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/cvs/deliantra/server/server/player.C
Revision: 1.19
Committed: Mon Sep 11 23:53:30 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +11 -19 lines
Log Message:
fixed crash on quit

File Contents

# Content
1
2 /*
3 * static char *rcsid_player_c =
4 * "$Id: player.C,v 1.18 2006-09-10 15:59:57 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #ifndef WIN32 /* ---win32 remove headers */
32 # include <pwd.h>
33 #endif
34 #ifndef __CEXTRACT__
35 # include <sproto.h>
36 #endif
37 #include <sounds.h>
38 #include <living.h>
39 #include <object.h>
40 #include <spells.h>
41 #include <skills.h>
42 #include <newclient.h>
43
44 #ifdef COZY_SERVER
45 extern int same_party (partylist *a, partylist *b);
46 #endif
47
48 player *
49 find_player (const char *plname)
50 {
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59 }
60
61 player *
62 find_player_partial_name (const char *plname)
63 {
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85 }
86
87 void
88 display_motd (const object *op)
89 {
90 char buf[MAX_BUF];
91 char motd[HUGE_BUF];
92 FILE *fp;
93 int comp;
94 int size;
95
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return;
100 }
101 motd[0] = '\0';
102 size = 0;
103 while (fgets (buf, MAX_BUF, fp) != NULL)
104 {
105 if (*buf == '#')
106 continue;
107 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf);
109 }
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp);
112 }
113
114 void
115 send_rules (const object *op)
116 {
117 char buf[MAX_BUF];
118 char rules[HUGE_BUF];
119 FILE *fp;
120 int comp;
121 int size;
122
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return;
127 }
128 rules[0] = '\0';
129 size = 0;
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134 if (size + strlen (buf) >= HUGE_BUF)
135 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break;
138 }
139 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf);
141 }
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp);
144 }
145
146 void
147 send_news (const object *op)
148 {
149 char buf[MAX_BUF];
150 char news[HUGE_BUF];
151 char subject[MAX_BUF];
152 FILE *fp;
153 int comp;
154 int size;
155
156 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return;
159 news[0] = '\0';
160 subject[0] = '\0';
161 size = 0;
162 while (fgets (buf, MAX_BUF, fp) != NULL)
163 {
164 if (*buf == '#')
165 continue;
166 if (*buf == '%')
167 { /* send one news */
168 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
170 strcpy (subject, buf + 1);
171 strip_endline (subject);
172 size = 0;
173 news[0] = '\0';
174 }
175 else
176 {
177 if (size + strlen (buf) >= HUGE_BUF)
178 {
179 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
180 break;
181 }
182 strncat (news + size, buf, HUGE_BUF - size);
183 size += strlen (buf);
184 }
185 }
186
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
189 close_and_delete (fp, comp);
190 }
191
192 int
193 playername_ok (const char *cp)
194 {
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203 }
204
205 /* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210 /* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216 static player *
217 get_player (player *p)
218 {
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258 #ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260 #endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316 }
317
318 /* This loads the first map an puts the player on it. */
319 static void
320 set_first_map (object *op)
321 {
322 strcpy (op->contr->maplevel, first_map_path);
323 op->x = -1;
324 op->y = -1;
325 enter_exit (op, NULL);
326 }
327
328 /* Tries to add player on the connection passwd in ns.
329 * All we can really get in this is some settings like host and display
330 * mode.
331 */
332
333 int
334 add_player (NewSocket * ns)
335 {
336 player *p;
337
338 p = get_player (NULL);
339 p->socket = *ns;
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
341 if (p->socket.faces_sent == NULL)
342 fatal (OUT_OF_MEMORY);
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob);
350
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0;
358 }
359
360 /*
361 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype!
364 */
365 archetype *
366 get_player_archetype (archetype *at)
367 {
368 archetype *start = at;
369
370 for (;;)
371 {
372 if (at == NULL || at->next == NULL)
373 at = first_archetype;
374 else
375 at = at->next;
376 if (at->clone.type == PLAYER)
377 return at;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 }
384 }
385
386
387 object *
388 get_nearest_player (object *mon)
389 {
390 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol;
393 unsigned lastdist;
394 rv_vector rv;
395
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 {
398 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop.
402 */
403 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
404 {
405 object *tmp = ol->ob;
406
407 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared.
409 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
411 ol = ol->next;
412 remove_friendly_object (tmp);
413 if (!ol)
414 return op;
415 }
416
417 /* Remove special check for player from this. First, it looks to cause
418 * some crashes (ol->ob->contr not set properly?), but secondly, a more
419 * complicated method of state checking would be needed in any case -
420 * as it was, a clever player could type quit, and the function would
421 * skip them over while waiting for confirmation. Remove
422 * on_same_map check, as can_detect_enemy also does this
423 */
424 if (!can_detect_enemy (mon, ol->ob, &rv))
425 continue;
426
427 if (lastdist > rv.distance)
428 {
429 op = ol->ob;
430 lastdist = rv.distance;
431 }
432 }
433 for (pl = first_player; pl != NULL; pl = pl->next)
434 {
435 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance)
439 {
440 op = pl->ob;
441 lastdist = rv.distance;
442 }
443 }
444 }
445 #if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447 #endif
448 return op;
449 }
450
451 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
452 * result in a monster paths backtracking. It basically determines how large a
453 * detour a monster will take from the direction path when looking
454 * for a path to the player. The values are in the amount of direction
455 * the deviation is
456 */
457 #define DETOUR_AMOUNT 2
458
459 /* This is used to prevent infinite loops. Consider a case where the
460 * player is in a chamber (with gate closed), and monsters are outside.
461 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
462 * find a path into the chamber. This is a good thing, but since there
463 * is no real path, it will just keep circling the chamber for
464 * ever (this could be a nice effect for monsters, but not for the function
465 * to get stuck in. I think for the monsters, if max is reached and
466 * we return the first direction the creature could move would result in the
467 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing.
470 */
471 #define MAX_SPACES 50
472
473
474 /*
475 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that
478 * direction to player is changed (ie zig or zag). Continue zig zag until either
479 * reach player or path is blocked. Thus, will only return true if there is a free
480 * path to player. Though path may not be a straight line. Note that it will find
481 * player hiding along a corridor at right angles to the corridor with the monster.
482 *
483 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
484 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
485 * down corriders.
