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Revision: 1.50
Committed: Wed Dec 20 10:31:00 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.49: +1 -6 lines
Log Message:
removed EXPERIENCE type.

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
33 #ifdef COZY_SERVER
34 extern int same_party (partylist *a, partylist *b);
35 #endif
36
37 player *
38 find_player (const char *plname)
39 {
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48 }
49
50 player *
51 find_player_partial_name (const char *plname)
52 {
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74 }
75
76 void
77 display_motd (const object *op)
78 {
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 motd[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp) != NULL)
93 {
94 if (*buf == '#')
95 continue;
96
97 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf);
99 }
100
101 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete (fp, comp);
103 }
104
105 void
106 send_rules (const object *op)
107 {
108 char buf[MAX_BUF];
109 char rules[HUGE_BUF];
110 FILE *fp;
111 int comp;
112 int size;
113
114 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 return;
117
118 rules[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (size + strlen (buf) >= HUGE_BUF)
127 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break;
130 }
131
132 strncat (rules + size, buf, HUGE_BUF - size);
133 size += strlen (buf);
134 }
135
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp);
138 }
139
140 void
141 send_news (const object *op)
142 {
143 char buf[MAX_BUF];
144 char news[HUGE_BUF];
145 char subject[MAX_BUF];
146 FILE *fp;
147 int comp;
148 int size;
149
150 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return;
153
154 news[0] = '\0';
155 subject[0] = '\0';
156 size = 0;
157
158 while (fgets (buf, MAX_BUF, fp) != NULL)
159 {
160 if (*buf == '#')
161 continue;
162
163 if (*buf == '%')
164 { /* send one news */
165 if (size > 0)
166 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 */
167 strcpy (subject, buf + 1);
168 strip_endline (subject);
169 size = 0;
170 news[0] = '\0';
171 }
172 else
173 {
174 if (size + strlen (buf) >= HUGE_BUF)
175 {
176 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 break;
178 }
179 strncat (news + size, buf, HUGE_BUF - size);
180 size += strlen (buf);
181 }
182 }
183
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp);
187 }
188
189 int
190 playername_ok (const char *cp)
191 {
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201 }
202
203 /* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208 /* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214 static player *
215 get_player (player *p)
216 {
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234 #ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236 #endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295 }
296
297 /* This loads the first map an puts the player on it. */
298 static void
299 set_first_map (object *op)
300 {
301 strcpy (op->contr->maplevel, first_map_path);
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305 }
306
307 /* Tries to add player on the connection passwd in ns.
308 * All we can really get in this is some settings like host and display
309 * mode.
310 */
311
312 int
313 add_player (client *ns)
314 {
315 player *p = new player;
316
317 p->socket = ns;
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob);
326
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0;
335 }
336
337 /*
338 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype!
341 */
342 archetype *
343 get_player_archetype (archetype *at)
344 {
345 archetype *start = at;
346
347 for (;;)
348 {
349 if (at == NULL || at->next == NULL)
350 at = first_archetype;
351 else
352 at = at->next;
353
354 if (at->clone.type == PLAYER)
355 return at;
356
357 if (at == start)
358 {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 }
363 }
364
365 object *
366 get_nearest_player (object *mon)
367 {
368 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol;
371 unsigned lastdist;
372 rv_vector rv;
373
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
375 {
376 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop.
380 */
381 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382 {
383 object *tmp = ol->ob;
384
385 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared.
387 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389 ol = ol->next;
390 remove_friendly_object (tmp);
391 if (!ol)
392 return op;
393 }
394
395 /* Remove special check for player from this. First, it looks to cause
396 * some crashes (ol->ob->contr not set properly?), but secondly, a more
397 * complicated method of state checking would be needed in any case -
398 * as it was, a clever player could type quit, and the function would
399 * skip them over while waiting for confirmation. Remove
400 * on_same_map check, as can_detect_enemy also does this
401 */
402 if (!can_detect_enemy (mon, ol->ob, &rv))
403 continue;
404
405 if (lastdist > rv.distance)
406 {
407 op = ol->ob;
408 lastdist = rv.distance;
409 }
410 }
411 for (pl = first_player; pl != NULL; pl = pl->next)
412 {
413 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance)
417 {
418 op = pl->ob;
419 lastdist = rv.distance;
420 }
421 }
422 }
423 #if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425 #endif
426 return op;
427 }
428
429 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
430 * result in a monster paths backtracking. It basically determines how large a
431 * detour a monster will take from the direction path when looking
432 * for a path to the player. The values are in the amount of direction
433 * the deviation is
434 */
435 #define DETOUR_AMOUNT 2
436
437 /* This is used to prevent infinite loops. Consider a case where the
438 * player is in a chamber (with gate closed), and monsters are outside.
439 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
440 * find a path into the chamber. This is a good thing, but since there
441 * is no real path, it will just keep circling the chamber for
442 * ever (this could be a nice effect for monsters, but not for the function
443 * to get stuck in. I think for the monsters, if max is reached and
444 * we return the first direction the creature could move would result in the
445 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing.
448 */
449 #define MAX_SPACES 50
450
451
452 /*
453 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that
456 * direction to player is changed (ie zig or zag). Continue zig zag until either
457 * reach player or path is blocked. Thus, will only return true if there is a free
458 * path to player. Though path may not be a straight line. Note that it will find
459 * player hiding along a corridor at right angles to the corridor with the monster.
460 *
461 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
462 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
463 * down corriders.
464 * 2) I think the old code was broken if the first direction the monster
465 * should move was blocked - the code would store the first direction without
466 * verifying that the player can actually move in that direction. The new
467 * code does not store anything in firstdir until we have verified that the
468 * monster can in fact move one space in that direction.
469 * 3) I'm not sure how good this code will be for moving multipart monsters,
470 * since only simple checks to blocked are being called, which could mean the monster
471 * is blocking itself.
472 */
473 int
474 path_to_player (object *mon, object *pl, unsigned mindiff)
475 {
476 rv_vector rv;
477 sint16 x, y;
478 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
479 maptile *m, *lastmap;
480
481 get_rangevector (mon, pl, &rv, 0);
482
483 if (rv.distance < mindiff)
484 return 0;
485
486 x = mon->x;
487 y = mon->y;
488 m = mon->map;
489 dir = rv.direction;
490 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
492 /* If we can't solve it within the search distance, return now. */
493 if (diff > max)
494 return 0;
495 while (diff > 1 && max > 0)
496 {
497 lastx = x;
498 lasty = y;
499 lastmap = m;
500 x = lastx + freearr_x[dir];
501 y = lasty + freearr_y[dir];
502
503 mflags = get_map_flags (m, &m, x, y, &x, &y);
504 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
505
506 /* Space is blocked - try changing direction a little */
507 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
508 && (m == mon->map && blocked_link (mon, m, x, y))))
509 {
510 /* recalculate direction from last good location. Possible
511 * we were not traversing ideal location before.
512 */
513 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
514 if (rv.direction != dir)
515 {
516 /* OK - says direction should be different - lets reset the
517 * the values so it will try again.
518 */
519 x = lastx;
520 y = lasty;
521 m = lastmap;
522 dir = firstdir = rv.direction;
523 }
524 else
525 {
526 /* direct path is blocked - try taking a side step to
527 * either the left or right.
528 * Note increase the values in the loop below to be
529 * more than -1/1 respectively will mean the monster takes
530 * bigger detour. Have to be careful about these values getting
531 * too big (3 or maybe 4 or higher) as the monster may just try
532 * stepping back and forth
533 */
534 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535 {
536 if (i == 0)
537 continue; /* already did this, so skip it */
538 /* Use lastdir here - otherwise,
539 * since the direction that the creature should move in
540 * may change, you could get infinite loops.
541 * ie, player is northwest, but monster can only
542 * move west, so it does that. It goes some distance,
543 * gets blocked, finds that it should move north,
544 * can't do that, but now finds it can move east, and
545 * gets back to its original point. lastdir contains
546 * the last direction the creature has successfully
547 * moved.
548 */
549
550 x = lastx + freearr_x[absdir (lastdir + i)];
551 y = lasty + freearr_y[absdir (lastdir + i)];
552 m = lastmap;
553 mflags = get_map_flags (m, &m, x, y, &x, &y);
554 if (mflags & P_OUT_OF_MAP)
555 continue;
556 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
557 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
558 continue;
559 if (mflags & P_BLOCKSVIEW)
560 continue;
561
562 if (m == mon->map && blocked_link (mon, m, x, y))
563 break;
564 }
565 /* go through entire loop without finding a valid
566 * sidestep to take - thus, no valid path.
567 */
568 if (i == (DETOUR_AMOUNT + 1))
569 return 0;
570 diff--;
571 lastdir = dir;
572 max--;
573 if (!firstdir)
574 firstdir = dir + i;
575 } /* else check alternate directions */
576 } /* if blocked */
577 else
578 {
579 /* we moved towards creature, so diff is less */
580 diff--;
581 max--;
582 lastdir = dir;
583 if (!firstdir)
584 firstdir = dir;
585 }
586 if (diff <= 1)
587 {
588 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance.
