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/cvs/deliantra/server/server/player.C
Revision: 1.13
Committed: Fri Sep 1 14:12:04 2006 UTC (17 years, 9 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.12: +1 -3 lines
Log Message:
Pippijn un-fucked it up.

File Contents

# Content
1 /*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.12 2006-08-29 10:51:43 elmex Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #ifndef WIN32 /* ---win32 remove headers */
31 #include <pwd.h>
32 #endif
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <sounds.h>
37 #include <living.h>
38 #include <object.h>
39 #include <spells.h>
40 #include <skills.h>
41 #include <newclient.h>
42
43 #ifdef COZY_SERVER
44 extern int same_party (partylist *a, partylist *b);
45 #endif
46
47 player *find_player(const char *plname)
48 {
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56 }
57
58 player* find_player_partial_name( const char* plname )
59 {
60 player* pl;
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82 void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103 }
104
105 void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131 }
132
133 void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179 }
180
181 int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189 }
190
191 /* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196 /* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202 static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point.
236 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice;
241 p->Swap_First = -1;
242
243 #ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245 #endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
248
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299 }
300
301
302 /* This loads the first map an puts the player on it. */
303 static void set_first_map(object *op)
304 {
305 strcpy(op->contr->maplevel, first_map_path);
306 op->x = -1;
307 op->y = -1;
308 enter_exit(op, NULL);
309 }
310
311 /* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315
316 int add_player(NewSocket *ns) {
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0;
339 }
340
341 /*
342 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype!
345 */
346 archetype *get_player_archetype(archetype* at)
347 {
348 archetype *start = at;
349 for (;;) {
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 }
361 }
362
363
364 object *get_nearest_player(object *mon) {
365 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol;
368 unsigned lastdist;
369 rv_vector rv;
370
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
372 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv))
397 continue;
398
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) {
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 }
412 }
413 #if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
415 #endif
416 return op;
417 }
418
419 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking
422 * for a path to the player. The values are in the amount of direction
423 * the deviation is
424 */
425 #define DETOUR_AMOUNT 2
426
427 /* This is used to prevent infinite loops. Consider a case where the
428 * player is in a chamber (with gate closed), and monsters are outside.
429 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
430 * find a path into the chamber. This is a good thing, but since there
431 * is no real path, it will just keep circling the chamber for
432 * ever (this could be a nice effect for monsters, but not for the function
433 * to get stuck in. I think for the monsters, if max is reached and
434 * we return the first direction the creature could move would result in the
435 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing.
438 */
439 #define MAX_SPACES 50
440
441
442 /*
443 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that
446 * direction to player is changed (ie zig or zag). Continue zig zag until either
447 * reach player or path is blocked. Thus, will only return true if there is a free
448 * path to player. Though path may not be a straight line. Note that it will find
449 * player hiding along a corridor at right angles to the corridor with the monster.
450 *
451 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
452 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
453 * down corriders.
454 * 2) I think the old code was broken if the first direction the monster
455 * should move was blocked - the code would store the first direction without
456 * verifying that the player can actually move in that direction. The new
457 * code does not store anything in firstdir until we have verified that the
458 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself.
462 */
463 int path_to_player(object *mon, object *pl, unsigned mindiff) {
464 rv_vector rv;
465 sint16 x,y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap;
468
469 get_rangevector(mon, pl, &rv, 0);
470
471 if (rv.distance<mindiff) return 0;
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571 }
572
573 void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655 }
656
657 void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661 }
662
663 void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667 }
668
669 void play_again(object *op)
670 {
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689 }
690
691
692 int receive_play_again(object *op, char key)
693 {
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724 }
725
726 void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731 }
732
733 void get_party_password(object *op, partylist *party) {
734 if (party == NULL) {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
736 return;
737 }
738 op->contr->write_buf[0]='\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742 }
743
744
745 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746 int roll_stat(void) {
747 int a[4],i,j,k;
748
749 for(i=0;i<4;i++)
750 a[i]=(int)RANDOM()%6+1;
751
752 for(i=0,j=0,k=7;i<4;i++)
753 if(a[i]<k)
754 k=a[i],j=i;
755
756 for(i=0,k=0;i<4;i++) {
757 if(i!=j)
758 k+=a[i];
759 }
760 return k;
761 }
762
763 void roll_stats(object *op) {
764 int sum=0;
765 int i = 0, j = 0;
766 int statsort[7];
767
768 do {
769 op->stats.Str=roll_stat();
770 op->stats.Dex=roll_stat();
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780
781 /* Sort the stats so that rerolling is easier... */
782 statsort[0] = op->stats.Str;
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0;
821 op->stats.ac=0;
822
823 op->contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3;
826
827 fix_player(op);
828 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats;
832 }
833
834 void Roll_Again(object *op)
835 {
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838 }
839
840 void Swap_Stat(object *op,int Swap_Second)
841 {
842 signed char tmp;
843 char buf[MAX_BUF];
844
845 if ( op->contr->Swap_First == -1 ) {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884 }
885
886
887 /* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894 int key_roll_stat(object *op, char key)
895 {
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921 #if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926 #endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952 }
953
954 /* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE,
958 * not the class.
959 */
960
961 int key_change_class(object *op, char key)
962 {
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976
977 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr);
979
980 op->contr->state=ST_PLAYING;
981
982 if (op->msg) {
983 free_string(op->msg);
984 op->msg=NULL;
985 }
986
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993 #ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995 #endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */
1029
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052 }
1053 update_object(op,UP_OBJ_FACE);
1054 esrv_update_item(UPD_FACE,op,op);
1055 fix_player(op);
1056 op->stats.hp=op->stats.maxhp;
1057 op->stats.sp=op->stats.maxsp;
1058 op->stats.grace=0;
1059 if (op->msg)
1060 new_draw_info(NDI_BLUE, 0, op, op->msg);
1061 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1062 return 0;
1063 }
1064
1065 int key_confirm_quit(object *op, char key)
1066 {
1067 char buf[MAX_BUF];
1068
1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1070 op->contr->state=ST_PLAYING;
1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1072 return 1;
1073 }
1074
1075 INVOKE_PLAYER (LOGOUT, op->contr);
1076 INVOKE_PLAYER (QUIT , op->contr);
1077
1078 terminate_all_pets(op);
1079 leave_map(op);
1080 op->direction=0;
1081 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1082 "%s quits the game.",op->name);
1083
1084 strcpy(op->contr->killer,"quit");
1085 check_score(op);
1086 op->contr->party=NULL;
1087 if (settings.set_title == TRUE)
1088 op->contr->own_title[0]='\0';
1089
1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1091 mapstruct *mp, *next;
1092
1093 /* We need to hunt for any per player unique maps in memory and
1094 * get rid of them. The trailing slash in the path is intentional,
1095 * so that players named 'Ab' won't match against players 'Abe' pathname
1096 */
1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1098 for (mp=first_map; mp!=NULL; mp=next) {
1099 next = mp->next;
1100 if (!strncmp(mp->path, buf, strlen(buf)))
1101 delete_map(mp);
1102 }
1103
1104 delete_character(op->name, 1);
1105 }
1106 play_again(op);
1107 return 1;
1108 }
1109
1110 void flee_player(object *op) {
1111 int dir,diff;
1112 rv_vector rv;
1113
1114 if(op->stats.hp < 0) {
1115 LOG(llevDebug, "Fleeing player is dead.\n");
1116 CLEAR_FLAG(op, FLAG_SCARED);
1117 return;
1118 }
1119
1120 if(op->enemy==NULL) {
1121 LOG(llevDebug,"Fleeing player had no enemy.\n");
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 return;
1124 }
1125
1126 /* Seen some crashes here. Since we don't store an
1127 * op->enemy_count, it is possible that something destroys the
1128 * actual enemy, and the object is recycled.