486 * 2) I think the old code was broken if the first direction the monster
487 * should move was blocked - the code would store the first direction without
488 * verifying that the player can actually move in that direction. The new
489 * code does not store anything in firstdir until we have verified that the
490 * monster can in fact move one space in that direction.
491 * 3) I'm not sure how good this code will be for moving multipart monsters,
492 * since only simple checks to blocked are being called, which could mean the monster
493 * is blocking itself.
494 */
495 int
496 path_to_player (object *mon, object *pl, unsigned mindiff)
497 {
498 rv_vector rv;
499 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap;
502
503 get_rangevector (mon, pl, &rv, 0);
504
505 if (rv.distance < mindiff)
506 return 0;
507
508 x = mon->x;
509 y = mon->y;
510 m = mon->map;
511 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
514 /* If we can't solve it within the search distance, return now. */
515 if (diff > max)
516 return 0;
517 while (diff > 1 && max > 0)
518 {
519 lastx = x;
520 lasty = y;
521 lastmap = m;
522 x = lastx + freearr_x[dir];
523 y = lasty + freearr_y[dir];
524
525 mflags = get_map_flags (m, &m, x, y, &x, &y);
526 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
527
528 /* Space is blocked - try changing direction a little */
529 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
530 && (m == mon->map && blocked_link (mon, m, x, y))))
531 {
532 /* recalculate direction from last good location. Possible
533 * we were not traversing ideal location before.
534 */
535 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
536 if (rv.direction != dir)
537 {
538 /* OK - says direction should be different - lets reset the
539 * the values so it will try again.
540 */
541 x = lastx;
542 y = lasty;
543 m = lastmap;
544 dir = firstdir = rv.direction;
545 }
546 else
547 {
548 /* direct path is blocked - try taking a side step to
549 * either the left or right.
550 * Note increase the values in the loop below to be
551 * more than -1/1 respectively will mean the monster takes
552 * bigger detour. Have to be careful about these values getting
553 * too big (3 or maybe 4 or higher) as the monster may just try
554 * stepping back and forth
555 */
556 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557 {
558 if (i == 0)
559 continue; /* already did this, so skip it */
560 /* Use lastdir here - otherwise,
561 * since the direction that the creature should move in
562 * may change, you could get infinite loops.
563 * ie, player is northwest, but monster can only
564 * move west, so it does that. It goes some distance,
565 * gets blocked, finds that it should move north,
566 * can't do that, but now finds it can move east, and
567 * gets back to its original point. lastdir contains
568 * the last direction the creature has successfully
569 * moved.
570 */
571
572 x = lastx + freearr_x[absdir (lastdir + i)];
573 y = lasty + freearr_y[absdir (lastdir + i)];
574 m = lastmap;
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 continue;
578 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
579 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
580 continue;
581 if (mflags & P_BLOCKSVIEW)
582 continue;
583
584 if (m == mon->map && blocked_link (mon, m, x, y))
585 break;
586 }
587 /* go through entire loop without finding a valid
588 * sidestep to take - thus, no valid path.
589 */
590 if (i == (DETOUR_AMOUNT + 1))
591 return 0;
592 diff--;
593 lastdir = dir;
594 max--;
595 if (!firstdir)
596 firstdir = dir + i;
597 } /* else check alternate directions */
598 } /* if blocked */
599 else
600 {
601 /* we moved towards creature, so diff is less */
602 diff--;
603 max--;
604 lastdir = dir;
605 if (!firstdir)
606 firstdir = dir;
607 }
608 if (diff <= 1)
609 {
610 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance.
612 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
615 }
616 if (diff > max)
617 return 0;
618 }
619 /* If we reached the max, didn't find a direction in time */
620 if (!max)
621 return 0;
622
623 return firstdir;
624 }
625
626 void
627 give_initial_items (object *pl, treasurelist * items)
628 {
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633
634 for (op = pl->inv; op; op = next)
635 {
636 next = op->below;
637
638 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way
640 */
641 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
642 SET_FLAG (op, FLAG_APPLIED);
643
644 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions
646 */
647 if (pl->type == PLAYER)
648 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
650 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 {
655 remove_ob (op);
656 free_object (op);
657 continue;
658 }
659 }
660
661 /* This really needs to be better - we should really give
662 * a substitute spellbook. The problem is that we don't really
663 * have a good idea what to replace it with (need something like
664 * a first level treasurelist for each skill.)
665 * remove duplicate skills also
666 */
667 if (op->type == SPELLBOOK || op->type == SKILL)
668 {
669 object *tmp;
670
671 for (tmp = op->below; tmp; tmp = tmp->below)
672 if (tmp->type == op->type && tmp->name == op->name)
673 break;
674
675 if (tmp)
676 {
677 remove_ob (op);
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue;
681 }
682 if (op->nrof > 1)
683 op->nrof = 1;
684 }
685
686 if (op->type == SPELLBOOK && op->inv)
687 {
688 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
689 }
690
691 /* Give starting characters identified, uncursed, and undamned
692 * items. Just don't identify gold or silver, or it won't be
693 * merged properly.
694 */
695 if (need_identify (op))
696 {
697 SET_FLAG (op, FLAG_IDENTIFIED);
698 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED);
700 }
701 if (op->type == SPELL)
702 {
703 remove_ob (op);
704 free_object (op);
705 continue;
706 }
707 else if (op->type == SKILL)
708 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL);
710 op->stats.exp = 0;
711 op->level = 1;
712 }
713 /* lock all 'normal items by default */
714 else
715 SET_FLAG (op, FLAG_INV_LOCKED);
716 } /* for loop of objects in player inv */
717
718 /* Need to set up the skill pointers */
719 link_player_skills (pl);
720 }
721
722 void
723 get_name (object *op)
724 {
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728 }
729
730 void
731 get_password (object *op)
732 {
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736 }
737
738 void
739 play_again (object *op)
740 {
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759 }
760
761 int
762 receive_play_again (object *op, char key)
763 {
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794 }
795
796 void
797 confirm_password (object *op)
798 {
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803 }
804
805 void
806 get_party_password (object *op, partylist *party)
807 {
808 if (party == NULL)
809 {
810 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
811 return;
812 }
813 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party;
816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817 }
818
819
820 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821 int
822 roll_stat (void)
823 {
824 int a[4], i, j, k;
825
826 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1;
828
829 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k)
831 k = a[i], j = i;
832
833 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j)
836 k += a[i];
837 }
838 return k;
839 }
840
841 void
842 roll_stats (object *op)
843 {
844 int sum = 0;
845 int i = 0, j = 0;
846 int statsort[7];
847
848 do
849 {
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 }
859 while (sum < 82 || sum > 116);
860
861 /* Sort the stats so that rerolling is easier... */
862 statsort[0] = op->stats.Str;
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869
870 /* a quick and dirty bubblesort? */
871 do
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886
887 op->stats.Str = statsort[0];
888 op->stats.Dex = statsort[1];
889 op->stats.Con = statsort[2];
890 op->stats.Int = statsort[3];
891 op->stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6];
894
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0;
906 op->stats.ac = 0;
907
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp;
914 op->stats.sp = op->stats.maxsp;
915 op->stats.grace = op->stats.maxgrace;
916 op->contr->orig_stats = op->stats;
917 }
918
919 void
920 Roll_Again (object *op)
921 {
922 esrv_new_player (op->contr, 0);
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925 }
926
927 void
928 Swap_Stat (object *op, int Swap_Second)
929 {
930 signed char tmp;
931 char buf[MAX_BUF];
932
933 if (op->contr->Swap_First == -1)
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str;
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972 }
973
974
975 /* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982 int
983 key_roll_stat (object *op, char key)
984 {
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf);
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015 #if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020 #endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047 }
1048
1049 /* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE,
1053 * not the class.