590 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
593 }
594 if (diff > max)
595 return 0;
596 }
597 /* If we reached the max, didn't find a direction in time */
598 if (!max)
599 return 0;
600
601 return firstdir;
602 }
603
604 void
605 give_initial_items (object *pl, treasurelist * items)
606 {
607 object *op, *next = NULL;
608
609 if (pl->randomitems != NULL)
610 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611
612 for (op = pl->inv; op; op = next)
613 {
614 next = op->below;
615
616 /* Forces get applied per default, unless they have the
617 * flag "neutral" set. Sorry but I can't think of a better way
618 */
619 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
620 SET_FLAG (op, FLAG_APPLIED);
621
622 /* we never give weapons/armour if these cannot be used
623 * by this player due to race restrictions
624 */
625 if (pl->type == PLAYER)
626 {
627 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
628 (op->type == ARMOUR || op->type == BOOTS ||
629 op->type == CLOAK || op->type == HELMET ||
630 op->type == SHIELD || op->type == GLOVES ||
631 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
632 {
633 op->destroy ();
634 continue;
635 }
636 }
637
638 /* This really needs to be better - we should really give
639 * a substitute spellbook. The problem is that we don't really
640 * have a good idea what to replace it with (need something like
641 * a first level treasurelist for each skill.)
642 * remove duplicate skills also
643 */
644 if (op->type == SPELLBOOK || op->type == SKILL)
645 {
646 object *tmp;
647
648 for (tmp = op->below; tmp; tmp = tmp->below)
649 if (tmp->type == op->type && tmp->name == op->name)
650 break;
651
652 if (tmp)
653 {
654 op->destroy ();
655 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
656 continue;
657 }
658
659 if (op->nrof > 1)
660 op->nrof = 1;
661 }
662
663 if (op->type == SPELLBOOK && op->inv)
664 {
665 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 }
667
668 /* Give starting characters identified, uncursed, and undamned
669 * items. Just don't identify gold or silver, or it won't be
670 * merged properly.
671 */
672 if (need_identify (op))
673 {
674 SET_FLAG (op, FLAG_IDENTIFIED);
675 CLEAR_FLAG (op, FLAG_CURSED);
676 CLEAR_FLAG (op, FLAG_DAMNED);
677 }
678 if (op->type == SPELL)
679 {
680 op->destroy ();
681 continue;
682 }
683 else if (op->type == SKILL)
684 {
685 SET_FLAG (op, FLAG_CAN_USE_SKILL);
686 op->stats.exp = 0;
687 op->level = 1;
688 }
689 /* lock all 'normal items by default */
690 else
691 SET_FLAG (op, FLAG_INV_LOCKED);
692 } /* for loop of objects in player inv */
693
694 /* Need to set up the skill pointers */
695 link_player_skills (pl);
696 }
697
698 void
699 get_name (object *op)
700 {
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704 }
705
706 void
707 get_password (object *op)
708 {
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712 }
713
714 void
715 play_again (object *op)
716 {
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735 }
736
737 int
738 receive_play_again (object *op, char key)
739 {
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770 }
771
772 void
773 confirm_password (object *op)
774 {
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779 }
780
781 void
782 get_party_password (object *op, partylist *party)
783 {
784 if (party == NULL)
785 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return;
788 }
789 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793 }
794
795
796 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797 int
798 roll_stat (void)
799 {
800 int a[4], i, j, k;
801
802 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1;
804
805 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k)
807 k = a[i], j = i;
808
809 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j)
812 k += a[i];
813 }
814 return k;
815 }
816
817 void
818 roll_stats (object *op)
819 {
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7];
823
824 do
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 }
835 while (sum < 82 || sum > 116);
836
837 /* Sort the stats so that rerolling is easier... */
838 statsort[0] = op->stats.Str;
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0];
864 op->stats.Dex = statsort[1];
865 op->stats.Con = statsort[2];
866 op->stats.Int = statsort[3];
867 op->stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6];
870
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0;
882 op->stats.ac = 0;
883
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp;
890 op->stats.sp = op->stats.maxsp;
891 op->stats.grace = op->stats.maxgrace;
892 op->contr->orig_stats = op->stats;
893 }
894
895 void
896 Roll_Again (object *op)
897 {
898 esrv_new_player (op->contr, 0);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901 }
902
903 void
904 Swap_Stat (object *op, int Swap_Second)
905 {
906 signed char tmp;
907 char buf[MAX_BUF];
908
909 if (op->contr->Swap_First == -1)
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948 }
949
950
951 /* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958 int
959 key_roll_stat (object *op, char key)
960 {
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991 #if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996 #endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023 }
1024
1025 /* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE,
1029 * not the class.
1030 */
1031
1032 int
1033 key_change_class (object *op, char key)
1034 {
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying);
1049
1050 treasurelist *tl = find_treasurelist ("starting_wealth");
1051 if (tl)
1052 create_treasure (tl, op, 0, 0, 0);
1053
1054 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr);
1056
1057 op->contr->state = ST_PLAYING;
1058
1059 if (op->msg)
1060 op->msg = NULL;
1061
1062 /* We create this now because some of the unique maps will need it
1063 * to save here.
1064 */
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066 make_path_to_file (buf);
1067
1068 #ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070 #endif
1071 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems);
1074 link_player_skills (op);
1075 esrv_send_inventory (op, op);
1076 fix_player (op);
1077
1078 /* This moves the player to a different start map, if there
1079 * is one for this race
1080 */
1081 if (*first_map_ext_path)
1082 {
1083 object *tmp;
1084 char mapname[MAX_BUF];
1085
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1087 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the
1093 * default initial map */
1094 tmp->destroy ();
1095 }
1096 else
1097 LOG (llevDebug, "first_map_ext_path not set\n");
1098
1099 return 0;
1100 }
1101
1102 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above.
1104 */
1105
1106 tmp_loop = 0;
1107 while (!tmp_loop)
1108 {
1109 shstr name = op->name;
1110 int x = op->x, y = op->y;
1111
1112 remove_statbonus (op);
1113 op->remove ();
1114 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op);
1116 op->instantiate ();
1117 op->stats = op->contr->orig_stats;
1118 op->name = op->name_pl = name;
1119 op->x = x;
1120 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op);
1125 tmp_loop = allowed_class (op);
1126 }
1127
1128 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op);
1131 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0;
1134
1135 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0;
1140 }
1141
1142 int
1143 key_confirm_quit (object *op, char key)
1144 {
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189 }
1190
1191 void
1192 flee_player (object *op)
1193 {
1194 int dir, diff;
1195 rv_vector rv;
1196
1197 if (op->stats.hp < 0)
1198 {
1199 LOG (llevDebug, "Fleeing player is dead.\n");
1200 CLEAR_FLAG (op, FLAG_SCARED);
1201 return;
1202 }
1203
1204 if (op->enemy == NULL)
1205 {
1206 LOG (llevDebug, "Fleeing player had no enemy.\n");
1207 CLEAR_FLAG (op, FLAG_SCARED);
1208 return;
1209 }
1210
1211 /* Seen some crashes here. Since we don't store an
1212 * op->enemy_count, it is possible that something destroys the
1213 * actual enemy, and the object is recycled.
1214 */
1215 if (op->enemy->map == NULL)
1216 {
1217 CLEAR_FLAG (op, FLAG_SCARED);
1218 op->enemy = NULL;
1219 return;
1220 }
1221
1222 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1223 {
1224 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED);
1226 return;
1227 }
1228
1229 get_rangevector (op, op->enemy, &rv, 0);
1230
1231 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++)
1233 {
1234 int m = 1 - (RANDOM () & 2);
1235
1236 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1237 return;
1238 }
1239
1240 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL;
1243 }
1244
1245
1246 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1247 * IT returns 1 if the player should keep on moving, 0 if he should
1248 * stop.
1249 */
1250 int
1251 check_pick (object *op)
1252 {
1253 object *tmp, *next;
1254 int stop = 0;
1255 int j, k, wvratio;
1256 char putstring[128], tmpstr[16];
1257
1258 /* if you're flying, you cna't pick up anything */
1259 if (op->move_type & MOVE_FLYING)
1260 return 1;
1261
1262 next = op->below;
1263
1264 /* loop while there are items on the floor that are not marked as
1265 * destroyed */
1266 while (next && !next->destroyed ())
1267 {
1268 tmp = next;
1269 next = tmp->below;
1270
1271 if (op->destroyed ())
1272 return 0;
1273
1274 if (!can_pick (op, tmp))
1275 continue;
1276
1277 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1278 {
1279 if (item_matched_string (op, tmp, op->contr->search_str))
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 /* high not bit set? We're using the old autopickup model */
1285 if (!(op->contr->mode & PU_NEWMODE))
1286 {
1287 switch (op->contr->mode)
1288 {
1289 case 0:
1290 return 1; /* don't pick up */
1291 case 1:
1292 pick_up (op, tmp);
1293 return 1;
1294 case 2:
1295 pick_up (op, tmp);
1296 return 0;
1297 case 3:
1298 return 0; /* stop before pickup */
1299 case 4:
1300 pick_up (op, tmp);
1301 break;
1302 case 5:
1303 pick_up (op, tmp);
1304 stop = 1;
1305 break;
1306 case 6:
1307 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1308 pick_up (op, tmp);
1309 break;
1310
1311 case 7:
1312 if (tmp->type == MONEY || tmp->type == GEM)
1313 pick_up (op, tmp);
1314 break;
1315
1316 default:
1317 /* use value density */
1318 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1319 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1320 pick_up (op, tmp);
1321 }
1322 }
1323 else
1324 { /* old model */
1325 /* NEW pickup handling */
1326 if (op->contr->mode & PU_DEBUG)
1327 {
1328 /* some debugging code to figure out item information */
1329 if (tmp->name != NULL)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 #if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364 #endif
1365 }
1366 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for
1371 * example.
