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Revision: 1.53
Committed: Fri Dec 22 16:03:21 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +9 -7 lines
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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; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
49 }
50
51 player *
52 find_player_partial_name (const char *plname)
53 {
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76 }
77
78 void
79 display_motd (const object *op)
80 {
81 char buf[MAX_BUF];
82 char motd[HUGE_BUF];
83 FILE *fp;
84 int comp;
85 int size;
86
87 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
88 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
89 return;
90
91 motd[0] = '\0';
92 size = 0;
93
94 while (fgets (buf, MAX_BUF, fp))
95 {
96 if (*buf == '#')
97 continue;
98
99 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf);
101 }
102
103 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
104 close_and_delete (fp, comp);
105 }
106
107 void
108 send_rules (const object *op)
109 {
110 char buf[MAX_BUF];
111 char rules[HUGE_BUF];
112 FILE *fp;
113 int comp;
114 int size;
115
116 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
117 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
118 return;
119
120 rules[0] = '\0';
121 size = 0;
122
123 while (fgets (buf, MAX_BUF, fp))
124 {
125 if (*buf == '#')
126 continue;
127
128 if (size + strlen (buf) >= HUGE_BUF)
129 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break;
132 }
133
134 strncat (rules + size, buf, HUGE_BUF - size);
135 size += strlen (buf);
136 }
137
138 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
139 close_and_delete (fp, comp);
140 }
141
142 void
143 send_news (const object *op)
144 {
145 char buf[MAX_BUF];
146 char news[HUGE_BUF];
147 char subject[MAX_BUF];
148 FILE *fp;
149 int comp;
150 int size;
151
152 sprintf (buf, "%s/%s", settings.confdir, settings.news);
153 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
154 return;
155
156 news[0] = '\0';
157 subject[0] = '\0';
158 size = 0;
159
160 while (fgets (buf, MAX_BUF, fp) != NULL)
161 {
162 if (*buf == '#')
163 continue;
164
165 if (*buf == '%')
166 { /* send one news */
167 if (size > 0)
168 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 */
169 strcpy (subject, buf + 1);
170 strip_endline (subject);
171 size = 0;
172 news[0] = '\0';
173 }
174 else
175 {
176 if (size + strlen (buf) >= HUGE_BUF)
177 {
178 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
179 break;
180 }
181 strncat (news + size, buf, HUGE_BUF - size);
182 size += strlen (buf);
183 }
184 }
185
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
188 close_and_delete (fp, comp);
189 }
190
191 int
192 playername_ok (const char *cp)
193 {
194 /* Don't allow - or _ as first character in the name */
195 if (*cp == '-' || *cp == '_')
196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203 }
204
205 /* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210 /* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216 static player *
217 get_player (player *p)
218 {
219 object *op = arch_to_object (get_player_archetype (0));
220 int i;
221
222 /* Clears basically the entire player structure except
223 * for next and socket.
224 */
225 p->clear ();
226
227 /* There are some elements we want initialized to non zero value -
228 * we deal with that below this point.
229 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice;
234 p->Swap_First = -1;
235
236 #ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238 #endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10;
260 p->last_speed = -1;
261 p->shoottype = range_none;
262 p->bowtype = bow_normal;
263 p->petmode = pet_normal;
264 p->listening = 10;
265 p->usekeys = containers;
266 p->last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */
268 p->do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275
276 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start
279 * at zero.
280 */
281 for (i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286
287 for (i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1;
289
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297 }
298
299 /* This loads the first map an puts the player on it. */
300 static void
301 set_first_map (object *op)
302 {
303 strcpy (op->contr->maplevel, first_map_path);
304 op->x = -1;
305 op->y = -1;
306 enter_exit (op, 0);
307 }
308
309 /* Tries to add player on the connection passwd in ns.
310 * All we can really get in this is some settings like host and display
311 * mode.
312 */
313
314 int
315 add_player (client *ns)
316 {
317 player *p = new player;
318
319 p->ns = ns;
320 ns->pl = p;
321
322 p->next = first_player;
323 first_player = p;
324
325 p = get_player (p);
326
327 set_first_map (p->ob);
328
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0;
338 }
339
340 /*
341 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players.
343 * Note: there MUST be at least one player archetype!
344 */
345 archetype *
346 get_player_archetype (archetype *at)
347 {
348 archetype *start = at;
349
350 for (;;)
351 {
352 if (at == NULL || at->next == NULL)
353 at = first_archetype;
354 else
355 at = at->next;
356
357 if (at->clone.type == PLAYER)
358 return at;
359
360 if (at == start)
361 {
362 LOG (llevError, "No Player archetypes\n");
363 exit (-1);
364 }
365 }
366 }
367
368 object *
369 get_nearest_player (object *mon)
370 {
371 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol;
374 unsigned lastdist;
375 rv_vector rv;
376
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
378 {
379 /* We should not find free objects on this friendly list, but it
380 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop.
383 */
384 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
385 {
386 object *tmp = ol->ob;
387
388 /* Can't do much more other than log the fact, because the object
389 * itself will have been cleared.
390 */
391 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
392 ol = ol->next;
393 remove_friendly_object (tmp);
394 if (!ol)
395 return op;
396 }
397
398 /* Remove special check for player from this. First, it looks to cause
399 * some crashes (ol->ob->contr not set properly?), but secondly, a more
400 * complicated method of state checking would be needed in any case -
401 * as it was, a clever player could type quit, and the function would
402 * skip them over while waiting for confirmation. Remove
403 * on_same_map check, as can_detect_enemy also does this
404 */
405 if (!can_detect_enemy (mon, ol->ob, &rv))
406 continue;
407
408 if (lastdist > rv.distance)
409 {
410 op = ol->ob;
411 lastdist = rv.distance;
412 }
413 }
414 for (pl = first_player; pl != NULL; pl = pl->next)
415 {
416 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance)
420 {
421 op = pl->ob;
422 lastdist = rv.distance;
423 }
424 }
425 }
426 #if 0
427 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
428 #endif
429 return op;
430 }
431
432 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
433 * result in a monster paths backtracking. It basically determines how large a
434 * detour a monster will take from the direction path when looking
435 * for a path to the player. The values are in the amount of direction
436 * the deviation is
437 */
438 #define DETOUR_AMOUNT 2
439
440 /* This is used to prevent infinite loops. Consider a case where the
441 * player is in a chamber (with gate closed), and monsters are outside.
442 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
443 * find a path into the chamber. This is a good thing, but since there
444 * is no real path, it will just keep circling the chamber for
445 * ever (this could be a nice effect for monsters, but not for the function
446 * to get stuck in. I think for the monsters, if max is reached and
447 * we return the first direction the creature could move would result in the
448 * circling behaviour. Unfortunately, this function is also used to determined
449 * if the creature should cast a spell, so returning a direction in that case
450 * is probably not a good thing.
451 */
452 #define MAX_SPACES 50
453
454
455 /*
456 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * modified to verify there is a path to the player. Does this by stepping towards
458 * player and if path is blocked then see if blockage is close enough to player that
459 * direction to player is changed (ie zig or zag). Continue zig zag until either
460 * reach player or path is blocked. Thus, will only return true if there is a free
461 * path to player. Though path may not be a straight line. Note that it will find
462 * player hiding along a corridor at right angles to the corridor with the monster.
463 *
464 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
465 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
466 * down corriders.
467 * 2) I think the old code was broken if the first direction the monster
468 * should move was blocked - the code would store the first direction without
469 * verifying that the player can actually move in that direction. The new
470 * code does not store anything in firstdir until we have verified that the
471 * monster can in fact move one space in that direction.
472 * 3) I'm not sure how good this code will be for moving multipart monsters,
473 * since only simple checks to blocked are being called, which could mean the monster
474 * is blocking itself.
475 */
476 int
477 path_to_player (object *mon, object *pl, unsigned mindiff)
478 {
479 rv_vector rv;
480 sint16 x, y;
481 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
482 maptile *m, *lastmap;
483
484 get_rangevector (mon, pl, &rv, 0);
485
486 if (rv.distance < mindiff)
487 return 0;
488
489 x = mon->x;
490 y = mon->y;
491 m = mon->map;
492 dir = rv.direction;
493 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
494 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
495 /* If we can't solve it within the search distance, return now. */
496 if (diff > max)
497 return 0;
498 while (diff > 1 && max > 0)
499 {
500 lastx = x;
501 lasty = y;
502 lastmap = m;
503 x = lastx + freearr_x[dir];
504 y = lasty + freearr_y[dir];
505
506 mflags = get_map_flags (m, &m, x, y, &x, &y);
507 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
508
509 /* Space is blocked - try changing direction a little */
510 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
511 && (m == mon->map && blocked_link (mon, m, x, y))))
512 {
513 /* recalculate direction from last good location. Possible
514 * we were not traversing ideal location before.
515 */
516 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
517 if (rv.direction != dir)
518 {
519 /* OK - says direction should be different - lets reset the
520 * the values so it will try again.
521 */
522 x = lastx;
523 y = lasty;
524 m = lastmap;
525 dir = firstdir = rv.direction;
526 }
527 else
528 {
529 /* direct path is blocked - try taking a side step to
530 * either the left or right.
531 * Note increase the values in the loop below to be
532 * more than -1/1 respectively will mean the monster takes
533 * bigger detour. Have to be careful about these values getting
534 * too big (3 or maybe 4 or higher) as the monster may just try
535 * stepping back and forth
536 */
537 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
538 {
539 if (i == 0)
540 continue; /* already did this, so skip it */
541 /* Use lastdir here - otherwise,
542 * since the direction that the creature should move in
543 * may change, you could get infinite loops.
