
2224     *
2225     */
2226     transport->speed_left -= 1.0;
2227     if (op->speed_left < 0.0) op->speed_left = -0.01;
2228    
2229     }
2230 root 1.1
2231     if(op->contr->fire_on) {
2232     fire(op,dir);
2233     }
2234     else move_player_attack(op,dir);
2235    
2236     pick = check_pick(op);
2237    
2238    
2239     /* Add special check for newcs players and fire on - this way, the
2240     * server can handle repeat firing.
2241     */
2242     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2243     op->direction = dir;
2244     } else {
2245     op->direction=0;
2246     }
2247     /* Update how the player looks. Use the facing, so direction may
2248     * get reset to zero. This allows for full animation capabilities
2249     * for players.
2250     */
2251 elmex 1.6 if (!transport) animate_object(op, op->facing);
2252 root 1.1 return 0;
2253     }
2254    
2255     /* This is similar to handle_player, below, but is only used by the
2256     * new client/server stuff.
2257     * This is sort of special, in that the new client/server actually uses
2258     * the new speed values for commands.
2259     *
2260     * Returns true if there are more actions we can do.
2261     */
2262     int handle_newcs_player(object *op)
2263     {
2264     if (op->contr->hidden) {
2265     op->invisible = 1000;
2266 root 1.5 /* the socket code flashes the player visible/invisible
2267     * depending on the value of invisible, so we need to
2268 root 1.1 * alternate it here for it to work correctly.
2269     */
2270     if (pticks & 2) op->invisible--;
2271     }
2272     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2273     op->invisible--;
2274     if(!op->invisible) {
2275     make_visible(op);
2276     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2277     }
2278     }
2279    
2280     if (QUERY_FLAG(op, FLAG_SCARED)) {
2281     flee_player(op);
2282     /* If player is still scared, that is his action for this tick */
2283     if (QUERY_FLAG(op, FLAG_SCARED)) {
2284     op->speed_left--;
2285     return 0;
2286     }
2287     }
2288    
2289     /* I've been seeing crashes where the golem has been destroyed, but
2290     * the player object still points to the defunct golem. The code that
2291     * destroys the golem looks correct, and it doesn't always happen, so
2292     * put this in a a workaround to clean up the golem pointer.
2293     */
2294     if (op->contr->ranges[range_golem] &&
2295     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2296     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2297     op->contr->ranges[range_golem] = NULL;
2298     op->contr->golem_count = 0;
2299     }
2300    
2301     /* call this here - we also will call this in do_ericserver, but
2302     * the players time has been increased when doericserver has been
2303     * called, so we recheck it here.
2304     */
2305     HandleClient(&op->contr->socket, op->contr);
2306     if (op->speed_left<0) return 0;
2307    
2308     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2309     /* All move commands take 1 tick, at least for now */
2310     op->speed_left--;
2311    
2312     /* Instead of all the stuff below, let move_player take care
2313     * of it. Also, some of the skill stuff is only put in
2314     * there, as well as the confusion stuff.
2315     */
2316     move_player(op, op->direction);
2317     if (op->speed_left>0) return 1;
2318     else return 0;
2319     }
2320     return 0;
2321     }
2322    
2323     int save_life(object *op) {
2324     object *tmp;
2325    
2326     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2327     return 0;
2328    
2329     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2330     if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2331     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2332     new_draw_info_format(NDI_UNIQUE, 0,op,
2333     "Your %s vibrates violently, then evaporates.",
2334     query_name(tmp));
2335     if (op->contr)
2336     esrv_del_item(op->contr, tmp->count);
2337     remove_ob(tmp);
2338     free_object(tmp);
2339     CLEAR_FLAG(op, FLAG_LIFESAVE);
2340     if(op->stats.hp<0)
2341     op->stats.hp = op->stats.maxhp;
2342     if(op->stats.food<0)
2343     op->stats.food = 999;
2344     fix_player(op);
2345     return 1;
2346     }
2347     LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2348     CLEAR_FLAG(op, FLAG_LIFESAVE);
2349     enter_player_savebed(op); /* bring him home. */
2350     return 0;
2351     }
2352    
2353     /* This goes throws the inventory and removes unpaid objects, and puts them
2354     * back in the map (location and map determined by values of env). This
2355     * function will descend into containers. op is the object to start the search
2356     * from.
2357     */
2358     void remove_unpaid_objects(object *op, object *env)
2359     {
2360     object *next;
2361    
2362     while (op) {
2363     next=op->below; /* Make sure we have a good value, in case
2364     * we remove object 'op'
2365     */
2366     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2367     remove_ob(op);
2368     op->x = env->x;
2369     op->y = env->y;
2370     if (env->type == PLAYER)
2371     esrv_del_item(env->contr, op->count);
2372     insert_ob_in_map(op, env->map, NULL,0);
2373     }
2374     else if (op->inv) remove_unpaid_objects(op->inv, env);
2375     op=next;
2376     }
2377     }
2378    
2379    
2380     /*
2381     * Returns pointer a static string containing gravestone text
2382     * Moved from apply.c to player.c - player.c is what
2383     * actually uses this function. player.c may not be quite the
2384     * best, a misc file for object actions is probably better,
2385     * but there isn't one in the server directory.
