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/cvs/deliantra/server/server/player.C
Revision: 1.38
Committed: Thu Dec 14 04:30:32 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +32 -61 lines
Log Message:
- rewrote most of the socket loop code
- moved connection accept into tcp.ext
- no evil socket copying anymore,
  needs more cleanups

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <pwd.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32 #include <newclient.h>
33
34 #ifdef COZY_SERVER
35 extern int same_party (partylist *a, partylist *b);
36 #endif
37
38 player *
39 find_player (const char *plname)
40 {
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49 }
50
51 player *
52 find_player_partial_name (const char *plname)
53 {
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75 }
76
77 void
78 display_motd (const object *op)
79 {
80 char buf[MAX_BUF];
81 char motd[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return;
90 }
91 motd[0] = '\0';
92 size = 0;
93 while (fgets (buf, MAX_BUF, fp) != NULL)
94 {
95 if (*buf == '#')
96 continue;
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp);
102 }
103
104 void
105 send_rules (const object *op)
106 {
107 char buf[MAX_BUF];
108 char rules[HUGE_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return;
117 }
118 rules[0] = '\0';
119 size = 0;
120 while (fgets (buf, MAX_BUF, fp) != NULL)
121 {
122 if (*buf == '#')
123 continue;
124 if (size + strlen (buf) >= HUGE_BUF)
125 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break;
128 }
129 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf);
131 }
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp);
134 }
135
136 void
137 send_news (const object *op)
138 {
139 char buf[MAX_BUF];
140 char news[HUGE_BUF];
141 char subject[MAX_BUF];
142 FILE *fp;
143 int comp;
144 int size;
145
146 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return;
149 news[0] = '\0';
150 subject[0] = '\0';
151 size = 0;
152 while (fgets (buf, MAX_BUF, fp) != NULL)
153 {
154 if (*buf == '#')
155 continue;
156 if (*buf == '%')
157 { /* send one news */
158 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
160 strcpy (subject, buf + 1);
161 strip_endline (subject);
162 size = 0;
163 news[0] = '\0';
164 }
165 else
166 {
167 if (size + strlen (buf) >= HUGE_BUF)
168 {
169 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
170 break;
171 }
172 strncat (news + size, buf, HUGE_BUF - size);
173 size += strlen (buf);
174 }
175 }
176
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp);
180 }
181
182 int
183 playername_ok (const char *cp)
184 {
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193 }
194
195 /* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200 /* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206 static player *
207 get_player (player *p)
208 {
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226 #ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228 #endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284 }
285
286 /* This loads the first map an puts the player on it. */
287 static void
288 set_first_map (object *op)
289 {
290 strcpy (op->contr->maplevel, first_map_path);
291 op->x = -1;
292 op->y = -1;
293 enter_exit (op, NULL);
294 }
295
296 /* Tries to add player on the connection passwd in ns.
297 * All we can really get in this is some settings like host and display
298 * mode.
299 */
300
301 int
302 add_player (client_socket *ns)
303 {
304 player *p = new player;
305
306 p->socket = ns;
307 ns->pl = p;
308
309 p->next = first_player;
310 first_player = p;
311
312 p = get_player (p);
313
314 set_first_map (p->ob);
315
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0;
324 }
325
326 /*
327 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players.
329 * Note: there MUST be at least one player archetype!
330 */
331 archetype *
332 get_player_archetype (archetype *at)
333 {
334 archetype *start = at;
335
336 for (;;)
337 {
338 if (at == NULL || at->next == NULL)
339 at = first_archetype;
340 else
341 at = at->next;
342 if (at->clone.type == PLAYER)
343 return at;
344 if (at == start)
345 {
346 LOG (llevError, "No Player archetypes\n");
347 exit (-1);
348 }
349 }
350 }
351
352
353 object *
354 get_nearest_player (object *mon)
355 {
356 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol;
359 unsigned lastdist;
360 rv_vector rv;
361
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
363 {
364 /* We should not find free objects on this friendly list, but it
365 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop.
368 */
369 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
370 {
371 object *tmp = ol->ob;
372
373 /* Can't do much more other than log the fact, because the object
374 * itself will have been cleared.
375 */
376 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
377 ol = ol->next;
378 remove_friendly_object (tmp);
379 if (!ol)
380 return op;
381 }
382
383 /* Remove special check for player from this. First, it looks to cause
384 * some crashes (ol->ob->contr not set properly?), but secondly, a more
385 * complicated method of state checking would be needed in any case -
386 * as it was, a clever player could type quit, and the function would
387 * skip them over while waiting for confirmation. Remove
388 * on_same_map check, as can_detect_enemy also does this
389 */
390 if (!can_detect_enemy (mon, ol->ob, &rv))
391 continue;
392
393 if (lastdist > rv.distance)
394 {
395 op = ol->ob;
396 lastdist = rv.distance;
397 }
398 }
399 for (pl = first_player; pl != NULL; pl = pl->next)
400 {
401 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance)
405 {
406 op = pl->ob;
407 lastdist = rv.distance;
408 }
409 }
410 }
411 #if 0
412 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413 #endif
414 return op;
415 }
416
417 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking
420 * for a path to the player. The values are in the amount of direction
421 * the deviation is
422 */
423 #define DETOUR_AMOUNT 2
424
425 /* This is used to prevent infinite loops. Consider a case where the
426 * player is in a chamber (with gate closed), and monsters are outside.
427 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
428 * find a path into the chamber. This is a good thing, but since there
429 * is no real path, it will just keep circling the chamber for
430 * ever (this could be a nice effect for monsters, but not for the function
431 * to get stuck in. I think for the monsters, if max is reached and
432 * we return the first direction the creature could move would result in the
433 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing.
436 */
437 #define MAX_SPACES 50
438
439
440 /*
441 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that
444 * direction to player is changed (ie zig or zag). Continue zig zag until either
445 * reach player or path is blocked. Thus, will only return true if there is a free
446 * path to player. Though path may not be a straight line. Note that it will find
447 * player hiding along a corridor at right angles to the corridor with the monster.
448 *
449 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
450 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
451 * down corriders.
452 * 2) I think the old code was broken if the first direction the monster
453 * should move was blocked - the code would store the first direction without
454 * verifying that the player can actually move in that direction. The new
455 * code does not store anything in firstdir until we have verified that the
456 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself.
460 */
461 int
462 path_to_player (object *mon, object *pl, unsigned mindiff)
463 {
464 rv_vector rv;
465 sint16 x, y;
466 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 maptile *m, *lastmap;
468
469 get_rangevector (mon, pl, &rv, 0);
470
471 if (rv.distance < mindiff)
472 return 0;
473
474 x = mon->x;
475 y = mon->y;
476 m = mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff > max)
482 return 0;
483 while (diff > 1 && max > 0)
484 {
485 lastx = x;
486 lasty = y;
487 lastmap = m;
488 x = lastx + freearr_x[dir];
489 y = lasty + freearr_y[dir];
490
491 mflags = get_map_flags (m, &m, x, y, &x, &y);
492 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
493
494 /* Space is blocked - try changing direction a little */
495 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
496 && (m == mon->map && blocked_link (mon, m, x, y))))
497 {
498 /* recalculate direction from last good location. Possible
499 * we were not traversing ideal location before.
500 */
501 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
502 if (rv.direction != dir)
503 {
504 /* OK - says direction should be different - lets reset the
505 * the values so it will try again.
506 */
507 x = lastx;
508 y = lasty;
509 m = lastmap;
510 dir = firstdir = rv.direction;
511 }
512 else
513 {
514 /* direct path is blocked - try taking a side step to
515 * either the left or right.
516 * Note increase the values in the loop below to be
517 * more than -1/1 respectively will mean the monster takes
518 * bigger detour. Have to be careful about these values getting
519 * too big (3 or maybe 4 or higher) as the monster may just try
520 * stepping back and forth
521 */
522 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
523 {
524 if (i == 0)
525 continue; /* already did this, so skip it */
526 /* Use lastdir here - otherwise,
527 * since the direction that the creature should move in
528 * may change, you could get infinite loops.
529 * ie, player is northwest, but monster can only
530 * move west, so it does that. It goes some distance,
531 * gets blocked, finds that it should move north,
532 * can't do that, but now finds it can move east, and
533 * gets back to its original point. lastdir contains
534 * the last direction the creature has successfully
535 * moved.
536 */
537
538 x = lastx + freearr_x[absdir (lastdir + i)];
539 y = lasty + freearr_y[absdir (lastdir + i)];
540 m = lastmap;
541 mflags = get_map_flags (m, &m, x, y, &x, &y);
542 if (mflags & P_OUT_OF_MAP)
543 continue;
544 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
545 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
546 continue;
547 if (mflags & P_BLOCKSVIEW)
548 continue;
549
550 if (m == mon->map && blocked_link (mon, m, x, y))
551 break;
552 }
553 /* go through entire loop without finding a valid
554 * sidestep to take - thus, no valid path.