1129 */
1130 if (op->enemy->map == NULL) {
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 op->enemy=NULL;
1133 return;
1134 }
1135
1136 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1137 op->enemy=NULL;
1138 CLEAR_FLAG(op, FLAG_SCARED);
1139 return;
1140 }
1141 get_rangevector(op, op->enemy, &rv, 0);
1142
1143 dir=absdir(4+rv.direction);
1144 for(diff=0;diff<3;diff++) {
1145 int m=1-(RANDOM()&2);
1146 if(move_ob(op,absdir(dir+diff*m),op)||
1147 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1148 return;
1149 }
1150 }
1151 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED);
1153 op->enemy=NULL;
1154 }
1155
1156
1157 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1158 * IT returns 1 if the player should keep on moving, 0 if he should
1159 * stop.
1160 */
1161 int check_pick(object *op) {
1162 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0;
1165 int j, k, wvratio;
1166 char putstring[128], tmpstr[16];
1167
1168
1169 /* if you're flying, you cna't pick up anything */
1170 if (op->move_type & MOVE_FLYING)
1171 return 1;
1172
1173 op_tag = op->count;
1174
1175 next = op->below;
1176 if (next)
1177 next_tag = next->count;
1178
1179 /* loop while there are items on the floor that are not marked as
1180 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag))
1182 {
1183 tmp = next;
1184 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187
1188 if (was_destroyed (op, op_tag))
1189 return 0;
1190
1191 if ( ! can_pick (op, tmp))
1192 continue;
1193
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1195 {
1196 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) {
1203 switch (op->contr->mode) {
1204 case 0: return 1; /* don't pick up */
1205 case 1: pick_up (op, tmp);
1206 return 1;
1207 case 2: pick_up (op, tmp);
1208 return 0;
1209 case 3: return 0; /* stop before pickup */
1210 case 4: pick_up (op, tmp);
1211 break;
1212 case 5: pick_up (op, tmp);
1213 stop = 1;
1214 break;
1215 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218 pick_up(op, tmp);
1219 break;
1220
1221 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp);
1224 break;
1225
1226 default:
1227 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100
1230 / (tmp->weight * MAX (tmp->nrof, 1)))
1231 >= op->contr->mode)
1232 pick_up(op,tmp);
1233 }
1234 }
1235 else { /* old model */
1236 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG)
1238 {
1239 /* some debugging code to figure out item information */
1240 if(tmp->name!=NULL)
1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242 tmp->name, tmp->type,
1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244 else
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->arch->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249
1250 sprintf(putstring,"...flags: ");
1251 for(k=0;k<4;k++)
1252 {
1253 for(j=0;j<32;j++)
1254 {
1255 if((tmp->flags[k]>>j)&0x01)
1256 {
1257 sprintf(tmpstr,"%d ",k*32+j);
1258 strcat(putstring, tmpstr);
1259 }
1260 }
1261 }
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1263
1264 #if 0
1265 /* print the flags too */
1266 for(k=0;k<4;k++)
1267 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31);
1269 for(j=0;j<32;j++)
1270 {
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1272 if(!((j+1)%4))fprintf(stderr," ");
1273 }
1274 fprintf(stderr," [%d]\n", k*32);
1275 }
1276 #endif
1277 }
1278 /* philosophy:
1279 * It's easy to grab an item type from a pile, as long as it's
1280 * generic. This takes no game-time. For more detailed pickups
1281 * and selections, select-items shoul dbe used. This is a
1282 * grab-as-you-run type mode that's really useful for arrows for
1283 * example.
1284 * The drawback: right now it has no frontend, so you need to
1285 * stick the bits you want into a calculator in hex mode and then
1286 * convert to decimal and then 'pickup <#>
1287 */
1288
1289 /* the first two modes are exclusive: if NOTHING we return, if
1290 * STOP then we stop. All the rest are applied sequentially,
1291 * meaning if any test passes, the item gets picked up. */
1292
1293 /* if mode is set to pick nothing up, return */
1294
1295 if(op->contr->mode & PU_NOTHING) return 1;
1296
1297 /* if mode is set to stop when encountering objects, return */
1298 /* take STOP before INHIBIT since it doesn't actually pick
1299 * anything up */
1300
1301 if(op->contr->mode & PU_STOP) return 0;
1302
1303 /* useful for going into stores and not losing your settings... */
1304 /* and for battles wher you don't want to get loaded down while
1305 * fighting */
1306 if(op->contr->mode & PU_INHIBIT) return 1;
1307
1308 /* prevent us from turning into auto-thieves :) */
1309 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1310
1311 /* ignore known cursed objects */
1312 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1313
1314 /* all food and drink if desired */
1315 /* question: don't pick up known-poisonous stuff? */
1316 if(op->contr->mode & PU_FOOD)
1317 if (tmp->type == FOOD)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1319 if(op->contr->mode & PU_DRINK)
1320 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1322
1323 if(op->contr->mode & PU_POTION)
1324 if (tmp->type == POTION)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1326
1327 /* spellbooks, skillscrolls and normal books/scrolls */
1328 if(op->contr->mode & PU_SPELLBOOK)
1329 if (tmp->type == SPELLBOOK)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1331 if(op->contr->mode & PU_SKILLSCROLL)
1332 if (tmp->type == SKILLSCROLL)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1334 if(op->contr->mode & PU_READABLES)
1335 if (tmp->type == BOOK || tmp->type == SCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1337
1338 /* wands/staves/rods/horns */
1339 if (op->contr->mode & PU_MAGIC_DEVICE)
1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1342
1343 /* pick up all magical items */
1344 if(op->contr->mode & PU_MAGICAL)
1345 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1347
1348 if(op->contr->mode & PU_VALUABLES)
1349 {
1350 if (tmp->type == MONEY || tmp->type == GEM)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1352 }
1353
1354 /* rings & amulets - talismans seems to be typed AMULET */
1355 if(op->contr->mode & PU_JEWELS)
1356 if (tmp->type == RING || tmp->type == AMULET)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1358
1359 /* bows and arrows. Bows are good for selling! */
1360 if(op->contr->mode & PU_BOW)
1361 if (tmp->type == BOW)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1363 if(op->contr->mode & PU_ARROW)
1364 if (tmp->type == ARROW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1366