2386     */
2387     char *gravestone_text (object *op)
2388     {
2389     static char buf2[MAX_BUF];
2390     char buf[MAX_BUF];
2391     time_t now = time (NULL);
2392    
2393     strcpy (buf2, " R.I.P.\n\n");
2394     if (op->type == PLAYER)
2395     sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2396     else
2397     sprintf (buf, "%s\n", op->name);
2398     strncat (buf2, " ", 20 - strlen (buf) / 2);
2399     strcat (buf2, buf);
2400     if (op->type == PLAYER)
2401     sprintf (buf, "who was in level %d when killed\n", op->level);
2402     else
2403     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2404     strncat (buf2, " ", 20 - strlen (buf) / 2);
2405     strcat (buf2, buf);
2406     if (op->type == PLAYER) {
2407     sprintf (buf, "by %s.\n\n", op->contr->killer);
2408     strncat (buf2, " ", 21 - strlen (buf) / 2);
2409     strcat (buf2, buf);
2410     }
2411     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2412     strncat (buf2, " ", 20 - strlen (buf) / 2);
2413     strcat (buf2, buf);
2414     return buf2;
2415     }
2416    
2417    
2418    
2419     void do_some_living(object *op) {
2420     int last_food=op->stats.food;
2421     int gen_hp, gen_sp, gen_grace;
2422     int over_hp, over_sp, over_grace;
2423     int i;
2424     int rate_hp = 1200;
2425     int rate_sp = 2500;
2426     int rate_grace = 2000;
2427     const int max_hp = 1;
2428     const int max_sp = 1;
2429     const int max_grace = 1;
2430    
2431     if (op->contr->outputs_sync) {
2432     for (i=0; i<NUM_OUTPUT_BUFS; i++)
2433     if (op->contr->outputs[i].buf!=NULL &&
2434     (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2435     flush_output_element(op, &op->contr->outputs[i]);
2436     }
2437    
2438     if(op->contr->state==ST_PLAYING) {
2439    
2440     /* these next three if clauses make it possible to SLOW DOWN
2441     hp/grace/spellpoint regeneration. */
2442     if(op->contr->gen_hp >= 0 )
2443     gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2444     else {
2445     gen_hp = op->stats.maxhp;
2446     rate_hp -= rate_hp/2 * op->contr->gen_hp;
2447     }
2448     if(op->contr->gen_sp >= 0 )
2449     gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2450     else {
2451     gen_sp = op->stats.maxsp;
2452     rate_sp -= rate_sp/2 * op->contr->gen_sp;
2453     }
2454     if(op->contr->gen_grace >= 0)
2455     gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2456     else {
2457     gen_grace = op->stats.maxgrace;
2458     rate_grace -= rate_grace/2 * op->contr->gen_grace;
2459     }
2460    
2461     /* Regenerate Spell Points */
2462     if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2463     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2464     if(op->stats.sp<op->stats.maxsp) {
2465     op->stats.sp++;
2466     /* dms do not consume food */
2467     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2468     op->stats.food--;
2469     if(op->contr->digestion<0)
2470     op->stats.food+=op->contr->digestion;
2471     else if(op->contr->digestion>0 &&
2472     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2473     op->stats.food=last_food;
2474     }
2475     }
2476     if (max_sp>1) {
2477     over_sp = (gen_sp+10)/rate_sp;
2478     if (over_sp > 0) {
2479     if(op->stats.sp<op->stats.maxsp) {
2480     op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2481     if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2482     op->stats.sp--;
2483     if(op->stats.sp>op->stats.maxsp)
2484     op->stats.sp=op->stats.maxsp;
2485     }
2486     op->last_sp=0;
2487     } else {
2488     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2489     }
2490     } else {
2491     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492     }
2493     }
2494    
2495     /* Regenerate Grace */
2496     /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2497     if(--op->last_grace<0) {
2498     if(op->stats.grace<op->stats.maxgrace/2)
2499     op->stats.grace++; /* no penalty in food for regaining grace */
2500     if(max_grace>1) {
2501     over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2502     if (over_grace > 0) {
2503     op->stats.sp += over_grace
2504     + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2505     op->last_grace=0;
2506     } else {
2507     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2508     }
2509     } else {
2510     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511     }
2512     /* wearing stuff doesn't detract from grace generation. */
2513     }
2514    
2515     /* Regenerate Hit Points */
2516     if(--op->last_heal<0) {
2517     if(op->stats.hp<op->stats.maxhp) {
2518     op->stats.hp++;
2519     /* dms do not consume food */
2520     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2521     op->stats.food--;
2522     if(op->contr->digestion<0)
2523     op->stats.food+=op->contr->digestion;
2524     else if(op->contr->digestion>0 &&
2525     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2526     op->stats.food=last_food;
2527     }
2528     }
2529     if(max_hp>1) {
2530     over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2531     if (over_hp > 0) {
2532     op->stats.sp += over_hp
2533     + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2534     op->last_heal=0;
2535     } else {
2536     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2537     }
2538     } else {
2539     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540     }
2541     }
2542    
2543     /* Digestion */
2544     if(--op->last_eat<0) {
2545 root 1.4 #ifdef COZY_SERVER
2546 root 1.2 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2547     int bonus=dg>0?dg:0,
2548     penalty=dg<0?-dg:0;
2549 root 1.4 #else
2550     int bonus=op->contr->digestion>0?op->contr->digestion:0,
2551     penalty=op->contr->digestion<0?-op->contr->digestion:0;
2552     #endif
2553    
2554 root 1.1 if(op->contr->gen_hp > 0)
2555     op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2556     else
2557     op->last_eat=25*(1+bonus)/(penalty +1);
2558     /* dms do not consume food */
2559     if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2560     }
2561     }
2562    
2563     if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2564     object *tmp, *flesh=NULL;
2565    
2566     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2567     if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2568     if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2569     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2570     manual_apply(op,tmp,0);
2571     if(op->stats.food>=0||op->stats.hp<0)
2572     break;
2573     }
2574     else if (tmp->type==FLESH) flesh=tmp;
2575     } /* End if paid for object */
2576     } /* end of for loop */
2577     /* If player is still starving, it means they don't have any food, so
2578     * eat flesh instead.