1054 */
1055
1056 int
1057 key_change_class (object *op, char key)
1058 {
1059 int tmp_loop;
1060
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D')
1068 {
1069 char buf[MAX_BUF];
1070
1071 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying);
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074
1075 INVOKE_PLAYER (BIRTH, op->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr);
1077
1078 op->contr->state = ST_PLAYING;
1079
1080 if (op->msg)
1081 op->msg = NULL;
1082
1083 /* We create this now because some of the unique maps will need it
1084 * to save here.
1085 */
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1087 make_path_to_file (buf);
1088
1089 #ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091 #endif
1092 start_info (op);
1093 CLEAR_FLAG (op, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems);
1095 link_player_skills (op);
1096 esrv_send_inventory (op, op);
1097 fix_player (op);
1098
1099 /* This moves the player to a different start map, if there
1100 * is one for this race
1101 */
1102 if (*first_map_ext_path)
1103 {
1104 object *tmp;
1105 char mapname[MAX_BUF];
1106
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1108 tmp = get_object ();
1109 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x;
1111 EXIT_Y (tmp) = op->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the
1114 * default initial map */
1115 free_object (tmp);
1116 }
1117 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n");
1120 }
1121 return 0;
1122 }
1123
1124 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above.
1126 */
1127
1128 tmp_loop = 0;
1129 while (!tmp_loop)
1130 {
1131 shstr name = op->name;
1132 int x = op->x, y = op->y;
1133
1134 remove_statbonus (op);
1135 remove_ob (op);
1136 op->arch = get_player_archetype (op->arch);
1137 copy_object (&op->arch->clone, op);
1138 op->instantiate ();
1139 op->stats = op->contr->orig_stats;
1140 op->name = op->name_pl = name;
1141 op->x = x;
1142 op->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op);
1148 tmp_loop = allowed_class (op);
1149 }
1150
1151 update_object (op, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op);
1153 fix_player (op);
1154 op->stats.hp = op->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp;
1156 op->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161 }
1162
1163 int
1164 key_confirm_quit (object *op, char key)
1165 {
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207
1208 play_again (op);
1209 return 1;
1210 }
1211
1212 void
1213 flee_player (object *op)
1214 {
1215 int dir, diff;
1216 rv_vector rv;
1217
1218 if (op->stats.hp < 0)
1219 {
1220 LOG (llevDebug, "Fleeing player is dead.\n");
1221 CLEAR_FLAG (op, FLAG_SCARED);
1222 return;
1223 }
1224
1225 if (op->enemy == NULL)
1226 {
1227 LOG (llevDebug, "Fleeing player had no enemy.\n");
1228 CLEAR_FLAG (op, FLAG_SCARED);
1229 return;
1230 }
1231
1232 /* Seen some crashes here. Since we don't store an
1233 * op->enemy_count, it is possible that something destroys the
1234 * actual enemy, and the object is recycled.
1235 */
1236 if (op->enemy->map == NULL)
1237 {
1238 CLEAR_FLAG (op, FLAG_SCARED);
1239 op->enemy = NULL;
1240 return;
1241 }
1242
1243 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1244 {
1245 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED);
1247 return;
1248 }
1249 get_rangevector (op, op->enemy, &rv, 0);
1250
1251 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++)
1253 {
1254 int m = 1 - (RANDOM () & 2);
1255
1256 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257 {
1258 return;
1259 }
1260 }
1261 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL;
1264 }
1265
1266
1267 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1268 * IT returns 1 if the player should keep on moving, 0 if he should
1269 * stop.
1270 */
1271 int
1272 check_pick (object *op)
1273 {
1274 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0;
1277 int j, k, wvratio;
1278 char putstring[128], tmpstr[16];
1279
1280
1281 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING)
1283 return 1;
1284
1285 op_tag = op->count;
1286
1287 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290
1291 /* loop while there are items on the floor that are not marked as
1292 * destroyed */
1293 while (next && !was_destroyed (next, next_tag))
1294 {
1295 tmp = next;
1296 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299
1300 if (was_destroyed (op, op_tag))
1301 return 0;
1302
1303 if (!can_pick (op, tmp))
1304 continue;
1305
1306 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1307 {
1308 if (item_matched_string (op, tmp, op->contr->search_str))
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE))
1315 {
1316 switch (op->contr->mode)
1317 {
1318 case 0:
1319 return 1; /* don't pick up */
1320 case 1:
1321 pick_up (op, tmp);
1322 return 1;
1323 case 2:
1324 pick_up (op, tmp);
1325 return 0;
1326 case 3:
1327 return 0; /* stop before pickup */
1328 case 4:
1329 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 }
1351 }
1352 else
1353 { /* old model */
1354 /* NEW pickup handling */
1355 if (op->contr->mode & PU_DEBUG)
1356 {
1357 /* some debugging code to figure out item information */
1358 if (tmp->name != NULL)
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380 #if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393 #endif
1394 }
1395 /* philosophy:
1396 * It's easy to grab an item type from a pile, as long as it's
1397 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a
1399 * grab-as-you-run type mode that's really useful for arrows for
1400 * example.
