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/cvs/deliantra/server/server/player.c
Revision: 1.5
Committed: Fri Feb 10 04:35:33 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +3 -3 lines
Log Message:
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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     void display_motd(object *op) {
83     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     void send_rules(object *op) {
106     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     void send_news(object *op) {
134     char buf[MAX_BUF];
135     char news[HUGE_BUF];
136     char subject[MAX_BUF];
137     FILE *fp;
138     int comp;
139     int size;
140    
141     sprintf(buf, "%s/%s", settings.confdir, settings.news);
142     if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143     return;
144     news[0]='\0';
145     subject[0]='\0';
146     size=0;
147     while (fgets(buf, MAX_BUF, fp) != NULL) {
148     if( *buf == '#')
149     continue;
150     if ( *buf =='%'){ /* send one news */
151     if (size>0)
152     draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154     "!! informations: %s\n%s",
155     "%s\n%s",
156     subject, news); /*send previously read news*/
157     strcpy(subject,buf+1);
158     strip_endline(subject);
159     size=0;
160     news[0]='\0';
161     }
162     else{
163     if (size + strlen(buf)>=HUGE_BUF)
164     {
165     LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166     break;
167     }
168     strncat(news+size,buf,HUGE_BUF-size);
169     size+=strlen(buf);
170     }
171     }
172    
173     draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175     "!! informations: %s\n%s\n",
176     "%s\n%s",
177     subject, news);
178     close_and_delete(fp, comp);
179     }
180    
181     int playername_ok(const char *cp) {
182     /* Don't allow - or _ as first character in the name */
183     if (*cp == '-' || *cp == '_') return 0;
184    
185     for(;*cp!='\0';cp++)
186     if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187     return 0;
188     return 1;
189     }
190    
191     /* This no longer sets the player map. Also, it now updates
192     * all the pointers so the caller doesn't need to do that.
193     * Caller is responsible for setting the correct map.
194     */
195    
196     /* Redo this to do both get_player_ob and get_player.
197     * Hopefully this will be less bugfree and simpler.
198     * Returns the player structure. If 'p' is null,
199     * we create a new one. Otherwise, we recycle
200     * the one that is passed.
201     */
202     static player* get_player(player *p) {
203     object *op=arch_to_object(get_player_archetype(NULL));
204     int i;
205    
206     if (!p) {
207     player *tmp;
208    
209     p = (player *) malloc(sizeof(player));
210     if(p==NULL)
211     fatal(OUT_OF_MEMORY);
212    
213     /* This adds the player in the linked list. There is extra
214     * complexity here because we want to add the new player at the
215     * end of the list - there is in fact no compelling reason that
216     * that needs to be done except for things like output of
217     * 'who'.
218     */
219     tmp=first_player;
220     while(tmp!=NULL&&tmp->next!=NULL)
221     tmp=tmp->next;
222     if(tmp!=NULL)
223     tmp->next=p;
224     else
225     first_player=p;
226    
227     p->next = NULL;
228     }
229    
230     /* Clears basically the entire player structure except
231     * for next and socket.
232     */
233     memset((void*)((char*)p + offsetof(player, maplevel)), 0,
234     sizeof(player) - offsetof(player, maplevel));
235    
236     /* There are some elements we want initialized to non zero value -
237     * we deal with that below this point.
238     */
239     p->party=NULL;
240     p->outputs_sync=16; /* Every 2 seconds */
241     p->outputs_count=1; /* Keeps present behaviour */
242     p->unapply = unapply_nochoice;
243     p->Swap_First = -1;
244    
245     #ifdef AUTOSAVE
246     p->last_save_tick = 9999999;
247     #endif
248    
249     strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
250    
251     op->contr=p; /* this aren't yet in archetype */
252     p->ob = op;
253     op->speed_left=0.5;
254     op->speed=1.0;
255     op->direction=5; /* So player faces south */
256     op->stats.wc=2;
257     op->run_away = 25; /* Then we panick... */
258    
259     roll_stats(op);
260     p->state=ST_ROLL_STAT;
261     clear_los(op);
262    
263     p->gen_sp_armour=10;
264     p->last_speed= -1;
265     p->shoottype=range_none;
266     p->bowtype=bow_normal;
267     p->petmode=pet_normal;
268     p->listening=9;
269     p->last_weapon_sp= -1;
270     p->peaceful=1; /* default peaceful */
271     p->do_los=1;
272     p->explore=0;
273     p->no_shout=0; /* default can shout */
274    
275     strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276     p->title[sizeof(p->title)-1] = '\0';
277     op->race = add_string (op->arch->clone.race);
278    
279     CLEAR_FLAG(op,FLAG_READY_SKILL);
280    
281     /* we need to clear these to -1 and not zero - otherwise,
282     * if a player quits and starts a new character, we wont
283     * send new values to the client, as things like exp start
284     * at zero.
285     */
286     for (i=0; i < NUM_SKILLS; i++) {
287     p->last_skill_exp[i] = -1;
288     p->last_skill_ob[i] = NULL;
289     }
290     for (i=0; i < NROFATTACKS; i++) {
291     p->last_resist[i] = -1;
292     }
293     p->last_stats.exp = -1;
294     p->last_weight = (uint32)-1;
295    
296     p->socket.update_look=0;
297     p->socket.look_position=0;
298     return p;
299     }
300    
301    
302     /* This loads the first map an puts the player on it. */
303     static void set_first_map(object *op)
304     {
305     strcpy(op->contr->maplevel, first_map_path);
306     op->x = -1;
307     op->y = -1;
308     enter_exit(op, NULL);
309     }
310    
311     /* Tries to add player on the connection passwd in ns.
312     * All we can really get in this is some settings like host and display
313     * mode.
314     */
315    
316     int add_player(NewSocket *ns) {
317     player *p;
318    
319     p=get_player(NULL);
320     memcpy(&p->socket, ns, sizeof(NewSocket));
321     p->socket.faces_sent = malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322     if(p->socket.faces_sent == NULL)
323     fatal(OUT_OF_MEMORY);
324     memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325     /* Needed because the socket we just copied over needs to be cleared.
326     * Note that this can result in a client reset if there is partial data
327     * on the uncoming socket.
328     */
329     p->socket.inbuf.len = 0;
330     set_first_map(p->ob);
331    
332     CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333     add_friendly_object(p->ob);
334     send_rules(p->ob);
335     send_news(p->ob);
336     display_motd(p->ob);
337     get_name(p->ob);
338     return 0;
339     }
340    
341     /*
342     * get_player_archetype() return next player archetype from archetype
343     * list. Not very efficient routine, but used only creating new players.
344     * Note: there MUST be at least one player archetype!
345     */
346     archetype *get_player_archetype(archetype* at)
347     {
348     archetype *start = at;
349     for (;;) {
350     if (at==NULL || at->next==NULL)
351     at=first_archetype;
352     else
353     at=at->next;
354     if(at->clone.type==PLAYER)
355     return at;
356     if (at == start) {
357     LOG (llevError, "No Player archetypes\n");
358     exit (-1);
359     }
360     }
361     }
362    
363    
364     object *get_nearest_player(object *mon) {
365     object *op = NULL;
366     player *pl = NULL;
367     objectlink *ol;
368     unsigned lastdist;
369     rv_vector rv;
370    
371     for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
372     /* We should not find free objects on this friendly list, but it
373     * does periodically happen. Given that, lets deal with it.
374     * While unlikely, it is possible the next object on the friendly
375     * list is also free, so encapsulate this in a while loop.
376     */
377     while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378     object *tmp=ol->ob;
379    
380     /* Can't do much more other than log the fact, because the object
381     * itself will have been cleared.
382     */
383     LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384     ol = ol->next;
385     remove_friendly_object(tmp);
386     if (!ol) return op;
387     }
388    
389     /* Remove special check for player from this. First, it looks to cause
390     * some crashes (ol->ob->contr not set properly?), but secondly, a more
391     * complicated method of state checking would be needed in any case -
392     * as it was, a clever player could type quit, and the function would
393     * skip them over while waiting for confirmation. Remove
394     * on_same_map check, as can_detect_enemy also does this
395     */
396     if (!can_detect_enemy(mon,ol->ob,&rv))
397     continue;
398    
399     if(lastdist>rv.distance) {
400     op=ol->ob;
401     lastdist=rv.distance;
402     }
403     }
404     for (pl=first_player; pl != NULL; pl=pl->next) {
405 root 1.3 if (can_detect_enemy(mon, pl->ob,&rv)) {
406 root 1.1
407     if(lastdist>rv.distance) {
408     op=pl->ob;
409     lastdist=rv.distance;
410     }
411     }
412     }
413     #if 0
414     LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
415     #endif
416     return op;
417     }
418    
419     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
420     * result in a monster paths backtracking. It basically determines how large a
421     * detour a monster will take from the direction path when looking
422     * for a path to the player. The values are in the amount of direction
423     * the deviation is
424     */
425     #define DETOUR_AMOUNT 2
426    
427     /* This is used to prevent infinite loops. Consider a case where the
428     * player is in a chamber (with gate closed), and monsters are outside.
429     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
430     * find a path into the chamber. This is a good thing, but since there
431     * is no real path, it will just keep circling the chamber for
432     * ever (this could be a nice effect for monsters, but not for the function
433     * to get stuck in. I think for the monsters, if max is reached and
434     * we return the first direction the creature could move would result in the
435     * circling behaviour. Unfortunately, this function is also used to determined
436     * if the creature should cast a spell, so returning a direction in that case
437     * is probably not a good thing.
438     */
439     #define MAX_SPACES 50
440    
441    
442     /*
443     * Returns the direction to the player, if valid. Returns 0 otherwise.
444     * modified to verify there is a path to the player. Does this by stepping towards
445     * player and if path is blocked then see if blockage is close enough to player that
446     * direction to player is changed (ie zig or zag). Continue zig zag until either
447     * reach player or path is blocked. Thus, will only return true if there is a free
448     * path to player. Though path may not be a straight line. Note that it will find
449     * player hiding along a corridor at right angles to the corridor with the monster.
450     *
451     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
452     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
453     * down corriders.
454     * 2) I think the old code was broken if the first direction the monster
455     * should move was blocked - the code would store the first direction without
456     * verifying that the player can actually move in that direction. The new
457     * code does not store anything in firstdir until we have verified that the
458     * monster can in fact move one space in that direction.
459     * 3) I'm not sure how good this code will be for moving multipart monsters,
460     * since only simple checks to blocked are being called, which could mean the monster
461     * is blocking itself.
462     */
463     int path_to_player(object *mon, object *pl, unsigned mindiff) {
464     rv_vector rv;
465     sint16 x,y;
466     int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
467     mapstruct *m ,*lastmap;
468    
469     get_rangevector(mon, pl, &rv, 0);
470    
471     if (rv.distance<mindiff) return 0;
472    
473     x=mon->x;
474     y=mon->y;
475     m=mon->map;
476     dir = rv.direction;
477     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479     /* If we can't solve it within the search distance, return now. */
480     if (diff>max) return 0;
481     while (diff >1 && max>0) {
482     lastx = x;
483     lasty = y;
484     lastmap = m;
485     x = lastx + freearr_x[dir];
486     y = lasty + freearr_y[dir];
487    
488     mflags = get_map_flags(m, &m, x, y, &x, &y);
489     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490    
491     /* Space is blocked - try changing direction a little */
492     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked))
493     && (m == mon->map && blocked_link(mon, m, x, y)))) {
494     /* recalculate direction from last good location. Possible
495     * we were not traversing ideal location before.
496     */
497     get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498     if (rv.direction != dir) {
499     /* OK - says direction should be different - lets reset the
500     * the values so it will try again.
501     */
502     x = lastx;
503     y = lasty;
504     m = lastmap;
505     dir = firstdir = rv.direction;
506     } else {
507     /* direct path is blocked - try taking a side step to
508     * either the left or right.
509     * Note increase the values in the loop below to be
510     * more than -1/1 respectively will mean the monster takes
511     * bigger detour. Have to be careful about these values getting
512     * too big (3 or maybe 4 or higher) as the monster may just try
513     * stepping back and forth
514     */
515     for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516     if (i==0) continue; /* already did this, so skip it */
517     /* Use lastdir here - otherwise,
518     * since the direction that the creature should move in
519     * may change, you could get infinite loops.
520     * ie, player is northwest, but monster can only
521     * move west, so it does that. It goes some distance,
522     * gets blocked, finds that it should move north,
523     * can't do that, but now finds it can move east, and
524     * gets back to its original point. lastdir contains
525     * the last direction the creature has successfully
526     * moved.
527     */
528    
529     x = lastx + freearr_x[absdir(lastdir+i)];
530     y = lasty + freearr_y[absdir(lastdir+i)];
531     m = lastmap;
532     mflags = get_map_flags(m, &m, x, y, &x, &y);
533     if (mflags & P_OUT_OF_MAP) continue;
534     blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535     if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536    
537     if (m == mon->map && blocked_link(mon, m, x, y)) break;
538     }
539     /* go through entire loop without finding a valid
540     * sidestep to take - thus, no valid path.