1372 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#>
1375 */
1376
1377 /* the first two modes are exclusive: if NOTHING we return, if
1378 * STOP then we stop. All the rest are applied sequentially,
1379 * meaning if any test passes, the item gets picked up. */
1380
1381 /* if mode is set to pick nothing up, return */
1382
1383 if (op->contr->mode & PU_NOTHING)
1384 return 1;
1385
1386 /* if mode is set to stop when encountering objects, return */
1387 /* take STOP before INHIBIT since it doesn't actually pick
1388 * anything up */
1389
1390 if (op->contr->mode & PU_STOP)
1391 return 0;
1392
1393 /* useful for going into stores and not losing your settings... */
1394 /* and for battles wher you don't want to get loaded down while
1395 * fighting */
1396 if (op->contr->mode & PU_INHIBIT)
1397 return 1;
1398
1399 /* prevent us from turning into auto-thieves :) */
1400 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1401 continue;
1402
1403 /* ignore known cursed objects */
1404 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1405 continue;
1406
1407 /* all food and drink if desired */
1408 /* question: don't pick up known-poisonous stuff? */
1409 if (op->contr->mode & PU_FOOD)
1410 if (tmp->type == FOOD)
1411 {
1412 pick_up (op, tmp);
1413 continue;
1414 }
1415
1416 if (op->contr->mode & PU_DRINK)
1417 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1418 {
1419 pick_up (op, tmp);
1420 continue;
1421 }
1422
1423 if (op->contr->mode & PU_POTION)
1424 if (tmp->type == POTION)
1425 {
1426 pick_up (op, tmp);
1427 continue;
1428 }
1429
1430 /* spellbooks, skillscrolls and normal books/scrolls */
1431 if (op->contr->mode & PU_SPELLBOOK)
1432 if (tmp->type == SPELLBOOK)
1433 {
1434 pick_up (op, tmp);
1435 continue;
1436 }
1437
1438 if (op->contr->mode & PU_SKILLSCROLL)
1439 if (tmp->type == SKILLSCROLL)
1440 {
1441 pick_up (op, tmp);
1442 continue;
1443 }
1444
1445 if (op->contr->mode & PU_READABLES)
1446 if (tmp->type == BOOK || tmp->type == SCROLL)
1447 {
1448 pick_up (op, tmp);
1449 continue;
1450 }
1451
1452 /* wands/staves/rods/horns */
1453 if (op->contr->mode & PU_MAGIC_DEVICE)
1454 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1455 {
1456 pick_up (op, tmp);
1457 continue;
1458 }
1459
1460 /* pick up all magical items */
1461 if (op->contr->mode & PU_MAGICAL)
1462 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1463 {
1464 pick_up (op, tmp);
1465 continue;
1466 }
1467
1468 if (op->contr->mode & PU_VALUABLES)
1469 {
1470 if (tmp->type == MONEY || tmp->type == GEM)
1471 {
1472 pick_up (op, tmp);
1473 continue;
1474 }
1475 }
1476
1477 /* rings & amulets - talismans seems to be typed AMULET */
1478 if (op->contr->mode & PU_JEWELS)
1479 if (tmp->type == RING || tmp->type == AMULET)
1480 {
1481 pick_up (op, tmp);
1482 continue;
1483 }
1484
1485 /* we don't forget dragon food */
1486 if (op->contr->mode & PU_FLESH)
1487 if (tmp->type == FLESH)
1488 {
1489 pick_up (op, tmp);
1490 continue;
1491 }
1492
1493 /* bows and arrows. Bows are good for selling! */
1494 if (op->contr->mode & PU_BOW)
1495 if (tmp->type == BOW)
1496 {
1497 pick_up (op, tmp);
1498 continue;
1499 }
1500
1501 if (op->contr->mode & PU_ARROW)
1502 if (tmp->type == ARROW)
1503 {
1504 pick_up (op, tmp);
1505 continue;
1506 }
1507
1508 /* all kinds of armor etc. */
1509 if (op->contr->mode & PU_ARMOUR)
1510 if (tmp->type == ARMOUR)
1511 {
1512 pick_up (op, tmp);
1513 continue;
1514 }
1515
1516 if (op->contr->mode & PU_HELMET)
1517 if (tmp->type == HELMET)
1518 {
1519 pick_up (op, tmp);
1520 continue;
1521 }
1522
1523 if (op->contr->mode & PU_SHIELD)
1524 if (tmp->type == SHIELD)
1525 {
1526 pick_up (op, tmp);
1527 continue;
1528 }
1529
1530 if (op->contr->mode & PU_BOOTS)
1531 if (tmp->type == BOOTS)
1532 {
1533 pick_up (op, tmp);
1534 continue;
1535 }
1536
1537 if (op->contr->mode & PU_GLOVES)
1538 if (tmp->type == GLOVES)
1539 {
1540 pick_up (op, tmp);
1541 continue;
1542 }
1543
1544 if (op->contr->mode & PU_CLOAK)
1545 if (tmp->type == CLOAK)
1546 {
1547 pick_up (op, tmp);
1548 continue;
1549 }
1550
1551 /* hoping to catch throwing daggers here */
1552 if (op->contr->mode & PU_MISSILEWEAPON)
1553 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1554 {
1555 pick_up (op, tmp);
1556 continue;
1557 }
1558
1559 /* careful: chairs and tables are weapons! */
1560 if (op->contr->mode & PU_ALLWEAPON)
1561 {
1562 if (tmp->type == WEAPON && tmp->name != NULL)
1563 {
1564 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1565 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1566 {
1567 pick_up (op, tmp);
1568 continue;
1569 }
1570 }
1571
1572 if (tmp->type == WEAPON && tmp->name == NULL)
1573 {
1574 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1575 {
1576 pick_up (op, tmp);
1577 continue;
1578 }
1579 }
1580 }
1581
1582 /* misc stuff that's useful */
1583 if (op->contr->mode & PU_KEY)
1584 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1585 {
1586 pick_up (op, tmp);
1587 continue;
1588 }
1589
1590 /* any of the last 4 bits set means we use the ratio for value
1591 * pickups */
1592 if (op->contr->mode & PU_RATIO)
1593 {
1594 /* use value density to decide what else to grab */
1595 /* >=7 was >= op->contr->mode */
1596 /* >=7 is the old standard setting. Now we take the last 4 bits
1597 * and multiply them by 5, giving 0..15*5== 5..75 */
1598 wvratio = (op->contr->mode & PU_RATIO) * 5;
1599 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1600 {
1601 pick_up (op, tmp);
1602 #if 0
1603 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1604 if (tmp->name != NULL)
1605 {
1606 fprintf (stderr, "%s", tmp->name);
1607 }
1608 else
1609 fprintf (stderr, "%s", tmp->arch->name);
1610 fprintf (stderr, ",%d] = ", tmp->type);
1611 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1612 #endif
1613 continue;
1614 }
1615 }
1616 } /* the new pickup model */
1617 }
1618
1619 return !stop;
1620 }
1621
1622 /*
1623 * Find an arrow in the inventory and after that
1624 * in the right type container (quiver). Pointer to the
1625 * found object is returned.
1626 */
1627 object *
1628 find_arrow (object *op, const char *type)
1629 {
1630 object *tmp = NULL;
1631
1632 for (op = op->inv; op; op = op->below)
1633 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1634 tmp = find_arrow (op, type);
1635 else if (op->type == ARROW && op->race == type)
1636 return op;
1637 return tmp;
1638 }
1639
1640 /*
1641 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1642 * against the target. A full test is not performed, simply a basic test
1643 * of resistances. The archer is making a quick guess at what he sees down
1644 * the hall. Failing that it does it's best to pick the highest plus arrow.
1645 */
1646
1647 object *
1648 find_better_arrow (object *op, object *target, const char *type, int *better)
1649 {
1650 object *tmp = NULL, *arrow, *ntmp;
1651 int attacknum, attacktype, betterby = 0, i;
1652
1653 if (!type)
1654 return NULL;
1655
1656 for (arrow = op->inv; arrow; arrow = arrow->below)
1657 {
1658 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1659 {
1660 i = 0;
1661 ntmp = find_better_arrow (arrow, target, type, &i);
1662 if (i > betterby)
1663 {
1664 tmp = ntmp;
1665 betterby = i;
1666 }
1667 }
1668 else if (arrow->type == ARROW && arrow->race == type)
1669 {
1670 /* allways prefer assasination/slaying */
1671 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1672 {
1673 if (arrow->attacktype & AT_DEATH)
1674 {
1675 *better = 100;
1676 return arrow;
1677 }
1678 else
1679 {
1680 tmp = arrow;
1681 betterby = (arrow->magic + arrow->stats.dam) * 2;
1682 }
1683 }
1684 else
1685 {
1686 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1687 {
1688 attacktype = 1 << attacknum;
1689 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1690 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1691 {
1692 tmp = arrow;
1693 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1694 }
1695 }
1696 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1697 {
1698 tmp = arrow;
1699 betterby = 2 + arrow->magic + arrow->stats.dam;
1700 }
1701 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1702 {
1703 tmp = arrow;
1704 betterby = 1 + arrow->magic + arrow->stats.dam;
1705 }
1706 }
1707 }
1708 }
1709 if (tmp == NULL && arrow == NULL)
1710 return find_arrow (op, type);
1711
1712 *better = betterby;
1713 return tmp;
1714 }
1715
1716 /* looks in a given direction, finds the first valid target, and calls
1717 * find_better_arrow to find a decent arrow to use.