1367 /* all kinds of armor etc. */
1368 if(op->contr->mode & PU_ARMOUR)
1369 if (tmp->type == ARMOUR)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1371 if(op->contr->mode & PU_HELMET)
1372 if (tmp->type == HELMET)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1374 if(op->contr->mode & PU_SHIELD)
1375 if (tmp->type == SHIELD)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1377 if(op->contr->mode & PU_BOOTS)
1378 if (tmp->type == BOOTS)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1380 if(op->contr->mode & PU_GLOVES)
1381 if (tmp->type == GLOVES)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1383 if(op->contr->mode & PU_CLOAK)
1384 if (tmp->type == CLOAK)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386
1387 /* hoping to catch throwing daggers here */
1388 if(op->contr->mode & PU_MISSILEWEAPON)
1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1391
1392 /* careful: chairs and tables are weapons! */
1393 if(op->contr->mode & PU_ALLWEAPON)
1394 {
1395 if(tmp->type == WEAPON && tmp->name!=NULL)
1396 {
1397 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1400 }
1401 if(tmp->type == WEAPON && tmp->name==NULL)
1402 {
1403 if(strstr(tmp->arch->name,"table")==NULL &&
1404 strstr(tmp->arch->name,"chair")==NULL)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1406 }
1407 }
1408
1409 /* misc stuff that's useful */
1410 if(op->contr->mode & PU_KEY)
1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1413
1414 /* any of the last 4 bits set means we use the ratio for value
1415 * pickups */
1416 if(op->contr->mode & PU_RATIO)
1417 {
1418 /* use value density to decide what else to grab */
1419 /* >=7 was >= op->contr->mode */
1420 /* >=7 is the old standard setting. Now we take the last 4 bits
1421 * and multiply them by 5, giving 0..15*5== 5..75 */
1422 wvratio=(op->contr->mode & PU_RATIO) * 5;
1423 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1424 {
1425 pick_up(op, tmp);
1426 #if 0
1427 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1428 if(tmp->name!=NULL) {
1429 fprintf(stderr,"%s", tmp->name);
1430 }
1431 else fprintf(stderr,"%s",tmp->arch->name);
1432 fprintf(stderr,",%d] = ", tmp->type);
1433 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1434 #endif
1435 continue;
1436 }
1437 }
1438 } /* the new pickup model */
1439 }
1440 return ! stop;
1441 }
1442
1443 /*
1444 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the
1446 * found object is returned.
1447 */
1448 object *find_arrow(object *op, const char *type)
1449 {
1450 object *tmp = NULL;
1451
1452 for(op=op->inv; op; op=op->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type &&
1454 QUERY_FLAG(op,FLAG_APPLIED))
1455 tmp = find_arrow (op, type);
1456 else if (op->type==ARROW && op->race==type)
1457 return op;
1458 return tmp;
1459 }
1460
1461 /*
1462 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1463 * against the target. A full test is not performed, simply a basic test
1464 * of resistances. The archer is making a quick guess at what he sees down
1465 * the hall. Failing that it does it's best to pick the highest plus arrow.
1466 */
1467
1468 object *find_better_arrow(object *op, object *target, const char *type, int *better)
1469 {
1470 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i;
1472
1473 if (!type)
1474 return NULL;
1475
1476 for (arrow=op->inv; arrow; arrow=arrow->below) {
1477 if (arrow->type==CONTAINER && arrow->race==type &&
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1479 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i);
1481 if (i > betterby) {
1482 tmp = ntmp;
1483 betterby = i;
1484 }
1485 } else if (arrow->type==ARROW && arrow->race==type) {
1486 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL &&
1488 strstr(arrow->slaying, target->race)) {
1489 if (arrow->attacktype & AT_DEATH) {
1490 *better = 100;
1491 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 }
1496 } else {
1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498 attacktype = 1<<attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501 tmp = arrow;
1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503 }
1504 }
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1512 }
1513 }
1514 }
1515 }
1516 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type);
1518
1519 *better = betterby;
1520 return tmp;
1521 }
1522
1523 /* looks in a given direction, finds the first valid target, and calls
1524 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter
1526 * type = bow->race
1527 * dir = fire direction
1528 */
1529
1530 object *pick_arrow_target(object *op, const char *type, int dir)
1531 {
1532 object *tmp = NULL;
1533 mapstruct *m;
1534 int i, mflags, found, number;
1535 sint16 x, y;
1536
1537 if (op->map == NULL)
1538 return find_arrow(op, type);
1539
1540 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1542 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1543 return find_arrow(op, type);
1544
1545 m = op->map;
1546 x = op->x;
1547 y = op->y;
1548
1549 /* find the first target */
1550 for (i=0, found=0; i<20; i++) {
1551 x += freearr_x[dir];
1552 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1555 tmp = NULL;
1556 break;
1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption.
1560 */
1561 tmp = NULL;
1562 break;
1563 }
1564 if (mflags & P_IS_ALIVE) {
1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567 found++;
1568 break;
1569 }
1570 if (found)
1571 break;
1572 }
1573 }
1574 if (tmp == NULL)
1575 return find_arrow(op, type);
1576
1577 if (tmp->head)
1578 tmp = tmp->head;
1579
1580 return find_better_arrow(op, tmp, type, &i);
1581 }
1582
1583 /*
1584 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise.
1586 * op is the object firing the bow.
1587 * part is for multipart creatures - the part firing the bow.
1588 * dir is the direction of fire.
1589 * wc_mod is any special modifier to give (used in special player fire modes)
1590 * sx, sy are coordinates to fire arrow from - also used in some of the special
1591 * player fire modes.
1592 */
1593 int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1594 sint16 sx, sint16 sy)
1595 {
1596 object *left, *bow;
1597 tag_t left_tag, tag;
1598 int bowspeed, mflags;
1599 mapstruct *m;
1600
1601 if (!dir) {
1602 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1603 return 0;
1604 }
1605 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow];
1607 else {
1608 for(bow=op->inv; bow; bow=bow->below)
1609 /* Don't check for applied - monsters don't apply bows - in that way, they
1610 * don't need to switch back and forth between bows and weapons.