2579     */
2580     if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2581     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2582     manual_apply(op,flesh,0);
2583     }
2584     } /* end if player is starving */
2585    
2586     while(op->stats.food<0&&op->stats.hp>0)
2587     op->stats.food++,op->stats.hp--;
2588    
2589     if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2590     kill_player(op);
2591     }
2592    
2593    
2594    
2595     /* If the player should die (lack of hp, food, etc), we call this.
2596     * op is the player in jeopardy. If the player can not be saved (not
2597     * permadeath, no lifesave), this will take care of removing the player
2598     * file.
2599     */
2600     void kill_player(object *op)
2601     {
2602     char buf[MAX_BUF];
2603     int x,y,i;
2604     mapstruct *map; /* this is for resurrection */
2605     int z;
2606     int num_stats_lose;
2607     int lost_a_stat;
2608     int lose_this_stat;
2609     int this_stat;
2610     int will_kill_again;
2611     archetype *at;
2612     object *tmp;
2613    
2614     if(save_life(op))
2615     return;
2616    
2617    
2618     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2619     * in cities ONLY!!! It is very important that this doesn't get abused.
2620     * Look at op_on_battleground() for more info --AndreasV
2621     */
2622     if (op_on_battleground(op, &x, &y)) {
2623     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2624     "You have been defeated in combat!");
2625     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2626     "Local medics have saved your life...");
2627    
2628     /* restore player */
2629     at = find_archetype("poisoning");
2630     tmp=present_arch_in_ob(at,op);
2631     if (tmp) {
2632     remove_ob(tmp);
2633     free_object(tmp);
2634     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2635     }
2636    
2637     at = find_archetype("confusion");
2638     tmp=present_arch_in_ob(at,op);
2639     if (tmp) {
2640     remove_ob(tmp);
2641     free_object(tmp);
2642     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2643     }
2644    
2645     cure_disease(op,0); /* remove any disease */
2646     op->stats.hp=op->stats.maxhp;
2647     if (op->stats.food<=0) op->stats.food=999;
2648    
2649     /* create a bodypart-trophy to make the winner happy */
2650     tmp=arch_to_object(find_archetype("finger"));
2651     if (tmp != NULL)
2652     {
2653     sprintf(buf,"%s's finger",op->name);
2654     tmp->name = add_string(buf);
2655     sprintf(buf," This finger has been cut off %s\n"
2656     " the %s, when he was defeated at\n level %d by %s.\n",
2657     op->name, op->contr->title, (int)(op->level),
2658     op->contr->killer);
2659     tmp->msg=add_string(buf);
2660     tmp->value=0, tmp->material=0, tmp->type=0;
2661     tmp->materialname = NULL;
2662     tmp->x = op->x, tmp->y = op->y;
2663     insert_ob_in_map(tmp,op->map,op,0);
2664     }
2665    
2666     /* teleport defeated player to new destination*/
2667     transfer_ob(op, x, y, 0, NULL);
2668     op->contr->braced=0;
2669     return;
2670     }
2671    
2672     /* Lauwenmark: Handle for plugin death event */
2673     if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2674     return;
2675    
2676 pippijn 1.18 command_kill_pets (op, 0);
2677    
2678 root 1.1 /* Lauwenmark: Handle for the global death event */
2679     execute_global_event(EVENT_PLAYER_DEATH, op);
2680     if(op->stats.food<0) {
2681     if (op->contr->explore) {
2682     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2683     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2684     op->stats.food=999;
2685     return;
2686     }
2687     sprintf(buf,"%s starved to death.",op->name);
2688     strcpy(op->contr->killer,"starvation");
2689     }
2690     else {
2691     if (op->contr->explore) {
2692     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2693     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2694     op->stats.hp=op->stats.maxhp;
2695     return;
2696     }
2697     sprintf(buf,"%s died.",op->name);
2698     }
2699     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2700    
2701     /* save the map location for corpse, gravestone*/
2702     x=op->x;y=op->y;map=op->map;
2703    
2704    
2705     if (settings.not_permadeth == TRUE) {
2706     /* NOT_PERMADEATH code. This basically brings the character back to
2707     * life if they are dead - it takes some exp and a random stat.