544 * ie, player is northwest, but monster can only
545 * move west, so it does that. It goes some distance,
546 * gets blocked, finds that it should move north,
547 * can't do that, but now finds it can move east, and
548 * gets back to its original point. lastdir contains
549 * the last direction the creature has successfully
550 * moved.
551 */
552
553 x = lastx + freearr_x[absdir (lastdir + i)];
554 y = lasty + freearr_y[absdir (lastdir + i)];
555 m = lastmap;
556 mflags = get_map_flags (m, &m, x, y, &x, &y);
557 if (mflags & P_OUT_OF_MAP)
558 continue;
559 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
560 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
561 continue;
562 if (mflags & P_BLOCKSVIEW)
563 continue;
564
565 if (m == mon->map && blocked_link (mon, m, x, y))
566 break;
567 }
568 /* go through entire loop without finding a valid
569 * sidestep to take - thus, no valid path.
570 */
571 if (i == (DETOUR_AMOUNT + 1))
572 return 0;
573 diff--;
574 lastdir = dir;
575 max--;
576 if (!firstdir)
577 firstdir = dir + i;
578 } /* else check alternate directions */
579 } /* if blocked */
580 else
581 {
582 /* we moved towards creature, so diff is less */
583 diff--;
584 max--;
585 lastdir = dir;
586 if (!firstdir)
587 firstdir = dir;
588 }
589 if (diff <= 1)
590 {
591 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance.
593 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
596 }
597 if (diff > max)
598 return 0;
599 }
600 /* If we reached the max, didn't find a direction in time */
601 if (!max)
602 return 0;
603
604 return firstdir;
605 }
606
607 void
608 give_initial_items (object *pl, treasurelist * items)
609 {
610 object *op, *next = NULL;
611
612 if (pl->randomitems != NULL)
613 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
614
615 for (op = pl->inv; op; op = next)
616 {
617 next = op->below;
618
619 /* Forces get applied per default, unless they have the
620 * flag "neutral" set. Sorry but I can't think of a better way
621 */
622 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
623 SET_FLAG (op, FLAG_APPLIED);
624
625 /* we never give weapons/armour if these cannot be used
626 * by this player due to race restrictions
627 */
628 if (pl->type == PLAYER)
629 {
630 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
631 (op->type == ARMOUR || op->type == BOOTS ||
632 op->type == CLOAK || op->type == HELMET ||
633 op->type == SHIELD || op->type == GLOVES ||
634 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
635 {
636 op->destroy ();
637 continue;
638 }
639 }
640
641 /* This really needs to be better - we should really give
642 * a substitute spellbook. The problem is that we don't really
643 * have a good idea what to replace it with (need something like
644 * a first level treasurelist for each skill.)
645 * remove duplicate skills also
646 */
647 if (op->type == SPELLBOOK || op->type == SKILL)
648 {
649 object *tmp;
650
651 for (tmp = op->below; tmp; tmp = tmp->below)
652 if (tmp->type == op->type && tmp->name == op->name)
653 break;
654
655 if (tmp)
656 {
657 op->destroy ();
658 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
659 continue;
660 }
661
662 if (op->nrof > 1)
663 op->nrof = 1;
664 }
665
666 if (op->type == SPELLBOOK && op->inv)
667 {
668 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
669 }
670
671 /* Give starting characters identified, uncursed, and undamned
672 * items. Just don't identify gold or silver, or it won't be
673 * merged properly.
674 */
675 if (need_identify (op))
676 {
677 SET_FLAG (op, FLAG_IDENTIFIED);
678 CLEAR_FLAG (op, FLAG_CURSED);
679 CLEAR_FLAG (op, FLAG_DAMNED);
680 }
681 if (op->type == SPELL)
682 {
683 op->destroy ();
684 continue;
685 }
686 else if (op->type == SKILL)
687 {
688 SET_FLAG (op, FLAG_CAN_USE_SKILL);
689 op->stats.exp = 0;
690 op->level = 1;
691 }
692 /* lock all 'normal items by default */
693 else
694 SET_FLAG (op, FLAG_INV_LOCKED);
695 } /* for loop of objects in player inv */
696
697 /* Need to set up the skill pointers */
698 link_player_skills (pl);
699 }
700
701 void
702 get_name (object *op)
703 {
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707 }
708
709 void
710 get_password (object *op)
711 {
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715 }
716
717 void
718 play_again (object *op)
719 {
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739 }
740
741 int
742 receive_play_again (object *op, char key)
743 {
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774 }
775
776 void
777 confirm_password (object *op)
778 {
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783 }
784
785 void
786 get_party_password (object *op, partylist *party)
787 {
788 if (party == NULL)
789 {
790 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
791 return;
792 }
793 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797 }
798
799
800 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
801 int
802 roll_stat (void)
803 {
804 int a[4], i, j, k;
805
806 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1;
808
809 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k)
811 k = a[i], j = i;
812
813 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j)
816 k += a[i];
817 }
818 return k;
819 }
820
821 void
822 roll_stats (object *op)
823 {
824 int sum = 0;
825 int i = 0, j = 0;
826 int statsort[7];
827
828 do
829 {
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 }
839 while (sum < 82 || sum > 116);
840
841 /* Sort the stats so that rerolling is easier... */
842 statsort[0] = op->stats.Str;
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849
850 /* a quick and dirty bubblesort? */
851 do
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866
867 op->stats.Str = statsort[0];
868 op->stats.Dex = statsort[1];
869 op->stats.Con = statsort[2];
870 op->stats.Int = statsort[3];
871 op->stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6];
874
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0;
886 op->stats.ac = 0;
887
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp;
894 op->stats.sp = op->stats.maxsp;
895 op->stats.grace = op->stats.maxgrace;
896 op->contr->orig_stats = op->stats;
897 }
898
899 void
900 Roll_Again (object *op)
901 {
902 esrv_new_player (op->contr, 0);
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
905 }
906
907 void
908 Swap_Stat (object *op, int Swap_Second)
909 {
910 signed char tmp;
911 char buf[MAX_BUF];
912
913 if (op->contr->Swap_First == -1)
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str;
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952 }
953
954
955 /* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962 int
963 key_roll_stat (object *op, char key)
964 {
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf);
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995 #if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000 #endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027 }
1028
1029 /* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE,
1033 * not the class.
1034 */
1035
1036 int
1037 key_change_class (object *op, char key)
1038 {
1039 int tmp_loop;
1040
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D')
1048 {
1049 char buf[MAX_BUF];
1050
1051 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying);
1053
1054 treasurelist *tl = find_treasurelist ("starting_wealth");
1055 if (tl)
1056 create_treasure (tl, op, 0, 0, 0);
1057
1058 INVOKE_PLAYER (BIRTH, op->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr);
1060
1061 op->contr->ns->state = ST_PLAYING;
1062
1063 if (op->msg)
1064 op->msg = NULL;
1065
1066 /* We create this now because some of the unique maps will need it
1067 * to save here.
1068 */
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1070 make_path_to_file (buf);
1071
1072 #ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074 #endif
1075 start_info (op);
1076 CLEAR_FLAG (op, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems);
1078 link_player_skills (op);
1079 esrv_send_inventory (op, op);
1080 fix_player (op);
1081
1082 /* This moves the player to a different start map, if there
1083 * is one for this race
1084 */
1085 if (*first_map_ext_path)
1086 {
1087 object *tmp;
1088 char mapname[MAX_BUF];
1089
1090 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1091 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x;
1094 EXIT_Y (tmp) = op->y;
1095 enter_exit (op, tmp); /* we don't really care if it succeeded;
1096 * if the map isn't there, then stay on the
1097 * default initial map */
1098 tmp->destroy ();
1099 }
1100 else
1101 LOG (llevDebug, "first_map_ext_path not set\n");
1102
1103 return 0;
1104 }
1105
1106 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above.
1108 */
1109
1110 tmp_loop = 0;
1111 while (!tmp_loop)
1112 {
1113 shstr name = op->name;
1114 int x = op->x, y = op->y;
1115
1116 remove_statbonus (op);
1117 op->remove ();
1118 op->arch = get_player_archetype (op->arch);
1119 op->arch->clone.copy_to (op);
1120 op->instantiate ();
1121 op->stats = op->contr->orig_stats;
1122 op->name = op->name_pl = name;
1123 op->x = x;
1124 op->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0);
1127 assign (op->contr->title, op->arch->clone.name);
1128 add_statbonus (op);
1129 tmp_loop = allowed_class (op);
1130 }
1131
1132 update_object (op, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op);
1134 fix_player (op);
1135 op->stats.hp = op->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp;
1137 op->stats.grace = 0;
1138
1139 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 return 0;
1144 }
1145
1146 int
1147 key_confirm_quit (object *op, char key)
1148 {
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193 }
1194
1195 void
1196 flee_player (object *op)
1197 {
1198 int dir, diff;
1199 rv_vector rv;
1200
1201 if (op->stats.hp < 0)
1202 {
1203 LOG (llevDebug, "Fleeing player is dead.\n");
1204 CLEAR_FLAG (op, FLAG_SCARED);
1205 return;
1206 }
1207
1208 if (op->enemy == NULL)
1209 {
1210 LOG (llevDebug, "Fleeing player had no enemy.\n");
1211 CLEAR_FLAG (op, FLAG_SCARED);
1212 return;
1213 }
1214
1215 /* Seen some crashes here. Since we don't store an
1216 * op->enemy_count, it is possible that something destroys the
1217 * actual enemy, and the object is recycled.