1718 * op = the shooter
1719 * type = bow->race
1720 * dir = fire direction
1721 */
1722
1723 object *
1724 pick_arrow_target (object *op, const char *type, int dir)
1725 {
1726 object *tmp = NULL;
1727 maptile *m;
1728 int i, mflags, found, number;
1729 sint16 x, y;
1730
1731 if (op->map == NULL)
1732 return find_arrow (op, type);
1733
1734 /* do a dex check */
1735 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1736 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1737 return find_arrow (op, type);
1738
1739 m = op->map;
1740 x = op->x;
1741 y = op->y;
1742
1743 /* find the first target */
1744 for (i = 0, found = 0; i < 20; i++)
1745 {
1746 x += freearr_x[dir];
1747 y += freearr_y[dir];
1748 mflags = get_map_flags (m, &m, x, y, &x, &y);
1749 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1750 {
1751 tmp = NULL;
1752 break;
1753 }
1754 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1755 {
1756 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1757 * perhaps a bad assumption.
1758 */
1759 tmp = NULL;
1760 break;
1761 }
1762 if (mflags & P_IS_ALIVE)
1763 {
1764 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1765 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1766 {
1767 found++;
1768 break;
1769 }
1770 if (found)
1771 break;
1772 }
1773 }
1774 if (tmp == NULL)
1775 return find_arrow (op, type);
1776
1777 if (tmp->head)
1778 tmp = tmp->head;
1779
1780 return find_better_arrow (op, tmp, type, &i);
1781 }
1782
1783 /*
1784 * Creature fires a bow - op can be monster or player. Returns
1785 * 1 if bow was actually fired, 0 otherwise.
1786 * op is the object firing the bow.
1787 * part is for multipart creatures - the part firing the bow.
1788 * dir is the direction of fire.
1789 * wc_mod is any special modifier to give (used in special player fire modes)
1790 * sx, sy are coordinates to fire arrow from - also used in some of the special
1791 * player fire modes.
1792 */
1793 int
1794 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1795 {
1796 object *left, *bow;
1797 int bowspeed, mflags;
1798 maptile *m;
1799
1800 if (!dir)
1801 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0;
1804 }
1805
1806 if (op->type == PLAYER)
1807 bow = op->contr->ranges[range_bow];
1808 else
1809 {
1810 for (bow = op->inv; bow; bow = bow->below)
1811 /* Don't check for applied - monsters don't apply bows - in that way, they
1812 * don't need to switch back and forth between bows and weapons.
1813 */
1814 if (bow->type == BOW)
1815 break;
1816
1817 if (!bow)
1818 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0;
1821 }
1822 }
1823
1824 if (!bow->race || !bow->skill)
1825 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1827 return 0;
1828 }
1829
1830 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1831
1832 /* penalize ROF for bestarrow */
1833 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1834 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1835
1836 if (bowspeed < 1)
1837 bowspeed = 1;
1838
1839 if (arrow == NULL)
1840 {
1841 if ((arrow = find_arrow (op, bow->race)) == NULL)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1845 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1846 else
1847 CLEAR_FLAG (op, FLAG_READY_BOW);
1848 return 0;
1849 }
1850 }
1851
1852 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1853 if (mflags & P_OUT_OF_MAP)
1854 return 0;
1855
1856 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1857 {
1858 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1859 return 0;
1860 }
1861
1862 /* this should not happen, but sometimes does */
1863 if (arrow->nrof == 0)
1864 {
1865 arrow->destroy ();
1866 return 0;
1867 }
1868
1869 left = arrow; /* these are arrows left to the player */
1870 arrow = get_split_ob (arrow, 1);
1871 if (!arrow)
1872 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1874 return 0;
1875 }
1876
1877 arrow->set_owner (op);
1878 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883
1884 if (op->type == PLAYER)
1885 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op);
1888 }
1889
1890 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam;
1893 arrow->stats.grace = arrow->attacktype;
1894 if (arrow->slaying != NULL)
1895 arrow->spellarg = strdup (arrow->slaying);
1896
1897 /* Note that this was different for monsters - they got their level
1898 * added to the damage. I think the strength bonus is more proper.
1899 */
1900
1901 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1902
1903 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906
1907 if (arrow->speed < 1.0)
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0;
1911
1912 if (op->type == PLAYER)
1913 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1915 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1916 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1917
1918 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1919 }
1920 else
1921 {
1922 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1923 arrow->level = op->level;
1924 }
1925
1926 if (arrow->attacktype == AT_PHYSICAL)
1927 arrow->attacktype |= bow->attacktype;
1928
1929 if (bow->slaying)
1930 arrow->slaying = bow->slaying;
1931
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0);
1938
1939 if (!arrow->destroyed ())
1940 move_arrow (arrow);
1941
1942 if (op->type == PLAYER)
1943 {
1944 if (left->destroyed ())
1945 esrv_del_item (op->contr, left->count);
1946 else
1947 esrv_send_item (op, left);
1948 }
1949
1950 return 1;
1951 }
1952
1953 /* Special fire code for players - this takes into
1954 * account the special fire modes players can have
1955 * but monsters can't. Putting that code here
1956 * makes the fire_bow code much cleaner.
1957 * this function should only be called if 'op' is a player,
1958 * hence the function name.
1959 */
1960 int
1961 player_fire_bow (object *op, int dir)
1962 {
1963 int ret = 0, wcmod = 0;
1964
1965 if (op->contr->bowtype == bow_bestarrow)
1966 {
1967 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1968 }
1969 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1970 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1;
1973 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1974 }
1975 else if (op->contr->bowtype == bow_threewide)
1976 {
1977 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1978 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1979 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1980 }
1981 else if (op->contr->bowtype == bow_spreadshot)
1982 {
1983 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1984 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1985 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1986
1987 }
1988 else
1989 {
1990 /* Simple case */
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992 }
1993 return ret;
1994 }
1995
1996
1997 /* Fires a misc (wand/rod/horn) object in 'dir'.
1998 * Broken apart from 'fire' to keep it more readable.
1999 */
2000 void
2001 fire_misc_object (object *op, int dir)
2002 {
2003 object *item;
2004
2005 if (!op->contr->ranges[range_misc])
2006 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2008 return;
2009 }
2010
2011 item = op->contr->ranges[range_misc];
2012 if (!item->inv)
2013 {
2014 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2015 return;
2016 }
2017 if (item->type == WAND)
2018 {
2019 if (item->stats.food <= 0)
2020 {
2021 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2022 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2023 return;
2024 }
2025 }
2026 else if (item->type == ROD || item->type == HORN)
2027 {
2028 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2029 {
2030 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2031 if (item->type == ROD)
2032 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2033 else
2034 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2035 return;
2036 }
2037 }
2038
2039 if (cast_spell (op, item, dir, item->inv, NULL))
2040 {
2041 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2042 if (item->type == WAND)
2043 {
2044 if (!(--item->stats.food))
2045 {
2046 object *tmp;
2047
2048 if (item->arch)
2049 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face;
2052 item->speed = 0;
2053 update_ob_speed (item);
2054 }
2055 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item);
2057 }
2058 }
2059 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item);
2062 }
2063 }
2064 }
2065
2066 /* Received a fire command for the player - go and do it.
2067 */
2068 void
2069 fire (object *op, int dir)
2070 {
2071 int spellcost = 0;
2072
2073 /* check for loss of invisiblity/hide */
2074 if (action_makes_visible (op))
2075 make_visible (op);
2076
2077 switch (op->contr->shoottype)
2078 {
2079 case range_none:
2080 return;
2081
2082 case range_bow:
2083 player_fire_bow (op, dir);
2084 return;
2085
2086 case range_magic: /* Casting spells */
2087 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2088 return;
2089
2090 case range_misc:
2091 fire_misc_object (op, dir);
2092 return;
2093
2094 case range_golem: /* Control summoned monsters from scrolls */
2095 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2096 {
2097 op->contr->ranges[range_golem] = 0;
2098 op->contr->shoottype = range_none;
2099 }
2100 else
2101 control_golem (op->contr->ranges[range_golem], dir);
2102 return;
2103
2104 case range_skill:
2105 if (!op->chosen_skill)
2106 {
2107 if (op->type == PLAYER)
2108 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2109 return;
2110 }
2111 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2112 return;
2113 case range_builder:
2114 apply_map_builder (op, dir);
2115 return;
2116 default:
2117 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2118 return;
2119 }
2120 }
2121
2122
2123
2124 /* find_key
2125 * We try to find a key for the door as passed. If we find a key
2126 * and successfully use it, we return the key, otherwise NULL
2127 * This function merges both normal and locked door, since the logic
2128 * for both is the same - just the specific key is different.
2129 * pl is the player,
2130 * inv is the objects inventory to searched
2131 * door is the door we are trying to match against.
2132 * This function can be called recursively to search containers.