2708     * See the config.h file for a little more in depth detail about this.
2709     */
2710    
2711     /* Basically two ways to go - remove a stat permanently, or just
2712     * make it depletion. This bunch of code deals with that aspect
2713     * of death.
2714     */
2715 root 1.4 #ifndef COZY_SERVER
2716 root 1.1 if (settings.balanced_stat_loss) {
2717     /* If stat loss is permanent, lose one stat only. */
2718     /* Lower level chars don't lose as many stats because they suffer
2719     more if they do. */
2720     /* Higher level characters can afford things such as potions of
2721     restoration, or better, stat potions. So we slug them that
2722     little bit harder. */
2723     /* GD */
2724     if (settings.stat_loss_on_death)
2725     num_stats_lose = 1;
2726     else
2727     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2728     } else {
2729     num_stats_lose = 1;
2730     }
2731     lost_a_stat = 0;
2732    
2733     for (z=0; z<num_stats_lose; z++) {
2734 root 1.9 i = RANDOM() % NUM_STATS;
2735    
2736 root 1.1 if (settings.stat_loss_on_death) {
2737     /* Pick a random stat and take a point off it. Tell the player
2738     * what he lost.
2739     */
2740     change_attr_value(&(op->stats), i,-1);
2741     check_stat_bounds(&(op->stats));
2742     change_attr_value(&(op->contr->orig_stats), i,-1);
2743     check_stat_bounds(&(op->contr->orig_stats));
2744     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2745     lost_a_stat = 1;
2746     } else {
2747     /* deplete a stat */
2748     archetype *deparch=find_archetype("depletion");
2749     object *dep;
2750    
2751     dep = present_arch_in_ob(deparch,op);
2752     if(!dep) {
2753     dep = arch_to_object(deparch);
2754     insert_ob_in_ob(dep, op);
2755     }
2756     lose_this_stat = 1;
2757     if (settings.balanced_stat_loss) {
2758     /* GD */
2759     /* Get the stat that we're about to deplete. */
2760     this_stat = get_attr_value(&(dep->stats), i);
2761     if (this_stat < 0) {
2762     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2763     int keep_chance = this_stat * this_stat;
2764     /* Yes, I am paranoid. Sue me. */
2765     if (keep_chance < 1)
2766     keep_chance = 1;
2767    
2768     /* There is a maximum depletion total per level. */
2769     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2770     lose_this_stat = 0;
2771     /* Take loss chance vs keep chance to see if we
2772     retain the stat. */
2773     } else {
2774     if (random_roll(0, loss_chance + keep_chance-1,
2775     op, PREFER_LOW) < keep_chance)
2776     lose_this_stat = 0;
2777     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2778     this_stat, keep_chance, loss_chance,
2779     lose_this_stat?"LOSE":"KEEP"); */
2780     }
2781     }
2782     }
2783    
2784     if (lose_this_stat) {
2785     this_stat = get_attr_value(&(dep->stats), i);
2786     /* We could try to do something clever like find another
2787     * stat to reduce if this fails. But chances are, if
2788     * stats have been depleted to -50, all are pretty low
2789     * and should be roughly the same, so it shouldn't make a
2790     * difference.
2791     */
2792     if (this_stat>=-50) {
2793     change_attr_value(&(dep->stats), i, -1);
2794     SET_FLAG(dep, FLAG_APPLIED);
2795     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2796     fix_player(op);
2797     lost_a_stat = 1;
2798     }
2799     }
2800     }
2801     }
2802     /* If no stat lost, tell the player. */
2803     if (!lost_a_stat)
2804     {
2805     /* determine_god() seems to not work sometimes... why is this?
2806     Should I be using something else? GD */
2807     const char *god = determine_god(op);
2808     if (god && (strcmp(god, "none")))
2809     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2810     "moment you feel the holy presence of %s protecting"
2811     " you.", god);
2812     else
2813     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2814     " feel a holy presence protecting you.");
2815     }
2816 root 1.2 #endif
2817     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818     " feel a holy presence protecting you from losing yourself completely.");
2819 root 1.1
2820     /* Put a gravestone up where the character 'almost' died. List the
2821     * exp loss on the stone.