1218 */
1219 if (op->enemy->map == NULL)
1220 {
1221 CLEAR_FLAG (op, FLAG_SCARED);
1222 op->enemy = NULL;
1223 return;
1224 }
1225
1226 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1227 {
1228 op->enemy = NULL;
1229 CLEAR_FLAG (op, FLAG_SCARED);
1230 return;
1231 }
1232
1233 get_rangevector (op, op->enemy, &rv, 0);
1234
1235 dir = absdir (4 + rv.direction);
1236 for (diff = 0; diff < 3; diff++)
1237 {
1238 int m = 1 - (RANDOM () & 2);
1239
1240 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1241 return;
1242 }
1243
1244 /* Cornered, get rid of scared */
1245 CLEAR_FLAG (op, FLAG_SCARED);
1246 op->enemy = NULL;
1247 }
1248
1249
1250 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1251 * IT returns 1 if the player should keep on moving, 0 if he should
1252 * stop.
1253 */
1254 int
1255 check_pick (object *op)
1256 {
1257 object *tmp, *next;
1258 int stop = 0;
1259 int j, k, wvratio;
1260 char putstring[128], tmpstr[16];
1261
1262 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING)
1264 return 1;
1265
1266 next = op->below;
1267
1268 /* loop while there are items on the floor that are not marked as
1269 * destroyed */
1270 while (next && !next->destroyed ())
1271 {
1272 tmp = next;
1273 next = tmp->below;
1274
1275 if (op->destroyed ())
1276 return 0;
1277
1278 if (!can_pick (op, tmp))
1279 continue;
1280
1281 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1282 {
1283 if (item_matched_string (op, tmp, op->contr->search_str))
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 /* high not bit set? We're using the old autopickup model */
1289 if (!(op->contr->mode & PU_NEWMODE))
1290 {
1291 switch (op->contr->mode)
1292 {
1293 case 0:
1294 return 1; /* don't pick up */
1295 case 1:
1296 pick_up (op, tmp);
1297 return 1;
1298 case 2:
1299 pick_up (op, tmp);
1300 return 0;
1301 case 3:
1302 return 0; /* stop before pickup */
1303 case 4:
1304 pick_up (op, tmp);
1305 break;
1306 case 5:
1307 pick_up (op, tmp);
1308 stop = 1;
1309 break;
1310 case 6:
1311 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1312 pick_up (op, tmp);
1313 break;
1314
1315 case 7:
1316 if (tmp->type == MONEY || tmp->type == GEM)
1317 pick_up (op, tmp);
1318 break;
1319
1320 default:
1321 /* use value density */
1322 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1323 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1324 pick_up (op, tmp);
1325 }
1326 }
1327 else
1328 { /* old model */
1329 /* NEW pickup handling */
1330 if (op->contr->mode & PU_DEBUG)
1331 {
1332 /* some debugging code to figure out item information */
1333 if (tmp->name != NULL)
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 #if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368 #endif
1369 }
1370 /* philosophy:
1371 * It's easy to grab an item type from a pile, as long as it's
1372 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a
1374 * grab-as-you-run type mode that's really useful for arrows for
1375 * example.
1376 * The drawback: right now it has no frontend, so you need to
1377 * stick the bits you want into a calculator in hex mode and then
1378 * convert to decimal and then 'pickup <#>
1379 */
1380
1381 /* the first two modes are exclusive: if NOTHING we return, if
1382 * STOP then we stop. All the rest are applied sequentially,
1383 * meaning if any test passes, the item gets picked up. */
1384
1385 /* if mode is set to pick nothing up, return */
1386
1387 if (op->contr->mode & PU_NOTHING)
1388 return 1;
1389
1390 /* if mode is set to stop when encountering objects, return */
1391 /* take STOP before INHIBIT since it doesn't actually pick
1392 * anything up */
1393
1394 if (op->contr->mode & PU_STOP)
1395 return 0;
1396
1397 /* useful for going into stores and not losing your settings... */
1398 /* and for battles wher you don't want to get loaded down while
1399 * fighting */
1400 if (op->contr->mode & PU_INHIBIT)
1401 return 1;
1402
1403 /* prevent us from turning into auto-thieves :) */
1404 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1405 continue;
1406
1407 /* ignore known cursed objects */
1408 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1409 continue;
1410
1411 /* all food and drink if desired */
1412 /* question: don't pick up known-poisonous stuff? */
1413 if (op->contr->mode & PU_FOOD)
1414 if (tmp->type == FOOD)
1415 {
1416 pick_up (op, tmp);
1417 continue;
1418 }
1419
1420 if (op->contr->mode & PU_DRINK)
1421 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1422 {
1423 pick_up (op, tmp);
1424 continue;
1425 }
1426
1427 if (op->contr->mode & PU_POTION)
1428 if (tmp->type == POTION)
1429 {
1430 pick_up (op, tmp);
1431 continue;
1432 }
1433
1434 /* spellbooks, skillscrolls and normal books/scrolls */
1435 if (op->contr->mode & PU_SPELLBOOK)
1436 if (tmp->type == SPELLBOOK)
1437 {
1438 pick_up (op, tmp);
1439 continue;
1440 }
1441
1442 if (op->contr->mode & PU_SKILLSCROLL)
1443 if (tmp->type == SKILLSCROLL)
1444 {
1445 pick_up (op, tmp);
1446 continue;
1447 }
1448
1449 if (op->contr->mode & PU_READABLES)
1450 if (tmp->type == BOOK || tmp->type == SCROLL)
1451 {
1452 pick_up (op, tmp);
1453 continue;
1454 }
1455
1456 /* wands/staves/rods/horns */
1457 if (op->contr->mode & PU_MAGIC_DEVICE)
1458 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1459 {
1460 pick_up (op, tmp);
1461 continue;
1462 }
1463
1464 /* pick up all magical items */
1465 if (op->contr->mode & PU_MAGICAL)
1466 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1467 {
1468 pick_up (op, tmp);
1469 continue;
1470 }
1471
1472 if (op->contr->mode & PU_VALUABLES)
1473 {
1474 if (tmp->type == MONEY || tmp->type == GEM)
1475 {
1476 pick_up (op, tmp);
1477 continue;
1478 }
1479 }
1480
1481 /* rings & amulets - talismans seems to be typed AMULET */
1482 if (op->contr->mode & PU_JEWELS)
1483 if (tmp->type == RING || tmp->type == AMULET)
1484 {
1485 pick_up (op, tmp);
1486 continue;
1487 }
1488
1489 /* we don't forget dragon food */
1490 if (op->contr->mode & PU_FLESH)
1491 if (tmp->type == FLESH)
1492 {
1493 pick_up (op, tmp);
1494 continue;
1495 }
1496
1497 /* bows and arrows. Bows are good for selling! */
1498 if (op->contr->mode & PU_BOW)
1499 if (tmp->type == BOW)
1500 {
1501 pick_up (op, tmp);
1502 continue;
1503 }
1504
1505 if (op->contr->mode & PU_ARROW)
1506 if (tmp->type == ARROW)
1507 {
1508 pick_up (op, tmp);
1509 continue;
1510 }
1511
1512 /* all kinds of armor etc. */
1513 if (op->contr->mode & PU_ARMOUR)
1514 if (tmp->type == ARMOUR)
1515 {
1516 pick_up (op, tmp);
1517 continue;
1518 }
1519
1520 if (op->contr->mode & PU_HELMET)
1521 if (tmp->type == HELMET)
1522 {
1523 pick_up (op, tmp);
1524 continue;
1525 }
1526
1527 if (op->contr->mode & PU_SHIELD)
1528 if (tmp->type == SHIELD)
1529 {
1530 pick_up (op, tmp);
1531 continue;
1532 }
1533
1534 if (op->contr->mode & PU_BOOTS)
1535 if (tmp->type == BOOTS)
1536 {
1537 pick_up (op, tmp);
1538 continue;
1539 }
1540
1541 if (op->contr->mode & PU_GLOVES)
1542 if (tmp->type == GLOVES)
1543 {
1544 pick_up (op, tmp);
1545 continue;
1546 }
1547
1548 if (op->contr->mode & PU_CLOAK)
1549 if (tmp->type == CLOAK)
1550 {
1551 pick_up (op, tmp);
1552 continue;
1553 }
1554
1555 /* hoping to catch throwing daggers here */
1556 if (op->contr->mode & PU_MISSILEWEAPON)
1557 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1558 {
1559 pick_up (op, tmp);
1560 continue;
1561 }
1562
1563 /* careful: chairs and tables are weapons! */
1564 if (op->contr->mode & PU_ALLWEAPON)
1565 {
1566 if (tmp->type == WEAPON && tmp->name != NULL)
1567 {
1568 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1569 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1570 {
1571 pick_up (op, tmp);
1572 continue;
1573 }
1574 }
1575
1576 if (tmp->type == WEAPON && tmp->name == NULL)
1577 {
1578 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1579 {
1580 pick_up (op, tmp);
1581 continue;
1582 }
1583 }
1584 }
1585
1586 /* misc stuff that's useful */
1587 if (op->contr->mode & PU_KEY)
1588 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1589 {
1590 pick_up (op, tmp);
1591 continue;
1592 }
1593
1594 /* any of the last 4 bits set means we use the ratio for value
1595 * pickups */
1596 if (op->contr->mode & PU_RATIO)
1597 {
1598 /* use value density to decide what else to grab */
1599 /* >=7 was >= op->contr->mode */
1600 /* >=7 is the old standard setting. Now we take the last 4 bits
1601 * and multiply them by 5, giving 0..15*5== 5..75 */
1602 wvratio = (op->contr->mode & PU_RATIO) * 5;
1603 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1604 {
1605 pick_up (op, tmp);
1606 #if 0
1607 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1608 if (tmp->name != NULL)
1609 {
1610 fprintf (stderr, "%s", tmp->name);
1611 }
1612 else
1613 fprintf (stderr, "%s", tmp->arch->name);
1614 fprintf (stderr, ",%d] = ", tmp->type);
1615 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1616 #endif
1617 continue;
1618 }
1619 }
1620 } /* the new pickup model */
1621 }
1622
1623 return !stop;
1624 }
1625
1626 /*
1627 * Find an arrow in the inventory and after that
1628 * in the right type container (quiver). Pointer to the
1629 * found object is returned.