1401 * The drawback: right now it has no frontend, so you need to
1402 * stick the bits you want into a calculator in hex mode and then
1403 * convert to decimal and then 'pickup <#>
1404 */
1405
1406 /* the first two modes are exclusive: if NOTHING we return, if
1407 * STOP then we stop. All the rest are applied sequentially,
1408 * meaning if any test passes, the item gets picked up. */
1409
1410 /* if mode is set to pick nothing up, return */
1411
1412 if (op->contr->mode & PU_NOTHING)
1413 return 1;
1414
1415 /* if mode is set to stop when encountering objects, return */
1416 /* take STOP before INHIBIT since it doesn't actually pick
1417 * anything up */
1418
1419 if (op->contr->mode & PU_STOP)
1420 return 0;
1421
1422 /* useful for going into stores and not losing your settings... */
1423 /* and for battles wher you don't want to get loaded down while
1424 * fighting */
1425 if (op->contr->mode & PU_INHIBIT)
1426 return 1;
1427
1428 /* prevent us from turning into auto-thieves :) */
1429 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1430 continue;
1431
1432 /* ignore known cursed objects */
1433 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1434 continue;
1435
1436 /* all food and drink if desired */
1437 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD)
1440 {
1441 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue;
1445 }
1446 if (op->contr->mode & PU_DRINK)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1448 {
1449 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue;
1453 }
1454
1455 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION)
1457 {
1458 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue;
1462 }
1463
1464 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK)
1467 {
1468 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue;
1472 }
1473 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL)
1475 {
1476 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue;
1480 }
1481 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 {
1484 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue;
1488 }
1489
1490 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 {
1494 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue;
1498 }
1499
1500 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL)
1502 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1503 {
1504 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue;
1508 }
1509
1510 if (op->contr->mode & PU_VALUABLES)
1511 {
1512 if (tmp->type == MONEY || tmp->type == GEM)
1513 {
1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue;
1518 }
1519 }
1520
1521 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET)
1524 {
1525 pick_up (op, tmp);
1526 if (0)
1527 fprintf (stderr, "JEWELS\n");
1528 continue;
1529 }
1530
1531 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW)
1534 {
1535 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue;
1539 }
1540 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW)
1542 {
1543 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue;
1547 }
1548
1549 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR)
1552 {
1553 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue;
1557 }
1558 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET)
1560 {
1561 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue;
1565 }
1566 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD)
1568 {
1569 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue;
1573 }
1574 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS)
1576 {
1577 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue;
1581 }
1582 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES)
1584 {
1585 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue;
1589 }
1590 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK)
1592 {
1593 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue;
1597 }
1598
1599 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 {
1603 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue;
1607 }
1608
1609 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON)
1611 {
1612 if (tmp->type == WEAPON && tmp->name != NULL)
1613 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 {
1617 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue;
1621 }
1622 }
1623 if (tmp->type == WEAPON && tmp->name == NULL)
1624 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1626 {
1627 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue;
1631 }
1632 }
1633 }
1634
1635 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 {
1639 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue;
1643 }
1644
1645 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */
1647 if (op->contr->mode & PU_RATIO)
1648 {
1649 /* use value density to decide what else to grab */
1650 /* >=7 was >= op->contr->mode */
1651 /* >=7 is the old standard setting. Now we take the last 4 bits
1652 * and multiply them by 5, giving 0..15*5== 5..75 */
1653 wvratio = (op->contr->mode & PU_RATIO) * 5;
1654 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1655 {
1656 pick_up (op, tmp);
1657 #if 0
1658 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1659 if (tmp->name != NULL)
1660 {
1661 fprintf (stderr, "%s", tmp->name);
1662 }
1663 else
1664 fprintf (stderr, "%s", tmp->arch->name);
1665 fprintf (stderr, ",%d] = ", tmp->type);
1666 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1667 #endif
1668 continue;
1669 }
1670 }
1671 } /* the new pickup model */
1672 }
1673 return !stop;
1674 }
1675
1676 /*
1677 * Find an arrow in the inventory and after that
1678 * in the right type container (quiver). Pointer to the
1679 * found object is returned.
1680 */
1681 object *
1682 find_arrow (object *op, const char *type)
1683 {
1684 object *tmp = NULL;
1685
1686 for (op = op->inv; op; op = op->below)
1687 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1688 tmp = find_arrow (op, type);
1689 else if (op->type == ARROW && op->race == type)
1690 return op;
1691 return tmp;
1692 }
1693
1694 /*
1695 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1696 * against the target. A full test is not performed, simply a basic test
1697 * of resistances. The archer is making a quick guess at what he sees down
1698 * the hall. Failing that it does it's best to pick the highest plus arrow.
1699 */
1700
1701 object *
1702 find_better_arrow (object *op, object *target, const char *type, int *better)
1703 {
1704 object *tmp = NULL, *arrow, *ntmp;
1705 int attacknum, attacktype, betterby = 0, i;
1706
1707 if (!type)
1708 return NULL;
1709
1710 for (arrow = op->inv; arrow; arrow = arrow->below)
1711 {
1712 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1713 {
1714 i = 0;
1715 ntmp = find_better_arrow (arrow, target, type, &i);
1716 if (i > betterby)
1717 {
1718 tmp = ntmp;
1719 betterby = i;
1720 }
1721 }
1722 else if (arrow->type == ARROW && arrow->race == type)
1723 {
1724 /* allways prefer assasination/slaying */
1725 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1726 {
1727 if (arrow->attacktype & AT_DEATH)
1728 {
1729 *better = 100;
1730 return arrow;
1731 }
1732 else
1733 {
1734 tmp = arrow;
1735 betterby = (arrow->magic + arrow->stats.dam) * 2;
1736 }
1737 }
1738 else
1739 {
1740 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1741 {
1742 attacktype = 1 << attacknum;
1743 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1744 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1745 {
1746 tmp = arrow;
1747 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1748 }
1749 }
1750 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1751 {
1752 tmp = arrow;
1753 betterby = 2 + arrow->magic + arrow->stats.dam;
1754 }
1755 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1756 {
1757 tmp = arrow;
1758 betterby = 1 + arrow->magic + arrow->stats.dam;
1759 }
1760 }
1761 }
1762 }
1763 if (tmp == NULL && arrow == NULL)
1764 return find_arrow (op, type);
1765
1766 *better = betterby;
1767 return tmp;
1768 }
1769
1770 /* looks in a given direction, finds the first valid target, and calls
1771 * find_better_arrow to find a decent arrow to use.