555 */
556 if (i == (DETOUR_AMOUNT + 1))
557 return 0;
558 diff--;
559 lastdir = dir;
560 max--;
561 if (!firstdir)
562 firstdir = dir + i;
563 } /* else check alternate directions */
564 } /* if blocked */
565 else
566 {
567 /* we moved towards creature, so diff is less */
568 diff--;
569 max--;
570 lastdir = dir;
571 if (!firstdir)
572 firstdir = dir;
573 }
574 if (diff <= 1)
575 {
576 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance.
578 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
581 }
582 if (diff > max)
583 return 0;
584 }
585 /* If we reached the max, didn't find a direction in time */
586 if (!max)
587 return 0;
588
589 return firstdir;
590 }
591
592 void
593 give_initial_items (object *pl, treasurelist * items)
594 {
595 object *op, *next = NULL;
596
597 if (pl->randomitems != NULL)
598 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
599
600 for (op = pl->inv; op; op = next)
601 {
602 next = op->below;
603
604 /* Forces get applied per default, unless they have the
605 * flag "neutral" set. Sorry but I can't think of a better way
606 */
607 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
608 SET_FLAG (op, FLAG_APPLIED);
609
610 /* we never give weapons/armour if these cannot be used
611 * by this player due to race restrictions
612 */
613 if (pl->type == PLAYER)
614 {
615 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
616 (op->type == ARMOUR || op->type == BOOTS ||
617 op->type == CLOAK || op->type == HELMET ||
618 op->type == SHIELD || op->type == GLOVES ||
619 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
620 {
621 op->destroy ();
622 continue;
623 }
624 }
625
626 /* This really needs to be better - we should really give
627 * a substitute spellbook. The problem is that we don't really
628 * have a good idea what to replace it with (need something like
629 * a first level treasurelist for each skill.)
630 * remove duplicate skills also
631 */
632 if (op->type == SPELLBOOK || op->type == SKILL)
633 {
634 object *tmp;
635
636 for (tmp = op->below; tmp; tmp = tmp->below)
637 if (tmp->type == op->type && tmp->name == op->name)
638 break;
639
640 if (tmp)
641 {
642 op->destroy ();
643 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
644 continue;
645 }
646
647 if (op->nrof > 1)
648 op->nrof = 1;
649 }
650
651 if (op->type == SPELLBOOK && op->inv)
652 {
653 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
654 }
655
656 /* Give starting characters identified, uncursed, and undamned
657 * items. Just don't identify gold or silver, or it won't be
658 * merged properly.
659 */
660 if (need_identify (op))
661 {
662 SET_FLAG (op, FLAG_IDENTIFIED);
663 CLEAR_FLAG (op, FLAG_CURSED);
664 CLEAR_FLAG (op, FLAG_DAMNED);
665 }
666 if (op->type == SPELL)
667 {
668 op->destroy ();
669 continue;
670 }
671 else if (op->type == SKILL)
672 {
673 SET_FLAG (op, FLAG_CAN_USE_SKILL);
674 op->stats.exp = 0;
675 op->level = 1;
676 }
677 /* lock all 'normal items by default */
678 else
679 SET_FLAG (op, FLAG_INV_LOCKED);
680 } /* for loop of objects in player inv */
681
682 /* Need to set up the skill pointers */
683 link_player_skills (pl);
684 }
685
686 void
687 get_name (object *op)
688 {
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692 }
693
694 void
695 get_password (object *op)
696 {
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700 }
701
702 void
703 play_again (object *op)
704 {
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723 }
724
725 int
726 receive_play_again (object *op, char key)
727 {
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758 }
759
760 void
761 confirm_password (object *op)
762 {
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767 }
768
769 void
770 get_party_password (object *op, partylist *party)
771 {
772 if (party == NULL)
773 {
774 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
775 return;
776 }
777 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
781 }
782
783
784 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
785 int
786 roll_stat (void)
787 {
788 int a[4], i, j, k;
789
790 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1;
792
793 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k)
795 k = a[i], j = i;
796
797 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j)
800 k += a[i];
801 }
802 return k;
803 }
804
805 void
806 roll_stats (object *op)
807 {
808 int sum = 0;
809 int i = 0, j = 0;
810 int statsort[7];
811
812 do
813 {
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 }
823 while (sum < 82 || sum > 116);
824
825 /* Sort the stats so that rerolling is easier... */
826 statsort[0] = op->stats.Str;
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833
834 /* a quick and dirty bubblesort? */
835 do
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850
851 op->stats.Str = statsort[0];
852 op->stats.Dex = statsort[1];
853 op->stats.Con = statsort[2];
854 op->stats.Int = statsort[3];
855 op->stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6];
858
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0;
870 op->stats.ac = 0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats = op->stats;
881 }
882
883 void
884 Roll_Again (object *op)
885 {
886 esrv_new_player (op->contr, 0);
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889 }
890
891 void
892 Swap_Stat (object *op, int Swap_Second)
893 {
894 signed char tmp;
895 char buf[MAX_BUF];
896
897 if (op->contr->Swap_First == -1)
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str;
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936 }
937
938
939 /* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946 int
947 key_roll_stat (object *op, char key)
948 {
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf);
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979 #if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984 #endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011 }
1012
1013 /* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE,
1017 * not the class.
1018 */
1019
1020 int
1021 key_change_class (object *op, char key)
1022 {
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying);
1037
1038 treasurelist *tl = find_treasurelist ("starting_wealth");
1039 if (tl)
1040 create_treasure (tl, op, 0, 0, 0);
1041
1042 INVOKE_PLAYER (BIRTH, op->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr);
1044
1045 op->contr->state = ST_PLAYING;
1046
1047 if (op->msg)
1048 op->msg = NULL;
1049
1050 /* We create this now because some of the unique maps will need it
1051 * to save here.
1052 */
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1054 make_path_to_file (buf);
1055
1056 #ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058 #endif
1059 start_info (op);
1060 CLEAR_FLAG (op, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems);
1062 link_player_skills (op);
1063 esrv_send_inventory (op, op);
1064 fix_player (op);
1065
1066 /* This moves the player to a different start map, if there
1067 * is one for this race
1068 */
1069 if (*first_map_ext_path)
1070 {
1071 object *tmp;
1072 char mapname[MAX_BUF];
1073
1074 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1075 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x;
1078 EXIT_Y (tmp) = op->y;
1079 enter_exit (op, tmp); /* we don't really care if it succeeded;
1080 * if the map isn't there, then stay on the
1081 * default initial map */
1082 tmp->destroy ();
1083 }
1084 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n");
1087 }
1088 return 0;
1089 }
1090
1091 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above.
1093 */
1094
1095 tmp_loop = 0;
1096 while (!tmp_loop)
1097 {
1098 shstr name = op->name;
1099 int x = op->x, y = op->y;
1100
1101 remove_statbonus (op);
1102 op->remove ();
1103 op->arch = get_player_archetype (op->arch);
1104 op->arch->clone.copy_to (op);
1105 op->instantiate ();
1106 op->stats = op->contr->orig_stats;
1107 op->name = op->name_pl = name;
1108 op->x = x;
1109 op->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0);
1112 assign (op->contr->title, op->arch->clone.name);
1113 add_statbonus (op);
1114 tmp_loop = allowed_class (op);
1115 }
1116
1117 update_object (op, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op);
1119 fix_player (op);
1120 op->stats.hp = op->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp;
1122 op->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129 }
1130
1131 int
1132 key_confirm_quit (object *op, char key)
1133 {
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178 }
1179
1180 void
1181 flee_player (object *op)
1182 {
1183 int dir, diff;
1184 rv_vector rv;
1185
1186 if (op->stats.hp < 0)
1187 {
1188 LOG (llevDebug, "Fleeing player is dead.\n");
1189 CLEAR_FLAG (op, FLAG_SCARED);
1190 return;
1191 }
1192
1193 if (op->enemy == NULL)
1194 {
1195 LOG (llevDebug, "Fleeing player had no enemy.\n");
1196 CLEAR_FLAG (op, FLAG_SCARED);
1197 return;
1198 }
1199
1200 /* Seen some crashes here. Since we don't store an
1201 * op->enemy_count, it is possible that something destroys the
1202 * actual enemy, and the object is recycled.
1203 */
1204 if (op->enemy->map == NULL)
1205 {
1206 CLEAR_FLAG (op, FLAG_SCARED);
1207 op->enemy = NULL;
1208 return;
1209 }
1210
1211 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1212 {
1213 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED);
1215 return;
1216 }
1217 get_rangevector (op, op->enemy, &rv, 0);
1218
1219 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++)
1221 {
1222 int m = 1 - (RANDOM () & 2);
1223
1224 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1225 {
1226 return;
1227 }
1228 }
1229 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL;
1232 }
1233
1234
1235 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1236 * IT returns 1 if the player should keep on moving, 0 if he should
1237 * stop.