1630 */
1631 object *
1632 find_arrow (object *op, const char *type)
1633 {
1634 object *tmp = NULL;
1635
1636 for (op = op->inv; op; op = op->below)
1637 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1638 tmp = find_arrow (op, type);
1639 else if (op->type == ARROW && op->race == type)
1640 return op;
1641 return tmp;
1642 }
1643
1644 /*
1645 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1646 * against the target. A full test is not performed, simply a basic test
1647 * of resistances. The archer is making a quick guess at what he sees down
1648 * the hall. Failing that it does it's best to pick the highest plus arrow.
1649 */
1650
1651 object *
1652 find_better_arrow (object *op, object *target, const char *type, int *better)
1653 {
1654 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i;
1656
1657 if (!type)
1658 return NULL;
1659
1660 for (arrow = op->inv; arrow; arrow = arrow->below)
1661 {
1662 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1663 {
1664 i = 0;
1665 ntmp = find_better_arrow (arrow, target, type, &i);
1666 if (i > betterby)
1667 {
1668 tmp = ntmp;
1669 betterby = i;
1670 }
1671 }
1672 else if (arrow->type == ARROW && arrow->race == type)
1673 {
1674 /* allways prefer assasination/slaying */
1675 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1676 {
1677 if (arrow->attacktype & AT_DEATH)
1678 {
1679 *better = 100;
1680 return arrow;
1681 }
1682 else
1683 {
1684 tmp = arrow;
1685 betterby = (arrow->magic + arrow->stats.dam) * 2;
1686 }
1687 }
1688 else
1689 {
1690 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1691 {
1692 attacktype = 1 << attacknum;
1693 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1694 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1695 {
1696 tmp = arrow;
1697 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1698 }
1699 }
1700 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1701 {
1702 tmp = arrow;
1703 betterby = 2 + arrow->magic + arrow->stats.dam;
1704 }
1705 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1706 {
1707 tmp = arrow;
1708 betterby = 1 + arrow->magic + arrow->stats.dam;
1709 }
1710 }
1711 }
1712 }
1713 if (tmp == NULL && arrow == NULL)
1714 return find_arrow (op, type);
1715
1716 *better = betterby;
1717 return tmp;
1718 }
1719
1720 /* looks in a given direction, finds the first valid target, and calls
1721 * find_better_arrow to find a decent arrow to use.
1722 * op = the shooter
1723 * type = bow->race
1724 * dir = fire direction
1725 */
1726
1727 object *
1728 pick_arrow_target (object *op, const char *type, int dir)
1729 {
1730 object *tmp = NULL;
1731 maptile *m;
1732 int i, mflags, found, number;
1733 sint16 x, y;
1734
1735 if (op->map == NULL)
1736 return find_arrow (op, type);
1737
1738 /* do a dex check */
1739 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1740 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1741 return find_arrow (op, type);
1742
1743 m = op->map;
1744 x = op->x;
1745 y = op->y;
1746
1747 /* find the first target */
1748 for (i = 0, found = 0; i < 20; i++)
1749 {
1750 x += freearr_x[dir];
1751 y += freearr_y[dir];
1752 mflags = get_map_flags (m, &m, x, y, &x, &y);
1753 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1754 {
1755 tmp = NULL;
1756 break;
1757 }
1758 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1759 {
1760 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1761 * perhaps a bad assumption.
1762 */
1763 tmp = NULL;
1764 break;
1765 }
1766 if (mflags & P_IS_ALIVE)
1767 {
1768 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1769 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1770 {
1771 found++;
1772 break;
1773 }
1774 if (found)
1775 break;
1776 }
1777 }
1778 if (tmp == NULL)
1779 return find_arrow (op, type);
1780
1781 if (tmp->head)
1782 tmp = tmp->head;
1783
1784 return find_better_arrow (op, tmp, type, &i);
1785 }
1786
1787 /*
1788 * Creature fires a bow - op can be monster or player. Returns
1789 * 1 if bow was actually fired, 0 otherwise.
1790 * op is the object firing the bow.
1791 * part is for multipart creatures - the part firing the bow.
1792 * dir is the direction of fire.
1793 * wc_mod is any special modifier to give (used in special player fire modes)
1794 * sx, sy are coordinates to fire arrow from - also used in some of the special
1795 * player fire modes.
1796 */
1797 int
1798 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1799 {
1800 object *left, *bow;
1801 int bowspeed, mflags;
1802 maptile *m;
1803
1804 if (!dir)
1805 {
1806 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1807 return 0;
1808 }
1809
1810 if (op->type == PLAYER)
1811 bow = op->contr->ranges[range_bow];
1812 else
1813 {
1814 for (bow = op->inv; bow; bow = bow->below)
1815 /* Don't check for applied - monsters don't apply bows - in that way, they
1816 * don't need to switch back and forth between bows and weapons.
1817 */
1818 if (bow->type == BOW)
1819 break;
1820
1821 if (!bow)
1822 {
1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824 return 0;
1825 }
1826 }
1827
1828 if (!bow->race || !bow->skill)
1829 {
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1831 return 0;
1832 }
1833
1834 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1835
1836 /* penalize ROF for bestarrow */
1837 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1838 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839
1840 if (bowspeed < 1)
1841 bowspeed = 1;
1842
1843 if (arrow == NULL)
1844 {
1845 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 {
1847 if (op->type == PLAYER)
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1849 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1850 else
1851 CLEAR_FLAG (op, FLAG_READY_BOW);
1852 return 0;
1853 }
1854 }
1855
1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1857 if (mflags & P_OUT_OF_MAP)
1858 return 0;
1859
1860 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1861 {
1862 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1863 return 0;
1864 }
1865
1866 /* this should not happen, but sometimes does */
1867 if (arrow->nrof == 0)
1868 {
1869 arrow->destroy ();
1870 return 0;
1871 }
1872
1873 left = arrow; /* these are arrows left to the player */
1874 arrow = get_split_ob (arrow, 1);
1875 if (!arrow)
1876 {
1877 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1878 return 0;
1879 }
1880
1881 arrow->set_owner (op);
1882 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir;
1885 arrow->x = sx;
1886 arrow->y = sy;
1887
1888 if (op->type == PLAYER)
1889 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op);
1892 }
1893
1894 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam;
1897 arrow->stats.grace = arrow->attacktype;
1898 if (arrow->slaying != NULL)
1899 arrow->spellarg = strdup (arrow->slaying);
1900
1901 /* Note that this was different for monsters - they got their level
1902 * added to the damage. I think the strength bonus is more proper.
1903 */
1904
1905 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906
1907 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1910
1911 if (arrow->speed < 1.0)
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0;
1915
1916 if (op->type == PLAYER)
1917 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1919 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1920 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1921
1922 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1923 }
1924 else
1925 {
1926 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927 arrow->level = op->level;
1928 }
1929
1930 if (arrow->attacktype == AT_PHYSICAL)
1931 arrow->attacktype |= bow->attacktype;
1932
1933 if (bow->slaying)
1934 arrow->slaying = bow->slaying;
1935
1936 arrow->map = m;
1937 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939
1940 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1941 insert_ob_in_map (arrow, m, op, 0);
1942
1943 if (!arrow->destroyed ())
1944 move_arrow (arrow);
1945
1946 if (op->type == PLAYER)
1947 {
1948 if (left->destroyed ())
1949 esrv_del_item (op->contr, left->count);
1950 else
1951 esrv_send_item (op, left);
1952 }
1953
1954 return 1;
1955 }
1956
1957 /* Special fire code for players - this takes into
1958 * account the special fire modes players can have
1959 * but monsters can't. Putting that code here
1960 * makes the fire_bow code much cleaner.
1961 * this function should only be called if 'op' is a player,
1962 * hence the function name.
1963 */
1964 int
1965 player_fire_bow (object *op, int dir)
1966 {
1967 int ret = 0, wcmod = 0;
1968
1969 if (op->contr->bowtype == bow_bestarrow)
1970 {
1971 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1972 }
1973 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1974 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1;
1977 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1978 }
1979 else if (op->contr->bowtype == bow_threewide)
1980 {
1981 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1982 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1983 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1984 }
1985 else if (op->contr->bowtype == bow_spreadshot)
1986 {
1987 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1988 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1989 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1990
1991 }
1992 else
1993 {
1994 /* Simple case */
1995 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 }
1997 return ret;
1998 }
1999
2000
2001 /* Fires a misc (wand/rod/horn) object in 'dir'.
2002 * Broken apart from 'fire' to keep it more readable.