541     */
542     if (i==(DETOUR_AMOUNT+1))
543     return 0;
544     diff--;
545     lastdir=dir;
546     max--;
547     if (!firstdir) firstdir = dir+i;
548     } /* else check alternate directions */
549     } /* if blocked */
550     else {
551     /* we moved towards creature, so diff is less */
552     diff--;
553     max--;
554     lastdir=dir;
555     if (!firstdir) firstdir = dir;
556     }
557     if (diff<=1) {
558     /* Recalculate diff (distance) because we may not have actually
559     * headed toward player for entire distance.
560     */
561     get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
562     diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
563     }
564     if (diff>max) return 0;
565     }
566     /* If we reached the max, didn't find a direction in time */
567     if (!max) return 0;
568    
569     return firstdir;
570     }
571    
572     void give_initial_items(object *pl,treasurelist *items) {
573     object *op,*next=NULL;
574    
575     if(pl->randomitems!=NULL)
576     create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
577    
578     for (op=pl->inv; op; op=next) {
579     next = op->below;
580    
581     /* Forces get applied per default, unless they have the
582     * flag "neutral" set. Sorry but I can't think of a better way
583     */
584     if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
585     SET_FLAG(op,FLAG_APPLIED);
586    
587     /* we never give weapons/armour if these cannot be used
588     * by this player due to race restrictions
589     */
590     if (pl->type == PLAYER) {
591     if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
592     (op->type == ARMOUR || op->type == BOOTS ||
593     op->type == CLOAK || op->type == HELMET ||
594     op->type == SHIELD || op->type == GLOVES ||
595     op->type == BRACERS || op->type == GIRDLE)) ||
596     (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
597     remove_ob (op);
598     free_object (op);
599     continue;
600     }
601     }
602    
603     /* This really needs to be better - we should really give
604     * a substitute spellbook. The problem is that we don't really
605     * have a good idea what to replace it with (need something like
606     * a first level treasurelist for each skill.)
607     * remove duplicate skills also
608     */
609     if(op->type==SPELLBOOK || op->type == SKILL) {
610     object *tmp;
611    
612     for (tmp=op->below; tmp; tmp=tmp->below)
613     if (tmp->type == op->type && tmp->name == op->name) break;
614    
615     if (tmp) {
616     remove_ob(op);
617     free_object(op);
618     LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
619     tmp->name);
620     continue;
621     }
622     if (op->nrof > 1) op->nrof = 1;
623     }
624    
625     if (op->type == SPELLBOOK && op->inv) {
626     CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
627     }
628    
629     /* Give starting characters identified, uncursed, and undamned
630     * items. Just don't identify gold or silver, or it won't be
631     * merged properly.
632     */
633     if (need_identify(op)) {
634     SET_FLAG(op, FLAG_IDENTIFIED);
635     CLEAR_FLAG(op, FLAG_CURSED);
636     CLEAR_FLAG(op, FLAG_DAMNED);
637     }
638     if(op->type==SPELL) {
639     remove_ob(op);
640     free_object(op);
641     continue;
642     }
643     if(op->type==SKILL) {
644     SET_FLAG(op, FLAG_CAN_USE_SKILL);
645     op->stats.exp = 0;
646     op->level = 1;
647     }
648     } /* for loop of objects in player inv */
649    
650     /* Need to set up the skill pointers */
651     link_player_skills(pl);
652     }
653    
654     void get_name(object *op) {
655     op->contr->write_buf[0]='\0';
656     op->contr->state=ST_GET_NAME;
657     send_query(&op->contr->socket,0,"What is your name?\n:");
658     }
659    
660     void get_password(object *op) {
661     op->contr->write_buf[0]='\0';
662     op->contr->state=ST_GET_PASSWORD;
663     send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
664     }
665    
666     void play_again(object *op)
667     {
668     op->contr->state=ST_PLAY_AGAIN;
669     op->chosen_skill = NULL;
670     send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
671     /* a bit of a hack, but there are various places early in th
672     * player creation process that a user can quit (eg, roll
673     * stats) that isn't removing the player. Taking a quick
674     * look, there are many places that call play_again without
675     * removing the player - it probably makes more sense
676     * to leave it to play_again to remove the object in all
677     * cases.
678     */
679     if (!QUERY_FLAG(op, FLAG_REMOVED))
680     remove_ob(op);
681     /* Need to set this to null - otherwise, it could point to garbage,
682     * and draw() doesn't check to see if the player is removed, only if
683     * the map is null or not swapped out.
684     */
685     op->map = NULL;
686     }
687    
688    
689     int receive_play_again(object *op, char key)
690     {
691     if(key=='q'||key=='Q') {
692     remove_friendly_object(op);
693     leave(op->contr,0); /* ericserver will draw the message */
694     return 2;
695     }
696     else if(key=='a'||key=='A') {
697     player *pl = op->contr;
698     const char *name = op->name;
699    
700     add_refcount(name);
701     remove_friendly_object(op);
702     free_object(op);
703     pl = get_player(pl);
704     op = pl->ob;
705     add_friendly_object(op);
706     op->contr->password[0]='~';
707     FREE_AND_CLEAR_STR(op->name);
708     FREE_AND_CLEAR_STR(op->name_pl);
709    
710     /* Lets put a space in here */
711     new_draw_info(NDI_UNIQUE, 0, op, "\n");
712     get_name(op);
713     op->name = name; /* Alrady added a refcount above */
714     op->name_pl = add_string(name);
715     set_first_map(op);
716     } else {
717     /* user pressed something else so just ask again... */
718     play_again(op);
719     }
720     return 0;
721     }
722    
723     void confirm_password(object *op) {
724    
725     op->contr->write_buf[0]='\0';
726     op->contr->state=ST_CONFIRM_PASSWORD;
727     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728     }
729    
730     void get_party_password(object *op, partylist *party) {
731     if (party == NULL) {
732     LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
733     return;
734     }
735     op->contr->write_buf[0]='\0';
736     op->contr->state=ST_GET_PARTY_PASSWORD;
737     op->contr->party_to_join = party;
738     send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739     }
740    
741    
742     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743     int roll_stat(void) {
744     int a[4],i,j,k;
745    
746     for(i=0;i<4;i++)
747     a[i]=(int)RANDOM()%6+1;
748    
749     for(i=0,j=0,k=7;i<4;i++)
750     if(a[i]<k)
751     k=a[i],j=i;
752    
753     for(i=0,k=0;i<4;i++) {
754     if(i!=j)
755     k+=a[i];
756     }
757     return k;
758     }
759    
760     void roll_stats(object *op) {
761     int sum=0;
762     int i = 0, j = 0;
763     int statsort[7];
764    
765     do {
766     op->stats.Str=roll_stat();
767     op->stats.Dex=roll_stat();
768     op->stats.Int=roll_stat();
769     op->stats.Con=roll_stat();
770     op->stats.Wis=roll_stat();
771     op->stats.Pow=roll_stat();
772     op->stats.Cha=roll_stat();
773     sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774     op->stats.Con+op->stats.Wis+op->stats.Pow+
775     op->stats.Cha;
776     } while(sum<82||sum>116);
777    
778     /* Sort the stats so that rerolling is easier... */
779     statsort[0] = op->stats.Str;
780     statsort[1] = op->stats.Dex;
781     statsort[2] = op->stats.Int;
782     statsort[3] = op->stats.Con;
783     statsort[4] = op->stats.Wis;
784     statsort[5] = op->stats.Pow;
785     statsort[6] = op->stats.Cha;
786    
787     /* a quick and dirty bubblesort? */
788     do {
789     if (statsort[i] < statsort[i + 1]) {
790     j = statsort[i];
791     statsort[i] = statsort[i + 1];
792     statsort[i + 1] = j;
793     i = 0;
794     } else {
795     i++;
796     }
797     } while (i < 6);
798    
799     op->stats.Str = statsort[0];
800     op->stats.Dex = statsort[1];
801     op->stats.Con = statsort[2];
802     op->stats.Int = statsort[3];
803     op->stats.Wis = statsort[4];
804     op->stats.Pow = statsort[5];
805     op->stats.Cha = statsort[6];
806    
807    
808     op->contr->orig_stats.Str=op->stats.Str;
809     op->contr->orig_stats.Dex=op->stats.Dex;
810     op->contr->orig_stats.Int=op->stats.Int;
811     op->contr->orig_stats.Con=op->stats.Con;
812     op->contr->orig_stats.Wis=op->stats.Wis;
813     op->contr->orig_stats.Pow=op->stats.Pow;
814     op->contr->orig_stats.Cha=op->stats.Cha;
815    
816     op->level=1;
817     op->stats.exp=0;
818     op->stats.ac=0;
819    
820     op->contr->levhp[1] = 9;
821     op->contr->levsp[1] = 6;
822     op->contr->levgrace[1] = 3;
823    
824     fix_player(op);
825     op->stats.hp = op->stats.maxhp;
826     op->stats.sp = op->stats.maxsp;
827     op->stats.grace = op->stats.maxgrace;
828     op->contr->orig_stats=op->stats;
829     }
830    
831     void Roll_Again(object *op)
832     {
833     esrv_new_player(op->contr, 0);
834     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)? ");
835     }
836    
837     void Swap_Stat(object *op,int Swap_Second)
838     {
839     signed char tmp;
840     char buf[MAX_BUF];
841    
842     if ( op->contr->Swap_First == -1 ) {
843     new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844     new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845     new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846     return;
847     }
848    
849     tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850    
851     set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852     get_attr_value(&op->contr->orig_stats, Swap_Second));
853    
854     set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855    
856     sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857     new_draw_info(NDI_UNIQUE, 0,op, buf);
858     op->stats.Str = op->contr->orig_stats.Str;
859     op->stats.Dex = op->contr->orig_stats.Dex;
860     op->stats.Con = op->contr->orig_stats.Con;
861     op->stats.Int = op->contr->orig_stats.Int;
862     op->stats.Wis = op->contr->orig_stats.Wis;
863     op->stats.Pow = op->contr->orig_stats.Pow;
864     op->stats.Cha = op->contr->orig_stats.Cha;
865     op->stats.ac=0;
866    
867     op->level=1;
868     op->stats.exp=0;
869     op->stats.ac=0;
870    
871     op->contr->levhp[1] = 9;
872     op->contr->levsp[1] = 6;
873     op->contr->levgrace[1] = 3;
874    
875     fix_player(op);
876     op->stats.hp = op->stats.maxhp;
877     op->stats.sp = op->stats.maxsp;
878     op->stats.grace = op->stats.maxgrace;
879     op->contr->orig_stats=op->stats;
880     op->contr->Swap_First=-1;
881     }
882    
883    
884     /* This code has been greatly reduced, because with set_attr_value
885     * and get_attr_value, the stats can be accessed just numeric
886     * ids. stat_trans is a table that translate the number entered
887     * into the actual stat. It is needed because the order the stats
888     * are displayed in the stat window is not the same as how
889     * the number's access that stat. The table does that translation.
890     */
891     int key_roll_stat(object *op, char key)
892     {
893     int keynum = key -'0';
894     char buf[MAX_BUF];
895     static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896    
897     if (keynum>0 && keynum<=7) {
898     if (op->contr->Swap_First==-1) {
899     op->contr->Swap_First=stat_trans[keynum];
900     sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901     new_draw_info(NDI_UNIQUE, 0,op,buf);
902     }
903     else
904     Swap_Stat(op,stat_trans[keynum]);
905    
906     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907     return 1;
908     }
909     switch (key) {
910     case 'n':
911     case 'N': {
912     SET_FLAG(op, FLAG_WIZ);
913     if(op->map==NULL) {
914     LOG(llevError,"Map == NULL in state 2\n");
915     break;
916     }
917    
918     #if 0
919     /* So that enter_exit will put us at startx/starty */
920     op->x= -1;
921    
922     enter_exit(op,NULL);
923     #endif
924     SET_ANIMATION(op, 2); /* So player faces south */
925     /* Enter exit adds a player otherwise */
926     add_statbonus(op);
927     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");
928     op->contr->state = ST_CHANGE_CLASS;
929     if (op->msg)
930     new_draw_info(NDI_BLUE, 0, op, op->msg);
931     return 0;
932     }
933     case 'y':
934     case 'Y':
935     roll_stats(op);
936     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937     return 1;
938    
939     case 'q':
940     case 'Q':
941     play_again(op);
942     return 1;
943    
944     default:
945     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946     return 0;
947     }
948     return 0;
949     }
950    
951     /* This function takes the key that is passed, and does the
952     * appropriate action with it (change class, or other things.
953     */
954    
955     int key_change_class(object *op, char key)
956     {
957     int tmp_loop;
958    
959     if(key=='q'||key=='Q') {
960     remove_ob(op);
961     play_again(op);
962     return 0;
963     }
964     if(key=='d'||key=='D') {
965     char buf[MAX_BUF];
966    
967     /* this must before then initial items are given */
968     esrv_new_player(op->contr, op->weight+op->carrying);
969     create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970    
971     /* Lauwenmark : Here we handle the BORN global event */
972     execute_global_event(EVENT_BORN, op);
973    
974     /* Lauwenmark : We then generate a LOGIN event */
975     execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
976     op->contr->state=ST_PLAYING;
977    
978     if (op->msg) {
979     free_string(op->msg);
980     op->msg=NULL;
981     }
982    
983     /* We create this now because some of the unique maps will need it
984     * to save here.