1238 */
1239 int
1240 check_pick (object *op)
1241 {
1242 object *tmp, *next;
1243 int stop = 0;
1244 int j, k, wvratio;
1245 char putstring[128], tmpstr[16];
1246
1247 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING)
1249 return 1;
1250
1251 next = op->below;
1252
1253 /* loop while there are items on the floor that are not marked as
1254 * destroyed */
1255 while (next && !next->destroyed ())
1256 {
1257 tmp = next;
1258 next = tmp->below;
1259
1260 if (op->destroyed ())
1261 return 0;
1262
1263 if (!can_pick (op, tmp))
1264 continue;
1265
1266 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1267 {
1268 if (item_matched_string (op, tmp, op->contr->search_str))
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 /* high not bit set? We're using the old autopickup model */
1274 if (!(op->contr->mode & PU_NEWMODE))
1275 {
1276 switch (op->contr->mode)
1277 {
1278 case 0:
1279 return 1; /* don't pick up */
1280 case 1:
1281 pick_up (op, tmp);
1282 return 1;
1283 case 2:
1284 pick_up (op, tmp);
1285 return 0;
1286 case 3:
1287 return 0; /* stop before pickup */
1288 case 4:
1289 pick_up (op, tmp);
1290 break;
1291 case 5:
1292 pick_up (op, tmp);
1293 stop = 1;
1294 break;
1295 case 6:
1296 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1297 pick_up (op, tmp);
1298 break;
1299
1300 case 7:
1301 if (tmp->type == MONEY || tmp->type == GEM)
1302 pick_up (op, tmp);
1303 break;
1304
1305 default:
1306 /* use value density */
1307 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1308 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1309 pick_up (op, tmp);
1310 }
1311 }
1312 else
1313 { /* old model */
1314 /* NEW pickup handling */
1315 if (op->contr->mode & PU_DEBUG)
1316 {
1317 /* some debugging code to figure out item information */
1318 if (tmp->name != NULL)
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1321 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340 #if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353 #endif
1354 }
1355 /* philosophy:
1356 * It's easy to grab an item type from a pile, as long as it's
1357 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a
1359 * grab-as-you-run type mode that's really useful for arrows for
1360 * example.
1361 * The drawback: right now it has no frontend, so you need to
1362 * stick the bits you want into a calculator in hex mode and then
1363 * convert to decimal and then 'pickup <#>
1364 */
1365
1366 /* the first two modes are exclusive: if NOTHING we return, if
1367 * STOP then we stop. All the rest are applied sequentially,
1368 * meaning if any test passes, the item gets picked up. */
1369
1370 /* if mode is set to pick nothing up, return */
1371
1372 if (op->contr->mode & PU_NOTHING)
1373 return 1;
1374
1375 /* if mode is set to stop when encountering objects, return */
1376 /* take STOP before INHIBIT since it doesn't actually pick
1377 * anything up */
1378
1379 if (op->contr->mode & PU_STOP)
1380 return 0;
1381
1382 /* useful for going into stores and not losing your settings... */
1383 /* and for battles wher you don't want to get loaded down while
1384 * fighting */
1385 if (op->contr->mode & PU_INHIBIT)
1386 return 1;
1387
1388 /* prevent us from turning into auto-thieves :) */
1389 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1390 continue;
1391
1392 /* ignore known cursed objects */
1393 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1394 continue;
1395
1396 /* all food and drink if desired */
1397 /* question: don't pick up known-poisonous stuff? */
1398 if (op->contr->mode & PU_FOOD)
1399 if (tmp->type == FOOD)
1400 {
1401 pick_up (op, tmp);
1402 continue;
1403 }
1404
1405 if (op->contr->mode & PU_DRINK)
1406 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1407 {
1408 pick_up (op, tmp);
1409 continue;
1410 }
1411
1412 if (op->contr->mode & PU_POTION)
1413 if (tmp->type == POTION)
1414 {
1415 pick_up (op, tmp);
1416 continue;
1417 }
1418
1419 /* spellbooks, skillscrolls and normal books/scrolls */
1420 if (op->contr->mode & PU_SPELLBOOK)
1421 if (tmp->type == SPELLBOOK)
1422 {
1423 pick_up (op, tmp);
1424 continue;
1425 }
1426
1427 if (op->contr->mode & PU_SKILLSCROLL)
1428 if (tmp->type == SKILLSCROLL)
1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1434 if (op->contr->mode & PU_READABLES)
1435 if (tmp->type == BOOK || tmp->type == SCROLL)
1436 {
1437 pick_up (op, tmp);
1438 continue;
1439 }
1440
1441 /* wands/staves/rods/horns */
1442 if (op->contr->mode & PU_MAGIC_DEVICE)
1443 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1444 {
1445 pick_up (op, tmp);
1446 continue;
1447 }
1448
1449 /* pick up all magical items */
1450 if (op->contr->mode & PU_MAGICAL)
1451 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1452 {
1453 pick_up (op, tmp);
1454 continue;
1455 }
1456
1457 if (op->contr->mode & PU_VALUABLES)
1458 {
1459 if (tmp->type == MONEY || tmp->type == GEM)
1460 {
1461 pick_up (op, tmp);
1462 continue;
1463 }
1464 }
1465
1466 /* rings & amulets - talismans seems to be typed AMULET */
1467 if (op->contr->mode & PU_JEWELS)
1468 if (tmp->type == RING || tmp->type == AMULET)
1469 {
1470 pick_up (op, tmp);
1471 continue;
1472 }
1473
1474 /* we don't forget dragon food */
1475 if (op->contr->mode & PU_FLESH)
1476 if (tmp->type == FLESH)
1477 {
1478 pick_up (op, tmp);
1479 continue;
1480 }
1481
1482 /* bows and arrows. Bows are good for selling! */
1483 if (op->contr->mode & PU_BOW)
1484 if (tmp->type == BOW)
1485 {
1486 pick_up (op, tmp);
1487 continue;
1488 }
1489
1490 if (op->contr->mode & PU_ARROW)
1491 if (tmp->type == ARROW)
1492 {
1493 pick_up (op, tmp);
1494 continue;
1495 }
1496
1497 /* all kinds of armor etc. */
1498 if (op->contr->mode & PU_ARMOUR)
1499 if (tmp->type == ARMOUR)
1500 {
1501 pick_up (op, tmp);
1502 continue;
1503 }
1504
1505 if (op->contr->mode & PU_HELMET)
1506 if (tmp->type == HELMET)
1507 {
1508 pick_up (op, tmp);
1509 continue;
1510 }
1511
1512 if (op->contr->mode & PU_SHIELD)
1513 if (tmp->type == SHIELD)
1514 {
1515 pick_up (op, tmp);
1516 continue;
1517 }
1518
1519 if (op->contr->mode & PU_BOOTS)
1520 if (tmp->type == BOOTS)
1521 {
1522 pick_up (op, tmp);
1523 continue;
1524 }
1525
1526 if (op->contr->mode & PU_GLOVES)
1527 if (tmp->type == GLOVES)
1528 {
1529 pick_up (op, tmp);
1530 continue;
1531 }
1532
1533 if (op->contr->mode & PU_CLOAK)
1534 if (tmp->type == CLOAK)
1535 {
1536 pick_up (op, tmp);
1537 continue;
1538 }
1539
1540 /* hoping to catch throwing daggers here */
1541 if (op->contr->mode & PU_MISSILEWEAPON)
1542 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1548 /* careful: chairs and tables are weapons! */
1549 if (op->contr->mode & PU_ALLWEAPON)
1550 {
1551 if (tmp->type == WEAPON && tmp->name != NULL)
1552 {
1553 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1554 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1555 {
1556 pick_up (op, tmp);
1557 continue;
1558 }
1559 }
1560
1561 if (tmp->type == WEAPON && tmp->name == NULL)
1562 {
1563 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1564 {
1565 pick_up (op, tmp);
1566 continue;
1567 }
1568 }
1569 }
1570
1571 /* misc stuff that's useful */
1572 if (op->contr->mode & PU_KEY)
1573 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1574 {
1575 pick_up (op, tmp);
1576 continue;
1577 }
1578
1579 /* any of the last 4 bits set means we use the ratio for value
1580 * pickups */
1581 if (op->contr->mode & PU_RATIO)
1582 {
1583 /* use value density to decide what else to grab */
1584 /* >=7 was >= op->contr->mode */
1585 /* >=7 is the old standard setting. Now we take the last 4 bits
1586 * and multiply them by 5, giving 0..15*5== 5..75 */
1587 wvratio = (op->contr->mode & PU_RATIO) * 5;
1588 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1589 {
1590 pick_up (op, tmp);
1591 #if 0
1592 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1593 if (tmp->name != NULL)
1594 {
1595 fprintf (stderr, "%s", tmp->name);
1596 }
1597 else
1598 fprintf (stderr, "%s", tmp->arch->name);
1599 fprintf (stderr, ",%d] = ", tmp->type);
1600 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1601 #endif
1602 continue;
1603 }
1604 }
1605 } /* the new pickup model */
1606 }
1607
1608 return !stop;
1609 }
1610
1611 /*
1612 * Find an arrow in the inventory and after that
1613 * in the right type container (quiver). Pointer to the
1614 * found object is returned.