2003 */
2004 void
2005 fire_misc_object (object *op, int dir)
2006 {
2007 object *item;
2008
2009 if (!op->contr->ranges[range_misc])
2010 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2012 return;
2013 }
2014
2015 item = op->contr->ranges[range_misc];
2016 if (!item->inv)
2017 {
2018 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019 return;
2020 }
2021 if (item->type == WAND)
2022 {
2023 if (item->stats.food <= 0)
2024 {
2025 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2026 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2027 return;
2028 }
2029 }
2030 else if (item->type == ROD || item->type == HORN)
2031 {
2032 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2033 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2035 if (item->type == ROD)
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2037 else
2038 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2039 return;
2040 }
2041 }
2042
2043 if (cast_spell (op, item, dir, item->inv, NULL))
2044 {
2045 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2046 if (item->type == WAND)
2047 {
2048 if (!(--item->stats.food))
2049 {
2050 object *tmp;
2051
2052 if (item->arch)
2053 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face;
2056 item->speed = 0;
2057 update_ob_speed (item);
2058 }
2059 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item);
2061 }
2062 }
2063 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item);
2066 }
2067 }
2068 }
2069
2070 /* Received a fire command for the player - go and do it.
2071 */
2072 void
2073 fire (object *op, int dir)
2074 {
2075 int spellcost = 0;
2076
2077 /* check for loss of invisiblity/hide */
2078 if (action_makes_visible (op))
2079 make_visible (op);
2080
2081 switch (op->contr->shoottype)
2082 {
2083 case range_none:
2084 return;
2085
2086 case range_bow:
2087 player_fire_bow (op, dir);
2088 return;
2089
2090 case range_magic: /* Casting spells */
2091 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2092 return;
2093
2094 case range_misc:
2095 fire_misc_object (op, dir);
2096 return;
2097
2098 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir);
2106 return;
2107
2108 case range_skill:
2109 if (!op->chosen_skill)
2110 {
2111 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return;
2114 }
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return;
2117 case range_builder:
2118 apply_map_builder (op, dir);
2119 return;
2120 default:
2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122 return;
2123 }
2124 }
2125
2126
2127
2128 /* find_key
2129 * We try to find a key for the door as passed. If we find a key
2130 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic
2132 * for both is the same - just the specific key is different.
2133 * pl is the player,
2134 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers.
2137 */
2138
2139 object *
2140 find_key (object *pl, object *container, object *door)
2141 {
2142 object *tmp, *key;
2143
2144 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL)
2146 return NULL;
2147
2148 /* First, lets try to find a key in the top level inventory */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2150 {
2151 if (door->type == DOOR && tmp->type == KEY)
2152 break;
2153 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys
2155 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break;
2158 }
2159 /* No key found - lets search inventories now */
2160 /* If we find and use a key in an inventory, return at that time.
2161 * otherwise, if we search all the inventories and still don't find
2162 * a key, return
2163 */
2164 if (!tmp)
2165 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2167 {
2168 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv)
2170 {
2171 if ((key = find_key (pl, tmp, door)) != NULL)
2172 return key;
2173 }
2174 }
2175 if (!tmp)
2176 return NULL;
2177 }
2178 /* We get down here if we have found a key. Now if its in a container,
2179 * see if we actually want to use it
2180 */
2181 if (pl != container)
2182 {
2183 /* Only let players use keys in containers */
2184 if (!pl->contr)
2185 return NULL;
2186 /* cases where this fails:
2187 * If we only search the player inventory, return now since we
2188 * are not in the players inventory.
2189 * If the container is not active, return now since only active
2190 * containers can be used.
2191 * If we only search keyrings and the container does not have
2192 * a race/isn't a keyring.
2193 * No checking for all containers - to fall through past here,
2194 * inv must have been an container and must have been active.
2195 *
2196 * Change the color so that the message doesn't disappear with
2197 * all the others.
2198 */
2199 if (pl->contr->usekeys == key_inventory ||
2200 !QUERY_FLAG (container, FLAG_APPLIED) ||
2201 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2202 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2205 return NULL;
2206 }
2207 }
2208 return tmp;
2209 }
2210
2211 /* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key
2213 * such that the caller should not do anything more,
2214 * 0 otherwise
2215 */
2216 static int
2217 player_attack_door (object *op, object *door)
2218 {
2219 /* If its a door, try to find a use a key. If we do destroy the door,
2220 * might as well return immediately as there is nothing more to do -
2221 * otherwise, we fall through to the rest of the code.
2222 */
2223 object *key = find_key (op, op, door);
2224
2225 /* IF we found a key, do some extra work */
2226 if (key)
2227 {
2228 object *container = key->env;
2229
2230 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2231 if (action_makes_visible (op))
2232 make_visible (op);
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op);
2235 if (door->type == DOOR)
2236 {
2237 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2238 }
2239 else if (door->type == LOCKED_DOOR)
2240 {
2241 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2242 remove_door2 (door); /* remove door without violence ;-) */
2243 }
2244 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */
2247 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container);
2249 return 1; /* Nothing more to do below */
2250 }
2251 else if (door->type == LOCKED_DOOR)
2252 {
2253 /* Might as well return now - no other way to open this */
2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2255 return 1;
2256 }
2257 return 0;
2258 }
2259
2260 /* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner.
2262 * When this is called, the players direction has been updated
2263 * (taking into account confusion.) The player is also actually
2264 * going to try and move (not fire weapons).
2265 */
2266 void
2267 move_player_attack (object *op, int dir)
2268 {
2269 object *tmp, *mon;
2270 sint16 nx, ny;
2271 int on_battleground;
2272 maptile *m;
2273
2274 nx = freearr_x[dir] + op->x;
2275 ny = freearr_y[dir] + op->y;
2276
2277 on_battleground = op_on_battleground (op, 0, 0);
2278
2279 /* If braced, or can't move to the square, and it is not out of the
2280 * map, attack it. Note order of if statement is important - don't
2281 * want to be calling move_ob if braced, because move_ob will move the
2282 * player. This is a pretty nasty hack, because if we could
2283 * move to some space, it then means that if we are braced, we should
2284 * do nothing at all. As it is, if we are braced, we go through
2285 * quite a bit of processing. However, it probably is less than what
2286 * move_ob uses.
2287 */
2288 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2289 {
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 {
2292 m = get_map_from_coord (op->map, &nx, &ny);
2293 if (!m)
2294 return; /* Don't think this should happen */
2295 }
2296 else
2297 m = op->map;
2298
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return;
2303 }
2304
2305 mon = 0;
2306 /* Go through all the objects, and find ones of interest. Only stop if
2307 * we find a monster - that is something we know we want to attack.
2308 * if its a door or barrel (can roll) see if there may be monsters
2309 * on the space
2310 */
2311 while (tmp)
2312 {
2313 if (tmp == op)
2314 {
2315 tmp = tmp->above;
2316 continue;
2317 }
2318
2319 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2320 {
2321 mon = tmp;
2322 break;
2323 }
2324
2325 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2326 mon = tmp;
2327
2328 tmp = tmp->above;
2329 }
2330
2331 if (!mon) /* This happens anytime the player tries to move */
2332 return; /* into a wall */
2333
2334 if (mon->head)
2335 mon = mon->head;
2336
2337 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2338 if (player_attack_door (op, mon))
2339 return;
2340
2341 /* The following deals with possibly attacking peaceful
2342 * or frienddly creatures. Basically, all players are considered
2343 * unaggressive. If the moving player has peaceful set, then the
2344 * object should be pushed instead of attacked. It is assumed that
2345 * if you are braced, you will not attack friends accidently,
2346 * and thus will not push them.
2347 */
2348
2349 /* If the creature is a pet, push it even if the player is not
2350 * peaceful. Our assumption is the creature is a pet if the
2351 * player owns it and it is either friendly or unagressive.
2352 */
2353 if ((op->type == PLAYER)
2354 #if COZY_SERVER
2355 &&
2356 ((mon->owner && mon->owner->contr
2357 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2358 #else
2359 && mon->owner == op
2360 #endif
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 {
2363 /* If we're braced, we don't want to switch places with it */
2364 if (op->contr->braced)
2365 return;
2366 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2367 (void) push_ob (mon, dir, op);
2368 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op);
2370 return;
2371 }
2372
2373 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push
2375 * someone, but put it inside this loop so that you won't
2376 * attack them either.
2377 */
2378 if ((mon->type == PLAYER || mon->enemy != op) &&
2379 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2380 #ifdef PROHIBIT_PLAYERKILL
2381 (op->contr->peaceful
2382 || (mon->type == PLAYER
2383 && mon->contr->
2384 peaceful)) &&
2385 #else
2386 op->contr->peaceful &&
2387 #endif
2388 !on_battleground))
2389 {
2390 if (!op->contr->braced)
2391 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2393 (void) push_ob (mon, dir, op);
2394 }
2395 else
2396 new_draw_info (0, 0, op, "You withhold your attack");
2397
2398 if (op->contr->tmp_invis || op->hide)
2399 make_visible (op);
2400 }
2401
2402 /* If the object is a boulder or other rollable object, then
2403 * roll it if not braced. You can't roll it if you are braced.
2404 */
2405 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2406 {
2407 recursive_roll (mon, dir, op);
2408 if (action_makes_visible (op))
2409 make_visible (op);
2410 }
2411
2412 /* Any generic living creature. Including things like doors.
2413 * Way it works is like this: First, it must have some hit points
2414 * and be living. Then, it must be one of the following:
2415 * 1) Not a player, 2) A player, but of a different party. Note
2416 * that party_number -1 is no party, so attacks can still happen.