1772 * op = the shooter
1773 * type = bow->race
1774 * dir = fire direction
1775 */
1776
1777 object *
1778 pick_arrow_target (object *op, const char *type, int dir)
1779 {
1780 object *tmp = NULL;
1781 mapstruct *m;
1782 int i, mflags, found, number;
1783 sint16 x, y;
1784
1785 if (op->map == NULL)
1786 return find_arrow (op, type);
1787
1788 /* do a dex check */
1789 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1790 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1791 return find_arrow (op, type);
1792
1793 m = op->map;
1794 x = op->x;
1795 y = op->y;
1796
1797 /* find the first target */
1798 for (i = 0, found = 0; i < 20; i++)
1799 {
1800 x += freearr_x[dir];
1801 y += freearr_y[dir];
1802 mflags = get_map_flags (m, &m, x, y, &x, &y);
1803 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1804 {
1805 tmp = NULL;
1806 break;
1807 }
1808 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1809 {
1810 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1811 * perhaps a bad assumption.
1812 */
1813 tmp = NULL;
1814 break;
1815 }
1816 if (mflags & P_IS_ALIVE)
1817 {
1818 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1819 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1820 {
1821 found++;
1822 break;
1823 }
1824 if (found)
1825 break;
1826 }
1827 }
1828 if (tmp == NULL)
1829 return find_arrow (op, type);
1830
1831 if (tmp->head)
1832 tmp = tmp->head;
1833
1834 return find_better_arrow (op, tmp, type, &i);
1835 }
1836
1837 /*
1838 * Creature fires a bow - op can be monster or player. Returns
1839 * 1 if bow was actually fired, 0 otherwise.
1840 * op is the object firing the bow.
1841 * part is for multipart creatures - the part firing the bow.
1842 * dir is the direction of fire.
1843 * wc_mod is any special modifier to give (used in special player fire modes)
1844 * sx, sy are coordinates to fire arrow from - also used in some of the special
1845 * player fire modes.
1846 */
1847 int
1848 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849 {
1850 object *left, *bow;
1851 tag_t left_tag, tag;
1852 int bowspeed, mflags;
1853 mapstruct *m;
1854
1855 if (!dir)
1856 {
1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858 return 0;
1859 }
1860 if (op->type == PLAYER)
1861 bow = op->contr->ranges[range_bow];
1862 else
1863 {
1864 for (bow = op->inv; bow; bow = bow->below)
1865 /* Don't check for applied - monsters don't apply bows - in that way, they
1866 * don't need to switch back and forth between bows and weapons.
1867 */
1868 if (bow->type == BOW)
1869 break;
1870
1871 if (!bow)
1872 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0;
1875 }
1876 }
1877 if (!bow->race || !bow->skill)
1878 {
1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880 return 0;
1881 }
1882
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884
1885 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1888 if (bowspeed < 1)
1889 bowspeed = 1;
1890
1891 if (arrow == NULL)
1892 {
1893 if ((arrow = find_arrow (op, bow->race)) == NULL)
1894 {
1895 if (op->type == PLAYER)
1896 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1897 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1898 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW);
1900 return 0;
1901 }
1902 }
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0;
1907 }
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911 return 0;
1912 }
1913
1914 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0)
1916 {
1917 remove_ob (arrow);
1918 free_object (arrow);
1919 return 0;
1920 }
1921
1922 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL)
1926 {
1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928 return 0;
1929 }
1930 set_owner (arrow, op);
1931 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir;
1934 arrow->x = sx;
1935 arrow->y = sy;
1936
1937 if (op->type == PLAYER)
1938 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op);
1941 }
1942
1943 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying);
1949
1950 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper.
1952 */
1953
1954 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1955
1956 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959
1960 if (arrow->speed < 1.0)
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0;
1964
1965 if (op->type == PLAYER)
1966 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1968 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1969 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1970
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1972 }
1973 else
1974 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level;
1978 }
1979 if (arrow->attacktype == AT_PHYSICAL)
1980 arrow->attacktype |= bow->attacktype;
1981 if (bow->slaying != NULL)
1982 arrow->slaying = bow->slaying;
1983
1984 arrow->map = m;
1985 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1989 tag = arrow->count;
1990 insert_ob_in_map (arrow, m, op, 0);
1991
1992 if (!was_destroyed (arrow, tag))
1993 move_arrow (arrow);
1994
1995 if (op->type == PLAYER)
1996 {
1997 if (was_destroyed (left, left_tag))
1998 esrv_del_item (op->contr, left_tag);
1999 else
2000 esrv_send_item (op, left);
2001 }
2002 return 1;
2003 }
2004
2005 /* Special fire code for players - this takes into
2006 * account the special fire modes players can have
2007 * but monsters can't. Putting that code here
2008 * makes the fire_bow code much cleaner.
2009 * this function should only be called if 'op' is a player,
2010 * hence the function name.
2011 */
2012 int
2013 player_fire_bow (object *op, int dir)
2014 {
2015 int ret = 0, wcmod = 0;
2016
2017 if (op->contr->bowtype == bow_bestarrow)
2018 {
2019 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
2020 }
2021 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2022 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1;
2025 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2026 }
2027 else if (op->contr->bowtype == bow_threewide)
2028 {
2029 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2031 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2032 }
2033 else if (op->contr->bowtype == bow_spreadshot)
2034 {
2035 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2037 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2038
2039 }
2040 else
2041 {
2042 /* Simple case */
2043 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2044 }
2045 return ret;
2046 }
2047
2048
2049 /* Fires a misc (wand/rod/horn) object in 'dir'.
2050 * Broken apart from 'fire' to keep it more readable.
2051 */
2052 void
2053 fire_misc_object (object *op, int dir)
2054 {
2055 object *item;
2056
2057 if (!op->contr->ranges[range_misc])
2058 {
2059 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2060 return;
2061 }
2062
2063 item = op->contr->ranges[range_misc];
2064 if (!item->inv)
2065 {
2066 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2067 return;
2068 }
2069 if (item->type == WAND)
2070 {
2071 if (item->stats.food <= 0)
2072 {
2073 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2075 return;
2076 }
2077 }
2078 else if (item->type == ROD || item->type == HORN)
2079 {
2080 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2081 {
2082 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2083 if (item->type == ROD)
2084 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2085 else
2086 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2087 return;
2088 }
2089 }
2090
2091 if (cast_spell (op, item, dir, item->inv, NULL))
2092 {
2093 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2094 if (item->type == WAND)
2095 {
2096 if (!(--item->stats.food))
2097 {
2098 object *tmp;
2099
2100 if (item->arch)
2101 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face;
2104 item->speed = 0;
2105 update_ob_speed (item);
2106 }
2107 if ((tmp = is_player_inv (item)))
2108 esrv_update_item (UPD_ANIM, tmp, item);
2109 }
2110 }
2111 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item);
2114 }
2115 }
2116 }
2117
2118 /* Received a fire command for the player - go and do it.