1615 */
1616 object *
1617 find_arrow (object *op, const char *type)
1618 {
1619 object *tmp = NULL;
1620
1621 for (op = op->inv; op; op = op->below)
1622 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1623 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type)
1625 return op;
1626 return tmp;
1627 }
1628
1629 /*
1630 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1631 * against the target. A full test is not performed, simply a basic test
1632 * of resistances. The archer is making a quick guess at what he sees down
1633 * the hall. Failing that it does it's best to pick the highest plus arrow.
1634 */
1635
1636 object *
1637 find_better_arrow (object *op, object *target, const char *type, int *better)
1638 {
1639 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i;
1641
1642 if (!type)
1643 return NULL;
1644
1645 for (arrow = op->inv; arrow; arrow = arrow->below)
1646 {
1647 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1648 {
1649 i = 0;
1650 ntmp = find_better_arrow (arrow, target, type, &i);
1651 if (i > betterby)
1652 {
1653 tmp = ntmp;
1654 betterby = i;
1655 }
1656 }
1657 else if (arrow->type == ARROW && arrow->race == type)
1658 {
1659 /* allways prefer assasination/slaying */
1660 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1661 {
1662 if (arrow->attacktype & AT_DEATH)
1663 {
1664 *better = 100;
1665 return arrow;
1666 }
1667 else
1668 {
1669 tmp = arrow;
1670 betterby = (arrow->magic + arrow->stats.dam) * 2;
1671 }
1672 }
1673 else
1674 {
1675 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1676 {
1677 attacktype = 1 << attacknum;
1678 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1679 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1680 {
1681 tmp = arrow;
1682 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1683 }
1684 }
1685 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1686 {
1687 tmp = arrow;
1688 betterby = 2 + arrow->magic + arrow->stats.dam;
1689 }
1690 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1691 {
1692 tmp = arrow;
1693 betterby = 1 + arrow->magic + arrow->stats.dam;
1694 }
1695 }
1696 }
1697 }
1698 if (tmp == NULL && arrow == NULL)
1699 return find_arrow (op, type);
1700
1701 *better = betterby;
1702 return tmp;
1703 }
1704
1705 /* looks in a given direction, finds the first valid target, and calls
1706 * find_better_arrow to find a decent arrow to use.
1707 * op = the shooter
1708 * type = bow->race
1709 * dir = fire direction
1710 */
1711
1712 object *
1713 pick_arrow_target (object *op, const char *type, int dir)
1714 {
1715 object *tmp = NULL;
1716 maptile *m;
1717 int i, mflags, found, number;
1718 sint16 x, y;
1719
1720 if (op->map == NULL)
1721 return find_arrow (op, type);
1722
1723 /* do a dex check */
1724 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1725 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1726 return find_arrow (op, type);
1727
1728 m = op->map;
1729 x = op->x;
1730 y = op->y;
1731
1732 /* find the first target */
1733 for (i = 0, found = 0; i < 20; i++)
1734 {
1735 x += freearr_x[dir];
1736 y += freearr_y[dir];
1737 mflags = get_map_flags (m, &m, x, y, &x, &y);
1738 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1739 {
1740 tmp = NULL;
1741 break;
1742 }
1743 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1744 {
1745 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1746 * perhaps a bad assumption.
1747 */
1748 tmp = NULL;
1749 break;
1750 }
1751 if (mflags & P_IS_ALIVE)
1752 {
1753 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1754 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1755 {
1756 found++;
1757 break;
1758 }
1759 if (found)
1760 break;
1761 }
1762 }
1763 if (tmp == NULL)
1764 return find_arrow (op, type);
1765
1766 if (tmp->head)
1767 tmp = tmp->head;
1768
1769 return find_better_arrow (op, tmp, type, &i);
1770 }
1771
1772 /*
1773 * Creature fires a bow - op can be monster or player. Returns
1774 * 1 if bow was actually fired, 0 otherwise.
1775 * op is the object firing the bow.
1776 * part is for multipart creatures - the part firing the bow.
1777 * dir is the direction of fire.
1778 * wc_mod is any special modifier to give (used in special player fire modes)
1779 * sx, sy are coordinates to fire arrow from - also used in some of the special
1780 * player fire modes.
1781 */
1782 int
1783 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1784 {
1785 object *left, *bow;
1786 int bowspeed, mflags;
1787 maptile *m;
1788
1789 if (!dir)
1790 {
1791 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1792 return 0;
1793 }
1794 if (op->type == PLAYER)
1795 bow = op->contr->ranges[range_bow];
1796 else
1797 {
1798 for (bow = op->inv; bow; bow = bow->below)
1799 /* Don't check for applied - monsters don't apply bows - in that way, they
1800 * don't need to switch back and forth between bows and weapons.
1801 */
1802 if (bow->type == BOW)
1803 break;
1804
1805 if (!bow)
1806 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0;
1809 }
1810 }
1811 if (!bow->race || !bow->skill)
1812 {
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1814 return 0;
1815 }
1816
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818
1819 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822 if (bowspeed < 1)
1823 bowspeed = 1;
1824
1825 if (arrow == NULL)
1826 {
1827 if ((arrow = find_arrow (op, bow->race)) == NULL)
1828 {
1829 if (op->type == PLAYER)
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1831 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1832 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW);
1834 return 0;
1835 }
1836 }
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0;
1841 }
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1845 return 0;
1846 }
1847
1848 /* this should not happen, but sometimes does */
1849 if (arrow->nrof == 0)
1850 {
1851 arrow->destroy ();
1852 return 0;
1853 }
1854
1855 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL)
1858 {
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 return 0;
1861 }
1862 arrow->set_owner (op);
1863 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir;
1866 arrow->x = sx;
1867 arrow->y = sy;
1868
1869 if (op->type == PLAYER)
1870 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op);
1873 }
1874
1875 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying);
1881
1882 /* Note that this was different for monsters - they got their level
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887
1888 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891
1892 if (arrow->speed < 1.0)
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0;
1896
1897 if (op->type == PLAYER)
1898 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1904 }
1905 else
1906 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level;
1909 }
1910
1911 if (arrow->attacktype == AT_PHYSICAL)
1912 arrow->attacktype |= bow->attacktype;
1913
1914 if (bow->slaying != NULL)
1915 arrow->slaying = bow->slaying;
1916
1917 arrow->map = m;
1918 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920
1921 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1922 insert_ob_in_map (arrow, m, op, 0);
1923
1924 if (!arrow->destroyed ())
1925 move_arrow (arrow);
1926
1927 if (op->type == PLAYER)
1928 {
1929 if (left->destroyed ())
1930 esrv_del_item (op->contr, left->count);
1931 else
1932 esrv_send_item (op, left);
1933 }
1934
1935 return 1;
1936 }
1937
1938 /* Special fire code for players - this takes into
1939 * account the special fire modes players can have
1940 * but monsters can't. Putting that code here
1941 * makes the fire_bow code much cleaner.
1942 * this function should only be called if 'op' is a player,
1943 * hence the function name.
1944 */
1945 int
1946 player_fire_bow (object *op, int dir)
1947 {
1948 int ret = 0, wcmod = 0;
1949
1950 if (op->contr->bowtype == bow_bestarrow)
1951 {
1952 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1953 }
1954 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1955 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1;
1958 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1959 }
1960 else if (op->contr->bowtype == bow_threewide)
1961 {
1962 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1963 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1964 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1965 }
1966 else if (op->contr->bowtype == bow_spreadshot)
1967 {
1968 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1970 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1971
1972 }
1973 else
1974 {
1975 /* Simple case */
1976 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1977 }
1978 return ret;
1979 }
1980
1981
1982 /* Fires a misc (wand/rod/horn) object in 'dir'.
1983 * Broken apart from 'fire' to keep it more readable.