1611 */
1612 if(bow->type==BOW)
1613 break;
1614
1615 if (!bow) {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1617 return 0;
1618 }
1619 }
1620 if( !bow->race || !bow->skill) {
1621 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1622 return 0;
1623 }
1624
1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626
1627 /* penalize ROF for bestarrow */
1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632
1633 if (arrow == NULL) {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1635 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op,
1637 "You have no %s left.", bow->race);
1638 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW);
1641 return 0;
1642 }
1643 }
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) {
1646 return 0;
1647 }
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1650 return 0;
1651 }
1652
1653 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) {
1655 remove_ob(arrow);
1656 free_object(arrow);
1657 return 0;
1658 }
1659
1660 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count;
1662 arrow = get_split_ob(arrow, 1);
1663 if (arrow == NULL) {
1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1665 bow->race);
1666 return 0;
1667 }
1668 set_owner(arrow, op);
1669 if (arrow->skill) free_string(arrow->skill);
1670 arrow->skill = add_refcount(bow->skill);
1671
1672 arrow->direction=dir;
1673 arrow->x = sx;
1674 arrow->y = sy;
1675
1676 if (op->type == PLAYER) {
1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1678 fix_player(op);
1679 }
1680
1681 SET_ANIMATION(arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup_local(arrow->slaying);
1687
1688 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695
1696 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1698 0 : dam_bonus[op->stats.Str]) +
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0;
1701
1702 if (arrow->speed < 1.0)
1703 arrow->speed = 1.0;
1704 update_ob_speed(arrow);
1705 arrow->speed_left = 0;
1706
1707 if (op->type == PLAYER) {
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1709 (op->chosen_skill?op->chosen_skill->level:op->level) -
1710 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1712
1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1714 } else {
1715 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1716 arrow->stats.wc + wc_mod;
1717
1718 arrow->level = op->level;
1719 }
1720 if (arrow->attacktype == AT_PHYSICAL)
1721 arrow->attacktype |= bow->attacktype;
1722 if (bow->slaying != NULL)
1723 arrow->slaying = add_string(bow->slaying);
1724
1725 arrow->map = m;
1726 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728
1729 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1730 tag = arrow->count;
1731 insert_ob_in_map(arrow, m, op, 0);
1732
1733 if (!was_destroyed(arrow, tag))
1734 move_arrow(arrow);
1735
1736 if (op->type == PLAYER) {
1737 if (was_destroyed (left, left_tag))
1738 esrv_del_item(op->contr, left_tag);
1739 else
1740 esrv_send_item(op, left);
1741 }
1742 return 1;
1743 }
1744
1745 /* Special fire code for players - this takes into
1746 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player,
1750 * hence the function name.
1751 */
1752 int player_fire_bow(object *op, int dir)
1753 {
1754 int ret=0, wcmod=0;
1755
1756 if (op->contr->bowtype == bow_bestarrow) {
1757 ret = fire_bow(op, op,
1758 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1759 dir, 0, op->x, op->y);
1760 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1;
1763 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1764 op->x, op->y);
1765 } else if (op->contr->bowtype == bow_threewide) {
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1767 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1768 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1769 } else if (op->contr->bowtype == bow_spreadshot) {
1770 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1772 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1773
1774 } else {
1775 /* Simple case */
1776 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1777 }
1778 return ret;
1779 }
1780
1781
1782 /* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable.
1784 */
1785 void fire_misc_object(object *op, int dir)
1786 {
1787 object *item;
1788
1789 if (!op->contr->ranges[range_misc]) {
1790 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1791 return;
1792 }
1793
1794 item = op->contr->ranges[range_misc];
1795 if (!item->inv) {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name);
1797 return;
1798 }
1799 if (item->type == WAND) {
1800 if(item->stats.food<=0) {
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1802 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1803 return;
1804 }
1805 } else if (item->type == ROD || item->type==HORN) {
1806 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1808 if (item->type== ROD)
1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1810 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1811 else
1812 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s needs more time to charge.", query_base_name(item,0));
1814 return;
1815 }
1816 }
1817
1818 if(cast_spell(op,item,dir,item->inv,NULL)) {
1819 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820 if (item->type == WAND) {
1821 if (!(--item->stats.food)) {
1822 object *tmp;
1823 if (item->arch) {
1824 CLEAR_FLAG(item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face;
1826 item->speed = 0;
1827 update_ob_speed(item);
1828 }
1829 if ((tmp=is_player_inv(item)))
1830 esrv_update_item(UPD_ANIM, tmp, item);
1831 }
1832 }
1833 else if (item->type == ROD || item->type==HORN) {
1834 drain_rod_charge(item);
1835 }
1836 }
1837 }
1838
1839 /* Received a fire command for the player - go and do it.
1840 */
1841 void fire(object *op,int dir) {
1842 int spellcost=0;
1843
1844 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op);
1846
1847 switch(op->contr->shoottype) {
1848 case range_none:
1849 return;
1850
1851 case range_bow:
1852 player_fire_bow(op, dir);
1853 return;
1854
1855 case range_magic: /* Casting spells */
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1857 return;
1858
1859 case range_misc:
1860 fire_misc_object(op, dir);
1861 return;
1862
1863 case range_golem: /* Control summoned monsters from scrolls */
1864 if(op->contr->ranges[range_golem]==NULL ||
1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866 op->contr->ranges[range_golem] = NULL;
1867 op->contr->shoottype=range_none;
1868 op->contr->golem_count = 0;
1869 }
1870 else
1871 control_golem(op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if(!op->chosen_skill) {
1876 if(op->type==PLAYER)
1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878 return;
1879 }
1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder( op, dir );
1884 return;
1885 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1887 return;
1888 }
1889 }
1890
1891
1892
1893 /* find_key
1894 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic
1897 * for both is the same - just the specific key is different.
1898 * pl is the player,
1899 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers.
1902 */
1903
1904 object * find_key(object *pl, object *container, object *door)
1905 {
1906 object *tmp,*key;
1907
1908 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL;
1910
1911 /* First, lets try to find a key in the top level inventory */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1913 if (door->type==DOOR && tmp->type==KEY) break;
1914 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys
1916 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1918 tmp->slaying==door->slaying) break;
1919 }
1920 /* No key found - lets search inventories now */
1921 /* If we find and use a key in an inventory, return at that time.
1922 * otherwise, if we search all the inventories and still don't find
1923 * a key, return
1924 */
1925 if (!tmp) {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1927 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1930 }
1931 }
1932 if (!tmp) return NULL;
1933 }
1934 /* We get down here if we have found a key. Now if its in a container,
1935 * see if we actually want to use it
1936 */
1937 if (pl!=container) {
1938 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL;
1940 /* cases where this fails:
1941 * If we only search the player inventory, return now since we
1942 * are not in the players inventory.