2417 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2421 {
2422
2423 /* If the player hasn't hit something this tick, and does
2424 * so, give them speed boost based on weapon speed. Doing
2425 * it here is better than process_players2, which basically
2426 * incurred a 1 tick offset.
2427 */
2428 if (!op->contr->has_hit)
2429 {
2430 op->speed_left += op->speed / op->contr->weapon_sp;
2431
2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2433 }
2434
2435 skill_attack (mon, op, 0, 0, 0);
2436
2437 /* If attacking another player, that player gets automatic
2438 * hitback, and doesn't loose luck either.
2439 * Disable hitback on the battleground or if the target is
2440 * the wiz.
2441 */
2442 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2443 {
2444 short luck = mon->stats.luck;
2445
2446 mon->contr->has_hit = 1;
2447 skill_attack (op, mon, 0, 0, 0);
2448 mon->stats.luck = luck;
2449 }
2450
2451 if (action_makes_visible (op))
2452 make_visible (op);
2453 }
2454 } /* if player should attack something */
2455 }
2456
2457 int
2458 move_player (object *op, int dir)
2459 {
2460 int pick;
2461
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2463 return 0;
2464
2465 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9))
2467 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0;
2470 }
2471
2472 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2475
2476 op->facing = dir;
2477
2478 if (op->hide)
2479 do_hidden_move (op);
2480
2481 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2482 /*nop */ ;
2483 else if (op->contr->fire_on)
2484 fire (op, dir);
2485 else
2486 {
2487 move_player_attack (op, dir);
2488 pick = check_pick (op);
2489 }
2490
2491 /* Add special check for newcs players and fire on - this way, the
2492 * server can handle repeat firing.
2493 */
2494 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2495 op->direction = dir;
2496 else
2497 op->direction = 0;
2498
2499 /* Update how the player looks. Use the facing, so direction may
2500 * get reset to zero. This allows for full animation capabilities
2501 * for players.
2502 */
2503 animate_object (op, op->facing);
2504 return 0;
2505 }
2506
2507 /* This is similar to handle_player, below, but is only used by the
2508 * new client/server stuff.
2509 * This is sort of special, in that the new client/server actually uses
2510 * the new speed values for commands.
2511 *
2512 * Returns true if there are more actions we can do.
2513 */
2514 int
2515 handle_newcs_player (object *op)
2516 {
2517 if (op->contr->hidden)
2518 {
2519 op->invisible = 1000;
2520 /* the socket code flashes the player visible/invisible
2521 * depending on the value of invisible, so we need to
2522 * alternate it here for it to work correctly.
2523 */
2524 if (pticks & 2)
2525 op->invisible--;
2526 }
2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2529 op->invisible--;
2530 if (!op->invisible)
2531 {
2532 make_visible (op);
2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2534 }
2535 }
2536
2537 if (QUERY_FLAG (op, FLAG_SCARED))
2538 {
2539 flee_player (op);
2540 /* If player is still scared, that is his action for this tick */
2541 if (QUERY_FLAG (op, FLAG_SCARED))
2542 {
2543 op->speed_left--;
2544 return 0;
2545 }
2546 }
2547
2548 /* I've been seeing crashes where the golem has been destroyed, but
2549 * the player object still points to the defunct golem. The code that
2550 * destroys the golem looks correct, and it doesn't always happen, so
2551 * put this in a a workaround to clean up the golem pointer.
2552 */
2553 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2554 op->contr->ranges[range_golem] = 0;
2555
2556 /* call this here - we also will call this in do_ericserver, but
2557 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here.
2559 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2562 ;
2563
2564 if (op->speed_left < 0)
2565 return 0;
2566
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 {
2569 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--;
2571
2572 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff.
2575 */
2576 move_player (op, op->direction);
2577 if (op->speed_left > 0)
2578 return 1;
2579 else
2580 return 0;
2581 }
2582
2583 return 0;
2584 }
2585
2586 int
2587 save_life (object *op)
2588 {
2589 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2590 return 0;
2591
2592 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2593 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2594 {
2595 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2597
2598 if (op->contr)
2599 esrv_del_item (op->contr, tmp->count);
2600
2601 tmp->destroy ();
2602 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603
2604 if (op->stats.hp < 0)
2605 op->stats.hp = op->stats.maxhp;
2606
2607 if (op->stats.food < 0)
2608 op->stats.food = 999;
2609
2610 fix_player (op);
2611 return 1;
2612 }
2613
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616 enter_player_savebed (op); /* bring him home. */
2617 return 0;
2618 }
2619
2620 /* This goes throws the inventory and removes unpaid objects, and puts them
2621 * back in the map (location and map determined by values of env). This
2622 * function will descend into containers. op is the object to start the search
2623 * from.
2624 */
2625 void
2626 remove_unpaid_objects (object *op, object *env)
2627 {
2628 object *next;
2629
2630 while (op)
2631 {
2632 next = op->below; /* Make sure we have a good value, in case
2633 * we remove object 'op'
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0);
2643 }
2644 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env);
2646
2647 op = next;
2648 }
2649 }
2650
2651
2652 /*
2653 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the
2656 * best, a misc file for object actions is probably better,
2657 * but there isn't one in the server directory.
2658 */
2659 char *
2660 gravestone_text (object *op)
2661 {
2662 static char buf2[MAX_BUF];
2663 char buf[MAX_BUF];
2664 time_t now = time (NULL);
2665
2666 strcpy (buf2, " R.I.P.\n\n");
2667 if (op->type == PLAYER)
2668 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2669 else
2670 sprintf (buf, "%s\n", &op->name);
2671
2672 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf);
2674 if (op->type == PLAYER)
2675 sprintf (buf, "who was in level %d when killed\n", op->level);
2676 else
2677 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2678
2679 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf);
2681 if (op->type == PLAYER)
2682 {
2683 sprintf (buf, "by %s.\n\n", op->contr->killer);
2684 strncat (buf2, " ", 21 - strlen (buf) / 2);
2685 strcat (buf2, buf);
2686 }
2687
2688 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2689 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf);
2691
2692 return buf2;
2693 }
2694
2695
2696
2697 void
2698 do_some_living (object *op)
2699 {
2700 int last_food = op->stats.food;
2701 int gen_hp, gen_sp, gen_grace;
2702 int over_hp, over_sp, over_grace;
2703 int i;
2704 int rate_hp = 1200;
2705 int rate_sp = 2500;
2706 int rate_grace = 2000;
2707 const int max_hp = 1;
2708 const int max_sp = 1;
2709 const int max_grace = 1;
2710
2711 if (op->contr->outputs_sync)
2712 {
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2714 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2715 flush_output_element (op, &op->contr->outputs[i]);
2716 }
2717
2718 if (op->contr->ns->state == ST_PLAYING)
2719 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else
2726 {
2727 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 }
2730 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else
2733 {
2734 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 }
2737 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else
2740 {
2741 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 }
2744
2745 /* Regenerate Spell Points */
2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2747 {
2748 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2749 if (op->stats.sp < op->stats.maxsp)
2750 {
2751 op->stats.sp++;
2752 /* dms do not consume food */
2753 if (!QUERY_FLAG (op, FLAG_WIZ))
2754 {
2755 op->stats.food--;
2756 if (op->contr->digestion < 0)
2757 op->stats.food += op->contr->digestion;
2758 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2759 op->stats.food = last_food;
2760 }
2761 }
2762 if (max_sp > 1)
2763 {
2764 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0)
2766 {
2767 if (op->stats.sp < op->stats.maxsp)
2768 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2770 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771 op->stats.sp--;
2772 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp;
2774 }
2775 op->last_sp = 0;
2776 }
2777 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 }
2782 else
2783 {
2784 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785 }
2786 }
2787
2788 /* Regenerate Grace */
2789 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2790 if (--op->last_grace < 0)
2791 {
2792 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */
2794 if (max_grace > 1)
2795 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0)
2798 {
2799 op->stats.sp += over_grace
2800 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2801 op->last_grace = 0;
2802 }
2803 else
2804 {
2805 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2806 }
2807 }
2808 else
2809 {
2810 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2811 }
2812 /* wearing stuff doesn't detract from grace generation. */
2813 }
2814
2815 /* Regenerate Hit Points */
2816 if (--op->last_heal < 0)
2817 {
2818 if (op->stats.hp < op->stats.maxhp)
2819 {
2820 op->stats.hp++;
2821 /* dms do not consume food */
2822 if (!QUERY_FLAG (op, FLAG_WIZ))
2823 {
2824 op->stats.food--;
2825 if (op->contr->digestion < 0)
2826 op->stats.food += op->contr->digestion;
2827 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2828 op->stats.food = last_food;
2829 }
2830 }
2831 if (max_hp > 1)
2832 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0)
2835 {
2836 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2837 op->last_heal = 0;
2838 }
2839 else
2840 {
2841 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2842 }
2843 }
2844 else
2845 {
2846 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2847 }
2848 }
2849
2850 /* Digestion */
2851 if (--op->last_eat < 0)
2852 {
2853 #ifdef COZY_SERVER
2854 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2855 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2856 #else
2857 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2858 #endif
2859
2860 if (op->contr->gen_hp > 0)
2861 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2862 else
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2864 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--;
2867 }
2868 }
2869
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2871 {
2872 object *tmp, *flesh = NULL;
2873
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2875 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break;
2884 }
2885 else if (tmp->type == FLESH)
2886 flesh = tmp;
2887 } /* End if paid for object */
2888 } /* end of for loop */
2889 /* If player is still starving, it means they don't have any food, so
2890 * eat flesh instead.