1984 */
1985 void
1986 fire_misc_object (object *op, int dir)
1987 {
1988 object *item;
1989
1990 if (!op->contr->ranges[range_misc])
1991 {
1992 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1993 return;
1994 }
1995
1996 item = op->contr->ranges[range_misc];
1997 if (!item->inv)
1998 {
1999 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000 return;
2001 }
2002 if (item->type == WAND)
2003 {
2004 if (item->stats.food <= 0)
2005 {
2006 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2007 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2008 return;
2009 }
2010 }
2011 else if (item->type == ROD || item->type == HORN)
2012 {
2013 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2014 {
2015 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2016 if (item->type == ROD)
2017 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2018 else
2019 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2020 return;
2021 }
2022 }
2023
2024 if (cast_spell (op, item, dir, item->inv, NULL))
2025 {
2026 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2027 if (item->type == WAND)
2028 {
2029 if (!(--item->stats.food))
2030 {
2031 object *tmp;
2032
2033 if (item->arch)
2034 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face;
2037 item->speed = 0;
2038 update_ob_speed (item);
2039 }
2040 if ((tmp = is_player_inv (item)))
2041 esrv_update_item (UPD_ANIM, tmp, item);
2042 }
2043 }
2044 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item);
2047 }
2048 }
2049 }
2050
2051 /* Received a fire command for the player - go and do it.
2052 */
2053 void
2054 fire (object *op, int dir)
2055 {
2056 int spellcost = 0;
2057
2058 /* check for loss of invisiblity/hide */
2059 if (action_makes_visible (op))
2060 make_visible (op);
2061
2062 switch (op->contr->shoottype)
2063 {
2064 case range_none:
2065 return;
2066
2067 case range_bow:
2068 player_fire_bow (op, dir);
2069 return;
2070
2071 case range_magic: /* Casting spells */
2072 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2073 return;
2074
2075 case range_misc:
2076 fire_misc_object (op, dir);
2077 return;
2078
2079 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir);
2087 return;
2088
2089 case range_skill:
2090 if (!op->chosen_skill)
2091 {
2092 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094 return;
2095 }
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return;
2098 case range_builder:
2099 apply_map_builder (op, dir);
2100 return;
2101 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return;
2104 }
2105 }
2106
2107
2108
2109 /* find_key
2110 * We try to find a key for the door as passed. If we find a key
2111 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic
2113 * for both is the same - just the specific key is different.
2114 * pl is the player,
2115 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers.
2118 */
2119
2120 object *
2121 find_key (object *pl, object *container, object *door)
2122 {
2123 object *tmp, *key;
2124
2125 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL)
2127 return NULL;
2128
2129 /* First, lets try to find a key in the top level inventory */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2131 {
2132 if (door->type == DOOR && tmp->type == KEY)
2133 break;
2134 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys
2136 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break;
2139 }
2140 /* No key found - lets search inventories now */
2141 /* If we find and use a key in an inventory, return at that time.
2142 * otherwise, if we search all the inventories and still don't find
2143 * a key, return
2144 */
2145 if (!tmp)
2146 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2148 {
2149 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv)
2151 {
2152 if ((key = find_key (pl, tmp, door)) != NULL)
2153 return key;
2154 }
2155 }
2156 if (!tmp)
2157 return NULL;
2158 }
2159 /* We get down here if we have found a key. Now if its in a container,
2160 * see if we actually want to use it
2161 */
2162 if (pl != container)
2163 {
2164 /* Only let players use keys in containers */
2165 if (!pl->contr)
2166 return NULL;
2167 /* cases where this fails:
2168 * If we only search the player inventory, return now since we
2169 * are not in the players inventory.
2170 * If the container is not active, return now since only active
2171 * containers can be used.
2172 * If we only search keyrings and the container does not have
2173 * a race/isn't a keyring.
2174 * No checking for all containers - to fall through past here,
2175 * inv must have been an container and must have been active.
2176 *
2177 * Change the color so that the message doesn't disappear with
2178 * all the others.
2179 */
2180 if (pl->contr->usekeys == key_inventory ||
2181 !QUERY_FLAG (container, FLAG_APPLIED) ||
2182 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2183 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2186 return NULL;
2187 }
2188 }
2189 return tmp;
2190 }
2191
2192 /* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key
2194 * such that the caller should not do anything more,
2195 * 0 otherwise
2196 */
2197 static int
2198 player_attack_door (object *op, object *door)
2199 {
2200
2201 /* If its a door, try to find a use a key. If we do destroy the door,
2202 * might as well return immediately as there is nothing more to do -
2203 * otherwise, we fall through to the rest of the code.
2204 */
2205 object *key = find_key (op, op, door);
2206
2207 /* IF we found a key, do some extra work */
2208 if (key)
2209 {
2210 object *container = key->env;
2211
2212 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2213 if (action_makes_visible (op))
2214 make_visible (op);
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op);
2217 if (door->type == DOOR)
2218 {
2219 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2220 }
2221 else if (door->type == LOCKED_DOOR)
2222 {
2223 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2224 remove_door2 (door); /* remove door without violence ;-) */
2225 }
2226 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */
2229 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container);
2231 return 1; /* Nothing more to do below */
2232 }
2233 else if (door->type == LOCKED_DOOR)
2234 {
2235 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237 return 1;
2238 }
2239 return 0;
2240 }
2241
2242 /* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons).
2247 */
2248
2249 void
2250 move_player_attack (object *op, int dir)
2251 {
2252 object *tmp, *mon;
2253 sint16 nx, ny;
2254 int on_battleground;
2255 maptile *m;
2256
2257 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y;
2259
2260 on_battleground = op_on_battleground (op, NULL, NULL);
2261
2262 /* If braced, or can't move to the square, and it is not out of the
2263 * map, attack it. Note order of if statement is important - don't
2264 * want to be calling move_ob if braced, because move_ob will move the
2265 * player. This is a pretty nasty hack, because if we could
2266 * move to some space, it then means that if we are braced, we should
2267 * do nothing at all. As it is, if we are braced, we go through
2268 * quite a bit of processing. However, it probably is less than what
2269 * move_ob uses.
2270 */
2271 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2272 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 {
2275 m = get_map_from_coord (op->map, &nx, &ny);
2276 if (!m)
2277 return; /* Don't think this should happen */
2278 }
2279 else
2280 m = op->map;
2281
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return;
2286 }
2287
2288 mon = NULL;
2289 /* Go through all the objects, and find ones of interest. Only stop if
2290 * we find a monster - that is something we know we want to attack.
2291 * if its a door or barrel (can roll) see if there may be monsters
2292 * on the space
2293 */
2294 while (tmp != NULL)
2295 {
2296 if (tmp == op)
2297 {
2298 tmp = tmp->above;
2299 continue;
2300 }
2301
2302 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2303 {
2304 mon = tmp;
2305 break;
2306 }
2307
2308 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2309 mon = tmp;
2310
2311 tmp = tmp->above;
2312 }
2313
2314 if (mon == NULL) /* This happens anytime the player tries to move */
2315 return; /* into a wall */
2316
2317 if (mon->head != NULL)
2318 mon = mon->head;
2319
2320 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2321 if (player_attack_door (op, mon))
2322 return;
2323
2324 /* The following deals with possibly attacking peaceful
2325 * or frienddly creatures. Basically, all players are considered
2326 * unaggressive. If the moving player has peaceful set, then the
2327 * object should be pushed instead of attacked. It is assumed that
2328 * if you are braced, you will not attack friends accidently,
2329 * and thus will not push them.
2330 */
2331
2332 /* If the creature is a pet, push it even if the player is not
2333 * peaceful. Our assumption is the creature is a pet if the
2334 * player owns it and it is either friendly or unagressive.
2335 */
2336 if ((op->type == PLAYER)
2337 #if COZY_SERVER
2338 &&
2339 ((mon->owner && mon->owner->contr
2340 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2341 #else
2342 && mon->owner == op
2343 #endif
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 {
2346 /* If we're braced, we don't want to switch places with it */
2347 if (op->contr->braced)
2348 return;
2349 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2350 (void) push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op);
2353 return;
2354 }
2355
2356 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push
2358 * someone, but put it inside this loop so that you won't
2359 * attack them either.
2360 */
2361 if ((mon->type == PLAYER || mon->enemy != op) &&
2362 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2363 #ifdef PROHIBIT_PLAYERKILL
2364 (op->contr->peaceful
2365 || (mon->type == PLAYER
2366 && mon->contr->
2367 peaceful)) &&
2368 #else
2369 op->contr->peaceful &&
2370 #endif
2371 !on_battleground))
2372 {
2373 if (!op->contr->braced)
2374 {
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2376 (void) push_ob (mon, dir, op);
2377 }
2378 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack");
2381 }
2382 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op);
2384 }
2385
2386 /* If the object is a boulder or other rollable object, then
2387 * roll it if not braced. You can't roll it if you are braced.
2388 */
2389 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2390 {
2391 recursive_roll (mon, dir, op);
2392 if (action_makes_visible (op))
2393 make_visible (op);
2394 }
2395
2396 /* Any generic living creature. Including things like doors.
2397 * Way it works is like this: First, it must have some hit points
2398 * and be living. Then, it must be one of the following:
2399 * 1) Not a player, 2) A player, but of a different party. Note
2400 * that party_number -1 is no party, so attacks can still happen.