1943 * If the container is not active, return now since only active
1944 * containers can be used.
1945 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active.
1949 *
1950 * Change the color so that the message doesn't disappear with
1951 * all the others.
1952 */
1953 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys")))
1957 ) {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door",
1960 query_name(tmp), query_name(container));
1961 return NULL;
1962 }
1963 }
1964 return tmp;
1965 }
1966
1967 /* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more,
1970 * 0 otherwise
1971 */
1972 static int player_attack_door(object *op, object *door)
1973 {
1974
1975 /* If its a door, try to find a use a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code.
1978 */
1979 object *key=find_key(op, op, door);
1980
1981 /* IF we found a key, do some extra work */
1982 if (key) {
1983 object *container=key->env;
1984
1985 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986 if(action_makes_visible(op)) make_visible(op);
1987 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1988 if (door->type == DOOR) {
1989 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1990 }
1991 else if(door->type==LOCKED_DOOR) {
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1993 "You open the door with the %s", query_short_name(key));
1994 remove_door2(door); /* remove door without violence ;-) */
1995 }
1996 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */
1999 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container);
2001 return 1; /* Nothing more to do below */
2002 } else if (door->type==LOCKED_DOOR) {
2003 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005 return 1;
2006 }
2007 return 0;
2008 }
2009
2010 /* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons).
2015 */
2016
2017 void move_player_attack(object *op, int dir)
2018 {
2019 object *tmp, *mon;
2020 sint16 nx, ny;
2021 int on_battleground;
2022 mapstruct *m;
2023
2024 nx=freearr_x[dir]+op->x;
2025 ny=freearr_y[dir]+op->y;
2026
2027 on_battleground = op_on_battleground(op, NULL, NULL);
2028
2029 /* If braced, or can't move to the square, and it is not out of the
2030 * map, attack it. Note order of if statement is important - don't
2031 * want to be calling move_ob if braced, because move_ob will move the
2032 * player. This is a pretty nasty hack, because if we could
2033 * move to some space, it then means that if we are braced, we should
2034 * do nothing at all. As it is, if we are braced, we go through
2035 * quite a bit of processing. However, it probably is less than what
2036 * move_ob uses.
2037 */
2038 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2040 m = get_map_from_coord(op->map, &nx, &ny);
2041 if (!m) return; /* Don't think this should happen */
2042 }
2043 else m =op->map;
2044
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2046 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2047 return;
2048 }
2049
2050 mon = NULL;
2051 /* Go through all the objects, and find ones of interest. Only stop if
2052 * we find a monster - that is something we know we want to attack.
2053 * if its a door or barrel (can roll) see if there may be monsters
2054 * on the space
2055 */
2056 while (tmp!=NULL) {
2057 if (tmp == op) {
2058 tmp=tmp->above;
2059 continue;
2060 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2062 mon = tmp;
2063 break;
2064 }
2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2066 mon = tmp;
2067 tmp=tmp->above;
2068 }
2069
2070 if (mon==NULL) /* This happens anytime the player tries to move */
2071 return; /* into a wall */
2072
2073 if(mon->head != NULL)
2074 mon = mon->head;
2075
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2077 if (player_attack_door(op, mon)) return;
2078
2079 /* The following deals with possibly attacking peaceful
2080 * or frienddly creatures. Basically, all players are considered
2081 * unaggressive. If the moving player has peaceful set, then the
2082 * object should be pushed instead of attacked. It is assumed that
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */
2086
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if ((op->type==PLAYER)
2092 #if COZY_SERVER
2093 &&
2094 (
2095 (get_owner(mon) && get_owner(mon)->contr
2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2097 || get_owner(mon) == op
2098 )
2099 #else
2100 && get_owner(mon)==op
2101 #endif
2102 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) return;
2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 (void) push_ob(mon,dir,op);
2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 (
2120 #ifdef PROHIBIT_PLAYERKILL
2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122 #else
2123 op->contr->peaceful &&
2124 #endif
2125 !on_battleground
2126 )) {
2127 if (!op->contr->braced) {
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 (void) push_ob(mon,dir,op);
2130 } else {
2131 new_draw_info(0, 0,op,"You withhold your attack");
2132 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2134 }
2135
2136 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced.
2138 */
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2140 recursive_roll(mon,dir,op);
2141 if(action_makes_visible(op)) make_visible(op);
2142 }
2143
2144 /* Any generic living creature. Including things like doors.
2145 * Way it works is like this: First, it must have some hit points
2146 * and be living. Then, it must be one of the following:
2147 * 1) Not a player, 2) A player, but of a different party. Note
2148 * that party_number -1 is no party, so attacks can still happen.
2149 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL ||
2153 op->contr->party!=mon->contr->party))) {
2154
2155 /* If the player hasn't hit something this tick, and does
2156 * so, give them speed boost based on weapon speed. Doing
2157 * it here is better than process_players2, which basically
2158 * incurred a 1 tick offset.
2159 */
2160 if (!op->contr->has_hit) {
2161 op->speed_left += op->speed / op->contr->weapon_sp;
2162
2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164 }
2165
2166 skill_attack(mon, op, 0, NULL, NULL);
2167
2168 /* If attacking another player, that player gets automatic
2169 * hitback, and doesn't loose luck either.
2170 * Disable hitback on the battleground or if the target is
2171 * the wiz.
2172 */
2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175 short luck = mon->stats.luck;
2176 mon->contr->has_hit = 1;
2177 skill_attack(op, mon, 0, NULL, NULL);
2178 mon->stats.luck = luck;
2179 }
2180 if(action_makes_visible(op)) make_visible(op);
2181 }
2182 } /* if player should attack something */
2183 }
2184
2185 int move_player(object *op,int dir) {
2186 int pick;
2187
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2189 return 0;
2190
2191 /* Sanity check: make sure dir is valid */
2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2194 return 0;
2195 }
2196
2197 /* peterm: added following line */
2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200
2201 op->facing = dir;
2202
2203 if(op->hide) do_hidden_move(op);
2204
2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206 /*nop*/;
2207 else if (op->contr->fire_on)
2208 fire (op, dir);
2209 else
2210 {
2211 move_player_attack (op, dir);
2212 pick = check_pick(op);
2213 }
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0;
2229 }
2230
2231 /* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands.
2235 *
2236 * Returns true if there are more actions we can do.
2237 */
2238 int handle_newcs_player(object *op)
2239 {
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) {
2257 flee_player(op);
2258 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0;
2262 }
2263 }
2264
2265 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer.
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here.