985     */
986     sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
987     make_path_to_file(buf);
988    
989     #ifdef AUTOSAVE
990     op->contr->last_save_tick = pticks;
991     #endif
992     start_info(op);
993     CLEAR_FLAG(op, FLAG_WIZ);
994     give_initial_items(op,op->randomitems);
995     link_player_skills(op);
996     esrv_send_inventory(op, op);
997     fix_player(op);
998     return 0;
999     }
1000    
1001     /* Following actually changes the class - this is the default command
1002     * if we don't match with one of the options above.
1003     */
1004    
1005     tmp_loop = 0;
1006     while(!tmp_loop) {
1007     const char *name = add_string (op->name);
1008     int x = op->x, y = op->y;
1009     remove_statbonus(op);
1010     remove_ob (op);
1011     op->arch = get_player_archetype(op->arch);
1012     copy_object (&op->arch->clone, op);
1013     op->stats = op->contr->orig_stats;
1014     free_string (op->name);
1015     op->name = name;
1016     free_string(op->name_pl);
1017     op->name_pl = add_string(name);
1018     op->x = x;
1019     op->y = y;
1020     SET_ANIMATION(op, 2); /* So player faces south */
1021     insert_ob_in_map (op, op->map, op,0);
1022     strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1023     op->contr->title[sizeof(op->contr->title)-1] = '\0';
1024     add_statbonus(op);
1025     tmp_loop=allowed_class(op);
1026     }
1027     update_object(op,UP_OBJ_FACE);
1028     esrv_update_item(UPD_FACE,op,op);
1029     fix_player(op);
1030     op->stats.hp=op->stats.maxhp;
1031     op->stats.sp=op->stats.maxsp;
1032     op->stats.grace=0;
1033     if (op->msg)
1034     new_draw_info(NDI_BLUE, 0, op, op->msg);
1035     send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1036     return 0;
1037     }
1038    
1039     int key_confirm_quit(object *op, char key)
1040     {
1041     char buf[MAX_BUF];
1042    
1043     if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1044     op->contr->state=ST_PLAYING;
1045     new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1046     return 1;
1047     }
1048    
1049     /* Lauwenmark : Here we handle the REMOVE global event */
1050     execute_global_event(EVENT_REMOVE, op);
1051     terminate_all_pets(op);
1052     leave_map(op);
1053     op->direction=0;
1054     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1055     "%s quits the game.",op->name);
1056    
1057     strcpy(op->contr->killer,"quit");
1058     check_score(op);
1059     op->contr->party=NULL;
1060     if (settings.set_title == TRUE)
1061     op->contr->own_title[0]='\0';
1062    
1063     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1064     mapstruct *mp, *next;
1065    
1066     /* We need to hunt for any per player unique maps in memory and
1067     * get rid of them. The trailing slash in the path is intentional,
1068     * so that players named 'Ab' won't match against players 'Abe' pathname
1069     */
1070     sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1071     for (mp=first_map; mp!=NULL; mp=next) {
1072     next = mp->next;
1073     if (!strncmp(mp->path, buf, strlen(buf)))
1074     delete_map(mp);
1075     }
1076    
1077     delete_character(op->name, 1);
1078     }
1079     play_again(op);
1080     return 1;
1081     }
1082    
1083     void flee_player(object *op) {
1084     int dir,diff;
1085     rv_vector rv;
1086    
1087     if(op->stats.hp < 0) {
1088     LOG(llevDebug, "Fleeing player is dead.\n");
1089     CLEAR_FLAG(op, FLAG_SCARED);
1090     return;
1091     }
1092    
1093     if(op->enemy==NULL) {
1094     LOG(llevDebug,"Fleeing player had no enemy.\n");
1095     CLEAR_FLAG(op, FLAG_SCARED);
1096     return;
1097     }
1098    
1099     /* Seen some crashes here. Since we don't store an
1100     * op->enemy_count, it is possible that something destroys the
1101     * actual enemy, and the object is recycled.
1102     */
1103     if (op->enemy->map == NULL) {
1104     CLEAR_FLAG(op, FLAG_SCARED);
1105     op->enemy=NULL;
1106     return;
1107     }
1108    
1109     if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1110     op->enemy=NULL;
1111     CLEAR_FLAG(op, FLAG_SCARED);
1112     return;
1113     }
1114     get_rangevector(op, op->enemy, &rv, 0);
1115    
1116     dir=absdir(4+rv.direction);
1117     for(diff=0;diff<3;diff++) {
1118     int m=1-(RANDOM()&2);
1119     if(move_ob(op,absdir(dir+diff*m),op)||
1120     (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1121     return;
1122     }
1123     }
1124     /* Cornered, get rid of scared */
1125     CLEAR_FLAG(op, FLAG_SCARED);
1126     op->enemy=NULL;
1127     }
1128    
1129    
1130     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1131     * IT returns 1 if the player should keep on moving, 0 if he should
1132     * stop.
1133     */
1134     int check_pick(object *op) {
1135     object *tmp, *next;
1136     tag_t next_tag=0, op_tag;
1137     int stop = 0;
1138     int j, k, wvratio;
1139     char putstring[128], tmpstr[16];
1140    
1141    
1142     /* if you're flying, you cna't pick up anything */
1143     if (op->move_type & MOVE_FLYING)
1144     return 1;
1145    
1146     op_tag = op->count;
1147    
1148     next = op->below;
1149     if (next)
1150     next_tag = next->count;
1151    
1152     /* loop while there are items on the floor that are not marked as
1153     * destroyed */
1154     while (next && ! was_destroyed (next, next_tag))
1155     {
1156     tmp = next;
1157     next = tmp->below;
1158     if (next)
1159     next_tag = next->count;
1160    
1161     if (was_destroyed (op, op_tag))
1162     return 0;
1163    
1164     if ( ! can_pick (op, tmp))
1165     continue;
1166    
1167     if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1168     {
1169     if (item_matched_string (op, tmp, op->contr->search_str))
1170     pick_up (op, tmp);
1171     continue;
1172     }
1173    
1174     /* high not bit set? We're using the old autopickup model */
1175     if(!(op->contr->mode & PU_NEWMODE)) {
1176     switch (op->contr->mode) {
1177     case 0: return 1; /* don't pick up */
1178     case 1: pick_up (op, tmp);
1179     return 1;
1180     case 2: pick_up (op, tmp);
1181     return 0;
1182     case 3: return 0; /* stop before pickup */
1183     case 4: pick_up (op, tmp);
1184     break;
1185     case 5: pick_up (op, tmp);
1186     stop = 1;
1187     break;
1188     case 6:
1189     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1190     ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1191     pick_up(op, tmp);
1192     break;
1193    
1194     case 7:
1195     if (tmp->type == MONEY || tmp->type == GEM)
1196     pick_up(op, tmp);
1197     break;
1198    
1199     default:
1200     /* use value density */
1201     if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1202     && (query_cost (tmp, op, F_TRUE) * 100
1203     / (tmp->weight * MAX (tmp->nrof, 1)))
1204     >= op->contr->mode)
1205     pick_up(op,tmp);
1206     }
1207     }
1208     else { /* old model */
1209     /* NEW pickup handling */
1210     if(op->contr->mode & PU_DEBUG)
1211     {
1212     /* some debugging code to figure out item information */
1213     if(tmp->name!=NULL)
1214     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1215     tmp->name, tmp->type,
1216     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1217     else
1218     sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1219     tmp->arch->name, tmp->type,
1220     (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1221     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1222    
1223     sprintf(putstring,"...flags: ");
1224     for(k=0;k<4;k++)
1225     {
1226     for(j=0;j<32;j++)
1227     {
1228     if((tmp->flags[k]>>j)&0x01)
1229     {
1230     sprintf(tmpstr,"%d ",k*32+j);
1231     strcat(putstring, tmpstr);
1232     }
1233     }
1234     }
1235     new_draw_info(NDI_UNIQUE, 0,op,putstring);
1236    
1237     #if 0
1238     /* print the flags too */
1239     for(k=0;k<4;k++)
1240     {
1241     fprintf(stderr,"%d [%d] ", k, k*32+31);
1242     for(j=0;j<32;j++)
1243     {
1244     fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1245     if(!((j+1)%4))fprintf(stderr," ");
1246     }
1247     fprintf(stderr," [%d]\n", k*32);
1248     }
1249     #endif
1250     }
1251     /* philosophy:
1252     * It's easy to grab an item type from a pile, as long as it's
1253     * generic. This takes no game-time. For more detailed pickups
1254     * and selections, select-items shoul dbe used. This is a
1255     * grab-as-you-run type mode that's really useful for arrows for
1256     * example.
1257     * The drawback: right now it has no frontend, so you need to
1258     * stick the bits you want into a calculator in hex mode and then
1259     * convert to decimal and then 'pickup <#>
1260     */
1261    
1262     /* the first two modes are exclusive: if NOTHING we return, if
1263     * STOP then we stop. All the rest are applied sequentially,
1264     * meaning if any test passes, the item gets picked up. */
1265    
1266     /* if mode is set to pick nothing up, return */
1267    
1268     if(op->contr->mode & PU_NOTHING) return 1;
1269    
1270     /* if mode is set to stop when encountering objects, return */
1271     /* take STOP before INHIBIT since it doesn't actually pick
1272     * anything up */
1273    
1274     if(op->contr->mode & PU_STOP) return 0;
1275    
1276     /* useful for going into stores and not losing your settings... */
1277     /* and for battles wher you don't want to get loaded down while
1278     * fighting */
1279     if(op->contr->mode & PU_INHIBIT) return 1;
1280    
1281     /* prevent us from turning into auto-thieves :) */
1282     if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1283    
1284     /* ignore known cursed objects */
1285     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1286    
1287     /* all food and drink if desired */
1288     /* question: don't pick up known-poisonous stuff? */
1289     if(op->contr->mode & PU_FOOD)
1290     if (tmp->type == FOOD)
1291     { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1292     if(op->contr->mode & PU_DRINK)
1293     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1294     { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1295    
1296     if(op->contr->mode & PU_POTION)
1297     if (tmp->type == POTION)
1298     { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1299    
1300     /* spellbooks, skillscrolls and normal books/scrolls */
1301     if(op->contr->mode & PU_SPELLBOOK)
1302     if (tmp->type == SPELLBOOK)
1303     { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1304     if(op->contr->mode & PU_SKILLSCROLL)
1305     if (tmp->type == SKILLSCROLL)
1306     { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1307     if(op->contr->mode & PU_READABLES)
1308     if (tmp->type == BOOK || tmp->type == SCROLL)
1309     { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1310    
1311     /* wands/staves/rods/horns */
1312     if (op->contr->mode & PU_MAGIC_DEVICE)
1313     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1314     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1315    
1316     /* pick up all magical items */
1317     if(op->contr->mode & PU_MAGICAL)
1318     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1319     { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1320    
1321     if(op->contr->mode & PU_VALUABLES)
1322     {
1323     if (tmp->type == MONEY || tmp->type == GEM)
1324     { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1325     }
1326    
1327     /* rings & amulets - talismans seems to be typed AMULET */
1328     if(op->contr->mode & PU_JEWELS)
1329     if (tmp->type == RING || tmp->type == AMULET)
1330     { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1331    
1332     /* bows and arrows. Bows are good for selling! */
1333     if(op->contr->mode & PU_BOW)
1334     if (tmp->type == BOW)
1335     { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1336     if(op->contr->mode & PU_ARROW)
1337     if (tmp->type == ARROW)
1338     { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1339    
1340     /* all kinds of armor etc. */
1341     if(op->contr->mode & PU_ARMOUR)
1342     if (tmp->type == ARMOUR)
1343     { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1344     if(op->contr->mode & PU_HELMET)
1345     if (tmp->type == HELMET)
1346     { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1347     if(op->contr->mode & PU_SHIELD)
1348     if (tmp->type == SHIELD)
1349     { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1350     if(op->contr->mode & PU_BOOTS)
1351     if (tmp->type == BOOTS)
1352     { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1353     if(op->contr->mode & PU_GLOVES)
1354     if (tmp->type == GLOVES)
1355     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1356     if(op->contr->mode & PU_CLOAK)
1357     if (tmp->type == CLOAK)
1358     { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1359    
1360     /* hoping to catch throwing daggers here */
1361     if(op->contr->mode & PU_MISSILEWEAPON)
1362     if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1363     { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1364    
1365     /* careful: chairs and tables are weapons! */
1366     if(op->contr->mode & PU_ALLWEAPON)
1367     {
1368     if(tmp->type == WEAPON && tmp->name!=NULL)
1369     {
1370     if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1371     strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1372     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1373     }
1374     if(tmp->type == WEAPON && tmp->name==NULL)
1375     {
1376     if(strstr(tmp->arch->name,"table")==NULL &&
1377     strstr(tmp->arch->name,"chair")==NULL)
1378     { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1379     }
1380     }
1381    
1382     /* misc stuff that's useful */
1383     if(op->contr->mode & PU_KEY)
1384     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1385     { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1386    
1387     /* any of the last 4 bits set means we use the ratio for value
1388     * pickups */
1389     if(op->contr->mode & PU_RATIO)
1390     {
1391     /* use value density to decide what else to grab */
1392     /* >=7 was >= op->contr->mode */
1393     /* >=7 is the old standard setting. Now we take the last 4 bits
1394     * and multiply them by 5, giving 0..15*5== 5..75 */
1395     wvratio=(op->contr->mode & PU_RATIO) * 5;
1396     if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1397     {
1398     pick_up(op, tmp);
1399     #if 0
1400     fprintf(stderr,"HIGH WEIGHT/VALUE [");
1401     if(tmp->name!=NULL) {
1402     fprintf(stderr,"%s", tmp->name);
1403     }
1404     else fprintf(stderr,"%s",tmp->arch->name);
1405     fprintf(stderr,",%d] = ", tmp->type);
1406     fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1407     #endif
1408     continue;
1409     }
1410     }
1411     } /* the new pickup model */
1412     }
1413     return ! stop;
1414     }
1415    
1416     /*
1417     * Find an arrow in the inventory and after that
1418     * in the right type container (quiver). Pointer to the
1419     * found object is returned.