2119 */
2120 void
2121 fire (object *op, int dir)
2122 {
2123 int spellcost = 0;
2124
2125 /* check for loss of invisiblity/hide */
2126 if (action_makes_visible (op))
2127 make_visible (op);
2128
2129 switch (op->contr->shoottype)
2130 {
2131 case range_none:
2132 return;
2133
2134 case range_bow:
2135 player_fire_bow (op, dir);
2136 return;
2137
2138 case range_magic: /* Casting spells */
2139 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL));
2140 return;
2141
2142 case range_misc:
2143 fire_misc_object (op, dir);
2144 return;
2145
2146 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2148 {
2149 op->contr->ranges[range_golem] = NULL;
2150 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 }
2153 else
2154 control_golem (op->contr->ranges[range_golem], dir);
2155 return;
2156
2157 case range_skill:
2158 if (!op->chosen_skill)
2159 {
2160 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return;
2163 }
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return;
2166 case range_builder:
2167 apply_map_builder (op, dir);
2168 return;
2169 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2171 return;
2172 }
2173 }
2174
2175
2176
2177 /* find_key
2178 * We try to find a key for the door as passed. If we find a key
2179 * and successfully use it, we return the key, otherwise NULL
2180 * This function merges both normal and locked door, since the logic
2181 * for both is the same - just the specific key is different.
2182 * pl is the player,
2183 * inv is the objects inventory to searched
2184 * door is the door we are trying to match against.
2185 * This function can be called recursively to search containers.
2186 */
2187
2188 object *
2189 find_key (object *pl, object *container, object *door)
2190 {
2191 object *tmp, *key;
2192
2193 /* Should not happen, but sanity checking is never bad */
2194 if (container->inv == NULL)
2195 return NULL;
2196
2197 /* First, lets try to find a key in the top level inventory */
2198 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2199 {
2200 if (door->type == DOOR && tmp->type == KEY)
2201 break;
2202 /* For sanity, we should really check door type, but other stuff
2203 * (like containers) can be locked with special keys
2204 */
2205 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206 break;
2207 }
2208 /* No key found - lets search inventories now */
2209 /* If we find and use a key in an inventory, return at that time.
2210 * otherwise, if we search all the inventories and still don't find
2211 * a key, return
2212 */
2213 if (!tmp)
2214 {
2215 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2216 {
2217 /* No reason to search empty containers */
2218 if (tmp->type == CONTAINER && tmp->inv)
2219 {
2220 if ((key = find_key (pl, tmp, door)) != NULL)
2221 return key;
2222 }
2223 }
2224 if (!tmp)
2225 return NULL;
2226 }
2227 /* We get down here if we have found a key. Now if its in a container,
2228 * see if we actually want to use it
2229 */
2230 if (pl != container)
2231 {
2232 /* Only let players use keys in containers */
2233 if (!pl->contr)
2234 return NULL;
2235 /* cases where this fails:
2236 * If we only search the player inventory, return now since we
2237 * are not in the players inventory.
2238 * If the container is not active, return now since only active
2239 * containers can be used.
2240 * If we only search keyrings and the container does not have
2241 * a race/isn't a keyring.
2242 * No checking for all containers - to fall through past here,
2243 * inv must have been an container and must have been active.
2244 *
2245 * Change the color so that the message doesn't disappear with
2246 * all the others.
2247 */
2248 if (pl->contr->usekeys == key_inventory ||
2249 !QUERY_FLAG (container, FLAG_APPLIED) ||
2250 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2251 {
2252 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2253 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2254 return NULL;
2255 }
2256 }
2257 return tmp;
2258 }
2259
2260 /* moved door processing out of move_player_attack.
2261 * returns 1 if player has opened the door with a key
2262 * such that the caller should not do anything more,
2263 * 0 otherwise
2264 */
2265 static int
2266 player_attack_door (object *op, object *door)
2267 {
2268
2269 /* If its a door, try to find a use a key. If we do destroy the door,
2270 * might as well return immediately as there is nothing more to do -
2271 * otherwise, we fall through to the rest of the code.
2272 */
2273 object *key = find_key (op, op, door);
2274
2275 /* IF we found a key, do some extra work */
2276 if (key)
2277 {
2278 object *container = key->env;
2279
2280 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2281 if (action_makes_visible (op))
2282 make_visible (op);
2283 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284 spring_trap (door->inv, op);
2285 if (door->type == DOOR)
2286 {
2287 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2288 }
2289 else if (door->type == LOCKED_DOOR)
2290 {
2291 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2292 remove_door2 (door); /* remove door without violence ;-) */
2293 }
2294 /* Do this after we print the message */
2295 decrease_ob (key); /* Use up one of the keys */
2296 /* Need to update the weight the container the key was in */
2297 if (container != op)
2298 esrv_update_item (UPD_WEIGHT, op, container);
2299 return 1; /* Nothing more to do below */
2300 }
2301 else if (door->type == LOCKED_DOOR)
2302 {
2303 /* Might as well return now - no other way to open this */
2304 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2305 return 1;
2306 }
2307 return 0;
2308 }
2309
2310 /* This function is just part of a breakup from move_player.
2311 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons).
2315 */
2316
2317 void
2318 move_player_attack (object *op, int dir)
2319 {
2320 object *tmp, *mon;
2321 sint16 nx, ny;
2322 int on_battleground;
2323 mapstruct *m;
2324
2325 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y;
2327
2328 on_battleground = op_on_battleground (op, NULL, NULL);
2329
2330 /* If braced, or can't move to the square, and it is not out of the
2331 * map, attack it. Note order of if statement is important - don't
2332 * want to be calling move_ob if braced, because move_ob will move the
2333 * player. This is a pretty nasty hack, because if we could
2334 * move to some space, it then means that if we are braced, we should
2335 * do nothing at all. As it is, if we are braced, we go through
2336 * quite a bit of processing. However, it probably is less than what
2337 * move_ob uses.