2133 */
2134
2135 object *
2136 find_key (object *pl, object *container, object *door)
2137 {
2138 object *tmp, *key;
2139
2140 /* Should not happen, but sanity checking is never bad */
2141 if (container->inv == NULL)
2142 return NULL;
2143
2144 /* First, lets try to find a key in the top level inventory */
2145 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2146 {
2147 if (door->type == DOOR && tmp->type == KEY)
2148 break;
2149 /* For sanity, we should really check door type, but other stuff
2150 * (like containers) can be locked with special keys
2151 */
2152 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2153 break;
2154 }
2155 /* No key found - lets search inventories now */
2156 /* If we find and use a key in an inventory, return at that time.
2157 * otherwise, if we search all the inventories and still don't find
2158 * a key, return
2159 */
2160 if (!tmp)
2161 {
2162 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2163 {
2164 /* No reason to search empty containers */
2165 if (tmp->type == CONTAINER && tmp->inv)
2166 {
2167 if ((key = find_key (pl, tmp, door)) != NULL)
2168 return key;
2169 }
2170 }
2171 if (!tmp)
2172 return NULL;
2173 }
2174 /* We get down here if we have found a key. Now if its in a container,
2175 * see if we actually want to use it
2176 */
2177 if (pl != container)
2178 {
2179 /* Only let players use keys in containers */
2180 if (!pl->contr)
2181 return NULL;
2182 /* cases where this fails:
2183 * If we only search the player inventory, return now since we
2184 * are not in the players inventory.
2185 * If the container is not active, return now since only active
2186 * containers can be used.
2187 * If we only search keyrings and the container does not have
2188 * a race/isn't a keyring.
2189 * No checking for all containers - to fall through past here,
2190 * inv must have been an container and must have been active.
2191 *
2192 * Change the color so that the message doesn't disappear with
2193 * all the others.
2194 */
2195 if (pl->contr->usekeys == key_inventory ||
2196 !QUERY_FLAG (container, FLAG_APPLIED) ||
2197 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2198 {
2199 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2200 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2201 return NULL;
2202 }
2203 }
2204 return tmp;
2205 }
2206
2207 /* moved door processing out of move_player_attack.
2208 * returns 1 if player has opened the door with a key
2209 * such that the caller should not do anything more,
2210 * 0 otherwise
2211 */
2212 static int
2213 player_attack_door (object *op, object *door)
2214 {
2215 /* If its a door, try to find a use a key. If we do destroy the door,
2216 * might as well return immediately as there is nothing more to do -
2217 * otherwise, we fall through to the rest of the code.
2218 */
2219 object *key = find_key (op, op, door);
2220
2221 /* IF we found a key, do some extra work */
2222 if (key)
2223 {
2224 object *container = key->env;
2225
2226 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2227 if (action_makes_visible (op))
2228 make_visible (op);
2229 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2230 spring_trap (door->inv, op);
2231 if (door->type == DOOR)
2232 {
2233 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2234 }
2235 else if (door->type == LOCKED_DOOR)
2236 {
2237 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2238 remove_door2 (door); /* remove door without violence ;-) */
2239 }
2240 /* Do this after we print the message */
2241 decrease_ob (key); /* Use up one of the keys */
2242 /* Need to update the weight the container the key was in */
2243 if (container != op)
2244 esrv_update_item (UPD_WEIGHT, op, container);
2245 return 1; /* Nothing more to do below */
2246 }
2247 else if (door->type == LOCKED_DOOR)
2248 {
2249 /* Might as well return now - no other way to open this */
2250 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2251 return 1;
2252 }
2253 return 0;
2254 }
2255
2256 /* This function is just part of a breakup from move_player.
2257 * It should keep the code cleaner.
2258 * When this is called, the players direction has been updated
2259 * (taking into account confusion.) The player is also actually
2260 * going to try and move (not fire weapons).
2261 */
2262 void
2263 move_player_attack (object *op, int dir)
2264 {
2265 object *tmp, *mon;
2266 sint16 nx, ny;
2267 int on_battleground;
2268 maptile *m;
2269
2270 nx = freearr_x[dir] + op->x;
2271 ny = freearr_y[dir] + op->y;
2272
2273 on_battleground = op_on_battleground (op, 0, 0);
2274
2275 /* If braced, or can't move to the square, and it is not out of the
2276 * map, attack it. Note order of if statement is important - don't
2277 * want to be calling move_ob if braced, because move_ob will move the
2278 * player. This is a pretty nasty hack, because if we could
2279 * move to some space, it then means that if we are braced, we should
2280 * do nothing at all. As it is, if we are braced, we go through
2281 * quite a bit of processing. However, it probably is less than what
2282 * move_ob uses.
2283 */
2284 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2285 {
2286 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2287 {
2288 m = get_map_from_coord (op->map, &nx, &ny);
2289 if (!m)
2290 return; /* Don't think this should happen */
2291 }
2292 else
2293 m = op->map;
2294
2295 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2296 {
2297 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2298 return;
2299 }
2300
2301 mon = 0;
2302 /* Go through all the objects, and find ones of interest. Only stop if
2303 * we find a monster - that is something we know we want to attack.
2304 * if its a door or barrel (can roll) see if there may be monsters
2305 * on the space
2306 */
2307 while (tmp)
2308 {
2309 if (tmp == op)
2310 {
2311 tmp = tmp->above;
2312 continue;
2313 }
2314
2315 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2316 {
2317 mon = tmp;
2318 break;
2319 }
2320
2321 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2322 mon = tmp;
2323
2324 tmp = tmp->above;
2325 }
2326
2327 if (!mon) /* This happens anytime the player tries to move */
2328 return; /* into a wall */
2329
2330 if (mon->head)
2331 mon = mon->head;
2332
2333 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2334 if (player_attack_door (op, mon))
2335 return;
2336
2337 /* The following deals with possibly attacking peaceful
2338 * or frienddly creatures. Basically, all players are considered
2339 * unaggressive. If the moving player has peaceful set, then the
2340 * object should be pushed instead of attacked. It is assumed that
2341 * if you are braced, you will not attack friends accidently,
2342 * and thus will not push them.
2343 */
2344
2345 /* If the creature is a pet, push it even if the player is not
2346 * peaceful. Our assumption is the creature is a pet if the
2347 * player owns it and it is either friendly or unagressive.
2348 */
2349 if ((op->type == PLAYER)
2350 #if COZY_SERVER
2351 &&
2352 ((mon->owner && mon->owner->contr
2353 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2354 #else
2355 && mon->owner == op
2356 #endif
2357 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2358 {
2359 /* If we're braced, we don't want to switch places with it */
2360 if (op->contr->braced)
2361 return;
2362 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2363 (void) push_ob (mon, dir, op);
2364 if (op->contr->tmp_invis || op->hide)
2365 make_visible (op);
2366 return;
2367 }
2368
2369 /* in certain circumstances, you shouldn't attack friendly
2370 * creatures. Note that if you are braced, you can't push
2371 * someone, but put it inside this loop so that you won't
2372 * attack them either.
2373 */
2374 if ((mon->type == PLAYER || mon->enemy != op) &&
2375 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2376 #ifdef PROHIBIT_PLAYERKILL
2377 (op->contr->peaceful
2378 || (mon->type == PLAYER
2379 && mon->contr->
2380 peaceful)) &&
2381 #else
2382 op->contr->peaceful &&
2383 #endif
2384 !on_battleground))
2385 {
2386 if (!op->contr->braced)
2387 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2389 (void) push_ob (mon, dir, op);
2390 }
2391 else
2392 new_draw_info (0, 0, op, "You withhold your attack");
2393
2394 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op);
2396 }
2397
2398 /* If the object is a boulder or other rollable object, then
2399 * roll it if not braced. You can't roll it if you are braced.
2400 */
2401 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2402 {
2403 recursive_roll (mon, dir, op);
2404 if (action_makes_visible (op))
2405 make_visible (op);
2406 }
2407
2408 /* Any generic living creature. Including things like doors.
2409 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen.
2413 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 {
2418
2419 /* If the player hasn't hit something this tick, and does
2420 * so, give them speed boost based on weapon speed. Doing
2421 * it here is better than process_players2, which basically
2422 * incurred a 1 tick offset.
2423 */
2424 if (!op->contr->has_hit)
2425 {
2426 op->speed_left += op->speed / op->contr->weapon_sp;
2427
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 }
2430
2431 skill_attack (mon, op, 0, 0, 0);
2432
2433 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is
2436 * the wiz.
2437 */
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 {
2440 short luck = mon->stats.luck;
2441
2442 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck;
2445 }
2446
2447 if (action_makes_visible (op))
2448 make_visible (op);
2449 }
2450 } /* if player should attack something */
2451 }
2452
2453 int
2454 move_player (object *op, int dir)
2455 {
2456 int pick;
2457
2458 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2459 return 0;
2460
2461 /* Sanity check: make sure dir is valid */
2462 if ((dir < 0) || (dir >= 9))
2463 {
2464 LOG (llevError, "move_player: invalid direction %d\n", dir);
2465 return 0;
2466 }
2467
2468 /* peterm: added following line */
2469 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2470 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2471
2472 op->facing = dir;
2473
2474 if (op->hide)
2475 do_hidden_move (op);
2476
2477 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2478 /*nop */ ;
2479 else if (op->contr->fire_on)
2480 fire (op, dir);
2481 else
2482 {
2483 move_player_attack (op, dir);
2484 pick = check_pick (op);
2485 }
2486
2487 /* Add special check for newcs players and fire on - this way, the
2488 * server can handle repeat firing.