2891 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 {
2894 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2895 manual_apply (op, flesh, 0);
2896 }
2897 } /* end if player is starving */
2898
2899 while (op->stats.food < 0 && op->stats.hp > 0)
2900 op->stats.food++, op->stats.hp--;
2901
2902 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2903 kill_player (op);
2904 }
2905
2906
2907
2908 /* If the player should die (lack of hp, food, etc), we call this.
2909 * op is the player in jeopardy. If the player can not be saved (not
2910 * permadeath, no lifesave), this will take care of removing the player
2911 * file.
2912 */
2913 void
2914 kill_player (object *op)
2915 {
2916 char buf[MAX_BUF];
2917 int x, y;
2918
2919 //int i;
2920 maptile *map; /* this is for resurrection */
2921
2922 /* int z;
2923 int num_stats_lose;
2924 int lost_a_stat;
2925 int lose_this_stat;
2926 int this_stat; */
2927 int will_kill_again;
2928 archetype *at;
2929 object *tmp;
2930
2931 if (save_life (op))
2932 return;
2933
2934
2935 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2936 * in cities ONLY!!! It is very important that this doesn't get abused.
2937 * Look at op_on_battleground() for more info --AndreasV
2938 */
2939 if (op_on_battleground (op, &x, &y))
2940 {
2941 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2943
2944 /* restore player */
2945 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op);
2947 if (tmp)
2948 {
2949 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 }
2952
2953 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op);
2955 if (tmp)
2956 {
2957 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 }
2960
2961 cure_disease (op, 0); /* remove any disease */
2962 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0)
2964 op->stats.food = 999;
2965
2966 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger"));
2968 if (tmp != NULL)
2969 {
2970 sprintf (buf, "%s's finger", &op->name);
2971 tmp->name = buf;
2972 sprintf (buf, " This finger has been cut off %s\n"
2973 " the %s, when he was defeated at\n level %d by %s.\n",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf;
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2977 tmp->materialname = NULL;
2978 tmp->x = op->x, tmp->y = op->y;
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 }
2981
2982 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0;
2985 return;
2986 }
2987
2988 INVOKE_PLAYER (DEATH, op->contr);
2989
2990 command_kill_pets (op, 0);
2991
2992 if (op->stats.food < 0)
2993 {
2994 if (op->contr->explore)
2995 {
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2998 op->stats.food = 999;
2999 return;
3000 }
3001 sprintf (buf, "%s starved to death.", &op->name);
3002 strcpy (op->contr->killer, "starvation");
3003 }
3004 else
3005 {
3006 if (op->contr->explore)
3007 {
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name);
3014 }
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016
3017 /* save the map location for corpse, gravestone */
3018 x = op->x;
3019 y = op->y;
3020 map = op->map;
3021
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * life if they are dead - it takes some exp and a random stat.
3027 * See the config.h file for a little more in depth detail about this.
3028 */
3029
3030 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect
3032 * of death.
3033 */
3034 #ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss)
3036 {
3037 /* If stat loss is permanent, lose one stat only. */
3038 /* Lower level chars don't lose as many stats because they suffer
3039 more if they do. */
3040 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */
3043 /* GD */
3044 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1;
3046 else
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 }
3049 else
3050 {
3051 num_stats_lose = 1;
3052 }
3053 lost_a_stat = 0;
3054
3055 for (z = 0; z < num_stats_lose; z++)
3056 {
3057 i = RANDOM () % NUM_STATS;
3058
3059 if (settings.stat_loss_on_death)
3060 {
3061 /* Pick a random stat and take a point off it. Tell the player
3062 * what he lost.
3063 */
3064 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 lost_a_stat = 1;
3070 }
3071 else
3072 {
3073 /* deplete a stat */
3074 archetype *deparch = archetype::find ("depletion");
3075 object *dep;
3076
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 {
3080 dep = arch_to_object (deparch);
3081 insert_ob_in_ob (dep, op);
3082 }
3083 lose_this_stat = 1;
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 if (this_stat < 0)
3090 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */
3125 if (this_stat >= -50)
3126 {
3127 change_attr_value (&(dep->stats), i, -1);
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 lost_a_stat = 1;
3132 }
3133 }
3134 }
3135 }
3136 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat)
3138 {
3139 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */
3141 const char *god = determine_god (op);
3142
3143 if (god && (strcmp (god, "none")))
3144 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3145 else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3147 }
3148 #else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3150 #endif
3151
3152 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone.
3154 */
3155 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf;
3160 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);
3161 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0);
3164
3165 /**************************************/
3166 /* */
3167 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */
3170 /* */
3171 /**************************************/
3172
3173 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */
3175 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op);
3177
3178 if (tmp)
3179 {
3180 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 }
3183
3184 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op);
3186 if (tmp)
3187 {
3188 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 }
3191
3192 cure_disease (op, 0); /* remove any disease */
3193
3194 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100)
3197 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201
3202 /*
3203 * Check to see if the player is in a shop. IF so, then check to see if
3204 * the player has any unpaid items. If so, remove them and put them back
3205 * in the map.
3206 */
3207
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op);
3210
3211 /****************************************/
3212 /* */
3213 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */
3215 /* */
3216 /****************************************/
3217
3218 enter_player_savebed (op);
3219
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0;
3224 save_player (op, 1);
3225
3226 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player.
3230 */
3231 will_kill_again = 0;
3232 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3233 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype;
3235
3236 if (will_kill_again)
3237 {
3238 object *force;
3239 int at;
3240
3241 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1;
3244 force->speed_left = -5.0;
3245 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100;
3249
3250 insert_ob_in_ob (force, op);
3251 fix_player (op);
3252
3253 }
3254
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 {
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263
3264 op->contr->party = NULL;
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323 }
3324
3325
3326 void
3327 loot_object (object *op)
3328 { /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next;
3330
3331 if (op->container)
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335
3336 for (tmp = op->inv; tmp != NULL; tmp = next)
3337 {
3338 next = tmp->below;
3339 if (tmp->invisible)
3340 continue;
3341 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y;
3343 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */
3345 loot_object (tmp);
3346 }
3347 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3348 {
3349 if (tmp->nrof > 1)
3350 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3352 tmp2->destroy ();
3353 insert_ob_in_map (tmp, op->map, NULL, 0);
3354 }
3355 else
3356 tmp->destroy ();
3357 }
3358 else
3359 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 }
3361 }
3362
3363 /*
3364 * fix_weight(): Check recursively the weight of all players, and fix
3365 * what needs to be fixed. Refresh windows and fix speed if anything
3366 * was changed.
3367 */
3368
3369 void
3370 fix_weight (void)
3371 {
3372 player *pl;
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377
3378 if (old == sum)
3379 continue;
3380 fix_player (pl->ob);
3381 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3382 }
3383 }
3384
3385 void
3386 fix_luck (void)
3387 {
3388 player *pl;
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0);
3393 }
3394
3395
3396 /* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object.
3399 */
3400
3401 void
3402 cast_dust (object *op, object *throw_ob, int dir)
3403 {
3404 object *skop, *spob;
3405
3406 skop = find_skill_by_name (op, throw_ob->skill);
3407
3408 /* casting POTION 'dusts' is really a use_magic_item skill */
3409 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3410 {
3411 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3412 return;
3413 }
3414
3415 spob = throw_ob->inv;
3416
3417 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3418 // not pass NULL to cast_spell (which did indeed check itself, but
3419 // errors should be reported as early as possible IMHO)
3420 if (!spob)
3421 {
3422 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3423 return;
3424 }
3425
3426 if (op->type == PLAYER)
3427 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3428
3429 cast_spell (op, throw_ob, dir, spob, NULL);
3430
3431 throw_ob->destroy ();
3432 }
3433
3434 void
3435 make_visible (object *op)
3436 {
3437 op->hide = 0;
3438 op->invisible = 0;
3439 if (op->type == PLAYER)
3440 {
3441 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0;
3443 }
3444 update_object (op, UP_OBJ_FACE);
3445 }
3446
3447 int
3448 is_true_undead (object *op)
3449 {
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3453 return 1;
3454
3455 return 0;
3456 }
3457
3458 /* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels
3460 * indicate greater hideability.
3461 */
3462
3463 int
3464 hideability (object *ob)
3465 {
3466 int i, level = 0, mflag;
3467 sint16 x, y;
3468
3469 if (!ob || !ob->map)
3470 return 0;
3471
3472 /* so, on normal lighted maps, its hard to hide */
3473 level = ob->map->darkness - 2;
3474
3475 /* this also picks up whether the object is glowing.
3476 * If you carry a light on a non-dark map, its not
3477 * as bad as carrying a light on a pitch dark map */
3478 if (has_carried_lights (ob))
3479 level = -(10 + (2 * ob->map->darkness));
3480
3481 /* scan through all nearby squares for terrain to hide in */
3482 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3483 {
3484 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3485 if (mflag & P_OUT_OF_MAP)
3486 {
3487 continue;
3488 }
3489 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3490 level += 2;
3491 else /* open terrain! */
3492 level -= 1;
3493 }
3494
3495 #if 0
3496 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3497 #endif
3498 return level;
3499 }
3500
3501 /* For Hidden creatures - a chance of becoming 'unhidden'
3502 * every time they move - as we subtract off 'invisibility'
3503 * AND, for players, if they move into a ridiculously unhideable
3504 * spot (surrounded by clear terrain in broad daylight). -b.t.