2280 */
2281 HandleClient(&op->contr->socket, op->contr);
2282 if (op->speed_left<0) return 0;
2283
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction);
2293 if (op->speed_left>0) return 1;
2294 else return 0;
2295 }
2296 return 0;
2297 }
2298
2299 int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op,
2309 "Your %s vibrates violently, then evaporates.",
2310 query_name(tmp));
2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0)
2319 op->stats.food = 999;
2320 fix_player(op);
2321 return 1;
2322 }
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */
2326 return 0;
2327 }
2328
2329 /* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search
2332 * from.
2333 */
2334 void remove_unpaid_objects(object *op, object *env)
2335 {
2336 object *next;
2337
2338 while (op) {
2339 next=op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op'
2341 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2343 remove_ob(op);
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353 }
2354
2355
2356 /*
2357 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory.
2362 */
2363 char *gravestone_text (object *op)
2364 {
2365 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382 if (op->type == PLAYER) {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf);
2390 return buf2;
2391 }
2392
2393
2394
2395 void do_some_living(object *op) {
2396 int last_food=op->stats.food;
2397 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace;
2399 int i;
2400 int rate_hp = 1200;
2401 int rate_sp = 2500;
2402 int rate_grace = 2000;
2403 const int max_hp = 1;
2404 const int max_sp = 1;
2405 const int max_grace = 1;
2406
2407 if (op->contr->outputs_sync) {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL &&
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]);
2412 }
2413
2414 if(op->contr->state==ST_PLAYING) {
2415
2416 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 )
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2420 else {
2421 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2423 }
2424 if(op->contr->gen_sp >= 0 )
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2426 else {
2427 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2429 }
2430 if(op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2432 else {
2433 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 }
2485 } else {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487 }
2488 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518
2519 /* Digestion */
2520 if(--op->last_eat<0) {
2521 #ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525 #else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528 #endif
2529
2530 if(op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2532 else
2533 op->last_eat=25*(1+bonus)/(penalty +1);
2534 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2536 }
2537 }
2538
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2540 object *tmp, *flesh=NULL;
2541
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0);
2547 if(op->stats.food>=0||op->stats.hp<0)
2548 break;
2549 }
2550 else if (tmp->type==FLESH) flesh=tmp;
2551 } /* End if paid for object */
2552 } /* end of for loop */
2553 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead.
2555 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0);
2559 }
2560 } /* end if player is starving */
2561
2562 while(op->stats.food<0&&op->stats.hp>0)
2563 op->stats.food++,op->stats.hp--;
2564
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2566 kill_player(op);
2567 }
2568
2569
2570
2571 /* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player
2574 * file.
2575 */
2576 void kill_player(object *op)
2577 {
2578 char buf[MAX_BUF];
2579 int x,y,i;
2580 mapstruct *map; /* this is for resurrection */
2581 int z;
2582 int num_stats_lose;
2583 int lost_a_stat;
2584 int lose_this_stat;
2585 int this_stat;
2586 int will_kill_again;
2587 archetype *at;
2588 object *tmp;
2589
2590 if(save_life(op))
2591 return;
2592
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV
2597 */
2598 if (op_on_battleground(op, &x, &y)) {
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2600 "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2602 "Local medics have saved your life...");
2603
2604 /* restore player */
2605 at = find_archetype("poisoning");
2606 tmp=present_arch_in_ob(at,op);
2607 if (tmp) {
2608 remove_ob(tmp);
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2611 }
2612
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2619 }
2620
2621 cure_disease(op,0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999;
2624
2625 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger"));
2627 if (tmp != NULL)
2628 {
2629 sprintf(buf,"%s's finger",op->name);
2630 tmp->name = add_string(buf);
2631 sprintf(buf," This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level),
2634 op->contr->killer);
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641
2642 /* teleport defeated player to new destination*/
2643 transfer_ob(op, x, y, 0, NULL);
2644 op->contr->braced=0;
2645 return;
2646 }
2647
2648 INVOKE_PLAYER (DEATH, op->contr);
2649
2650 command_kill_pets (op, 0);
2651
2652 if(op->stats.food<0) {
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name);
2660 strcpy(op->contr->killer,"starvation");
2661 }
2662 else {
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672
2673 /* save the map location for corpse, gravestone*/
2674 x=op->x;y=op->y;map=op->map;
2675
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this.
2681 */
2682
2683 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect
2685 * of death.
2686 */
2687 #ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) {
2689 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */
2692 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */
2695 /* GD */
2696 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else {
2701 num_stats_lose = 1;
2702 }
2703 lost_a_stat = 0;
2704
2705 for (z=0; z<num_stats_lose; z++) {
2706 i = RANDOM() % NUM_STATS;
2707
2708 if (settings.stat_loss_on_death) {
2709 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost.
2711 */
2712 change_attr_value(&(op->stats), i,-1);
2713 check_stat_bounds(&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1);
2715 check_stat_bounds(&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2717 lost_a_stat = 1;
2718 } else {
2719 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion");
2721 object *dep;
2722
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch);
2726 insert_ob_in_ob(dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755
2756 if (lose_this_stat) {
2757 this_stat = get_attr_value(&(dep->stats), i);
2758 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a
2762 * difference.
2763 */
2764 if (this_stat>=-50) {
2765 change_attr_value(&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2768 fix_player(op);
2769 lost_a_stat = 1;
2770 }
2771 }
2772 }
2773 }
2774 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat)
2776 {
2777 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */
2779 const char *god = determine_god(op);
2780 if (god && (strcmp(god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2782 "moment you feel the holy presence of %s protecting"
2783 " you.", god);
2784 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 }
2788 #endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791
2792 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone.
2794 */
2795 tmp=arch_to_object(find_archetype("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name);
2797 FREE_AND_COPY(tmp->name, buf);
2798 sprintf(buf,"%s's gravestones",op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf);
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0);
2808
2809 /**************************************/
2810 /* */
2811 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */
2815 /**************************************/
2816
2817 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */
2819 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op);
2821 if (tmp) {
2822 remove_ob(tmp);
2823 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 }
2826
2827 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op);
2829 if (tmp) {
2830 remove_ob(tmp);
2831 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 }
2834 cure_disease(op,0); /* remove any disease */
2835
2836 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op);
2838 if(op->stats.food < 100) op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842
2843 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if
2845 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map.
2847 */
2848
2849 if (is_in_shop (op))
2850 remove_unpaid_objects(op->inv, op);
2851
2852 /****************************************/
2853 /* */
2854 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */
2856 /* */
2857 /****************************************/
2858
2859 enter_player_savebed(op);
2860
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0;
2865 save_player(op,1);
2866
2867 /* it is possible that the player has blown something up
2868 * at his savebed location, and that can have long lasting
2869 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player.