2489 */
2490 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2491 op->direction = dir;
2492 else
2493 op->direction = 0;
2494
2495 /* Update how the player looks. Use the facing, so direction may
2496 * get reset to zero. This allows for full animation capabilities
2497 * for players.
2498 */
2499 animate_object (op, op->facing);
2500 return 0;
2501 }
2502
2503 /* This is similar to handle_player, below, but is only used by the
2504 * new client/server stuff.
2505 * This is sort of special, in that the new client/server actually uses
2506 * the new speed values for commands.
2507 *
2508 * Returns true if there are more actions we can do.
2509 */
2510 int
2511 handle_newcs_player (object *op)
2512 {
2513 if (op->contr->hidden)
2514 {
2515 op->invisible = 1000;
2516 /* the socket code flashes the player visible/invisible
2517 * depending on the value of invisible, so we need to
2518 * alternate it here for it to work correctly.
2519 */
2520 if (pticks & 2)
2521 op->invisible--;
2522 }
2523 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2524 {
2525 op->invisible--;
2526 if (!op->invisible)
2527 {
2528 make_visible (op);
2529 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2530 }
2531 }
2532
2533 if (QUERY_FLAG (op, FLAG_SCARED))
2534 {
2535 flee_player (op);
2536 /* If player is still scared, that is his action for this tick */
2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 {
2539 op->speed_left--;
2540 return 0;
2541 }
2542 }
2543
2544 /* I've been seeing crashes where the golem has been destroyed, but
2545 * the player object still points to the defunct golem. The code that
2546 * destroys the golem looks correct, and it doesn't always happen, so
2547 * put this in a a workaround to clean up the golem pointer.
2548 */
2549 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2550 op->contr->ranges[range_golem] = 0;
2551
2552 /* call this here - we also will call this in do_ericserver, but
2553 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here.
2555 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2558 ;
2559
2560 if (op->speed_left < 0)
2561 return 0;
2562
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2564 {
2565 /* All move commands take 1 tick, at least for now */
2566 op->speed_left--;
2567
2568 /* Instead of all the stuff below, let move_player take care
2569 * of it. Also, some of the skill stuff is only put in
2570 * there, as well as the confusion stuff.
2571 */
2572 move_player (op, op->direction);
2573 if (op->speed_left > 0)
2574 return 1;
2575 else
2576 return 0;
2577 }
2578
2579 return 0;
2580 }
2581
2582 int
2583 save_life (object *op)
2584 {
2585 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2586 return 0;
2587
2588 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2589 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2590 {
2591 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2593
2594 if (op->contr)
2595 esrv_del_item (op->contr, tmp->count);
2596
2597 tmp->destroy ();
2598 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599
2600 if (op->stats.hp < 0)
2601 op->stats.hp = op->stats.maxhp;
2602
2603 if (op->stats.food < 0)
2604 op->stats.food = 999;
2605
2606 fix_player (op);
2607 return 1;
2608 }
2609
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE);
2612 enter_player_savebed (op); /* bring him home. */
2613 return 0;
2614 }
2615
2616 /* This goes throws the inventory and removes unpaid objects, and puts them
2617 * back in the map (location and map determined by values of env). This
2618 * function will descend into containers. op is the object to start the search
2619 * from.
2620 */
2621 void
2622 remove_unpaid_objects (object *op, object *env)
2623 {
2624 object *next;
2625
2626 while (op)
2627 {
2628 next = op->below; /* Make sure we have a good value, in case
2629 * we remove object 'op'
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0);
2639 }
2640 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env);
2642
2643 op = next;
2644 }
2645 }
2646
2647
2648 /*
2649 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the
2652 * best, a misc file for object actions is probably better,
2653 * but there isn't one in the server directory.
2654 */
2655 char *
2656 gravestone_text (object *op)
2657 {
2658 static char buf2[MAX_BUF];
2659 char buf[MAX_BUF];
2660 time_t now = time (NULL);
2661
2662 strcpy (buf2, " R.I.P.\n\n");
2663 if (op->type == PLAYER)
2664 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2665 else
2666 sprintf (buf, "%s\n", &op->name);
2667
2668 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf);
2670 if (op->type == PLAYER)
2671 sprintf (buf, "who was in level %d when killed\n", op->level);
2672 else
2673 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2674
2675 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf);
2677 if (op->type == PLAYER)
2678 {
2679 sprintf (buf, "by %s.\n\n", op->contr->killer);
2680 strncat (buf2, " ", 21 - strlen (buf) / 2);
2681 strcat (buf2, buf);
2682 }
2683
2684 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2685 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf);
2687
2688 return buf2;
2689 }
2690
2691
2692
2693 void
2694 do_some_living (object *op)
2695 {
2696 int last_food = op->stats.food;
2697 int gen_hp, gen_sp, gen_grace;
2698 int over_hp, over_sp, over_grace;
2699 int i;
2700 int rate_hp = 1200;
2701 int rate_sp = 2500;
2702 int rate_grace = 2000;
2703 const int max_hp = 1;
2704 const int max_sp = 1;
2705 const int max_grace = 1;
2706
2707 if (op->contr->outputs_sync)
2708 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]);
2712 }
2713
2714 if (op->contr->state == ST_PLAYING)
2715 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else
2722 {
2723 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 }
2726 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else
2729 {
2730 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 }
2733 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else
2736 {
2737 gen_grace = op->stats.maxgrace;
2738 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2739 }
2740
2741 /* Regenerate Spell Points */
2742 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2743 {
2744 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2745 if (op->stats.sp < op->stats.maxsp)
2746 {
2747 op->stats.sp++;
2748 /* dms do not consume food */
2749 if (!QUERY_FLAG (op, FLAG_WIZ))
2750 {
2751 op->stats.food--;
2752 if (op->contr->digestion < 0)
2753 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food;
2756 }
2757 }
2758 if (max_sp > 1)
2759 {
2760 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0)
2762 {
2763 if (op->stats.sp < op->stats.maxsp)
2764 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--;
2768 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp;
2770 }
2771 op->last_sp = 0;
2772 }
2773 else
2774 {
2775 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2776 }
2777 }
2778 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 }
2783
2784 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0)
2787 {
2788 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */
2790 if (max_grace > 1)
2791 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0)
2794 {
2795 op->stats.sp += over_grace
2796 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2797 op->last_grace = 0;
2798 }
2799 else
2800 {
2801 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2802 }
2803 }
2804 else
2805 {
2806 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2807 }
2808 /* wearing stuff doesn't detract from grace generation. */
2809 }
2810
2811 /* Regenerate Hit Points */
2812 if (--op->last_heal < 0)
2813 {
2814 if (op->stats.hp < op->stats.maxhp)
2815 {
2816 op->stats.hp++;
2817 /* dms do not consume food */
2818 if (!QUERY_FLAG (op, FLAG_WIZ))
2819 {
2820 op->stats.food--;
2821 if (op->contr->digestion < 0)
2822 op->stats.food += op->contr->digestion;
2823 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2824 op->stats.food = last_food;
2825 }
2826 }
2827 if (max_hp > 1)
2828 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0)
2831 {
2832 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2833 op->last_heal = 0;
2834 }
2835 else
2836 {
2837 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2838 }
2839 }
2840 else
2841 {
2842 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2843 }
2844 }
2845
2846 /* Digestion */
2847 if (--op->last_eat < 0)
2848 {
2849 #ifdef COZY_SERVER
2850 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2851 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2852 #else
2853 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2854 #endif
2855
2856 if (op->contr->gen_hp > 0)
2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2858 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2860 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--;
2863 }
2864 }
2865
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2867 {
2868 object *tmp, *flesh = NULL;
2869
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2871 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break;
2880 }
2881 else if (tmp->type == FLESH)
2882 flesh = tmp;
2883 } /* End if paid for object */
2884 } /* end of for loop */
2885 /* If player is still starving, it means they don't have any food, so
2886 * eat flesh instead.
2887 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 {
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2891 manual_apply (op, flesh, 0);
2892 }
2893 } /* end if player is starving */
2894
2895 while (op->stats.food < 0 && op->stats.hp > 0)
2896 op->stats.food++, op->stats.hp--;
2897
2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2899 kill_player (op);
2900 }
2901
2902
2903
2904 /* If the player should die (lack of hp, food, etc), we call this.
2905 * op is the player in jeopardy. If the player can not be saved (not
2906 * permadeath, no lifesave), this will take care of removing the player
2907 * file.
2908 */
2909 void
2910 kill_player (object *op)
2911 {
2912 char buf[MAX_BUF];
2913 int x, y;
2914
2915 //int i;
2916 maptile *map; /* this is for resurrection */
2917
2918 /* int z;
2919 int num_stats_lose;
2920 int lost_a_stat;
2921 int lose_this_stat;
2922 int this_stat; */
2923 int will_kill_again;
2924 archetype *at;
2925 object *tmp;
2926
2927 if (save_life (op))
2928 return;
2929
2930
2931 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2932 * in cities ONLY!!! It is very important that this doesn't get abused.