2822     */
2823     tmp=arch_to_object(find_archetype("gravestone"));
2824     sprintf(buf,"%s's gravestone",op->name);
2825     FREE_AND_COPY(tmp->name, buf);
2826     sprintf(buf,"%s's gravestones",op->name);
2827     FREE_AND_COPY(tmp->name_pl, buf);
2828     sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2829     "who was killed\n"
2830     "by %s.\n",
2831     op->name, op->contr->title,
2832     op->contr->killer);
2833     tmp->msg = add_string(buf);
2834     tmp->x=op->x,tmp->y=op->y;
2835     insert_ob_in_map (tmp, op->map, NULL,0);
2836    
2837     /**************************************/
2838     /* */
2839     /* Subtract the experience points, */
2840     /* if we died cause of food, give us */
2841     /* food, and reset HP's... */
2842     /* */
2843     /**************************************/
2844    
2845     /* remove any poisoning and confusion the character may be suffering.*/
2846     /* restore player */
2847     at = find_archetype("poisoning");
2848     tmp=present_arch_in_ob(at,op);
2849     if (tmp) {
2850     remove_ob(tmp);
2851     free_object(tmp);
2852     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2853     }
2854    
2855     at = find_archetype("confusion");
2856     tmp=present_arch_in_ob(at,op);
2857     if (tmp) {
2858     remove_ob(tmp);
2859     free_object(tmp);
2860     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2861     }
2862     cure_disease(op,0); /* remove any disease */
2863    
2864     /*add_exp(op, (op->stats.exp * -0.20)); */
2865     apply_death_exp_penalty(op);
2866     if(op->stats.food < 100) op->stats.food = 900;
2867     op->stats.hp = op->stats.maxhp;
2868     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2869     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2870    
2871     /*
2872     * Check to see if the player is in a shop. IF so, then check to see if
2873     * the player has any unpaid items. If so, remove them and put them back
2874     * in the map.
2875     */
2876    
2877     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2878     if (tmp->type == SHOP_FLOOR) {
2879     remove_unpaid_objects(op->inv, op);
2880     break;
2881     }
2882     }
2883    
2884    
2885     /****************************************/
2886     /* */
2887     /* Move player to his current respawn- */
2888     /* position (usually last savebed) */
2889     /* */
2890     /****************************************/
2891    
2892     enter_player_savebed(op);
2893    
2894     /* Save the player before inserting the force to reduce
2895     * chance of abuse.
2896     */
2897     op->contr->braced=0;
2898     save_player(op,1);
2899    
2900     /* it is possible that the player has blown something up
2901     * at his savebed location, and that can have long lasting
2902     * spell effects. So first see if there is a spell effect
2903     * on the space that might harm the player.
2904     */
2905     will_kill_again=0;
2906     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2907     if (tmp->type ==SPELL_EFFECT)
2908     will_kill_again|=tmp->attacktype;
2909     }
2910     if (will_kill_again) {
2911     object *force;
2912     int at;
2913    
2914     force=get_archetype(FORCE_NAME);
2915     /* 50 ticks should be enough time for the spell to abate */
2916     force->speed=0.1;
2917     force->speed_left=-5.0;
2918     SET_FLAG(force, FLAG_APPLIED);
2919     for (at=0; at<NROFATTACKS; at++) {
2920     if (will_kill_again & (1 << at))
2921     force->resist[at] = 100;
2922     }
2923     insert_ob_in_ob(force, op);
2924     fix_player(op);
2925    
2926     }
2927     /**************************************/
2928     /* */
2929     /* Repaint the characters inv, and */
2930     /* stats, and show a nasty message ;) */
2931     /* */
2932     /**************************************/
2933    
2934     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2935     return;
2936     } /* NOT_PERMADETH */
2937     else {
2938     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2939     * should probably be embedded in an else statement.
2940     */
2941    
2942     op->contr->party=NULL;
2943     if (settings.set_title == TRUE)
2944     op->contr->own_title[0]='\0';
2945     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2946     check_score(op);
2947     if(op->contr->ranges[range_golem]!=NULL) {
2948     remove_friendly_object(op->contr->ranges[range_golem]);
2949     remove_ob(op->contr->ranges[range_golem]);
2950     free_object(op->contr->ranges[range_golem]);
2951     op->contr->ranges[range_golem]=NULL;
2952     op->contr->golem_count=0;
2953     }
2954     loot_object(op); /* Remove some of the items for good */
2955     remove_ob(op);
2956     op->direction=0;
2957    
2958     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2959     delete_character(op->name,0);
2960     if (settings.resurrection == TRUE) {
2961     /* save playerfile sans equipment when player dies
2962     ** then save it as player.pl.dead so that future resurrection
2963     ** type spells will work on them nicely
2964     */
2965     delete_character(op->name,0);
2966     op->stats.hp = op->stats.maxhp;
2967     op->stats.food = 999;
2968    
2969     /* set the location of where the person will reappear when */
2970     /* maybe resurrection code should fix map also */
2971     strcpy(op->contr->maplevel, settings.emergency_mapname);
2972     if(op->map!=NULL)
2973     op->map = NULL;
2974     op->x = settings.emergency_x;
2975     op->y = settings.emergency_y;
2976     save_player(op,0);
2977     op->map = map;
2978     /* please see resurrection.c: peterm */
2979     dead_player(op);
2980     } else {
2981     delete_character(op->name,1);
2982     }
2983     }
2984     play_again(op);
2985    
2986     /* peterm: added to create a corpse at deathsite. */
2987     tmp=arch_to_object(find_archetype("corpse_pl"));
2988     sprintf(buf,"%s", op->name);
2989     FREE_AND_COPY(tmp->name, buf);
2990     FREE_AND_COPY(tmp->name_pl, buf);
2991     tmp->level=op->level;
2992     tmp->x=x;tmp->y=y;
2993     if (tmp->msg)
2994     free_string(tmp->msg);
2995     tmp->msg = add_string (gravestone_text(op));
2996     SET_FLAG (tmp, FLAG_UNIQUE);
2997     insert_ob_in_map (tmp, map, NULL,0);
2998     }
2999     }
3000    
3001    
3002     void loot_object(object *op) { /* Grab and destroy some treasure */
3003     object *tmp,*tmp2,*next;
3004    
3005     if (op->container) { /* close open sack first */
3006     esrv_apply_container (op, op->container);
3007     }
3008    
3009     for(tmp=op->inv;tmp!=NULL;tmp=next) {
3010     next=tmp->below;
3011     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3012     remove_ob(tmp);
3013     tmp->x=op->x,tmp->y=op->y;
3014     if (tmp->type == CONTAINER) { /* empty container to ground */
3015     loot_object(tmp);
3016     }
3017     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3018     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3019     if(tmp->nrof>1) {
3020     tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3021     free_object(tmp2);
3022     insert_ob_in_map(tmp,op->map,NULL,0);
3023     } else
3024     free_object(tmp);
3025     } else
3026     insert_ob_in_map(tmp,op->map,NULL,0);
3027     }
3028     }
3029    
3030     /*
3031     * fix_weight(): Check recursively the weight of all players, and fix
3032     * what needs to be fixed. Refresh windows and fix speed if anything
3033     * was changed.