1420     */
1421     object *find_arrow(object *op, const char *type)
1422     {
1423     object *tmp = NULL;
1424    
1425     for(op=op->inv; op; op=op->below)
1426     if(!tmp && op->type==CONTAINER && op->race==type &&
1427     QUERY_FLAG(op,FLAG_APPLIED))
1428     tmp = find_arrow (op, type);
1429     else if (op->type==ARROW && op->race==type)
1430     return op;
1431     return tmp;
1432     }
1433    
1434     /*
1435     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1436     * against the target. A full test is not performed, simply a basic test
1437     * of resistances. The archer is making a quick guess at what he sees down
1438     * the hall. Failing that it does it's best to pick the highest plus arrow.
1439     */
1440    
1441     object *find_better_arrow(object *op, object *target, const char *type, int *better)
1442     {
1443     object *tmp = NULL, *arrow, *ntmp;
1444     int attacknum, attacktype, betterby=0, i;
1445    
1446     if (!type)
1447     return NULL;
1448    
1449     for (arrow=op->inv; arrow; arrow=arrow->below) {
1450     if (arrow->type==CONTAINER && arrow->race==type &&
1451     QUERY_FLAG(arrow, FLAG_APPLIED)) {
1452     i = 0;
1453     ntmp = find_better_arrow(arrow, target, type, &i);
1454     if (i > betterby) {
1455     tmp = ntmp;
1456     betterby = i;
1457     }
1458     } else if (arrow->type==ARROW && arrow->race==type) {
1459     /* allways prefer assasination/slaying */
1460     if (target->race != NULL && arrow->slaying != NULL &&
1461     strstr(arrow->slaying, target->race)) {
1462     if (arrow->attacktype & AT_DEATH) {
1463     *better = 100;
1464     return arrow;
1465     } else {
1466     tmp = arrow;
1467     betterby = (arrow->magic + arrow->stats.dam) * 2;
1468     }
1469     } else {
1470     for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1471     attacktype = 1<<attacknum;
1472     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1473     if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1474     tmp = arrow;
1475     betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1476     }
1477     }
1478     if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1479     tmp = arrow;
1480     betterby = 2 + arrow->magic + arrow->stats.dam;
1481     }
1482     if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1483     tmp = arrow;
1484     betterby = 1 + arrow->magic + arrow->stats.dam;
1485     }
1486     }
1487     }
1488     }
1489     if (tmp == NULL && arrow == NULL)
1490     return find_arrow(op, type);
1491    
1492     *better = betterby;
1493     return tmp;
1494     }
1495    
1496     /* looks in a given direction, finds the first valid target, and calls
1497     * find_better_arrow to find a decent arrow to use.
1498     * op = the shooter
1499     * type = bow->race
1500     * dir = fire direction
1501     */
1502    
1503     object *pick_arrow_target(object *op, const char *type, int dir)
1504     {
1505     object *tmp = NULL;
1506     mapstruct *m;
1507     int i, mflags, found, number;
1508     sint16 x, y;
1509    
1510     if (op->map == NULL)
1511     return find_arrow(op, type);
1512    
1513     /* do a dex check */
1514     number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1515     if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1516     return find_arrow(op, type);
1517    
1518     m = op->map;
1519     x = op->x;
1520     y = op->y;
1521    
1522     /* find the first target */
1523     for (i=0, found=0; i<20; i++) {
1524     x += freearr_x[dir];
1525     y += freearr_y[dir];
1526     mflags = get_map_flags(m, &m, x, y, &x, &y);
1527     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1528     tmp = NULL;
1529     break;
1530     } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1531     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1532     * perhaps a bad assumption.
1533     */
1534     tmp = NULL;
1535     break;
1536     }
1537     if (mflags & P_IS_ALIVE) {
1538     for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1539     if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1540     found++;
1541     break;
1542     }
1543     if (found)
1544     break;
1545     }
1546     }
1547     if (tmp == NULL)
1548     return find_arrow(op, type);
1549    
1550     if (tmp->head)
1551     tmp = tmp->head;
1552    
1553     return find_better_arrow(op, tmp, type, &i);
1554     }
1555    
1556     /*
1557     * Creature fires a bow - op can be monster or player. Returns
1558     * 1 if bow was actually fired, 0 otherwise.
1559     * op is the object firing the bow.
1560     * part is for multipart creatures - the part firing the bow.
1561     * dir is the direction of fire.
1562     * wc_mod is any special modifier to give (used in special player fire modes)
1563     * sx, sy are coordinates to fire arrow from - also used in some of the special
1564     * player fire modes.
1565     */
1566     int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1567     sint16 sx, sint16 sy)
1568     {
1569     object *left, *bow;
1570     tag_t left_tag, tag;
1571     int bowspeed, mflags;
1572     mapstruct *m;
1573    
1574     if (!dir) {
1575     new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1576     return 0;
1577     }
1578     if (op->type == PLAYER)
1579     bow=op->contr->ranges[range_bow];
1580     else {
1581     for(bow=op->inv; bow; bow=bow->below)
1582     /* Don't check for applied - monsters don't apply bows - in that way, they
1583     * don't need to switch back and forth between bows and weapons.
1584     */
1585     if(bow->type==BOW)
1586     break;
1587    
1588     if (!bow) {
1589     LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1590     return 0;
1591     }
1592     }
1593     if( !bow->race || !bow->skill) {
1594     new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1595     return 0;
1596     }
1597    
1598     bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1599    
1600     /* penalize ROF for bestarrow */
1601     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1602     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1603     if (bowspeed < 1)
1604     bowspeed = 1;
1605    
1606     if (arrow == NULL) {
1607     if ((arrow=find_arrow(op, bow->race)) == NULL) {
1608     if (op->type == PLAYER)
1609     new_draw_info_format(NDI_UNIQUE, 0, op,
1610     "You have no %s left.", bow->race);
1611     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1612     else
1613     CLEAR_FLAG(op, FLAG_READY_BOW);
1614     return 0;
1615     }
1616     }
1617     mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1618     if (mflags & P_OUT_OF_MAP) {
1619     return 0;
1620     }
1621     if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1622     new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1623     return 0;
1624     }
1625    
1626     /* this should not happen, but sometimes does */
1627     if (arrow->nrof==0) {
1628     remove_ob(arrow);
1629     free_object(arrow);
1630     return 0;
1631     }
1632    
1633     left = arrow; /* these are arrows left to the player */
1634     left_tag = left->count;
1635     arrow = get_split_ob(arrow, 1);
1636     if (arrow == NULL) {
1637     new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1638     bow->race);
1639     return 0;
1640     }
1641     set_owner(arrow, op);
1642     if (arrow->skill) free_string(arrow->skill);
1643     arrow->skill = add_refcount(bow->skill);
1644    
1645     arrow->direction=dir;
1646     arrow->x = sx;
1647     arrow->y = sy;
1648    
1649     if (op->type == PLAYER) {
1650     op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1651     fix_player(op);
1652     }
1653    
1654     SET_ANIMATION(arrow, arrow->direction);
1655     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1656     arrow->stats.hp = arrow->stats.dam;
1657     arrow->stats.grace = arrow->attacktype;
1658     if (arrow->slaying != NULL)
1659     arrow->spellarg = strdup_local(arrow->slaying);
1660    
1661     /* Note that this was different for monsters - they got their level
1662     * added to the damage. I think the strength bonus is more proper.
1663     */
1664    
1665     arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1666     0 : dam_bonus[op->stats.Str]) +
1667     bow->stats.dam + bow->magic + arrow->magic;
1668    
1669     /* update the speed */
1670     arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1671     0 : dam_bonus[op->stats.Str]) +
1672     bow->magic + arrow->magic) / 5.0 +
1673     (float)bow->stats.dam / 7.0;
1674    
1675     if (arrow->speed < 1.0)
1676     arrow->speed = 1.0;
1677     update_ob_speed(arrow);
1678     arrow->speed_left = 0;
1679    
1680     if (op->type == PLAYER) {
1681     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1682     (op->chosen_skill?op->chosen_skill->level:op->level) -
1683     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1684     arrow->stats.wc - bow->stats.wc + wc_mod;
1685    
1686     arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1687     } else {
1688     arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1689     arrow->stats.wc + wc_mod;
1690    
1691     arrow->level = op->level;
1692     }
1693     if (arrow->attacktype == AT_PHYSICAL)
1694     arrow->attacktype |= bow->attacktype;
1695     if (bow->slaying != NULL)
1696     arrow->slaying = add_string(bow->slaying);
1697    
1698     arrow->map = m;
1699     arrow->move_type = MOVE_FLY_LOW;
1700     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1701    
1702     play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1703     tag = arrow->count;
1704     insert_ob_in_map(arrow, m, op, 0);
1705    
1706     if (!was_destroyed(arrow, tag))
1707     move_arrow(arrow);
1708    
1709     if (op->type == PLAYER) {
1710     if (was_destroyed (left, left_tag))
1711     esrv_del_item(op->contr, left_tag);
1712     else
1713     esrv_send_item(op, left);
1714     }
1715     return 1;
1716     }
1717    
1718     /* Special fire code for players - this takes into
1719     * account the special fire modes players can have
1720     * but monsters can't. Putting that code here
1721     * makes the fire_bow code much cleaner.
1722     * this function should only be called if 'op' is a player,
1723     * hence the function name.
1724     */
1725     int player_fire_bow(object *op, int dir)
1726     {
1727     int ret=0, wcmod=0;
1728    
1729     if (op->contr->bowtype == bow_bestarrow) {
1730     ret = fire_bow(op, op,
1731     pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1732     dir, 0, op->x, op->y);
1733     } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1734     if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1735     wcmod =-1;
1736     ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1737     op->x, op->y);
1738     } else if (op->contr->bowtype == bow_threewide) {
1739     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1740     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1741     ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1742     } else if (op->contr->bowtype == bow_spreadshot) {
1743     ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1744     ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1745     ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1746    
1747     } else {
1748     /* Simple case */
1749     ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1750     }
1751     return ret;
1752     }
1753    
1754    
1755     /* Fires a misc (wand/rod/horn) object in 'dir'.
1756     * Broken apart from 'fire' to keep it more readable.
1757     */
1758     void fire_misc_object(object *op, int dir)
1759     {
1760     object *item;
1761    
1762     if (!op->contr->ranges[range_misc]) {
1763     new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1764     return;
1765     }
1766    
1767     item = op->contr->ranges[range_misc];
1768     if (!item->inv) {
1769     LOG(llevError,"Object %s lacks a spell\n", item->name);
1770     return;
1771     }
1772     if (item->type == WAND) {
1773     if(item->stats.food<=0) {
1774     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1775     new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1776     return;
1777     }
1778     } else if (item->type == ROD || item->type==HORN) {
1779     if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1780     play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1781     if (item->type== ROD)
1782     new_draw_info_format(NDI_UNIQUE, 0,op,
1783     "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1784     else
1785     new_draw_info_format(NDI_UNIQUE, 0,op,
1786     "The %s needs more time to charge.", query_base_name(item,0));
1787     return;
1788     }
1789     }
1790    
1791     if(cast_spell(op,item,dir,item->inv,NULL)) {
1792     SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1793     if (item->type == WAND) {
1794     if (!(--item->stats.food)) {
1795     object *tmp;
1796     if (item->arch) {
1797     CLEAR_FLAG(item, FLAG_ANIMATE);
1798     item->face = item->arch->clone.face;
1799     item->speed = 0;
1800     update_ob_speed(item);
1801     }
1802     if ((tmp=is_player_inv(item)))
1803     esrv_update_item(UPD_ANIM, tmp, item);
1804     }
1805     }
1806     else if (item->type == ROD || item->type==HORN) {
1807     drain_rod_charge(item);
1808     }
1809     }
1810     }
1811    
1812     /* Received a fire command for the player - go and do it.