2401 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2405 {
2406
2407 /* If the player hasn't hit something this tick, and does
2408 * so, give them speed boost based on weapon speed. Doing
2409 * it here is better than process_players2, which basically
2410 * incurred a 1 tick offset.
2411 */
2412 if (!op->contr->has_hit)
2413 {
2414 op->speed_left += op->speed / op->contr->weapon_sp;
2415
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 }
2418
2419 skill_attack (mon, op, 0, NULL, NULL);
2420
2421 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is
2424 * the wiz.
2425 */
2426 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2427 {
2428 short luck = mon->stats.luck;
2429
2430 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL);
2432 mon->stats.luck = luck;
2433 }
2434 if (action_makes_visible (op))
2435 make_visible (op);
2436 }
2437 } /* if player should attack something */
2438 }
2439
2440 int
2441 move_player (object *op, int dir)
2442 {
2443 int pick;
2444
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0;
2447
2448 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9))
2450 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0;
2453 }
2454
2455 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2458
2459 op->facing = dir;
2460
2461 if (op->hide)
2462 do_hidden_move (op);
2463
2464 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465 /*nop */ ;
2466 else if (op->contr->fire_on)
2467 fire (op, dir);
2468 else
2469 {
2470 move_player_attack (op, dir);
2471 pick = check_pick (op);
2472 }
2473
2474 /* Add special check for newcs players and fire on - this way, the
2475 * server can handle repeat firing.
2476 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir;
2480 }
2481 else
2482 {
2483 op->direction = 0;
2484 }
2485 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities
2487 * for players.
2488 */
2489 animate_object (op, op->facing);
2490 return 0;
2491 }
2492
2493 /* This is similar to handle_player, below, but is only used by the
2494 * new client/server stuff.
2495 * This is sort of special, in that the new client/server actually uses
2496 * the new speed values for commands.
2497 *
2498 * Returns true if there are more actions we can do.
2499 */
2500 int
2501 handle_newcs_player (object *op)
2502 {
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED))
2524 {
2525 flee_player (op);
2526 /* If player is still scared, that is his action for this tick */
2527 if (QUERY_FLAG (op, FLAG_SCARED))
2528 {
2529 op->speed_left--;
2530 return 0;
2531 }
2532 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541
2542 /* call this here - we also will call this in do_ericserver, but
2543 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here.
2545 */
2546 HandleClient (op->contr->socket, op->contr);
2547 if (op->speed_left < 0)
2548 return 0;
2549
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 {
2552 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--;
2554
2555 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff.
2558 */
2559 move_player (op, op->direction);
2560 if (op->speed_left > 0)
2561 return 1;
2562 else
2563 return 0;
2564 }
2565 return 0;
2566 }
2567
2568 int
2569 save_life (object *op)
2570 {
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0;
2575
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 {
2579 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2581
2582 if (op->contr)
2583 esrv_del_item (op->contr, tmp->count);
2584
2585 tmp->destroy ();
2586 CLEAR_FLAG (op, FLAG_LIFESAVE);
2587
2588 if (op->stats.hp < 0)
2589 op->stats.hp = op->stats.maxhp;
2590
2591 if (op->stats.food < 0)
2592 op->stats.food = 999;
2593
2594 fix_player (op);
2595 return 1;
2596 }
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */
2600 return 0;
2601 }
2602
2603 /* This goes throws the inventory and removes unpaid objects, and puts them
2604 * back in the map (location and map determined by values of env). This
2605 * function will descend into containers. op is the object to start the search
2606 * from.
2607 */
2608 void
2609 remove_unpaid_objects (object *op, object *env)
2610 {
2611 object *next;
2612
2613 while (op)
2614 {
2615 next = op->below; /* Make sure we have a good value, in case
2616 * we remove object 'op'
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0);
2626 }
2627 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env);
2629 op = next;
2630 }
2631 }
2632
2633
2634 /*
2635 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the
2638 * best, a misc file for object actions is probably better,
2639 * but there isn't one in the server directory.
2640 */
2641 char *
2642 gravestone_text (object *op)
2643 {
2644 static char buf2[MAX_BUF];
2645 char buf[MAX_BUF];
2646 time_t now = time (NULL);
2647
2648 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else
2652 sprintf (buf, "%s\n", &op->name);
2653 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf);
2655 if (op->type == PLAYER)
2656 sprintf (buf, "who was in level %d when killed\n", op->level);
2657 else
2658 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2659 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf);
2661 if (op->type == PLAYER)
2662 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf);
2666 }
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf);
2670 return buf2;
2671 }
2672
2673
2674
2675 void
2676 do_some_living (object *op)
2677 {
2678 int last_food = op->stats.food;
2679 int gen_hp, gen_sp, gen_grace;
2680 int over_hp, over_sp, over_grace;
2681 int i;
2682 int rate_hp = 1200;
2683 int rate_sp = 2500;
2684 int rate_grace = 2000;
2685 const int max_hp = 1;
2686 const int max_sp = 1;
2687 const int max_grace = 1;
2688
2689 if (op->contr->outputs_sync)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 }
2695
2696 if (op->contr->state == ST_PLAYING)
2697 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else
2704 {
2705 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 }
2708 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else
2711 {
2712 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 }
2715 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else
2718 {
2719 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 }
2722
2723 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2725 {
2726 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2727 if (op->stats.sp < op->stats.maxsp)
2728 {
2729 op->stats.sp++;
2730 /* dms do not consume food */
2731 if (!QUERY_FLAG (op, FLAG_WIZ))
2732 {
2733 op->stats.food--;
2734 if (op->contr->digestion < 0)
2735 op->stats.food += op->contr->digestion;
2736 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2737 op->stats.food = last_food;
2738 }
2739 }
2740 if (max_sp > 1)
2741 {
2742 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0)
2744 {
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2748 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2749 op->stats.sp--;
2750 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp;
2752 }
2753 op->last_sp = 0;
2754 }
2755 else
2756 {
2757 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2758 }
2759 }
2760 else
2761 {
2762 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2763 }
2764 }
2765
2766 /* Regenerate Grace */
2767 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2768 if (--op->last_grace < 0)
2769 {
2770 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */
2772 if (max_grace > 1)
2773 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0)
2776 {
2777 op->stats.sp += over_grace
2778 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2779 op->last_grace = 0;
2780 }
2781 else
2782 {
2783 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2784 }
2785 }
2786 else
2787 {
2788 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2789 }
2790 /* wearing stuff doesn't detract from grace generation. */
2791 }
2792
2793 /* Regenerate Hit Points */
2794 if (--op->last_heal < 0)
2795 {
2796 if (op->stats.hp < op->stats.maxhp)
2797 {
2798 op->stats.hp++;
2799 /* dms do not consume food */
2800 if (!QUERY_FLAG (op, FLAG_WIZ))
2801 {
2802 op->stats.food--;
2803 if (op->contr->digestion < 0)
2804 op->stats.food += op->contr->digestion;
2805 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2806 op->stats.food = last_food;
2807 }
2808 }
2809 if (max_hp > 1)
2810 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0)
2813 {
2814 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2815 op->last_heal = 0;
2816 }
2817 else
2818 {
2819 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2820 }
2821 }
2822 else
2823 {
2824 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2825 }
2826 }
2827
2828 /* Digestion */
2829 if (--op->last_eat < 0)
2830 {
2831 #ifdef COZY_SERVER
2832 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2833 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834 #else
2835 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2836 #endif
2837
2838 if (op->contr->gen_hp > 0)
2839 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2840 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2842 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--;
2845 }
2846 }
2847
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2849 {
2850 object *tmp, *flesh = NULL;
2851
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2853 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 {
2858 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2859 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break;
2862 }
2863 else if (tmp->type == FLESH)
2864 flesh = tmp;
2865 } /* End if paid for object */
2866 } /* end of for loop */
2867 /* If player is still starving, it means they don't have any food, so
2868 * eat flesh instead.
2869 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 {
2872 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2873 manual_apply (op, flesh, 0);
2874 }
2875 } /* end if player is starving */
2876
2877 while (op->stats.food < 0 && op->stats.hp > 0)
2878 op->stats.food++, op->stats.hp--;
2879
2880 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2881 kill_player (op);
2882 }
2883
2884
2885
2886 /* If the player should die (lack of hp, food, etc), we call this.
2887 * op is the player in jeopardy. If the player can not be saved (not
2888 * permadeath, no lifesave), this will take care of removing the player
2889 * file.
2890 */
2891 void
2892 kill_player (object *op)
2893 {
2894 char buf[MAX_BUF];
2895 int x, y;
2896
2897 //int i;
2898 maptile *map; /* this is for resurrection */
2899
2900 /* int z;
2901 int num_stats_lose;
2902 int lost_a_stat;
2903 int lose_this_stat;
2904 int this_stat; */
2905 int will_kill_again;
2906 archetype *at;
2907 object *tmp;
2908
2909 if (save_life (op))
2910 return;
2911
2912
2913 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2914 * in cities ONLY!!! It is very important that this doesn't get abused.