2338 */
2339 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2340 {
2341 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342 {
2343 m = get_map_from_coord (op->map, &nx, &ny);
2344 if (!m)
2345 return; /* Don't think this should happen */
2346 }
2347 else
2348 m = op->map;
2349
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2351 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353 return;
2354 }
2355
2356 mon = NULL;
2357 /* Go through all the objects, and find ones of interest. Only stop if
2358 * we find a monster - that is something we know we want to attack.
2359 * if its a door or barrel (can roll) see if there may be monsters
2360 * on the space
2361 */
2362 while (tmp != NULL)
2363 {
2364 if (tmp == op)
2365 {
2366 tmp = tmp->above;
2367 continue;
2368 }
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 {
2371 mon = tmp;
2372 break;
2373 }
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp;
2376 tmp = tmp->above;
2377 }
2378
2379 if (mon == NULL) /* This happens anytime the player tries to move */
2380 return; /* into a wall */
2381
2382 if (mon->head != NULL)
2383 mon = mon->head;
2384
2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2386 if (player_attack_door (op, mon))
2387 return;
2388
2389 /* The following deals with possibly attacking peaceful
2390 * or frienddly creatures. Basically, all players are considered
2391 * unaggressive. If the moving player has peaceful set, then the
2392 * object should be pushed instead of attacked. It is assumed that
2393 * if you are braced, you will not attack friends accidently,
2394 * and thus will not push them.
2395 */
2396
2397 /* If the creature is a pet, push it even if the player is not
2398 * peaceful. Our assumption is the creature is a pet if the
2399 * player owns it and it is either friendly or unagressive.
2400 */
2401 if ((op->type == PLAYER)
2402 #if COZY_SERVER
2403 &&
2404 ((get_owner (mon) && get_owner (mon)->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2406 #else
2407 && get_owner (mon) == op
2408 #endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 {
2411 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced)
2413 return;
2414 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2415 (void) push_ob (mon, dir, op);
2416 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op);
2418 return;
2419 }
2420
2421 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push
2423 * someone, but put it inside this loop so that you won't
2424 * attack them either.
2425 */
2426 if ((mon->type == PLAYER || mon->enemy != op) &&
2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2428 #ifdef PROHIBIT_PLAYERKILL
2429 (op->contr->peaceful
2430 || (mon->type == PLAYER
2431 && mon->contr->
2432 peaceful)) &&
2433 #else
2434 op->contr->peaceful &&
2435 #endif
2436 !on_battleground))
2437 {
2438 if (!op->contr->braced)
2439 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2441 (void) push_ob (mon, dir, op);
2442 }
2443 else
2444 {
2445 new_draw_info (0, 0, op, "You withhold your attack");
2446 }
2447 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op);
2449 }
2450
2451 /* If the object is a boulder or other rollable object, then
2452 * roll it if not braced. You can't roll it if you are braced.
2453 */
2454 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2455 {
2456 recursive_roll (mon, dir, op);
2457 if (action_makes_visible (op))
2458 make_visible (op);
2459 }
2460
2461 /* Any generic living creature. Including things like doors.
2462 * Way it works is like this: First, it must have some hit points
2463 * and be living. Then, it must be one of the following:
2464 * 1) Not a player, 2) A player, but of a different party. Note
2465 * that party_number -1 is no party, so attacks can still happen.
2466 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2469 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2470 {
2471
2472 /* If the player hasn't hit something this tick, and does
2473 * so, give them speed boost based on weapon speed. Doing
2474 * it here is better than process_players2, which basically
2475 * incurred a 1 tick offset.
2476 */
2477 if (!op->contr->has_hit)
2478 {
2479 op->speed_left += op->speed / op->contr->weapon_sp;
2480
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 }
2483
2484 skill_attack (mon, op, 0, NULL, NULL);
2485
2486 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is
2489 * the wiz.
2490 */
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 {
2493 short luck = mon->stats.luck;
2494
2495 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL);
2497 mon->stats.luck = luck;
2498 }
2499 if (action_makes_visible (op))
2500 make_visible (op);
2501 }
2502 } /* if player should attack something */
2503 }
2504
2505 int
2506 move_player (object *op, int dir)
2507 {
2508 int pick;
2509
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2511 return 0;
2512
2513 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9))
2515 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0;
2518 }
2519
2520 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2523
2524 op->facing = dir;
2525
2526 if (op->hide)
2527 do_hidden_move (op);
2528
2529 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2530 /*nop */ ;
2531 else if (op->contr->fire_on)
2532 fire (op, dir);
2533 else
2534 {
2535 move_player_attack (op, dir);
2536 pick = check_pick (op);
2537 }
2538
2539 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing.
2541 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir;
2545 }
2546 else
2547 {
2548 op->direction = 0;
2549 }
2550 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities
2552 * for players.
2553 */
2554 animate_object (op, op->facing);
2555 return 0;
2556 }
2557
2558 /* This is similar to handle_player, below, but is only used by the
2559 * new client/server stuff.
2560 * This is sort of special, in that the new client/server actually uses
2561 * the new speed values for commands.
2562 *
2563 * Returns true if there are more actions we can do.
2564 */
2565 int
2566 handle_newcs_player (object *op)
2567 {
2568 if (op->contr->hidden)
2569 {
2570 op->invisible = 1000;
2571 /* the socket code flashes the player visible/invisible
2572 * depending on the value of invisible, so we need to
2573 * alternate it here for it to work correctly.
2574 */
2575 if (pticks & 2)
2576 op->invisible--;
2577 }
2578 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2579 {
2580 op->invisible--;
2581 if (!op->invisible)
2582 {
2583 make_visible (op);
2584 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2585 }
2586 }
2587
2588 if (QUERY_FLAG (op, FLAG_SCARED))
2589 {
2590 flee_player (op);
2591 /* If player is still scared, that is his action for this tick */
2592 if (QUERY_FLAG (op, FLAG_SCARED))
2593 {
2594 op->speed_left--;
2595 return 0;
2596 }
2597 }
2598
2599 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer.
2603 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2606 {
2607 op->contr->ranges[range_golem] = NULL;
2608 op->contr->golem_count = 0;
2609 }
2610
2611 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here.
2614 */
2615 HandleClient (&op->contr->socket, op->contr);
2616 if (op->speed_left < 0)
2617 return 0;
2618
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 {
2621 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--;
2623
2624 /* Instead of all the stuff below, let move_player take care
2625 * of it. Also, some of the skill stuff is only put in
2626 * there, as well as the confusion stuff.