3034     */
3035    
3036     void fix_weight(void) {
3037     player *pl;
3038     for (pl = first_player; pl != NULL; pl = pl->next) {
3039     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3040     if(old == sum)
3041     continue;
3042     fix_player(pl->ob);
3043     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3044     pl->ob->name, old, sum);
3045     }
3046     }
3047    
3048     void fix_luck(void) {
3049     player *pl;
3050     for (pl = first_player; pl != NULL; pl = pl->next)
3051     if (!pl->ob->contr->state)
3052     change_luck(pl->ob, 0);
3053     }
3054    
3055    
3056     /* cast_dust() - handles op throwing objects of type 'DUST'.
3057     * This is much simpler in the new spell code - we basically
3058     * just treat this as any other spell casting object.
3059     */
3060    
3061     void cast_dust (object *op, object *throw_ob, int dir) {
3062     object *skop, *spob;
3063    
3064     skop = find_skill_by_name(op, throw_ob->skill);
3065    
3066     /* casting POTION 'dusts' is really a use_magic_item skill */
3067     if(op->type==PLAYER && throw_ob->type==POTION && !skop) {
3068     LOG(llevError,"Player %s lacks critical skill use_magic_item!\n",
3069     op->name);
3070     return;
3071     }
3072     spob = throw_ob->inv;
3073     if (op->type==PLAYER && spob)
3074     new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name);
3075    
3076     cast_spell(op, throw_ob, dir, spob, NULL);
3077    
3078     if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3079     free_object(throw_ob);
3080     }
3081    
3082     void make_visible (object *op) {
3083     op->hide = 0;
3084     op->invisible = 0;
3085     if(op->type==PLAYER) {
3086     op->contr->tmp_invis = 0;
3087     if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3088     }
3089     update_object(op,UP_OBJ_FACE);
3090     }
3091    
3092     int is_true_undead(object *op) {
3093     object *tmp=NULL;
3094    
3095     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3096    
3097     if(op->type==PLAYER)
3098     for(tmp=op->inv;tmp;tmp=tmp->below)
3099     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3100     if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3101     return 0;
3102     }
3103    
3104     /* look at the surrounding terrain to determine
3105     * the hideability of this object. Positive levels
3106     * indicate greater hideability.
3107     */
3108    
3109     int hideability(object *ob) {
3110     int i,level=0, mflag;
3111     sint16 x,y;
3112    
3113     if(!ob||!ob->map) return 0;
3114    
3115     /* so, on normal lighted maps, its hard to hide */
3116     level=ob->map->darkness - 2;
3117    
3118     /* this also picks up whether the object is glowing.
3119     * If you carry a light on a non-dark map, its not
3120     * as bad as carrying a light on a pitch dark map */
3121     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3122    
3123     /* scan through all nearby squares for terrain to hide in */
3124     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3125     mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3126     if (mflag & P_OUT_OF_MAP) { continue; }
3127     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3128     level += 2;
3129     else /* open terrain! */
3130     level -= 1;
3131     }
3132    
3133     #if 0
3134     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3135     #endif
3136     return level;
3137     }
3138    
3139     /* For Hidden creatures - a chance of becoming 'unhidden'
3140     * every time they move - as we subtract off 'invisibility'
3141     * AND, for players, if they move into a ridiculously unhideable
3142     * spot (surrounded by clear terrain in broad daylight). -b.t.