2933 * Look at op_on_battleground() for more info --AndreasV
2934 */
2935 if (op_on_battleground (op, &x, &y))
2936 {
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939
2940 /* restore player */
2941 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op);
2943 if (tmp)
2944 {
2945 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 }
2948
2949 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op);
2951 if (tmp)
2952 {
2953 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 }
2956
2957 cure_disease (op, 0); /* remove any disease */
2958 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0)
2960 op->stats.food = 999;
2961
2962 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger"));
2964 if (tmp != NULL)
2965 {
2966 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n"
2969 " the %s, when he was defeated at\n level %d by %s.\n",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2973 tmp->materialname = NULL;
2974 tmp->x = op->x, tmp->y = op->y;
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 }
2977
2978 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0;
2981 return;
2982 }
2983
2984 INVOKE_PLAYER (DEATH, op->contr);
2985
2986 command_kill_pets (op, 0);
2987
2988 if (op->stats.food < 0)
2989 {
2990 if (op->contr->explore)
2991 {
2992 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2993 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2994 op->stats.food = 999;
2995 return;
2996 }
2997 sprintf (buf, "%s starved to death.", &op->name);
2998 strcpy (op->contr->killer, "starvation");
2999 }
3000 else
3001 {
3002 if (op->contr->explore)
3003 {
3004 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3005 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3006 op->stats.hp = op->stats.maxhp;
3007 return;
3008 }
3009 sprintf (buf, "%s died.", &op->name);
3010 }
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012
3013 /* save the map location for corpse, gravestone */
3014 x = op->x;
3015 y = op->y;
3016 map = op->map;
3017
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this.
3024 */
3025
3026 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect
3028 * of death.
3029 */
3030 #ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss)
3032 {
3033 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */
3036 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */
3039 /* GD */
3040 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else
3046 {
3047 num_stats_lose = 1;
3048 }
3049 lost_a_stat = 0;
3050
3051 for (z = 0; z < num_stats_lose; z++)
3052 {
3053 i = RANDOM () % NUM_STATS;
3054
3055 if (settings.stat_loss_on_death)
3056 {
3057 /* Pick a random stat and take a point off it. Tell the player
3058 * what he lost.
3059 */
3060 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1;
3066 }
3067 else
3068 {
3069 /* deplete a stat */
3070 archetype *deparch = archetype::find ("depletion");
3071 object *dep;
3072
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 {
3076 dep = arch_to_object (deparch);
3077 insert_ob_in_ob (dep, op);
3078 }
3079 lose_this_stat = 1;
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0)
3086 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */
3121 if (this_stat >= -50)
3122 {
3123 change_attr_value (&(dep->stats), i, -1);
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 lost_a_stat = 1;
3128 }
3129 }
3130 }
3131 }
3132 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat)
3134 {
3135 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */
3137 const char *god = determine_god (op);
3138
3139 if (god && (strcmp (god, "none")))
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3143 }
3144 #else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3146 #endif
3147
3148 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone.
3150 */
3151 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf;
3156 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);
3157 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0);
3160
3161 /**************************************/
3162 /* */
3163 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */
3166 /* */
3167 /**************************************/
3168
3169 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */
3171 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op);
3173
3174 if (tmp)
3175 {
3176 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 }
3179
3180 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op);
3182 if (tmp)
3183 {
3184 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 }
3187
3188 cure_disease (op, 0); /* remove any disease */
3189
3190 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100)
3193 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197
3198 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if
3200 * the player has any unpaid items. If so, remove them and put them back
3201 * in the map.
3202 */
3203
3204 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op);
3206
3207 /****************************************/
3208 /* */
3209 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */
3211 /* */
3212 /****************************************/
3213
3214 enter_player_savebed (op);
3215
3216 /* Save the player before inserting the force to reduce
3217 * chance of abuse.
3218 */
3219 op->contr->braced = 0;
3220 save_player (op, 1);
3221
3222 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player.
3226 */
3227 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype;
3231
3232 if (will_kill_again)
3233 {
3234 object *force;
3235 int at;
3236
3237 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1;
3240 force->speed_left = -5.0;
3241 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100;
3245
3246 insert_ob_in_ob (force, op);
3247 fix_player (op);
3248
3249 }
3250
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319 }
3320
3321
3322 void
3323 loot_object (object *op)
3324 { /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next;
3326
3327 if (op->container)
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container);
3330 }
3331
3332 for (tmp = op->inv; tmp != NULL; tmp = next)
3333 {
3334 next = tmp->below;
3335 if (tmp->invisible)
3336 continue;
3337 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y;
3339 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */
3341 loot_object (tmp);
3342 }
3343 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3344 {
3345 if (tmp->nrof > 1)
3346 {
3347 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3348 tmp2->destroy ();
3349 insert_ob_in_map (tmp, op->map, NULL, 0);
3350 }
3351 else
3352 tmp->destroy ();
3353 }
3354 else
3355 insert_ob_in_map (tmp, op->map, NULL, 0);
3356 }
3357 }
3358
3359 /*
3360 * fix_weight(): Check recursively the weight of all players, and fix
3361 * what needs to be fixed. Refresh windows and fix speed if anything
3362 * was changed.
3363 */
3364
3365 void
3366 fix_weight (void)
3367 {
3368 player *pl;
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373
3374 if (old == sum)
3375 continue;
3376 fix_player (pl->ob);
3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3378 }
3379 }
3380
3381 void
3382 fix_luck (void)
3383 {
3384 player *pl;
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state)
3388 change_luck (pl->ob, 0);
3389 }
3390
3391
3392 /* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object.
3395 */
3396
3397 void
3398 cast_dust (object *op, object *throw_ob, int dir)
3399 {
3400 object *skop, *spob;
3401
3402 skop = find_skill_by_name (op, throw_ob->skill);
3403
3404 /* casting POTION 'dusts' is really a use_magic_item skill */
3405 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3406 {
3407 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3408 return;
3409 }
3410
3411 spob = throw_ob->inv;
3412
3413 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3414 // not pass NULL to cast_spell (which did indeed check itself, but
3415 // errors should be reported as early as possible IMHO)
3416 if (!spob)
3417 {
3418 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3419 return;
3420 }
3421
3422 if (op->type == PLAYER)
3423 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3424
3425 cast_spell (op, throw_ob, dir, spob, NULL);
3426
3427 throw_ob->destroy ();
3428 }
3429
3430 void
3431 make_visible (object *op)
3432 {
3433 op->hide = 0;
3434 op->invisible = 0;
3435 if (op->type == PLAYER)
3436 {
3437 op->contr->tmp_invis = 0;
3438 op->contr->invis_race = 0;
3439 }
3440 update_object (op, UP_OBJ_FACE);
3441 }
3442
3443 int
3444 is_true_undead (object *op)
3445 {
3446 object *tmp = NULL;
3447
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1;
3450
3451 return 0;
3452 }
3453
3454 /* look at the surrounding terrain to determine
3455 * the hideability of this object. Positive levels
3456 * indicate greater hideability.
3457 */
3458
3459 int
3460 hideability (object *ob)
3461 {
3462 int i, level = 0, mflag;
3463 sint16 x, y;
3464
3465 if (!ob || !ob->map)
3466 return 0;
3467
3468 /* so, on normal lighted maps, its hard to hide */
3469 level = ob->map->darkness - 2;
3470
3471 /* this also picks up whether the object is glowing.
3472 * If you carry a light on a non-dark map, its not
3473 * as bad as carrying a light on a pitch dark map */
3474 if (has_carried_lights (ob))
3475 level = -(10 + (2 * ob->map->darkness));
3476
3477 /* scan through all nearby squares for terrain to hide in */
3478 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3479 {
3480 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3481 if (mflag & P_OUT_OF_MAP)
3482 {
3483 continue;
3484 }
3485 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3486 level += 2;
3487 else /* open terrain! */
3488 level -= 1;
3489 }
3490
3491 #if 0
3492 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3493 #endif
3494 return level;
3495 }
3496
3497 /* For Hidden creatures - a chance of becoming 'unhidden'
3498 * every time they move - as we subtract off 'invisibility'
3499 * AND, for players, if they move into a ridiculously unhideable
3500 * spot (surrounded by clear terrain in broad daylight). -b.t.
3501 */
3502
3503 void
3504 do_hidden_move (object *op)
3505 {
3506 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3507 object *skop;
3508
3509 if (!op || !op->map)
3510 return;
3511
3512 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3513
3514 /* its *extremely* hard to run and sneak/hide at the same time! */
3515 if (op->type == PLAYER && op->contr->run_on)
3516 {
3517 if (!skop || num >= skop->level)
3518 {
3519 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3520 make_visible (op);
3521 return;
3522 }
3523 else
3524 num += 20;
3525 }
3526 num += op->map->difficulty;
3527 hide = hideability (op); /* modify by terrain hidden level */
3528 num -= hide;
3529 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3530 {
3531 make_visible (op);
3532 if (op->type == PLAYER)
3533 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3534 }
3535 else if (op->type == PLAYER && skop)
3536 {
3537 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3538 }
3539 }
3540
3541 /* determine if who is standing near a hostile creature. */
3542
3543 int
3544 stand_near_hostile (object *who)
3545 {
3546 object *tmp = NULL;
3547 int i, friendly = 0, player = 0, mflags;
3548 maptile *m;
3549 sint16 x, y;
3550
3551 if (!who)
3552 return 0;
3553
3554 if (who->type == PLAYER)
3555 player = 1;
3556
3557 else
3558 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3559
3560 /* search adjacent squares */
3561 for (i = 1; i < 9; i++)
3562 {
3563 x = who->x + freearr_x[i];
3564 y = who->y + freearr_y[i];
3565 m = who->map;
3566 mflags = get_map_flags (m, &m, x, y, &x, &y);
3567 /* space must be blocked if there is a monster. If not
3568 * blocked, don't need to check this space.