1813     */
1814     void fire(object *op,int dir) {
1815     int spellcost=0;
1816    
1817     /* check for loss of invisiblity/hide */
1818     if (action_makes_visible(op)) make_visible(op);
1819    
1820     switch(op->contr->shoottype) {
1821     case range_none:
1822     return;
1823    
1824     case range_bow:
1825     player_fire_bow(op, dir);
1826     return;
1827    
1828     case range_magic: /* Casting spells */
1829     spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1830     return;
1831    
1832     case range_misc:
1833     fire_misc_object(op, dir);
1834     return;
1835    
1836     case range_golem: /* Control summoned monsters from scrolls */
1837     if(op->contr->ranges[range_golem]==NULL ||
1838     op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1839     op->contr->ranges[range_golem] = NULL;
1840     op->contr->shoottype=range_none;
1841     op->contr->golem_count = 0;
1842     }
1843     else
1844     control_golem(op->contr->ranges[range_golem], dir);
1845     return;
1846    
1847     case range_skill:
1848     if(!op->chosen_skill) {
1849     if(op->type==PLAYER)
1850     new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1851     return;
1852     }
1853     (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1854     return;
1855     case range_builder:
1856     apply_map_builder( op, dir );
1857     return;
1858     default:
1859     new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1860     return;
1861     }
1862     }
1863    
1864    
1865    
1866     /* find_key
1867     * We try to find a key for the door as passed. If we find a key
1868     * and successfully use it, we return the key, otherwise NULL
1869     * This function merges both normal and locked door, since the logic
1870     * for both is the same - just the specific key is different.
1871     * pl is the player,
1872     * inv is the objects inventory to searched
1873     * door is the door we are trying to match against.
1874     * This function can be called recursively to search containers.
1875     */
1876    
1877     object * find_key(object *pl, object *container, object *door)
1878     {
1879     object *tmp,*key;
1880    
1881     /* Should not happen, but sanity checking is never bad */
1882     if (container->inv == NULL) return NULL;
1883    
1884     /* First, lets try to find a key in the top level inventory */
1885     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1886     if (door->type==DOOR && tmp->type==KEY) break;
1887     /* For sanity, we should really check door type, but other stuff
1888     * (like containers) can be locked with special keys
1889     */
1890     if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1891     tmp->slaying==door->slaying) break;
1892     }
1893     /* No key found - lets search inventories now */
1894     /* If we find and use a key in an inventory, return at that time.
1895     * otherwise, if we search all the inventories and still don't find
1896     * a key, return
1897     */
1898     if (!tmp) {
1899     for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1900     /* No reason to search empty containers */
1901     if (tmp->type==CONTAINER && tmp->inv) {
1902     if ((key=find_key(pl, tmp, door))!=NULL) return key;
1903     }
1904     }
1905     if (!tmp) return NULL;
1906     }
1907     /* We get down here if we have found a key. Now if its in a container,
1908     * see if we actually want to use it
1909     */
1910     if (pl!=container) {
1911     /* Only let players use keys in containers */
1912     if (!pl->contr) return NULL;
1913     /* cases where this fails:
1914     * If we only search the player inventory, return now since we
1915     * are not in the players inventory.
1916     * If the container is not active, return now since only active
1917     * containers can be used.
1918     * If we only search keyrings and the container does not have
1919     * a race/isn't a keyring.
1920     * No checking for all containers - to fall through past here,
1921     * inv must have been an container and must have been active.
1922     *
1923     * Change the color so that the message doesn't disappear with
1924     * all the others.
1925     */
1926     if (pl->contr->usekeys == key_inventory ||
1927     !QUERY_FLAG(container, FLAG_APPLIED) ||
1928     (pl->contr->usekeys == keyrings &&
1929     (!container->race || strcmp(container->race, "keys")))
1930     ) {
1931     new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1932     "The %s in your %s vibrates as you approach the door",
1933     query_name(tmp), query_name(container));
1934     return NULL;
1935     }
1936     }
1937     return tmp;
1938     }
1939    
1940     /* moved door processing out of move_player_attack.
1941     * returns 1 if player has opened the door with a key
1942     * such that the caller should not do anything more,
1943     * 0 otherwise
1944     */
1945     static int player_attack_door(object *op, object *door)
1946     {
1947    
1948     /* If its a door, try to find a use a key. If we do destroy the door,
1949     * might as well return immediately as there is nothing more to do -
1950     * otherwise, we fall through to the rest of the code.
1951     */
1952     object *key=find_key(op, op, door);
1953    
1954     /* IF we found a key, do some extra work */
1955     if (key) {
1956     object *container=key->env;
1957    
1958     play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1959     if(action_makes_visible(op)) make_visible(op);
1960     if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1961     if (door->type == DOOR) {
1962     hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1963     }
1964     else if(door->type==LOCKED_DOOR) {
1965     new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1966     "You open the door with the %s", query_short_name(key));
1967     remove_door2(door); /* remove door without violence ;-) */
1968     }
1969     /* Do this after we print the message */
1970     decrease_ob(key); /* Use up one of the keys */
1971     /* Need to update the weight the container the key was in */
1972     if (container != op)
1973     esrv_update_item(UPD_WEIGHT, op, container);
1974     return 1; /* Nothing more to do below */
1975     } else if (door->type==LOCKED_DOOR) {
1976     /* Might as well return now - no other way to open this */
1977     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1978     return 1;
1979     }
1980     return 0;
1981     }
1982    
1983     /* This function is just part of a breakup from move_player.
1984     * It should keep the code cleaner.
1985     * When this is called, the players direction has been updated
1986     * (taking into account confusion.) The player is also actually
1987     * going to try and move (not fire weapons).
1988     */
1989    
1990     void move_player_attack(object *op, int dir)
1991     {
1992     object *tmp, *mon;
1993     sint16 nx=freearr_x[dir]+op->x,ny=freearr_y[dir]+op->y;
1994     int on_battleground;
1995     mapstruct *m;
1996    
1997     on_battleground = op_on_battleground(op, NULL, NULL);
1998    
1999     /* If braced, or can't move to the square, and it is not out of the
2000     * map, attack it. Note order of if statement is important - don't
2001     * want to be calling move_ob if braced, because move_ob will move the
2002     * player. This is a pretty nasty hack, because if we could
2003     * move to some space, it then means that if we are braced, we should
2004     * do nothing at all. As it is, if we are braced, we go through
2005     * quite a bit of processing. However, it probably is less than what
2006     * move_ob uses.
2007     */
2008     if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2009     if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2010     m = get_map_from_coord(op->map, &nx, &ny);
2011     if (!m) return; /* Don't think this should happen */
2012     }
2013     else m =op->map;
2014    
2015     if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2016     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2017     return;
2018     }
2019    
2020     mon = NULL;
2021     /* Go through all the objects, and find ones of interest. Only stop if
2022     * we find a monster - that is something we know we want to attack.
2023     * if its a door or barrel (can roll) see if there may be monsters
2024     * on the space
2025     */
2026     while (tmp!=NULL) {
2027     if (tmp == op) {
2028     tmp=tmp->above;
2029     continue;
2030     }
2031     if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2032     mon = tmp;
2033     break;
2034     }
2035     if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2036     mon = tmp;
2037     tmp=tmp->above;
2038     }
2039    
2040     if (mon==NULL) /* This happens anytime the player tries to move */
2041     return; /* into a wall */
2042    
2043     if(mon->head != NULL)
2044     mon = mon->head;
2045    
2046     if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2047     if (player_attack_door(op, mon)) return;
2048    
2049     /* The following deals with possibly attacking peaceful
2050     * or frienddly creatures. Basically, all players are considered
2051     * unaggressive. If the moving player has peaceful set, then the
2052     * object should be pushed instead of attacked. It is assumed that
2053     * if you are braced, you will not attack friends accidently,
2054     * and thus will not push them.
2055     */
2056    
2057     /* If the creature is a pet, push it even if the player is not
2058     * peaceful. Our assumption is the creature is a pet if the
2059     * player owns it and it is either friendly or unagressive.
2060     */
2061 root 1.2 if ((op->type==PLAYER)
2062 root 1.4 #if COZY_SERVER
2063 root 1.2 &&
2064     (
2065     (get_owner(mon) && get_owner(mon)->contr
2066     && same_party (get_owner(mon)->contr->party, op->contr->party))
2067     || get_owner(mon) == op
2068     )
2069 root 1.4 #else
2070     && get_owner(mon)==op
2071     #endif
2072 root 1.2 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2073 root 1.1 {
2074     /* If we're braced, we don't want to switch places with it */
2075     if (op->contr->braced) return;
2076     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2077     (void) push_ob(mon,dir,op);
2078     if(op->contr->tmp_invis||op->hide) make_visible(op);
2079     return;
2080     }
2081    
2082     /* in certain circumstances, you shouldn't attack friendly
2083     * creatures. Note that if you are braced, you can't push
2084     * someone, but put it inside this loop so that you won't
2085     * attack them either.
2086     */
2087     if ((mon->type==PLAYER || mon->enemy != op) &&
2088     (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2089     (op->contr->peaceful && !on_battleground)) {
2090     if (!op->contr->braced) {
2091     play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2092     (void) push_ob(mon,dir,op);
2093     } else {
2094     new_draw_info(0, 0,op,"You withhold your attack");
2095     }
2096     if(op->contr->tmp_invis||op->hide) make_visible(op);
2097     }
2098    
2099     /* If the object is a boulder or other rollable object, then
2100     * roll it if not braced. You can't roll it if you are braced.
2101     */
2102     else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2103     recursive_roll(mon,dir,op);
2104     if(action_makes_visible(op)) make_visible(op);
2105     }
2106    
2107     /* Any generic living creature. Including things like doors.
2108     * Way it works is like this: First, it must have some hit points
2109     * and be living. Then, it must be one of the following:
2110     * 1) Not a player, 2) A player, but of a different party. Note
2111     * that party_number -1 is no party, so attacks can still happen.
2112     */
2113    
2114     else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2115     ((mon->type!=PLAYER || op->contr->party==NULL ||
2116     op->contr->party!=mon->contr->party))) {
2117    
2118     /* If the player hasn't hit something this tick, and does
2119     * so, give them speed boost based on weapon speed. Doing
2120     * it here is better than process_players2, which basically
2121     * incurred a 1 tick offset.
2122     */
2123     if (!op->contr->has_hit) {
2124     op->speed_left += op->speed / op->contr->weapon_sp;
2125    
2126     op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2127     }
2128    
2129     skill_attack(mon, op, 0, NULL, NULL);
2130    
2131     /* If attacking another player, that player gets automatic
2132     * hitback, and doesn't loose luck either.
2133     * Disable hitback on the battleground or if the target is
2134     * the wiz.
2135     */
2136     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2137     !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2138     short luck = mon->stats.luck;
2139     mon->contr->has_hit = 1;
2140     skill_attack(op, mon, 0, NULL, NULL);
2141     mon->stats.luck = luck;
2142     }
2143     if(action_makes_visible(op)) make_visible(op);
2144     }
2145     } /* if player should attack something */
2146     }
2147    
2148     int move_player(object *op,int dir) {
2149     int pick;
2150    
2151     if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2152     return 0;
2153    
2154     /* Sanity check: make sure dir is valid */
2155     if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2156     LOG( llevError, "move_player: invalid direction %d\n", dir);
2157     return 0;
2158     }
2159    
2160     /* peterm: added following line */
2161     if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2162     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2163    
2164     op->facing = dir;
2165    
2166     if(op->hide) do_hidden_move(op);
2167    
2168     if(op->contr->fire_on) {
2169     fire(op,dir);
2170     }
2171     else move_player_attack(op,dir);
2172    
2173     pick = check_pick(op);
2174    
2175    
2176     /* Add special check for newcs players and fire on - this way, the
2177     * server can handle repeat firing.
2178     */
2179     if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2180     op->direction = dir;
2181     } else {
2182     op->direction=0;
2183     }
2184     /* Update how the player looks. Use the facing, so direction may
2185     * get reset to zero. This allows for full animation capabilities
2186     * for players.
2187     */
2188     animate_object(op, op->facing);
2189     return 0;
2190     }
2191    
2192     /* This is similar to handle_player, below, but is only used by the
2193     * new client/server stuff.
2194     * This is sort of special, in that the new client/server actually uses
2195     * the new speed values for commands.
2196     *
2197     * Returns true if there are more actions we can do.
2198     */
2199     int handle_newcs_player(object *op)
2200     {
2201     if (op->contr->hidden) {
2202     op->invisible = 1000;
2203 root 1.5 /* the socket code flashes the player visible/invisible
2204     * depending on the value of invisible, so we need to
2205 root 1.1 * alternate it here for it to work correctly.