3143     */
3144    
3145     void do_hidden_move (object *op) {
3146     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3147     object *skop;
3148    
3149     if(!op || !op->map) return;
3150    
3151     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3152    
3153     /* its *extremely* hard to run and sneak/hide at the same time! */
3154     if(op->type==PLAYER && op->contr->run_on) {
3155     if(!skop || num >= skop->level) {
3156     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3157     make_visible(op);
3158     return;
3159     } else num += 20;
3160     }
3161     num += op->map->difficulty;
3162     hide = hideability(op); /* modify by terrain hidden level */
3163     num -= hide;
3164     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3165     make_visible(op);
3166     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3167     "You moved out of hiding! You are visible!");
3168     }
3169     else if (op->type == PLAYER && skop) {
3170     change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3171     }
3172     }
3173    
3174     /* determine if who is standing near a hostile creature. */
3175    
3176     int stand_near_hostile( object *who ) {
3177     object *tmp=NULL;
3178     int i,friendly=0,player=0, mflags;
3179     mapstruct *m;
3180     sint16 x,y;
3181    
3182     if(!who) return 0;
3183    
3184     if(who->type==PLAYER) player=1;
3185     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3186    
3187     /* search adjacent squares */
3188     for(i=1;i<9;i++) {
3189     x = who->x+freearr_x[i];
3190     y = who->y+freearr_y[i];
3191     m = who->map;
3192     mflags = get_map_flags(m, &m, x, y, &x, &y);
3193     /* space must be blocked if there is a monster. If not
3194     * blocked, don't need to check this space.
3195     */
3196     if (mflags & P_OUT_OF_MAP) continue;
3197     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3198    
3199     for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3200     if((player||friendly)
3201     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3202     return 1;
3203     else if(tmp->type==PLAYER)
3204     {
3205     /*don't let a hidden DM prevent you from hiding*/
3206     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3207     return 1;
3208     }
3209     }
3210     }
3211     return 0;
3212     }
3213    
3214     /* check the player los field for viewability of the
3215     * object op. This function works fine for monsters,
3216     * but we dont worry if the object isnt the top one in
3217     * a pile (say a coin under a table would return "viewable"
3218     * by this routine). Another question, should we be
3219     * concerned with the direction the player is looking
3220     * in? Realistically, most of use cant see stuff behind
3221     * our backs...on the other hand, does the "facing" direction
3222     * imply the way your head, or body is facing? Its possible
3223     * for them to differ. Sigh, this fctn could get a bit more complex.
3224     * -b.t.
3225     * This function is now map tiling safe.
3226     */
3227    
3228     int player_can_view (object *pl,object *op) {
3229     rv_vector rv;
3230     int dx,dy;
3231    
3232     if(pl->type!=PLAYER) {
3233     LOG(llevError,"player_can_view() called for non-player object\n");
3234     return -1;
3235     }
3236     if (!pl || !op) return 0;
3237    
3238     if(op->head) { op = op->head; }
3239     get_rangevector(pl, op, &rv, 0x1);
3240    
3241     /* starting with the 'head' part, lets loop
3242     * through the object and find if it has any
3243     * part that is in the los array but isnt on
3244     * a blocked los square.
3245     * we use the archetype to figure out offsets.
3246     */
3247     while(op) {
3248     dx = rv.distance_x + op->arch->clone.x;
3249     dy = rv.distance_y + op->arch->clone.y;
3250    
3251     /* only the viewable area the player sees is updated by LOS
3252     * code, so we need to restrict ourselves to that range of values
3253     * for any meaningful values.
3254     */
3255     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3256     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3257     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3258     return 1;
3259     op = op->more;
3260     }
3261     return 0;
3262     }
3263    
3264     /* routine for both players and monsters. We call this when
3265     * there is a possibility for our action distrubing our hiding
3266     * place or invisiblity spell. Artefact invisiblity is not
3267     * effected by this. If we arent invisible to begin with, we
3268     * return 0.
3269     */
3270     int action_makes_visible (object *op) {
3271    
3272     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3273     if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3274     return 0;
3275    
3276     if (op->contr && op->contr->tmp_invis == 0) return 0;
3277    
3278     /* If monsters, they should become visible */
3279     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3280     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3281     return 1;
3282     }
3283     }
3284     return 0;
3285     }
3286    
3287     /* op_on_battleground - checks if the given object op (usually
3288     * a player) is standing on a valid battleground-tile,
3289     * function returns TRUE/FALSE. If true x, y returns the battleground
3290     * -exit-coord. (and if x, y not NULL)
3291     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3292     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3293     * Default is to do the same as before, so only people wanting to have different points need worry about this
3294     */
3295     int op_on_battleground (object *op, int *x, int *y) {
3296     object *tmp;
3297    
3298     /* A battleground-tile needs the following attributes to be valid:
3299     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3300     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3301     * and the exit-coordinates sp/hp must both be > 0.