3505 */
3506
3507 void
3508 do_hidden_move (object *op)
3509 {
3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3511 object *skop;
3512
3513 if (!op || !op->map)
3514 return;
3515
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517
3518 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level)
3522 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op);
3525 return;
3526 }
3527 else
3528 num += 20;
3529 }
3530 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide;
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 {
3535 make_visible (op);
3536 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 }
3539 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543 }
3544
3545 /* determine if who is standing near a hostile creature. */
3546
3547 int
3548 stand_near_hostile (object *who)
3549 {
3550 object *tmp = NULL;
3551 int i, friendly = 0, player = 0, mflags;
3552 maptile *m;
3553 sint16 x, y;
3554
3555 if (!who)
3556 return 0;
3557
3558 if (who->type == PLAYER)
3559 player = 1;
3560
3561 else
3562 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3563
3564 /* search adjacent squares */
3565 for (i = 1; i < 9; i++)
3566 {
3567 x = who->x + freearr_x[i];
3568 y = who->y + freearr_y[i];
3569 m = who->map;
3570 mflags = get_map_flags (m, &m, x, y, &x, &y);
3571 /* space must be blocked if there is a monster. If not
3572 * blocked, don't need to check this space.
3573 */
3574 if (mflags & P_OUT_OF_MAP)
3575 continue;
3576 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3577 continue;
3578
3579 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3580 {
3581 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3582 return 1;
3583 else if (tmp->type == PLAYER)
3584 {
3585 /*don't let a hidden DM prevent you from hiding */
3586 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3587 return 1;
3588 }
3589 }
3590 }
3591 return 0;
3592 }
3593
3594 /* check the player los field for viewability of the
3595 * object op. This function works fine for monsters,
3596 * but we dont worry if the object isnt the top one in
3597 * a pile (say a coin under a table would return "viewable"
3598 * by this routine). Another question, should we be
3599 * concerned with the direction the player is looking
3600 * in? Realistically, most of use cant see stuff behind
3601 * our backs...on the other hand, does the "facing" direction
3602 * imply the way your head, or body is facing? Its possible
3603 * for them to differ. Sigh, this fctn could get a bit more complex.
3604 * -b.t.
3605 * This function is now map tiling safe.
3606 */
3607
3608 int
3609 player_can_view (object *pl, object *op)
3610 {
3611 rv_vector rv;
3612 int dx, dy;
3613
3614 if (pl->type != PLAYER)
3615 {
3616 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1;
3618 }
3619 if (!pl || !op)
3620 return 0;
3621
3622 if (op->head)
3623 {
3624 op = op->head;
3625 }
3626 get_rangevector (pl, op, &rv, 0x1);
3627
3628 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any
3630 * part that is in the los array but isnt on
3631 * a blocked los square.
3632 * we use the archetype to figure out offsets.
3633 */
3634 while (op)
3635 {
3636 dx = rv.distance_x + op->arch->clone.x;
3637 dy = rv.distance_y + op->arch->clone.y;
3638
3639 /* only the viewable area the player sees is updated by LOS
3640 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values.
3642 */
3643 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3646 return 1;
3647 op = op->more;
3648 }
3649 return 0;
3650 }
3651
3652 /* routine for both players and monsters. We call this when
3653 * there is a possibility for our action distrubing our hiding
3654 * place or invisiblity spell. Artefact invisiblity is not
3655 * effected by this. If we arent invisible to begin with, we
3656 * return 0.
3657 */
3658 int
3659 action_makes_visible (object *op)
3660 {
3661
3662 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663 {
3664 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3665 return 0;
3666
3667 if (op->contr && op->contr->tmp_invis == 0)
3668 return 0;
3669
3670 /* If monsters, they should become visible */
3671 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3672 {
3673 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3674 return 1;
3675 }
3676 }
3677 return 0;
3678 }
3679
3680 /* op_on_battleground - checks if the given object op (usually
3681 * a player) is standing on a valid battleground-tile,
3682 * function returns TRUE/FALSE. If true x, y returns the battleground
3683 * -exit-coord. (and if x, y not NULL)
3684 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3685 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3686 * Default is to do the same as before, so only people wanting to have different points need worry about this
3687 */
3688 int
3689 op_on_battleground (object *op, int *x, int *y)
3690 {
3691 object *tmp;
3692
3693 /* A battleground-tile needs the following attributes to be valid:
3694 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3695 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3696 * and the exit-coordinates sp/hp must both be > 0.
3697 * => The intention here is to prevent abuse of the battleground-
3698 * feature (like pickable or hidden battleground tiles). */
3699 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3700 {
3701 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702 {
3703 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3704 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3705 {
3706 /*before we assign the exit, check if this is a teambattle */
3707 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3708 {
3709 object *invtmp;
3710
3711 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3712 {
3713 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3714 {
3715 if (x != NULL && y != NULL)
3716 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3717 return 1;
3718 }
3719 }
3720 }
3721 if (x != NULL && y != NULL)
3722 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3723 return 1;
3724 }
3725 }
3726 }
3727 /* If we got here, did not find a battleground */
3728 return 0;
3729 }
3730
3731 /*
3732 * When a dragon-player gains a new stage of evolution,
3733 * he gets some treasure
3734 *
3735 * attributes:
3736 * object *who the dragon player
3737 * int atnr the attack-number of the ability focus
3738 * int level ability level
3739 */
3740 void
3741 dragon_ability_gain (object *who, int atnr, int level)
3742 {
3743 treasurelist *trlist = NULL; /* treasurelist */
3744 treasure *tr; /* treasure */
3745 object *tmp, *skop; /* tmp. object */
3746 object *item; /* treasure object */
3747 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0;
3749
3750 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire");
3753 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold");
3755 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec");
3757 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison");
3759
3760 if (trlist == NULL || who->type != PLAYER)
3761 return;
3762
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764
3765 if (tr == NULL || tr->item == NULL)
3766 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return;
3769 }
3770
3771 /* everything seems okay - now bring on the gift: */
3772 item = &(tr->item->clone);
3773
3774 if (item->type == SPELL)
3775 {
3776 if (check_spell_known (who, item->name))
3777 return;
3778
3779 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3780 do_learn_spell (who, item, 0);
3781 return;
3782 }
3783
3784 /* grant direct spell */
3785 if (item->type == SPELLBOOK)
3786 {
3787 if (!item->inv)
3788 {
3789 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3790 return;
3791 }
3792 if (check_spell_known (who, item->inv->name))
3793 return;
3794 if (item->invisible)
3795 {
3796 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3797 do_learn_spell (who, item->inv, 0);
3798 return;
3799 }
3800 }
3801 else if (item->type == SKILL_TOOL && item->invisible)
3802 {
3803 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3804 {
3805
3806 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3807 * in this way, if the player is missing any of the attacktypes, he gets
3808 * them. As it is now, if the player has any that match the granted skill,
3809 * but not all of them, he gets nothing.
3810 */
3811 if (!(skop->attacktype & item->attacktype))
3812 {
3813 /* Give new attacktype */
3814 skop->attacktype |= item->attacktype;
3815
3816 /* always add physical if there's none */
3817 skop->attacktype |= AT_PHYSICAL;
3818
3819 if (item->msg != NULL)
3820 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3821
3822 /* Give player new face */
3823 if (item->animation_id)
3824 {
3825 who->face = skop->face;
3826 who->animation_id = item->animation_id;
3827 who->anim_speed = item->anim_speed;
3828 who->last_anim = 0;
3829 who->state = 0;
3830 animate_object (who, who->direction);
3831 }
3832 }
3833 }
3834 }
3835 else if (item->type == FORCE)
3836 {
3837 /* forces in the treasurelist can alter the player's stats */
3838 object *skin;
3839
3840 /* first get the dragon skin force */
3841 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3843 ;
3844
3845 if (!skin)
3846 return;
3847
3848 /* adding new spellpath attunements */
3849 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3850 {
3851 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3852
3853 /* print message */
3854 sprintf (buf, "You feel attuned to ");
3855 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3856 {
3857 if (item->path_attuned & (1 << i))
3858 {
3859 if (j)
3860 strcat (buf, " and ");
3861 else
3862 j = 1;
3863 strcat (buf, spellpathnames[i]);
3864 }
3865 }
3866 strcat (buf, ".");
3867 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3868 }
3869
3870 /* evtl. adding flags: */
3871 if (QUERY_FLAG (item, FLAG_XRAYS))
3872 SET_FLAG (skin, FLAG_XRAYS);
3873 if (QUERY_FLAG (item, FLAG_STEALTH))
3874 SET_FLAG (skin, FLAG_STEALTH);
3875 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3876 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3877
3878 /* print message if there is one */
3879 if (item->msg != NULL)
3880 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3881 }
3882 else
3883 {
3884 /* generate misc. treasure */
3885 tmp = arch_to_object (tr->item);
3886 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3887 tmp = insert_ob_in_ob (tmp, who);
3888 if (who->type == PLAYER)
3889 esrv_send_item (who, tmp);
3890 }
3891 }
3892
3893 /**
3894 * Unready an object for a player. This function does nothing if the object was
3895 * not readied.
3896 */
3897 void
3898 player_unready_range_ob (player *pl, object *ob)
3899 {
3900 rangetype i;
3901
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3903 {
3904 if (pl->ranges[i] == ob)
3905 {
3906 pl->ranges[i] = NULL;
3907 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none;
3910 }
3911 }
3912 }
3913 }