3569 */
3570 if (mflags & P_OUT_OF_MAP)
3571 continue;
3572 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3573 continue;
3574
3575 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3576 {
3577 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3578 return 1;
3579 else if (tmp->type == PLAYER)
3580 {
3581 /*don't let a hidden DM prevent you from hiding */
3582 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3583 return 1;
3584 }
3585 }
3586 }
3587 return 0;
3588 }
3589
3590 /* check the player los field for viewability of the
3591 * object op. This function works fine for monsters,
3592 * but we dont worry if the object isnt the top one in
3593 * a pile (say a coin under a table would return "viewable"
3594 * by this routine). Another question, should we be
3595 * concerned with the direction the player is looking
3596 * in? Realistically, most of use cant see stuff behind
3597 * our backs...on the other hand, does the "facing" direction
3598 * imply the way your head, or body is facing? Its possible
3599 * for them to differ. Sigh, this fctn could get a bit more complex.
3600 * -b.t.
3601 * This function is now map tiling safe.
3602 */
3603
3604 int
3605 player_can_view (object *pl, object *op)
3606 {
3607 rv_vector rv;
3608 int dx, dy;
3609
3610 if (pl->type != PLAYER)
3611 {
3612 LOG (llevError, "player_can_view() called for non-player object\n");
3613 return -1;
3614 }
3615 if (!pl || !op)
3616 return 0;
3617
3618 if (op->head)
3619 {
3620 op = op->head;
3621 }
3622 get_rangevector (pl, op, &rv, 0x1);
3623
3624 /* starting with the 'head' part, lets loop
3625 * through the object and find if it has any
3626 * part that is in the los array but isnt on
3627 * a blocked los square.
3628 * we use the archetype to figure out offsets.
3629 */
3630 while (op)
3631 {
3632 dx = rv.distance_x + op->arch->clone.x;
3633 dy = rv.distance_y + op->arch->clone.y;
3634
3635 /* only the viewable area the player sees is updated by LOS
3636 * code, so we need to restrict ourselves to that range of values
3637 * for any meaningful values.
3638 */
3639 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3640 FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3641 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3642 return 1;
3643 op = op->more;
3644 }
3645 return 0;
3646 }
3647
3648 /* routine for both players and monsters. We call this when
3649 * there is a possibility for our action distrubing our hiding
3650 * place or invisiblity spell. Artefact invisiblity is not
3651 * effected by this. If we arent invisible to begin with, we
3652 * return 0.
3653 */
3654 int
3655 action_makes_visible (object *op)
3656 {
3657
3658 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3659 {
3660 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3661 return 0;
3662
3663 if (op->contr && op->contr->tmp_invis == 0)
3664 return 0;
3665
3666 /* If monsters, they should become visible */
3667 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3668 {
3669 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3670 return 1;
3671 }
3672 }
3673 return 0;
3674 }
3675
3676 /* op_on_battleground - checks if the given object op (usually
3677 * a player) is standing on a valid battleground-tile,
3678 * function returns TRUE/FALSE. If true x, y returns the battleground
3679 * -exit-coord. (and if x, y not NULL)
3680 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3681 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3682 * Default is to do the same as before, so only people wanting to have different points need worry about this
3683 */
3684 int
3685 op_on_battleground (object *op, int *x, int *y)
3686 {
3687 object *tmp;
3688
3689 /* A battleground-tile needs the following attributes to be valid:
3690 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3691 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3692 * and the exit-coordinates sp/hp must both be > 0.
3693 * => The intention here is to prevent abuse of the battleground-
3694 * feature (like pickable or hidden battleground tiles). */
3695 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3696 {
3697 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3698 {
3699 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3700 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3701 {
3702 /*before we assign the exit, check if this is a teambattle */
3703 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3704 {
3705 object *invtmp;
3706
3707 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3708 {
3709 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3710 {
3711 if (x != NULL && y != NULL)
3712 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3713 return 1;
3714 }
3715 }
3716 }
3717 if (x != NULL && y != NULL)
3718 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3719 return 1;
3720 }
3721 }
3722 }
3723 /* If we got here, did not find a battleground */
3724 return 0;
3725 }
3726
3727 /*
3728 * When a dragon-player gains a new stage of evolution,
3729 * he gets some treasure
3730 *
3731 * attributes:
3732 * object *who the dragon player
3733 * int atnr the attack-number of the ability focus
3734 * int level ability level
3735 */
3736 void
3737 dragon_ability_gain (object *who, int atnr, int level)
3738 {
3739 treasurelist *trlist = NULL; /* treasurelist */
3740 treasure *tr; /* treasure */
3741 object *tmp, *skop; /* tmp. object */
3742 object *item; /* treasure object */
3743 char buf[MAX_BUF]; /* tmp. string buffer */
3744 int i = 0, j = 0;
3745
3746 /* get the appropriate treasurelist */
3747 if (atnr == ATNR_FIRE)
3748 trlist = find_treasurelist ("dragon_ability_fire");
3749 else if (atnr == ATNR_COLD)
3750 trlist = find_treasurelist ("dragon_ability_cold");
3751 else if (atnr == ATNR_ELECTRICITY)
3752 trlist = find_treasurelist ("dragon_ability_elec");
3753 else if (atnr == ATNR_POISON)
3754 trlist = find_treasurelist ("dragon_ability_poison");
3755
3756 if (trlist == NULL || who->type != PLAYER)
3757 return;
3758
3759 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3760
3761 if (tr == NULL || tr->item == NULL)
3762 {
3763 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3764 return;
3765 }
3766
3767 /* everything seems okay - now bring on the gift: */
3768 item = &(tr->item->clone);
3769
3770 if (item->type == SPELL)
3771 {
3772 if (check_spell_known (who, item->name))
3773 return;
3774
3775 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3776 do_learn_spell (who, item, 0);
3777 return;
3778 }
3779
3780 /* grant direct spell */
3781 if (item->type == SPELLBOOK)
3782 {
3783 if (!item->inv)
3784 {
3785 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3786 return;
3787 }
3788 if (check_spell_known (who, item->inv->name))
3789 return;
3790 if (item->invisible)
3791 {
3792 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3793 do_learn_spell (who, item->inv, 0);
3794 return;
3795 }
3796 }
3797 else if (item->type == SKILL_TOOL && item->invisible)
3798 {
3799 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3800 {
3801
3802 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3803 * in this way, if the player is missing any of the attacktypes, he gets
3804 * them. As it is now, if the player has any that match the granted skill,
3805 * but not all of them, he gets nothing.
3806 */
3807 if (!(skop->attacktype & item->attacktype))
3808 {
3809 /* Give new attacktype */
3810 skop->attacktype |= item->attacktype;
3811
3812 /* always add physical if there's none */
3813 skop->attacktype |= AT_PHYSICAL;
3814
3815 if (item->msg != NULL)
3816 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3817
3818 /* Give player new face */
3819 if (item->animation_id)
3820 {
3821 who->face = skop->face;
3822 who->animation_id = item->animation_id;
3823 who->anim_speed = item->anim_speed;
3824 who->last_anim = 0;
3825 who->state = 0;
3826 animate_object (who, who->direction);
3827 }
3828 }
3829 }
3830 }
3831 else if (item->type == FORCE)
3832 {
3833 /* forces in the treasurelist can alter the player's stats */
3834 object *skin;
3835
3836 /* first get the dragon skin force */
3837 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3838 if (skin == NULL)
3839 return;
3840
3841 /* adding new spellpath attunements */
3842 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3843 {
3844 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3845
3846 /* print message */
3847 sprintf (buf, "You feel attuned to ");
3848 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3849 {
3850 if (item->path_attuned & (1 << i))
3851 {
3852 if (j)
3853 strcat (buf, " and ");
3854 else
3855 j = 1;
3856 strcat (buf, spellpathnames[i]);
3857 }
3858 }
3859 strcat (buf, ".");
3860 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3861 }
3862
3863 /* evtl. adding flags: */
3864 if (QUERY_FLAG (item, FLAG_XRAYS))
3865 SET_FLAG (skin, FLAG_XRAYS);
3866 if (QUERY_FLAG (item, FLAG_STEALTH))
3867 SET_FLAG (skin, FLAG_STEALTH);
3868 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3869 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3870
3871 /* print message if there is one */
3872 if (item->msg != NULL)
3873 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3874 }
3875 else
3876 {
3877 /* generate misc. treasure */
3878 tmp = arch_to_object (tr->item);
3879 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3880 tmp = insert_ob_in_ob (tmp, who);
3881 if (who->type == PLAYER)
3882 esrv_send_item (who, tmp);
3883 }
3884 }
3885
3886 /**
3887 * Unready an object for a player. This function does nothing if the object was
3888 * not readied.
3889 */
3890 void
3891 player_unready_range_ob (player *pl, object *ob)
3892 {
3893 rangetype i;
3894
3895 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3896 {
3897 if (pl->ranges[i] == ob)
3898 {
3899 pl->ranges[i] = NULL;
3900 if (pl->shoottype == i)
3901 {
3902 pl->shoottype = range_none;
3903 }
3904 }
3905 }
3906 }