3302     * => The intention here is to prevent abuse of the battleground-
3303     * feature (like pickable or hidden battleground tiles). */
3304     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3305     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3306     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3307     strcmp(tmp->name, "battleground")==0 &&
3308     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3309     /*before we assign the exit, check if this is a teambattle*/
3310     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3311     object *invtmp;
3312     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3313     if(invtmp->type==FORCE && invtmp->slaying &&
3314     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3315     if (x != NULL && y != NULL)
3316     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3317     return 1;
3318     }
3319     }
3320     }
3321     if (x != NULL && y != NULL)
3322     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3323     return 1;
3324     }
3325     }
3326     }
3327     /* If we got here, did not find a battleground */
3328     return 0;
3329     }
3330    
3331     /*
3332     * When a dragon-player gains a new stage of evolution,
3333     * he gets some treasure
3334     *
3335     * attributes:
3336     * object *who the dragon player
3337     * int atnr the attack-number of the ability focus
3338     * int level ability level
3339     */
3340     void dragon_ability_gain(object *who, int atnr, int level) {
3341     treasurelist *trlist = NULL; /* treasurelist */
3342     treasure *tr; /* treasure */
3343     object *tmp,*skop; /* tmp. object */
3344     object *item; /* treasure object */
3345     char buf[MAX_BUF]; /* tmp. string buffer */
3346     int i=0, j=0;
3347    
3348     /* get the appropriate treasurelist */
3349     if (atnr == ATNR_FIRE)
3350     trlist = find_treasurelist("dragon_ability_fire");
3351     else if (atnr == ATNR_COLD)
3352     trlist = find_treasurelist("dragon_ability_cold");
3353     else if (atnr == ATNR_ELECTRICITY)
3354     trlist = find_treasurelist("dragon_ability_elec");
3355     else if (atnr == ATNR_POISON)
3356     trlist = find_treasurelist("dragon_ability_poison");
3357    
3358     if (trlist == NULL || who->type != PLAYER)
3359     return;
3360    
3361     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3362     tr = tr->next, i++);
3363    
3364     if (tr == NULL || tr->item == NULL) {
3365     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366     return;
3367     }
3368    
3369     /* everything seems okay - now bring on the gift: */
3370     item = &(tr->item->clone);
3371    
3372     if (item->type == SPELL) {
3373     if (check_spell_known (who, item->name))
3374     return;
3375    
3376     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3377     do_learn_spell (who, item, 0);
3378     return;
3379     }
3380    
3381     /* grant direct spell */
3382     if (item->type == SPELLBOOK) {
3383     if (!item->inv) {
3384     LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3385     item->name);
3386     return;
3387     }
3388     if (check_spell_known (who, item->inv->name))
3389     return;
3390     if (item->invisible) {
3391     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3392     do_learn_spell (who, item->inv, 0);
3393     return;
3394     }
3395     }
3396     else if (item->type == SKILL_TOOL && item->invisible) {
3397     if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3398    
3399     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3400     * in this way, if the player is missing any of the attacktypes, he gets
3401     * them. As it is now, if the player has any that match the granted skill,
3402     * but not all of them, he gets nothing.
3403     */
3404     if (!(skop->attacktype & item->attacktype)) {
3405     /* Give new attacktype */
3406     skop->attacktype |= item->attacktype;
3407    
3408     /* always add physical if there's none */
3409     skop->attacktype |= AT_PHYSICAL;
3410    
3411     if (item->msg != NULL)
3412     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3413    
3414     /* Give player new face */
3415     if (item->animation_id) {
3416     who->face = skop->face;
3417     who->animation_id = item->animation_id;
3418     who->anim_speed = item->anim_speed;
3419     who->last_anim = 0;
3420     who->state = 0;
3421     animate_object(who, who->direction);
3422     }
3423     }
3424     }
3425     }
3426     else if (item->type == FORCE) {
3427     /* forces in the treasurelist can alter the player's stats */
3428     object *skin;
3429     /* first get the dragon skin force */
3430     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3431     skin=skin->below);
3432     if (skin == NULL) return;
3433    
3434     /* adding new spellpath attunements */
3435     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3436     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3437    
3438     /* print message */
3439     sprintf(buf, "You feel attuned to ");
3440     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3441     if(item->path_attuned & (1<<i)) {
3442     if (j)
3443     strcat(buf," and ");
3444     else
3445     j = 1;
3446     strcat(buf, spellpathnames[i]);
3447     }
3448     }
3449     strcat(buf,".");
3450     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3451     }
3452    
3453     /* evtl. adding flags: */
3454     if(QUERY_FLAG(item, FLAG_XRAYS))
3455     SET_FLAG(skin, FLAG_XRAYS);
3456     if(QUERY_FLAG(item, FLAG_STEALTH))
3457     SET_FLAG(skin, FLAG_STEALTH);
3458     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3459     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3460    
3461     /* print message if there is one */
3462     if (item->msg != NULL)
3463     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3464     }
3465     else {
3466     /* generate misc. treasure */
3467     tmp = arch_to_object (tr->item);
3468     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3469     tmp = insert_ob_in_ob (tmp, who);
3470     if (who->type == PLAYER)
3471     esrv_send_item(who, tmp);
3472     }
3473     }
3474    
3475     /**
3476     * Unready an object for a player. This function does nothing if the object was
3477     * not readied.
3478     */
3479     void player_unready_range_ob(player *pl, object *ob) {
3480     rangetype i;
3481    
3482     for (i = 0; i < range_size; i++) {
3483     if (pl->ranges[i] == ob) {
3484     pl->ranges[i] = NULL;
3485     if (pl->shoottype == i) {
3486     pl->shoottype = range_none;
3487     }
3488     }
3489     }
3490     }