2206     */
2207     if (pticks & 2) op->invisible--;
2208     }
2209     else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2210     op->invisible--;
2211     if(!op->invisible) {
2212     make_visible(op);
2213     new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2214     }
2215     }
2216    
2217     if (QUERY_FLAG(op, FLAG_SCARED)) {
2218     flee_player(op);
2219     /* If player is still scared, that is his action for this tick */
2220     if (QUERY_FLAG(op, FLAG_SCARED)) {
2221     op->speed_left--;
2222     return 0;
2223     }
2224     }
2225    
2226     /* I've been seeing crashes where the golem has been destroyed, but
2227     * the player object still points to the defunct golem. The code that
2228     * destroys the golem looks correct, and it doesn't always happen, so
2229     * put this in a a workaround to clean up the golem pointer.
2230     */
2231     if (op->contr->ranges[range_golem] &&
2232     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2233     QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2234     op->contr->ranges[range_golem] = NULL;
2235     op->contr->golem_count = 0;
2236     }
2237    
2238     /* call this here - we also will call this in do_ericserver, but
2239     * the players time has been increased when doericserver has been
2240     * called, so we recheck it here.
2241     */
2242     HandleClient(&op->contr->socket, op->contr);
2243     if (op->speed_left<0) return 0;
2244    
2245     if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2246     /* All move commands take 1 tick, at least for now */
2247     op->speed_left--;
2248    
2249     /* Instead of all the stuff below, let move_player take care
2250     * of it. Also, some of the skill stuff is only put in
2251     * there, as well as the confusion stuff.
2252     */
2253     move_player(op, op->direction);
2254     if (op->speed_left>0) return 1;
2255     else return 0;
2256     }
2257     return 0;
2258     }
2259    
2260     int save_life(object *op) {
2261     object *tmp;
2262    
2263     if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2264     return 0;
2265    
2266     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2267     if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2268     play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2269     new_draw_info_format(NDI_UNIQUE, 0,op,
2270     "Your %s vibrates violently, then evaporates.",
2271     query_name(tmp));
2272     if (op->contr)
2273     esrv_del_item(op->contr, tmp->count);
2274     remove_ob(tmp);
2275     free_object(tmp);
2276     CLEAR_FLAG(op, FLAG_LIFESAVE);
2277     if(op->stats.hp<0)
2278     op->stats.hp = op->stats.maxhp;
2279     if(op->stats.food<0)
2280     op->stats.food = 999;
2281     fix_player(op);
2282     return 1;
2283     }
2284     LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2285     CLEAR_FLAG(op, FLAG_LIFESAVE);
2286     enter_player_savebed(op); /* bring him home. */
2287     return 0;
2288     }
2289    
2290     /* This goes throws the inventory and removes unpaid objects, and puts them
2291     * back in the map (location and map determined by values of env). This
2292     * function will descend into containers. op is the object to start the search
2293     * from.
2294     */
2295     void remove_unpaid_objects(object *op, object *env)
2296     {
2297     object *next;
2298    
2299     while (op) {
2300     next=op->below; /* Make sure we have a good value, in case
2301     * we remove object 'op'
2302     */
2303     if (QUERY_FLAG(op, FLAG_UNPAID)) {
2304     remove_ob(op);
2305     op->x = env->x;
2306     op->y = env->y;
2307     if (env->type == PLAYER)
2308     esrv_del_item(env->contr, op->count);
2309     insert_ob_in_map(op, env->map, NULL,0);
2310     }
2311     else if (op->inv) remove_unpaid_objects(op->inv, env);
2312     op=next;
2313     }
2314     }
2315    
2316    
2317     /*
2318     * Returns pointer a static string containing gravestone text
2319     * Moved from apply.c to player.c - player.c is what
2320     * actually uses this function. player.c may not be quite the
2321     * best, a misc file for object actions is probably better,
2322     * but there isn't one in the server directory.
2323     */
2324     char *gravestone_text (object *op)
2325     {
2326     static char buf2[MAX_BUF];
2327     char buf[MAX_BUF];
2328     time_t now = time (NULL);
2329    
2330     strcpy (buf2, " R.I.P.\n\n");
2331     if (op->type == PLAYER)
2332     sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2333     else
2334     sprintf (buf, "%s\n", op->name);
2335     strncat (buf2, " ", 20 - strlen (buf) / 2);
2336     strcat (buf2, buf);
2337     if (op->type == PLAYER)
2338     sprintf (buf, "who was in level %d when killed\n", op->level);
2339     else
2340     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2341     strncat (buf2, " ", 20 - strlen (buf) / 2);
2342     strcat (buf2, buf);
2343     if (op->type == PLAYER) {
2344     sprintf (buf, "by %s.\n\n", op->contr->killer);
2345     strncat (buf2, " ", 21 - strlen (buf) / 2);
2346     strcat (buf2, buf);
2347     }
2348     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2349     strncat (buf2, " ", 20 - strlen (buf) / 2);
2350     strcat (buf2, buf);
2351     return buf2;
2352     }
2353    
2354    
2355    
2356     void do_some_living(object *op) {
2357     int last_food=op->stats.food;
2358     int gen_hp, gen_sp, gen_grace;
2359     int over_hp, over_sp, over_grace;
2360     int i;
2361     int rate_hp = 1200;
2362     int rate_sp = 2500;
2363     int rate_grace = 2000;
2364     const int max_hp = 1;
2365     const int max_sp = 1;
2366     const int max_grace = 1;
2367    
2368     if (op->contr->outputs_sync) {
2369     for (i=0; i<NUM_OUTPUT_BUFS; i++)
2370     if (op->contr->outputs[i].buf!=NULL &&
2371     (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2372     flush_output_element(op, &op->contr->outputs[i]);
2373     }
2374    
2375     if(op->contr->state==ST_PLAYING) {
2376    
2377     /* these next three if clauses make it possible to SLOW DOWN
2378     hp/grace/spellpoint regeneration. */
2379     if(op->contr->gen_hp >= 0 )
2380     gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2381     else {
2382     gen_hp = op->stats.maxhp;
2383     rate_hp -= rate_hp/2 * op->contr->gen_hp;
2384     }
2385     if(op->contr->gen_sp >= 0 )
2386     gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2387     else {
2388     gen_sp = op->stats.maxsp;
2389     rate_sp -= rate_sp/2 * op->contr->gen_sp;
2390     }
2391     if(op->contr->gen_grace >= 0)
2392     gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2393     else {
2394     gen_grace = op->stats.maxgrace;
2395     rate_grace -= rate_grace/2 * op->contr->gen_grace;
2396     }
2397    
2398     /* Regenerate Spell Points */
2399     if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2400     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2401     if(op->stats.sp<op->stats.maxsp) {
2402     op->stats.sp++;
2403     /* dms do not consume food */
2404     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2405     op->stats.food--;
2406     if(op->contr->digestion<0)
2407     op->stats.food+=op->contr->digestion;
2408     else if(op->contr->digestion>0 &&
2409     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2410     op->stats.food=last_food;
2411     }
2412     }
2413     if (max_sp>1) {
2414     over_sp = (gen_sp+10)/rate_sp;
2415     if (over_sp > 0) {
2416     if(op->stats.sp<op->stats.maxsp) {
2417     op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2418     if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2419     op->stats.sp--;
2420     if(op->stats.sp>op->stats.maxsp)
2421     op->stats.sp=op->stats.maxsp;
2422     }
2423     op->last_sp=0;
2424     } else {
2425     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2426     }
2427     } else {
2428     op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2429     }
2430     }
2431    
2432     /* Regenerate Grace */
2433     /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2434     if(--op->last_grace<0) {
2435     if(op->stats.grace<op->stats.maxgrace/2)
2436     op->stats.grace++; /* no penalty in food for regaining grace */
2437     if(max_grace>1) {
2438     over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2439     if (over_grace > 0) {
2440     op->stats.sp += over_grace
2441     + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2442     op->last_grace=0;
2443     } else {
2444     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2445     }
2446     } else {
2447     op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2448     }
2449     /* wearing stuff doesn't detract from grace generation. */
2450     }
2451    
2452     /* Regenerate Hit Points */
2453     if(--op->last_heal<0) {
2454     if(op->stats.hp<op->stats.maxhp) {
2455     op->stats.hp++;
2456     /* dms do not consume food */
2457     if (!QUERY_FLAG(op,FLAG_WIZ)) {
2458     op->stats.food--;
2459     if(op->contr->digestion<0)
2460     op->stats.food+=op->contr->digestion;
2461     else if(op->contr->digestion>0 &&
2462     random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2463     op->stats.food=last_food;
2464     }
2465     }
2466     if(max_hp>1) {
2467     over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2468     if (over_hp > 0) {
2469     op->stats.sp += over_hp
2470     + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2471     op->last_heal=0;
2472     } else {
2473     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2474     }
2475     } else {
2476     op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2477     }
2478     }
2479    
2480     /* Digestion */
2481     if(--op->last_eat<0) {
2482 root 1.4 #ifdef COZY_SERVER
2483 root 1.2 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2484     int bonus=dg>0?dg:0,
2485     penalty=dg<0?-dg:0;
2486 root 1.4 #else
2487     int bonus=op->contr->digestion>0?op->contr->digestion:0,
2488     penalty=op->contr->digestion<0?-op->contr->digestion:0;
2489     #endif
2490    
2491 root 1.1 if(op->contr->gen_hp > 0)
2492     op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2493     else
2494     op->last_eat=25*(1+bonus)/(penalty +1);
2495     /* dms do not consume food */
2496     if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2497     }
2498     }
2499    
2500     if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2501     object *tmp, *flesh=NULL;
2502    
2503     for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2504     if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2505     if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2506     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2507     manual_apply(op,tmp,0);
2508     if(op->stats.food>=0||op->stats.hp<0)
2509     break;
2510     }
2511     else if (tmp->type==FLESH) flesh=tmp;
2512     } /* End if paid for object */
2513     } /* end of for loop */
2514     /* If player is still starving, it means they don't have any food, so
2515     * eat flesh instead.
2516     */
2517     if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2518     new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2519     manual_apply(op,flesh,0);
2520     }
2521     } /* end if player is starving */
2522    
2523     while(op->stats.food<0&&op->stats.hp>0)
2524     op->stats.food++,op->stats.hp--;
2525    
2526     if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2527     kill_player(op);
2528     }
2529    
2530    
2531    
2532     /* If the player should die (lack of hp, food, etc), we call this.
2533     * op is the player in jeopardy. If the player can not be saved (not
2534     * permadeath, no lifesave), this will take care of removing the player
2535     * file.
2536     */
2537     void kill_player(object *op)
2538     {
2539     char buf[MAX_BUF];
2540     int x,y,i;
2541     mapstruct *map; /* this is for resurrection */
2542     int z;
2543     int num_stats_lose;
2544     int lost_a_stat;
2545     int lose_this_stat;
2546     int this_stat;
2547     int will_kill_again;
2548     archetype *at;
2549     object *tmp;
2550    
2551     if(save_life(op))
2552     return;
2553    
2554    
2555     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2556     * in cities ONLY!!! It is very important that this doesn't get abused.
2557     * Look at op_on_battleground() for more info --AndreasV
2558     */
2559     if (op_on_battleground(op, &x, &y)) {
2560     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2561     "You have been defeated in combat!");
2562     new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2563     "Local medics have saved your life...");
2564    
2565     /* restore player */
2566     at = find_archetype("poisoning");
2567     tmp=present_arch_in_ob(at,op);
2568     if (tmp) {
2569     remove_ob(tmp);
2570     free_object(tmp);
2571     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2572     }
2573    
2574     at = find_archetype("confusion");
2575     tmp=present_arch_in_ob(at,op);
2576     if (tmp) {
2577     remove_ob(tmp);
2578     free_object(tmp);
2579     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2580     }
2581    
2582     cure_disease(op,0); /* remove any disease */
2583     op->stats.hp=op->stats.maxhp;
2584     if (op->stats.food<=0) op->stats.food=999;
2585    
2586     /* create a bodypart-trophy to make the winner happy */
2587     tmp=arch_to_object(find_archetype("finger"));
2588     if (tmp != NULL)
2589     {
2590     sprintf(buf,"%s's finger",op->name);
2591     tmp->name = add_string(buf);
2592     sprintf(buf," This finger has been cut off %s\n"
2593     " the %s, when he was defeated at\n level %d by %s.\n",
2594     op->name, op->contr->title, (int)(op->level),
2595     op->contr->killer);
2596     tmp->msg=add_string(buf);
2597     tmp->value=0, tmp->material=0, tmp->type=0;
2598     tmp->materialname = NULL;
2599     tmp->x = op->x, tmp->y = op->y;
2600     insert_ob_in_map(tmp,op->map,op,0);
2601     }
2602    
2603     /* teleport defeated player to new destination*/
2604     transfer_ob(op, x, y, 0, NULL);
2605     op->contr->braced=0;
2606     return;
2607     }
2608    
2609     /* Lauwenmark: Handle for plugin death event */
2610     if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2611     return;
2612    
2613     /* Lauwenmark: Handle for the global death event */
2614     execute_global_event(EVENT_PLAYER_DEATH, op);
2615     if(op->stats.food<0) {
2616     if (op->contr->explore) {
2617     new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2618     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2619     op->stats.food=999;
2620     return;
2621     }
2622     sprintf(buf,"%s starved to death.",op->name);
2623     strcpy(op->contr->killer,"starvation");
2624     }
2625     else {
2626     if (op->contr->explore) {
2627     new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2628     new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2629     op->stats.hp=op->stats.maxhp;
2630     return;
2631     }
2632     sprintf(buf,"%s died.",op->name);
2633     }
2634     play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2635    
2636     /* save the map location for corpse, gravestone*/
2637     x=op->x;y=op->y;map=op->map;
2638    
2639    
2640     if (settings.not_permadeth == TRUE) {
2641     /* NOT_PERMADEATH code. This basically brings the character back to
2642     * life if they are dead - it takes some exp and a random stat.