2915 * Look at op_on_battleground() for more info --AndreasV
2916 */
2917 if (op_on_battleground (op, &x, &y))
2918 {
2919 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2920 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2921
2922 /* restore player */
2923 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op);
2925 if (tmp)
2926 {
2927 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 }
2930
2931 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op);
2933 if (tmp)
2934 {
2935 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 }
2938
2939 cure_disease (op, 0); /* remove any disease */
2940 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0)
2942 op->stats.food = 999;
2943
2944 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger"));
2946 if (tmp != NULL)
2947 {
2948 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n"
2951 " the %s, when he was defeated at\n level %d by %s.\n",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2955 tmp->materialname = NULL;
2956 tmp->x = op->x, tmp->y = op->y;
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 }
2959
2960 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0;
2963 return;
2964 }
2965
2966 INVOKE_PLAYER (DEATH, op->contr);
2967
2968 command_kill_pets (op, 0);
2969
2970 if (op->stats.food < 0)
2971 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation");
2981 }
2982 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name);
2992 }
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994
2995 /* save the map location for corpse, gravestone */
2996 x = op->x;
2997 y = op->y;
2998 map = op->map;
2999
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * life if they are dead - it takes some exp and a random stat.
3005 * See the config.h file for a little more in depth detail about this.
3006 */
3007
3008 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect
3010 * of death.
3011 */
3012 #ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss)
3014 {
3015 /* If stat loss is permanent, lose one stat only. */
3016 /* Lower level chars don't lose as many stats because they suffer
3017 more if they do. */
3018 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */
3021 /* GD */
3022 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else
3028 {
3029 num_stats_lose = 1;
3030 }
3031 lost_a_stat = 0;
3032
3033 for (z = 0; z < num_stats_lose; z++)
3034 {
3035 i = RANDOM () % NUM_STATS;
3036
3037 if (settings.stat_loss_on_death)
3038 {
3039 /* Pick a random stat and take a point off it. Tell the player
3040 * what he lost.
3041 */
3042 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 lost_a_stat = 1;
3048 }
3049 else
3050 {
3051 /* deplete a stat */
3052 archetype *deparch = archetype::find ("depletion");
3053 object *dep;
3054
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 {
3058 dep = arch_to_object (deparch);
3059 insert_ob_in_ob (dep, op);
3060 }
3061 lose_this_stat = 1;
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0)
3068 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */
3103 if (this_stat >= -50)
3104 {
3105 change_attr_value (&(dep->stats), i, -1);
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 lost_a_stat = 1;
3110 }
3111 }
3112 }
3113 }
3114 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat)
3116 {
3117 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */
3119 const char *god = determine_god (op);
3120
3121 if (god && (strcmp (god, "none")))
3122 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3123 else
3124 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3125 }
3126 #else
3127 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3128 #endif
3129
3130 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone.
3132 */
3133 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf;
3138 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3139 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0);
3142
3143 /**************************************/
3144 /* */
3145 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */
3148 /* */
3149 /**************************************/
3150
3151 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */
3153 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op);
3155
3156 if (tmp)
3157 {
3158 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 }
3161
3162 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op);
3164 if (tmp)
3165 {
3166 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 }
3169
3170 cure_disease (op, 0); /* remove any disease */
3171
3172 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100)
3175 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179
3180 /*
3181 * Check to see if the player is in a shop. IF so, then check to see if
3182 * the player has any unpaid items. If so, remove them and put them back
3183 * in the map.
3184 */
3185
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op);
3188
3189 /****************************************/
3190 /* */
3191 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */
3193 /* */
3194 /****************************************/
3195
3196 enter_player_savebed (op);
3197
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0;
3202 save_player (op, 1);
3203
3204 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player.
3208 */
3209 will_kill_again = 0;
3210 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3211 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype;
3213
3214 if (will_kill_again)
3215 {
3216 object *force;
3217 int at;
3218
3219 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1;
3222 force->speed_left = -5.0;
3223 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100;
3227
3228 insert_ob_in_ob (force, op);
3229 fix_player (op);
3230
3231 }
3232
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301 }
3302
3303
3304 void
3305 loot_object (object *op)
3306 { /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next;
3308
3309 if (op->container)
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313
3314 for (tmp = op->inv; tmp != NULL; tmp = next)
3315 {
3316 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible)
3318 continue;
3319 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y;
3321 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */
3323 loot_object (tmp);
3324 }
3325 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3326 {
3327 if (tmp->nrof > 1)
3328 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy ();
3331 insert_ob_in_map (tmp, op->map, NULL, 0);
3332 }
3333 else
3334 tmp->destroy ();
3335 }
3336 else
3337 insert_ob_in_map (tmp, op->map, NULL, 0);
3338 }
3339 }
3340
3341 /*
3342 * fix_weight(): Check recursively the weight of all players, and fix
3343 * what needs to be fixed. Refresh windows and fix speed if anything
3344 * was changed.
3345 */
3346
3347 void
3348 fix_weight (void)
3349 {
3350 player *pl;
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355
3356 if (old == sum)
3357 continue;
3358 fix_player (pl->ob);
3359 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3360 }
3361 }
3362
3363 void
3364 fix_luck (void)
3365 {
3366 player *pl;
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state)
3370 change_luck (pl->ob, 0);
3371 }
3372
3373
3374 /* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object.
3377 */
3378
3379 void
3380 cast_dust (object *op, object *throw_ob, int dir)
3381 {
3382 object *skop, *spob;
3383
3384 skop = find_skill_by_name (op, throw_ob->skill);
3385
3386 /* casting POTION 'dusts' is really a use_magic_item skill */
3387 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3388 {
3389 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3390 return;
3391 }
3392
3393 spob = throw_ob->inv;
3394
3395 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3396 // not pass NULL to cast_spell (which did indeed check itself, but
3397 // errors should be reported as early as possible IMHO)
3398 if (!spob)
3399 {
3400 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3401 return;
3402 }
3403
3404 if (op->type == PLAYER)
3405 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3406
3407 cast_spell (op, throw_ob, dir, spob, NULL);
3408
3409 throw_ob->destroy ();
3410 }
3411
3412 void
3413 make_visible (object *op)
3414 {
3415 op->hide = 0;
3416 op->invisible = 0;
3417 if (op->type == PLAYER)
3418 {
3419 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0;
3421 }
3422 update_object (op, UP_OBJ_FACE);
3423 }
3424
3425 int
3426 is_true_undead (object *op)
3427 {
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1;
3432
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0;
3439 }
3440
3441 /* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels
3443 * indicate greater hideability.
3444 */
3445
3446 int
3447 hideability (object *ob)
3448 {
3449 int i, level = 0, mflag;
3450 sint16 x, y;
3451
3452 if (!ob || !ob->map)
3453 return 0;
3454
3455 /* so, on normal lighted maps, its hard to hide */
3456 level = ob->map->darkness - 2;
3457
3458 /* this also picks up whether the object is glowing.
3459 * If you carry a light on a non-dark map, its not
3460 * as bad as carrying a light on a pitch dark map */
3461 if (has_carried_lights (ob))
3462 level = -(10 + (2 * ob->map->darkness));
3463
3464 /* scan through all nearby squares for terrain to hide in */
3465 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3466 {
3467 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3468 if (mflag & P_OUT_OF_MAP)
3469 {
3470 continue;
3471 }
3472 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3473 level += 2;
3474 else /* open terrain! */
3475 level -= 1;
3476 }
3477
3478 #if 0
3479 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3480 #endif
3481 return level;
3482 }
3483
3484 /* For Hidden creatures - a chance of becoming 'unhidden'
3485 * every time they move - as we subtract off 'invisibility'
3486 * AND, for players, if they move into a ridiculously unhideable
3487 * spot (surrounded by clear terrain in broad daylight). -b.t.
3488 */
3489
3490 void
3491 do_hidden_move (object *op)
3492 {
3493 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3494 object *skop;
3495
3496 if (!op || !op->map)
3497 return;
3498
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500
3501 /* its *extremely* hard to run and sneak/hide at the same time! */
3502 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level)
3505 {
3506 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3507 make_visible (op);
3508 return;
3509 }
3510 else
3511 num += 20;
3512 }
3513 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide;
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 {
3518 make_visible (op);
3519 if (op->type == PLAYER)
3520 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3521 }
3522 else if (op->type == PLAYER && skop)
3523 {
3524 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3525 }
3526 }
3527
3528 /* determine if who is standing near a hostile creature. */
3529
3530 int
3531 stand_near_hostile (object *who)
3532 {
3533 object *tmp = NULL;
3534 int i, friendly = 0, player = 0, mflags;
3535 maptile *m;
3536 sint16 x, y;
3537
3538 if (!who)
3539 return 0;
3540
3541 if (who->type == PLAYER)
3542 player = 1;
3543
3544 else
3545 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3546
3547 /* search adjacent squares */
3548 for (i = 1; i < 9; i++)
3549 {
3550 x = who->x + freearr_x[i];
3551 y = who->y + freearr_y[i];
3552 m = who->map;
3553 mflags = get_map_flags (m, &m, x, y, &x, &y);
3554 /* space must be blocked if there is a monster. If not
3555 * blocked, don't need to check this space.