2871 */
2872 will_kill_again=0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2874 if (tmp->type ==SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype;
2876 }
2877 if (will_kill_again) {
2878 object *force;
2879 int at;
2880
2881 force=get_archetype(FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1;
2884 force->speed_left=-5.0;
2885 SET_FLAG(force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) {
2887 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100;
2889 }
2890 insert_ob_in_ob(force, op);
2891 fix_player(op);
2892
2893 }
2894 /**************************************/
2895 /* */
2896 /* Repaint the characters inv, and */
2897 /* stats, and show a nasty message ;) */
2898 /* */
2899 /**************************************/
2900
2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902 return;
2903 } /* NOT_PERMADETH */
2904 else {
2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906 * should probably be embedded in an else statement.
2907 */
2908
2909 op->contr->party=NULL;
2910 if (settings.set_title == TRUE)
2911 op->contr->own_title[0]='\0';
2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913 check_score(op);
2914 if(op->contr->ranges[range_golem]!=NULL) {
2915 remove_friendly_object(op->contr->ranges[range_golem]);
2916 remove_ob(op->contr->ranges[range_golem]);
2917 free_object(op->contr->ranges[range_golem]);
2918 op->contr->ranges[range_golem]=NULL;
2919 op->contr->golem_count=0;
2920 }
2921 loot_object(op); /* Remove some of the items for good */
2922 remove_ob(op);
2923 op->direction=0;
2924
2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926 delete_character(op->name,0);
2927 if (settings.resurrection == TRUE) {
2928 /* save playerfile sans equipment when player dies
2929 ** then save it as player.pl.dead so that future resurrection
2930 ** type spells will work on them nicely
2931 */
2932 delete_character(op->name,0);
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.food = 999;
2935
2936 /* set the location of where the person will reappear when */
2937 /* maybe resurrection code should fix map also */
2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2939 if(op->map!=NULL)
2940 op->map = NULL;
2941 op->x = settings.emergency_x;
2942 op->y = settings.emergency_y;
2943 save_player(op,0);
2944 op->map = map;
2945 /* please see resurrection.c: peterm */
2946 dead_player(op);
2947 } else {
2948 delete_character(op->name,1);
2949 }
2950 }
2951 play_again(op);
2952
2953 /* peterm: added to create a corpse at deathsite. */
2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2955 sprintf(buf,"%s", op->name);
2956 FREE_AND_COPY(tmp->name, buf);
2957 FREE_AND_COPY(tmp->name_pl, buf);
2958 tmp->level=op->level;
2959 tmp->x=x;tmp->y=y;
2960 if (tmp->msg)
2961 free_string(tmp->msg);
2962 tmp->msg = add_string (gravestone_text(op));
2963 SET_FLAG (tmp, FLAG_UNIQUE);
2964 insert_ob_in_map (tmp, map, NULL,0);
2965 }
2966 }
2967
2968
2969 void loot_object(object *op) { /* Grab and destroy some treasure */
2970 object *tmp,*tmp2,*next;
2971
2972 if (op->container) { /* close open sack first */
2973 esrv_apply_container (op, op->container);
2974 }
2975
2976 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977 next=tmp->below;
2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979 remove_ob(tmp);
2980 tmp->x=op->x,tmp->y=op->y;
2981 if (tmp->type == CONTAINER) { /* empty container to ground */
2982 loot_object(tmp);
2983 }
2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986 if(tmp->nrof>1) {
2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988 free_object(tmp2);
2989 insert_ob_in_map(tmp,op->map,NULL,0);
2990 } else
2991 free_object(tmp);
2992 } else
2993 insert_ob_in_map(tmp,op->map,NULL,0);
2994 }
2995 }
2996
2997 /*
2998 * fix_weight(): Check recursively the weight of all players, and fix
2999 * what needs to be fixed. Refresh windows and fix speed if anything
3000 * was changed.
3001 */
3002
3003 void fix_weight(void) {
3004 player *pl;
3005 for (pl = first_player; pl != NULL; pl = pl->next) {
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3007 if(old == sum)
3008 continue;
3009 fix_player(pl->ob);
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3011 pl->ob->name, old, sum);
3012 }
3013 }
3014
3015 void fix_luck(void) {
3016 player *pl;
3017 for (pl = first_player; pl != NULL; pl = pl->next)
3018 if (!pl->ob->contr->state)
3019 change_luck(pl->ob, 0);
3020 }
3021
3022
3023 /* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object.
3026 */
3027
3028 void
3029 cast_dust (object * op, object * throw_ob, int dir)
3030 {
3031 object *skop, *spob;
3032
3033 skop = find_skill_by_name (op, throw_ob->skill);
3034
3035 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 {
3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3039 op->name);
3040 return;
3041 }
3042
3043 spob = throw_ob->inv;
3044
3045 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3046 // not pass NULL to cast_spell (which did indeed check itself, but
3047 // errors should be reported as early as possible IMHO)
3048 if (!spob)
3049 {
3050 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3051 throw_ob->name, op->name);
3052 return;
3053 }
3054
3055 if (op->type == PLAYER)
3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name);
3057
3058 cast_spell (op, throw_ob, dir, spob, NULL);
3059
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3061 remove_ob (throw_ob);
3062 free_object (throw_ob);
3063 }
3064
3065 void make_visible (object *op) {
3066 op->hide = 0;
3067 op->invisible = 0;
3068 if(op->type==PLAYER) {
3069 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3071 }
3072 update_object(op,UP_OBJ_FACE);
3073 }
3074
3075 int is_true_undead(object *op) {
3076 object *tmp=NULL;
3077
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3079
3080 if(op->type==PLAYER)
3081 for(tmp=op->inv;tmp;tmp=tmp->below)
3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3084 return 0;
3085 }
3086
3087 /* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels
3089 * indicate greater hideability.
3090 */
3091
3092 int hideability(object *ob) {
3093 int i,level=0, mflag;
3094 sint16 x,y;
3095
3096 if(!ob||!ob->map) return 0;
3097
3098 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2;
3100
3101 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3105
3106 /* scan through all nearby squares for terrain to hide in */
3107 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; }
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2;
3112 else /* open terrain! */
3113 level -= 1;
3114 }
3115
3116 #if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3118 #endif
3119 return level;
3120 }
3121
3122 /* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */
3127
3128 void do_hidden_move (object *op) {
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3130 object *skop;
3131
3132 if(!op || !op->map) return;
3133
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3135
3136 /* its *extremely* hard to run and sneak/hide at the same time! */
3137 if(op->type==PLAYER && op->contr->run_on) {
3138 if(!skop || num >= skop->level) {
3139 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3140 make_visible(op);
3141 return;
3142 } else num += 20;
3143 }
3144 num += op->map->difficulty;
3145 hide = hideability(op); /* modify by terrain hidden level */
3146 num -= hide;
3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3148 make_visible(op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3150 "You moved out of hiding! You are visible!");
3151 }
3152 else if (op->type == PLAYER && skop) {
3153 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3154 }
3155 }
3156
3157 /* determine if who is standing near a hostile creature. */
3158
3159 int stand_near_hostile( object *who ) {
3160 object *tmp=NULL;
3161 int i,friendly=0,player=0, mflags;
3162 mapstruct *m;
3163 sint16 x,y;
3164
3165 if(!who) return 0;
3166
3167 if(who->type==PLAYER) player=1;
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3169
3170 /* search adjacent squares */
3171 for(i=1;i<9;i++) {
3172 x = who->x+freearr_x[i];
3173 y = who->y+freearr_y[i];
3174 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space.