2643     * See the config.h file for a little more in depth detail about this.
2644     */
2645    
2646     /* Basically two ways to go - remove a stat permanently, or just
2647     * make it depletion. This bunch of code deals with that aspect
2648     * of death.
2649     */
2650 root 1.4 #ifndef COZY_SERVER
2651 root 1.1 if (settings.balanced_stat_loss) {
2652     /* If stat loss is permanent, lose one stat only. */
2653     /* Lower level chars don't lose as many stats because they suffer
2654     more if they do. */
2655     /* Higher level characters can afford things such as potions of
2656     restoration, or better, stat potions. So we slug them that
2657     little bit harder. */
2658     /* GD */
2659     if (settings.stat_loss_on_death)
2660     num_stats_lose = 1;
2661     else
2662     num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2663     } else {
2664     num_stats_lose = 1;
2665     }
2666     lost_a_stat = 0;
2667    
2668     for (z=0; z<num_stats_lose; z++) {
2669     if (settings.stat_loss_on_death) {
2670     /* Pick a random stat and take a point off it. Tell the player
2671     * what he lost.
2672     */
2673     i = RANDOM() % 7;
2674     change_attr_value(&(op->stats), i,-1);
2675     check_stat_bounds(&(op->stats));
2676     change_attr_value(&(op->contr->orig_stats), i,-1);
2677     check_stat_bounds(&(op->contr->orig_stats));
2678     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2679     lost_a_stat = 1;
2680     } else {
2681     /* deplete a stat */
2682     archetype *deparch=find_archetype("depletion");
2683     object *dep;
2684    
2685     i = RANDOM() % 7;
2686     dep = present_arch_in_ob(deparch,op);
2687     if(!dep) {
2688     dep = arch_to_object(deparch);
2689     insert_ob_in_ob(dep, op);
2690     }
2691     lose_this_stat = 1;
2692     if (settings.balanced_stat_loss) {
2693     /* GD */
2694     /* Get the stat that we're about to deplete. */
2695     this_stat = get_attr_value(&(dep->stats), i);
2696     if (this_stat < 0) {
2697     int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2698     int keep_chance = this_stat * this_stat;
2699     /* Yes, I am paranoid. Sue me. */
2700     if (keep_chance < 1)
2701     keep_chance = 1;
2702    
2703     /* There is a maximum depletion total per level. */
2704     if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2705     lose_this_stat = 0;
2706     /* Take loss chance vs keep chance to see if we
2707     retain the stat. */
2708     } else {
2709     if (random_roll(0, loss_chance + keep_chance-1,
2710     op, PREFER_LOW) < keep_chance)
2711     lose_this_stat = 0;
2712     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2713     this_stat, keep_chance, loss_chance,
2714     lose_this_stat?"LOSE":"KEEP"); */
2715     }
2716     }
2717     }
2718    
2719     if (lose_this_stat) {
2720     this_stat = get_attr_value(&(dep->stats), i);
2721     /* We could try to do something clever like find another
2722     * stat to reduce if this fails. But chances are, if
2723     * stats have been depleted to -50, all are pretty low
2724     * and should be roughly the same, so it shouldn't make a
2725     * difference.
2726     */
2727     if (this_stat>=-50) {
2728     change_attr_value(&(dep->stats), i, -1);
2729     SET_FLAG(dep, FLAG_APPLIED);
2730     new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2731     fix_player(op);
2732     lost_a_stat = 1;
2733     }
2734     }
2735     }
2736     }
2737     /* If no stat lost, tell the player. */
2738     if (!lost_a_stat)
2739     {
2740     /* determine_god() seems to not work sometimes... why is this?
2741     Should I be using something else? GD */
2742     const char *god = determine_god(op);
2743     if (god && (strcmp(god, "none")))
2744     new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2745     "moment you feel the holy presence of %s protecting"
2746     " you.", god);
2747     else
2748     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2749     " feel a holy presence protecting you.");
2750     }
2751 root 1.2 #endif
2752     new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2753     " feel a holy presence protecting you from losing yourself completely.");
2754 root 1.1
2755     /* Put a gravestone up where the character 'almost' died. List the
2756     * exp loss on the stone.
2757     */
2758     tmp=arch_to_object(find_archetype("gravestone"));
2759     sprintf(buf,"%s's gravestone",op->name);
2760     FREE_AND_COPY(tmp->name, buf);
2761     sprintf(buf,"%s's gravestones",op->name);
2762     FREE_AND_COPY(tmp->name_pl, buf);
2763     sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2764     "who was killed\n"
2765     "by %s.\n",
2766     op->name, op->contr->title,
2767     op->contr->killer);
2768     tmp->msg = add_string(buf);
2769     tmp->x=op->x,tmp->y=op->y;
2770     insert_ob_in_map (tmp, op->map, NULL,0);
2771    
2772     /**************************************/
2773     /* */
2774     /* Subtract the experience points, */
2775     /* if we died cause of food, give us */
2776     /* food, and reset HP's... */
2777     /* */
2778     /**************************************/
2779    
2780     /* remove any poisoning and confusion the character may be suffering.*/
2781     /* restore player */
2782     at = find_archetype("poisoning");
2783     tmp=present_arch_in_ob(at,op);
2784     if (tmp) {
2785     remove_ob(tmp);
2786     free_object(tmp);
2787     new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2788     }
2789    
2790     at = find_archetype("confusion");
2791     tmp=present_arch_in_ob(at,op);
2792     if (tmp) {
2793     remove_ob(tmp);
2794     free_object(tmp);
2795     new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2796     }
2797     cure_disease(op,0); /* remove any disease */
2798    
2799     /*add_exp(op, (op->stats.exp * -0.20)); */
2800     apply_death_exp_penalty(op);
2801     if(op->stats.food < 100) op->stats.food = 900;
2802     op->stats.hp = op->stats.maxhp;
2803     op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2804     op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2805    
2806     /*
2807     * Check to see if the player is in a shop. IF so, then check to see if
2808     * the player has any unpaid items. If so, remove them and put them back
2809     * in the map.
2810     */
2811    
2812     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2813     if (tmp->type == SHOP_FLOOR) {
2814     remove_unpaid_objects(op->inv, op);
2815     break;
2816     }
2817     }
2818    
2819    
2820     /****************************************/
2821     /* */
2822     /* Move player to his current respawn- */
2823     /* position (usually last savebed) */
2824     /* */
2825     /****************************************/
2826    
2827     enter_player_savebed(op);
2828    
2829     /* Save the player before inserting the force to reduce
2830     * chance of abuse.
2831     */
2832     op->contr->braced=0;
2833     save_player(op,1);
2834    
2835     /* it is possible that the player has blown something up
2836     * at his savebed location, and that can have long lasting
2837     * spell effects. So first see if there is a spell effect
2838     * on the space that might harm the player.
2839     */
2840     will_kill_again=0;
2841     for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2842     if (tmp->type ==SPELL_EFFECT)
2843     will_kill_again|=tmp->attacktype;
2844     }
2845     if (will_kill_again) {
2846     object *force;
2847     int at;
2848    
2849     force=get_archetype(FORCE_NAME);
2850     /* 50 ticks should be enough time for the spell to abate */
2851     force->speed=0.1;
2852     force->speed_left=-5.0;
2853     SET_FLAG(force, FLAG_APPLIED);
2854     for (at=0; at<NROFATTACKS; at++) {
2855     if (will_kill_again & (1 << at))
2856     force->resist[at] = 100;
2857     }
2858     insert_ob_in_ob(force, op);
2859     fix_player(op);
2860    
2861     }
2862     /**************************************/
2863     /* */
2864     /* Repaint the characters inv, and */
2865     /* stats, and show a nasty message ;) */
2866     /* */
2867     /**************************************/
2868    
2869     new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2870     return;
2871     } /* NOT_PERMADETH */
2872     else {
2873     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2874     * should probably be embedded in an else statement.
2875     */
2876    
2877     op->contr->party=NULL;
2878     if (settings.set_title == TRUE)
2879     op->contr->own_title[0]='\0';
2880     new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2881     check_score(op);
2882     if(op->contr->ranges[range_golem]!=NULL) {
2883     remove_friendly_object(op->contr->ranges[range_golem]);
2884     remove_ob(op->contr->ranges[range_golem]);
2885     free_object(op->contr->ranges[range_golem]);
2886     op->contr->ranges[range_golem]=NULL;
2887     op->contr->golem_count=0;
2888     }
2889     loot_object(op); /* Remove some of the items for good */
2890     remove_ob(op);
2891     op->direction=0;
2892    
2893     if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2894     delete_character(op->name,0);
2895     if (settings.resurrection == TRUE) {
2896     /* save playerfile sans equipment when player dies
2897     ** then save it as player.pl.dead so that future resurrection
2898     ** type spells will work on them nicely
2899     */
2900     delete_character(op->name,0);
2901     op->stats.hp = op->stats.maxhp;
2902     op->stats.food = 999;
2903    
2904     /* set the location of where the person will reappear when */
2905     /* maybe resurrection code should fix map also */
2906     strcpy(op->contr->maplevel, settings.emergency_mapname);
2907     if(op->map!=NULL)
2908     op->map = NULL;
2909     op->x = settings.emergency_x;
2910     op->y = settings.emergency_y;
2911     save_player(op,0);
2912     op->map = map;
2913     /* please see resurrection.c: peterm */
2914     dead_player(op);
2915     } else {
2916     delete_character(op->name,1);
2917     }
2918     }
2919     play_again(op);
2920    
2921     /* peterm: added to create a corpse at deathsite. */
2922     tmp=arch_to_object(find_archetype("corpse_pl"));
2923     sprintf(buf,"%s", op->name);
2924     FREE_AND_COPY(tmp->name, buf);
2925     FREE_AND_COPY(tmp->name_pl, buf);
2926     tmp->level=op->level;
2927     tmp->x=x;tmp->y=y;
2928     if (tmp->msg)
2929     free_string(tmp->msg);
2930     tmp->msg = add_string (gravestone_text(op));
2931     SET_FLAG (tmp, FLAG_UNIQUE);
2932     insert_ob_in_map (tmp, map, NULL,0);
2933     }
2934     }
2935    
2936    
2937     void loot_object(object *op) { /* Grab and destroy some treasure */
2938     object *tmp,*tmp2,*next;
2939    
2940     if (op->container) { /* close open sack first */
2941     esrv_apply_container (op, op->container);
2942     }
2943    
2944     for(tmp=op->inv;tmp!=NULL;tmp=next) {
2945     next=tmp->below;
2946     if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2947     remove_ob(tmp);
2948     tmp->x=op->x,tmp->y=op->y;
2949     if (tmp->type == CONTAINER) { /* empty container to ground */
2950     loot_object(tmp);
2951     }
2952     if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2953     || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2954     if(tmp->nrof>1) {
2955     tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2956     free_object(tmp2);
2957     insert_ob_in_map(tmp,op->map,NULL,0);
2958     } else
2959     free_object(tmp);
2960     } else
2961     insert_ob_in_map(tmp,op->map,NULL,0);
2962     }
2963     }
2964    
2965     /*
2966     * fix_weight(): Check recursively the weight of all players, and fix
2967     * what needs to be fixed. Refresh windows and fix speed if anything
2968     * was changed.
2969     */
2970    
2971     void fix_weight(void) {
2972     player *pl;
2973     for (pl = first_player; pl != NULL; pl = pl->next) {
2974     int old = pl->ob->carrying, sum = sum_weight(pl->ob);
2975     if(old == sum)
2976     continue;
2977     fix_player(pl->ob);
2978     LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2979     pl->ob->name, old, sum);
2980     }
2981     }
2982    
2983     void fix_luck(void) {
2984     player *pl;
2985     for (pl = first_player; pl != NULL; pl = pl->next)
2986     if (!pl->ob->contr->state)
2987     change_luck(pl->ob, 0);
2988     }
2989    
2990    
2991     /* cast_dust() - handles op throwing objects of type 'DUST'.
2992     * This is much simpler in the new spell code - we basically
2993     * just treat this as any other spell casting object.