3556 */
3557 if (mflags & P_OUT_OF_MAP)
3558 continue;
3559 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3560 continue;
3561
3562 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3563 {
3564 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3565 return 1;
3566 else if (tmp->type == PLAYER)
3567 {
3568 /*don't let a hidden DM prevent you from hiding */
3569 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3570 return 1;
3571 }
3572 }
3573 }
3574 return 0;
3575 }
3576
3577 /* check the player los field for viewability of the
3578 * object op. This function works fine for monsters,
3579 * but we dont worry if the object isnt the top one in
3580 * a pile (say a coin under a table would return "viewable"
3581 * by this routine). Another question, should we be
3582 * concerned with the direction the player is looking
3583 * in? Realistically, most of use cant see stuff behind
3584 * our backs...on the other hand, does the "facing" direction
3585 * imply the way your head, or body is facing? Its possible
3586 * for them to differ. Sigh, this fctn could get a bit more complex.
3587 * -b.t.
3588 * This function is now map tiling safe.
3589 */
3590
3591 int
3592 player_can_view (object *pl, object *op)
3593 {
3594 rv_vector rv;
3595 int dx, dy;
3596
3597 if (pl->type != PLAYER)
3598 {
3599 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1;
3601 }
3602 if (!pl || !op)
3603 return 0;
3604
3605 if (op->head)
3606 {
3607 op = op->head;
3608 }
3609 get_rangevector (pl, op, &rv, 0x1);
3610
3611 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any
3613 * part that is in the los array but isnt on
3614 * a blocked los square.
3615 * we use the archetype to figure out offsets.
3616 */
3617 while (op)
3618 {
3619 dx = rv.distance_x + op->arch->clone.x;
3620 dy = rv.distance_y + op->arch->clone.y;
3621
3622 /* only the viewable area the player sees is updated by LOS
3623 * code, so we need to restrict ourselves to that range of values
3624 * for any meaningful values.
3625 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3628 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3629 return 1;
3630 op = op->more;
3631 }
3632 return 0;
3633 }
3634
3635 /* routine for both players and monsters. We call this when
3636 * there is a possibility for our action distrubing our hiding
3637 * place or invisiblity spell. Artefact invisiblity is not
3638 * effected by this. If we arent invisible to begin with, we
3639 * return 0.
3640 */
3641 int
3642 action_makes_visible (object *op)
3643 {
3644
3645 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3646 {
3647 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3648 return 0;
3649
3650 if (op->contr && op->contr->tmp_invis == 0)
3651 return 0;
3652
3653 /* If monsters, they should become visible */
3654 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3655 {
3656 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3657 return 1;
3658 }
3659 }
3660 return 0;
3661 }
3662
3663 /* op_on_battleground - checks if the given object op (usually
3664 * a player) is standing on a valid battleground-tile,
3665 * function returns TRUE/FALSE. If true x, y returns the battleground
3666 * -exit-coord. (and if x, y not NULL)
3667 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3668 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3669 * Default is to do the same as before, so only people wanting to have different points need worry about this
3670 */
3671 int
3672 op_on_battleground (object *op, int *x, int *y)
3673 {
3674 object *tmp;
3675
3676 /* A battleground-tile needs the following attributes to be valid:
3677 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3678 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3679 * and the exit-coordinates sp/hp must both be > 0.
3680 * => The intention here is to prevent abuse of the battleground-
3681 * feature (like pickable or hidden battleground tiles). */
3682 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3683 {
3684 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3685 {
3686 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3687 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3688 {
3689 /*before we assign the exit, check if this is a teambattle */
3690 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3691 {
3692 object *invtmp;
3693
3694 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3695 {
3696 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3697 {
3698 if (x != NULL && y != NULL)
3699 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3700 return 1;
3701 }
3702 }
3703 }
3704 if (x != NULL && y != NULL)
3705 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3706 return 1;
3707 }
3708 }
3709 }
3710 /* If we got here, did not find a battleground */
3711 return 0;
3712 }
3713
3714 /*
3715 * When a dragon-player gains a new stage of evolution,
3716 * he gets some treasure
3717 *
3718 * attributes:
3719 * object *who the dragon player
3720 * int atnr the attack-number of the ability focus
3721 * int level ability level
3722 */
3723 void
3724 dragon_ability_gain (object *who, int atnr, int level)
3725 {
3726 treasurelist *trlist = NULL; /* treasurelist */
3727 treasure *tr; /* treasure */
3728 object *tmp, *skop; /* tmp. object */
3729 object *item; /* treasure object */
3730 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0;
3732
3733 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire");
3736 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold");
3738 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec");
3740 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison");
3742
3743 if (trlist == NULL || who->type != PLAYER)
3744 return;
3745
3746 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3747
3748 if (tr == NULL || tr->item == NULL)
3749 {
3750 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3751 return;
3752 }
3753
3754 /* everything seems okay - now bring on the gift: */
3755 item = &(tr->item->clone);
3756
3757 if (item->type == SPELL)
3758 {
3759 if (check_spell_known (who, item->name))
3760 return;
3761
3762 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3763 do_learn_spell (who, item, 0);
3764 return;
3765 }
3766
3767 /* grant direct spell */
3768 if (item->type == SPELLBOOK)
3769 {
3770 if (!item->inv)
3771 {
3772 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3773 return;
3774 }
3775 if (check_spell_known (who, item->inv->name))
3776 return;
3777 if (item->invisible)
3778 {
3779 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3780 do_learn_spell (who, item->inv, 0);
3781 return;
3782 }
3783 }
3784 else if (item->type == SKILL_TOOL && item->invisible)
3785 {
3786 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3787 {
3788
3789 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3790 * in this way, if the player is missing any of the attacktypes, he gets
3791 * them. As it is now, if the player has any that match the granted skill,
3792 * but not all of them, he gets nothing.
3793 */
3794 if (!(skop->attacktype & item->attacktype))
3795 {
3796 /* Give new attacktype */
3797 skop->attacktype |= item->attacktype;
3798
3799 /* always add physical if there's none */
3800 skop->attacktype |= AT_PHYSICAL;
3801
3802 if (item->msg != NULL)
3803 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3804
3805 /* Give player new face */
3806 if (item->animation_id)
3807 {
3808 who->face = skop->face;
3809 who->animation_id = item->animation_id;
3810 who->anim_speed = item->anim_speed;
3811 who->last_anim = 0;
3812 who->state = 0;
3813 animate_object (who, who->direction);
3814 }
3815 }
3816 }
3817 }
3818 else if (item->type == FORCE)
3819 {
3820 /* forces in the treasurelist can alter the player's stats */
3821 object *skin;
3822
3823 /* first get the dragon skin force */
3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3825 if (skin == NULL)
3826 return;
3827
3828 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 {
3831 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3832
3833 /* print message */
3834 sprintf (buf, "You feel attuned to ");
3835 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3836 {
3837 if (item->path_attuned & (1 << i))
3838 {
3839 if (j)
3840 strcat (buf, " and ");
3841 else
3842 j = 1;
3843 strcat (buf, spellpathnames[i]);
3844 }
3845 }
3846 strcat (buf, ".");
3847 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3848 }
3849
3850 /* evtl. adding flags: */
3851 if (QUERY_FLAG (item, FLAG_XRAYS))
3852 SET_FLAG (skin, FLAG_XRAYS);
3853 if (QUERY_FLAG (item, FLAG_STEALTH))
3854 SET_FLAG (skin, FLAG_STEALTH);
3855 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3856 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3857
3858 /* print message if there is one */
3859 if (item->msg != NULL)
3860 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3861 }
3862 else
3863 {
3864 /* generate misc. treasure */
3865 tmp = arch_to_object (tr->item);
3866 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3867 tmp = insert_ob_in_ob (tmp, who);
3868 if (who->type == PLAYER)
3869 esrv_send_item (who, tmp);
3870 }
3871 }
3872
3873 /**
3874 * Unready an object for a player. This function does nothing if the object was
3875 * not readied.
3876 */
3877 void
3878 player_unready_range_ob (player *pl, object *ob)
3879 {
3880 rangetype i;
3881
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3883 {
3884 if (pl->ranges[i] == ob)
3885 {
3886 pl->ranges[i] = NULL;
3887 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none;
3890 }
3891 }
3892 }
3893 }