3178 */
3179 if (mflags & P_OUT_OF_MAP) continue;
3180 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3181
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3183 if((player||friendly)
3184 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3185 return 1;
3186 else if(tmp->type==PLAYER)
3187 {
3188 /*don't let a hidden DM prevent you from hiding*/
3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190 return 1;
3191 }
3192 }
3193 }
3194 return 0;
3195 }
3196
3197 /* check the player los field for viewability of the
3198 * object op. This function works fine for monsters,
3199 * but we dont worry if the object isnt the top one in
3200 * a pile (say a coin under a table would return "viewable"
3201 * by this routine). Another question, should we be
3202 * concerned with the direction the player is looking
3203 * in? Realistically, most of use cant see stuff behind
3204 * our backs...on the other hand, does the "facing" direction
3205 * imply the way your head, or body is facing? Its possible
3206 * for them to differ. Sigh, this fctn could get a bit more complex.
3207 * -b.t.
3208 * This function is now map tiling safe.
3209 */
3210
3211 int player_can_view (object *pl,object *op) {
3212 rv_vector rv;
3213 int dx,dy;
3214
3215 if(pl->type!=PLAYER) {
3216 LOG(llevError,"player_can_view() called for non-player object\n");
3217 return -1;
3218 }
3219 if (!pl || !op) return 0;
3220
3221 if(op->head) { op = op->head; }
3222 get_rangevector(pl, op, &rv, 0x1);
3223
3224 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any
3226 * part that is in the los array but isnt on
3227 * a blocked los square.
3228 * we use the archetype to figure out offsets.
3229 */
3230 while(op) {
3231 dx = rv.distance_x + op->arch->clone.x;
3232 dy = rv.distance_y + op->arch->clone.y;
3233
3234 /* only the viewable area the player sees is updated by LOS
3235 * code, so we need to restrict ourselves to that range of values
3236 * for any meaningful values.
3237 */
3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241 return 1;
3242 op = op->more;
3243 }
3244 return 0;
3245 }
3246
3247 /* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we
3251 * return 0.
3252 */
3253 int action_makes_visible (object *op) {
3254
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3257 return 0;
3258
3259 if (op->contr && op->contr->tmp_invis == 0) return 0;
3260
3261 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3263 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3264 return 1;
3265 }
3266 }
3267 return 0;
3268 }
3269
3270 /* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL)
3274 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3275 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3276 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */
3278 int op_on_battleground (object *op, int *x, int *y) {
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3290 strcmp(tmp->name, "battleground")==0 &&
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3292 /*before we assign the exit, check if this is a teambattle*/
3293 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3294 object *invtmp;
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3296 if(invtmp->type==FORCE && invtmp->slaying &&
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3298 if (x != NULL && y != NULL)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3300 return 1;
3301 }
3302 }
3303 }
3304 if (x != NULL && y != NULL)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3306 return 1;
3307 }
3308 }
3309 }
3310 /* If we got here, did not find a battleground */
3311 return 0;
3312 }
3313
3314 /*
3315 * When a dragon-player gains a new stage of evolution,
3316 * he gets some treasure
3317 *
3318 * attributes:
3319 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus
3321 * int level ability level
3322 */
3323 void dragon_ability_gain(object *who, int atnr, int level) {
3324 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */
3327 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0;
3330
3331 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire");
3334 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold");
3336 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec");
3338 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison");
3340
3341 if (trlist == NULL || who->type != PLAYER)
3342 return;
3343
3344 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3345 tr = tr->next, i++);
3346
3347 if (tr == NULL || tr->item == NULL) {
3348 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3349 return;
3350 }
3351
3352 /* everything seems okay - now bring on the gift: */
3353 item = &(tr->item->clone);
3354
3355 if (item->type == SPELL) {
3356 if (check_spell_known (who, item->name))
3357 return;
3358
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360 do_learn_spell (who, item, 0);
3361 return;
3362 }
3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK) {
3366 if (!item->inv) {
3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368 item->name);
3369 return;
3370 }
3371 if (check_spell_known (who, item->inv->name))
3372 return;
3373 if (item->invisible) {
3374 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3375 do_learn_spell (who, item->inv, 0);
3376 return;
3377 }
3378 }
3379 else if (item->type == SKILL_TOOL && item->invisible) {
3380 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3381
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383 * in this way, if the player is missing any of the attacktypes, he gets
3384 * them. As it is now, if the player has any that match the granted skill,
3385 * but not all of them, he gets nothing.
3386 */
3387 if (!(skop->attacktype & item->attacktype)) {
3388 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype;
3390
3391 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL;
3393
3394 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3396
3397 /* Give player new face */
3398 if (item->animation_id) {
3399 who->face = skop->face;
3400 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0;
3403 who->state = 0;
3404 animate_object(who, who->direction);
3405 }
3406 }
3407 }
3408 }
3409 else if (item->type == FORCE) {
3410 /* forces in the treasurelist can alter the player's stats */
3411 object *skin;
3412 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3414 skin=skin->below);
3415 if (skin == NULL) return;
3416
3417 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420
3421 /* print message */
3422 sprintf(buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3424 if(item->path_attuned & (1<<i)) {
3425 if (j)
3426 strcat(buf," and ");
3427 else
3428 j = 1;
3429 strcat(buf, spellpathnames[i]);
3430 }
3431 }
3432 strcat(buf,".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3434 }
3435
3436 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3443
3444 /* print message if there is one */
3445 if (item->msg != NULL)
3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3447 }
3448 else {
3449 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item);
3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3452 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp);
3455 }
3456 }
3457
3458 /**
3459 * Unready an object for a player. This function does nothing if the object was
3460 * not readied.
3461 */
3462 void player_unready_range_ob(player *pl, object *ob) {
3463 rangetype i;
3464
3465 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3466 if (pl->ranges[i] == ob) {
3467 pl->ranges[i] = NULL;
3468 if (pl->shoottype == i) {
3469 pl->shoottype = range_none;
3470 }
3471 }
3472 }
3473 }