2994     */
2995    
2996     void cast_dust (object *op, object *throw_ob, int dir) {
2997     object *skop, *spob;
2998    
2999     skop = find_skill_by_name(op, throw_ob->skill);
3000    
3001     /* casting POTION 'dusts' is really a use_magic_item skill */
3002     if(op->type==PLAYER && throw_ob->type==POTION && !skop) {
3003     LOG(llevError,"Player %s lacks critical skill use_magic_item!\n",
3004     op->name);
3005     return;
3006     }
3007     spob = throw_ob->inv;
3008     if (op->type==PLAYER && spob)
3009     new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name);
3010    
3011     cast_spell(op, throw_ob, dir, spob, NULL);
3012    
3013     if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3014     free_object(throw_ob);
3015     }
3016    
3017     void make_visible (object *op) {
3018     op->hide = 0;
3019     op->invisible = 0;
3020     if(op->type==PLAYER) {
3021     op->contr->tmp_invis = 0;
3022     if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3023     }
3024     update_object(op,UP_OBJ_FACE);
3025     }
3026    
3027     int is_true_undead(object *op) {
3028     object *tmp=NULL;
3029    
3030     if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3031    
3032     if(op->type==PLAYER)
3033     for(tmp=op->inv;tmp;tmp=tmp->below)
3034     if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3035     if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3036     return 0;
3037     }
3038    
3039     /* look at the surrounding terrain to determine
3040     * the hideability of this object. Positive levels
3041     * indicate greater hideability.
3042     */
3043    
3044     int hideability(object *ob) {
3045     int i,level=0, mflag;
3046     sint16 x,y;
3047    
3048     if(!ob||!ob->map) return 0;
3049    
3050     /* so, on normal lighted maps, its hard to hide */
3051     level=ob->map->darkness - 2;
3052    
3053     /* this also picks up whether the object is glowing.
3054     * If you carry a light on a non-dark map, its not
3055     * as bad as carrying a light on a pitch dark map */
3056     if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3057    
3058     /* scan through all nearby squares for terrain to hide in */
3059     for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3060     mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3061     if (mflag & P_OUT_OF_MAP) { continue; }
3062     if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3063     level += 2;
3064     else /* open terrain! */
3065     level -= 1;
3066     }
3067    
3068     #if 0
3069     LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3070     #endif
3071     return level;
3072     }
3073    
3074     /* For Hidden creatures - a chance of becoming 'unhidden'
3075     * every time they move - as we subtract off 'invisibility'
3076     * AND, for players, if they move into a ridiculously unhideable
3077     * spot (surrounded by clear terrain in broad daylight). -b.t.
3078     */
3079    
3080     void do_hidden_move (object *op) {
3081     int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3082     object *skop;
3083    
3084     if(!op || !op->map) return;
3085    
3086     skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3087    
3088     /* its *extremely* hard to run and sneak/hide at the same time! */
3089     if(op->type==PLAYER && op->contr->run_on) {
3090     if(!skop || num >= skop->level) {
3091     new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3092     make_visible(op);
3093     return;
3094     } else num += 20;
3095     }
3096     num += op->map->difficulty;
3097     hide = hideability(op); /* modify by terrain hidden level */
3098     num -= hide;
3099     if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3100     make_visible(op);
3101     if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3102     "You moved out of hiding! You are visible!");
3103     }
3104     else if (op->type == PLAYER && skop) {
3105     change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3106     }
3107     }
3108    
3109     /* determine if who is standing near a hostile creature. */
3110    
3111     int stand_near_hostile( object *who ) {
3112     object *tmp=NULL;
3113     int i,friendly=0,player=0, mflags;
3114     mapstruct *m;
3115     sint16 x,y;
3116    
3117     if(!who) return 0;
3118    
3119     if(who->type==PLAYER) player=1;
3120     else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3121    
3122     /* search adjacent squares */
3123     for(i=1;i<9;i++) {
3124     x = who->x+freearr_x[i];
3125     y = who->y+freearr_y[i];
3126     m = who->map;
3127     mflags = get_map_flags(m, &m, x, y, &x, &y);
3128     /* space must be blocked if there is a monster. If not
3129     * blocked, don't need to check this space.
3130     */
3131     if (mflags & P_OUT_OF_MAP) continue;
3132     if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3133    
3134     for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3135     if((player||friendly)
3136     &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3137     return 1;
3138     else if(tmp->type==PLAYER)
3139     {
3140     /*don't let a hidden DM prevent you from hiding*/
3141     if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3142     return 1;
3143     }
3144     }
3145     }
3146     return 0;
3147     }
3148    
3149     /* check the player los field for viewability of the
3150     * object op. This function works fine for monsters,
3151     * but we dont worry if the object isnt the top one in
3152     * a pile (say a coin under a table would return "viewable"
3153     * by this routine). Another question, should we be
3154     * concerned with the direction the player is looking
3155     * in? Realistically, most of use cant see stuff behind
3156     * our backs...on the other hand, does the "facing" direction
3157     * imply the way your head, or body is facing? Its possible
3158     * for them to differ. Sigh, this fctn could get a bit more complex.
3159     * -b.t.
3160     * This function is now map tiling safe.
3161     */
3162    
3163     int player_can_view (object *pl,object *op) {
3164     rv_vector rv;
3165     int dx,dy;
3166    
3167     if(pl->type!=PLAYER) {
3168     LOG(llevError,"player_can_view() called for non-player object\n");
3169     return -1;
3170     }
3171     if (!pl || !op) return 0;
3172    
3173     if(op->head) { op = op->head; }
3174     get_rangevector(pl, op, &rv, 0x1);
3175    
3176     /* starting with the 'head' part, lets loop
3177     * through the object and find if it has any
3178     * part that is in the los array but isnt on
3179     * a blocked los square.
3180     * we use the archetype to figure out offsets.
3181     */
3182     while(op) {
3183     dx = rv.distance_x + op->arch->clone.x;
3184     dy = rv.distance_y + op->arch->clone.y;
3185    
3186     /* only the viewable area the player sees is updated by LOS
3187     * code, so we need to restrict ourselves to that range of values
3188     * for any meaningful values.
3189     */
3190     if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3191     FABS(dy) <= (pl->contr->socket.mapy/2) &&
3192     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3193     return 1;
3194     op = op->more;
3195     }
3196     return 0;
3197     }
3198    
3199     /* routine for both players and monsters. We call this when
3200     * there is a possibility for our action distrubing our hiding
3201     * place or invisiblity spell. Artefact invisiblity is not
3202     * effected by this. If we arent invisible to begin with, we
3203     * return 0.
3204     */
3205     int action_makes_visible (object *op) {
3206    
3207     if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3208     if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3209     return 0;
3210    
3211     if (op->contr && op->contr->tmp_invis == 0) return 0;
3212    
3213     /* If monsters, they should become visible */
3214     if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3215     new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3216     return 1;
3217     }
3218     }
3219     return 0;
3220     }
3221    
3222     /* op_on_battleground - checks if the given object op (usually
3223     * a player) is standing on a valid battleground-tile,
3224     * function returns TRUE/FALSE. If true x, y returns the battleground
3225     * -exit-coord. (and if x, y not NULL)
3226     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3227     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3228     * Default is to do the same as before, so only people wanting to have different points need worry about this
3229     */
3230     int op_on_battleground (object *op, int *x, int *y) {
3231     object *tmp;
3232    
3233     /* A battleground-tile needs the following attributes to be valid:
3234     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3235     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3236     * and the exit-coordinates sp/hp must both be > 0.
3237     * => The intention here is to prevent abuse of the battleground-
3238     * feature (like pickable or hidden battleground tiles). */
3239     for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3240     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3241     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3242     strcmp(tmp->name, "battleground")==0 &&
3243     tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3244     /*before we assign the exit, check if this is a teambattle*/
3245     if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3246     object *invtmp;
3247     for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3248     if(invtmp->type==FORCE && invtmp->slaying &&
3249     !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3250     if (x != NULL && y != NULL)
3251     *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3252     return 1;
3253     }
3254     }
3255     }
3256     if (x != NULL && y != NULL)
3257     *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3258     return 1;
3259     }
3260     }
3261     }
3262     /* If we got here, did not find a battleground */
3263     return 0;
3264     }
3265    
3266     /*
3267     * When a dragon-player gains a new stage of evolution,
3268     * he gets some treasure
3269     *
3270     * attributes:
3271     * object *who the dragon player
3272     * int atnr the attack-number of the ability focus
3273     * int level ability level
3274     */
3275     void dragon_ability_gain(object *who, int atnr, int level) {
3276     treasurelist *trlist = NULL; /* treasurelist */
3277     treasure *tr; /* treasure */
3278     object *tmp,*skop; /* tmp. object */
3279     object *item; /* treasure object */
3280     char buf[MAX_BUF]; /* tmp. string buffer */
3281     int i=0, j=0;
3282    
3283     /* get the appropriate treasurelist */
3284     if (atnr == ATNR_FIRE)
3285     trlist = find_treasurelist("dragon_ability_fire");
3286     else if (atnr == ATNR_COLD)
3287     trlist = find_treasurelist("dragon_ability_cold");
3288     else if (atnr == ATNR_ELECTRICITY)
3289     trlist = find_treasurelist("dragon_ability_elec");
3290     else if (atnr == ATNR_POISON)
3291     trlist = find_treasurelist("dragon_ability_poison");
3292    
3293     if (trlist == NULL || who->type != PLAYER)
3294     return;
3295    
3296     for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3297     tr = tr->next, i++);
3298    
3299     if (tr == NULL || tr->item == NULL) {
3300     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3301     return;
3302     }
3303    
3304     /* everything seems okay - now bring on the gift: */
3305     item = &(tr->item->clone);
3306    
3307     if (item->type == SPELL) {
3308     if (check_spell_known (who, item->name))
3309     return;
3310    
3311     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3312     do_learn_spell (who, item, 0);
3313     return;
3314     }
3315    
3316     /* grant direct spell */
3317     if (item->type == SPELLBOOK) {
3318     if (!item->inv) {
3319     LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3320     item->name);
3321     return;
3322     }
3323     if (check_spell_known (who, item->inv->name))
3324     return;
3325     if (item->invisible) {
3326     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3327     do_learn_spell (who, item->inv, 0);
3328     return;
3329     }
3330     }
3331     else if (item->type == SKILL_TOOL && item->invisible) {
3332     if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3333    
3334     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3335     * in this way, if the player is missing any of the attacktypes, he gets
3336     * them. As it is now, if the player has any that match the granted skill,
3337     * but not all of them, he gets nothing.
3338     */
3339     if (!(skop->attacktype & item->attacktype)) {
3340     /* Give new attacktype */
3341     skop->attacktype |= item->attacktype;
3342    
3343     /* always add physical if there's none */
3344     skop->attacktype |= AT_PHYSICAL;
3345    
3346     if (item->msg != NULL)
3347     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3348    
3349     /* Give player new face */
3350     if (item->animation_id) {
3351     who->face = skop->face;
3352     who->animation_id = item->animation_id;
3353     who->anim_speed = item->anim_speed;
3354     who->last_anim = 0;
3355     who->state = 0;
3356     animate_object(who, who->direction);
3357     }
3358     }
3359     }
3360     }
3361     else if (item->type == FORCE) {
3362     /* forces in the treasurelist can alter the player's stats */
3363     object *skin;
3364     /* first get the dragon skin force */
3365     for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3366     skin=skin->below);
3367     if (skin == NULL) return;
3368    
3369     /* adding new spellpath attunements */
3370     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3371     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3372    
3373     /* print message */
3374     sprintf(buf, "You feel attuned to ");
3375     for(i=0, j=0; i<NRSPELLPATHS; i++) {
3376     if(item->path_attuned & (1<<i)) {
3377     if (j)
3378     strcat(buf," and ");
3379     else
3380     j = 1;
3381     strcat(buf, spellpathnames[i]);
3382     }
3383     }
3384     strcat(buf,".");
3385     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3386     }
3387    
3388     /* evtl. adding flags: */
3389     if(QUERY_FLAG(item, FLAG_XRAYS))
3390     SET_FLAG(skin, FLAG_XRAYS);
3391     if(QUERY_FLAG(item, FLAG_STEALTH))
3392     SET_FLAG(skin, FLAG_STEALTH);
3393     if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3394     SET_FLAG(skin, FLAG_SEE_IN_DARK);
3395    
3396     /* print message if there is one */
3397     if (item->msg != NULL)
3398     new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3399     }
3400     else {
3401     /* generate misc. treasure */
3402     tmp = arch_to_object (tr->item);
3403     new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3404     tmp = insert_ob_in_ob (tmp, who);
3405     if (who->type == PLAYER)
3406     esrv_send_item(who, tmp);
3407     }
3408     }
3409    
3410     /**
3411     * Unready an object for a player. This function does nothing if the object was
3412     * not readied.
3413     */
3414     void player_unready_range_ob(player *pl, object *ob) {
3415     rangetype i;
3416    
3417     for (i = 0; i < range_size; i++) {
3418     if (pl->ranges[i] == ob) {
3419     pl->ranges[i] = NULL;
3420     if (pl->shoottype == i) {
3421     pl->shoottype = range_none;
3422     }
3423     }
3424     }
3425     }