2627 */
2628 move_player (op, op->direction);
2629 if (op->speed_left > 0)
2630 return 1;
2631 else
2632 return 0;
2633 }
2634 return 0;
2635 }
2636
2637 int
2638 save_life (object *op)
2639 {
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0;
2644
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2650 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp);
2653 free_object (tmp);
2654 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food < 0)
2658 op->stats.food = 999;
2659 fix_player (op);
2660 return 1;
2661 }
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */
2665 return 0;
2666 }
2667
2668 /* This goes throws the inventory and removes unpaid objects, and puts them
2669 * back in the map (location and map determined by values of env). This
2670 * function will descend into containers. op is the object to start the search
2671 * from.
2672 */
2673 void
2674 remove_unpaid_objects (object *op, object *env)
2675 {
2676 object *next;
2677
2678 while (op)
2679 {
2680 next = op->below; /* Make sure we have a good value, in case
2681 * we remove object 'op'
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0);
2691 }
2692 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env);
2694 op = next;
2695 }
2696 }
2697
2698
2699 /*
2700 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the
2703 * best, a misc file for object actions is probably better,
2704 * but there isn't one in the server directory.
2705 */
2706 char *
2707 gravestone_text (object *op)
2708 {
2709 static char buf2[MAX_BUF];
2710 char buf[MAX_BUF];
2711 time_t now = time (NULL);
2712
2713 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else
2717 sprintf (buf, "%s\n", &op->name);
2718 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf);
2720 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2724 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf);
2726 if (op->type == PLAYER)
2727 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf);
2731 }
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf);
2735 return buf2;
2736 }
2737
2738
2739
2740 void
2741 do_some_living (object *op)
2742 {
2743 int last_food = op->stats.food;
2744 int gen_hp, gen_sp, gen_grace;
2745 int over_hp, over_sp, over_grace;
2746 int i;
2747 int rate_hp = 1200;
2748 int rate_sp = 2500;
2749 int rate_grace = 2000;
2750 const int max_hp = 1;
2751 const int max_sp = 1;
2752 const int max_grace = 1;
2753
2754 if (op->contr->outputs_sync)
2755 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]);
2759 }
2760
2761 if (op->contr->state == ST_PLAYING)
2762 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else
2769 {
2770 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 }
2773 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else
2776 {
2777 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 }
2780 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else
2783 {
2784 gen_grace = op->stats.maxgrace;
2785 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786 }
2787
2788 /* Regenerate Spell Points */
2789 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2790 {
2791 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2792 if (op->stats.sp < op->stats.maxsp)
2793 {
2794 op->stats.sp++;
2795 /* dms do not consume food */
2796 if (!QUERY_FLAG (op, FLAG_WIZ))
2797 {
2798 op->stats.food--;
2799 if (op->contr->digestion < 0)
2800 op->stats.food += op->contr->digestion;
2801 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802 op->stats.food = last_food;
2803 }
2804 }
2805 if (max_sp > 1)
2806 {
2807 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0)
2809 {
2810 if (op->stats.sp < op->stats.maxsp)
2811 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--;
2815 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp;
2817 }
2818 op->last_sp = 0;
2819 }
2820 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 }
2825 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2829 }
2830
2831 /* Regenerate Grace */
2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833 if (--op->last_grace < 0)
2834 {
2835 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */
2837 if (max_grace > 1)
2838 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0)
2841 {
2842 op->stats.sp += over_grace
2843 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2844 op->last_grace = 0;
2845 }
2846 else
2847 {
2848 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2849 }
2850 }
2851 else
2852 {
2853 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2854 }
2855 /* wearing stuff doesn't detract from grace generation. */
2856 }
2857
2858 /* Regenerate Hit Points */
2859 if (--op->last_heal < 0)
2860 {
2861 if (op->stats.hp < op->stats.maxhp)
2862 {
2863 op->stats.hp++;
2864 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 {
2867 op->stats.food--;
2868 if (op->contr->digestion < 0)
2869 op->stats.food += op->contr->digestion;
2870 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871 op->stats.food = last_food;
2872 }
2873 }
2874 if (max_hp > 1)
2875 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0)
2878 {
2879 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2880 op->last_heal = 0;
2881 }
2882 else
2883 {
2884 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2885 }
2886 }
2887 else
2888 {
2889 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2890 }
2891 }
2892
2893 /* Digestion */
2894 if (--op->last_eat < 0)
2895 {
2896 #ifdef COZY_SERVER
2897 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2898 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2899 #else
2900 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2901 #endif
2902
2903 if (op->contr->gen_hp > 0)
2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2905 else
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2907 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--;
2910 }
2911 }
2912
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2914 {
2915 object *tmp, *flesh = NULL;
2916
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2918 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922 {
2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2924 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break;
2927 }
2928 else if (tmp->type == FLESH)
2929 flesh = tmp;
2930 } /* End if paid for object */
2931 } /* end of for loop */
2932 /* If player is still starving, it means they don't have any food, so
2933 * eat flesh instead.
2934 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 {
2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2938 manual_apply (op, flesh, 0);
2939 }
2940 } /* end if player is starving */
2941
2942 while (op->stats.food < 0 && op->stats.hp > 0)
2943 op->stats.food++, op->stats.hp--;
2944
2945 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2946 kill_player (op);
2947 }
2948
2949
2950
2951 /* If the player should die (lack of hp, food, etc), we call this.
2952 * op is the player in jeopardy. If the player can not be saved (not
2953 * permadeath, no lifesave), this will take care of removing the player
2954 * file.
2955 */
2956 void
2957 kill_player (object *op)
2958 {
2959 char buf[MAX_BUF];
2960 int x, y;
2961
2962 //int i;
2963 mapstruct *map; /* this is for resurrection */
2964
2965 /* int z;
2966 int num_stats_lose;
2967 int lost_a_stat;
2968 int lose_this_stat;
2969 int this_stat; */
2970 int will_kill_again;
2971 archetype *at;
2972 object *tmp;
2973
2974 if (save_life (op))
2975 return;
2976
2977
2978 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2979 * in cities ONLY!!! It is very important that this doesn't get abused.
2980 * Look at op_on_battleground() for more info --AndreasV
2981 */
2982 if (op_on_battleground (op, &x, &y))
2983 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2985 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986
2987 /* restore player */
2988 at = find_archetype ("poisoning");
2989 tmp = present_arch_in_ob (at, op);
2990 if (tmp)
2991 {
2992 remove_ob (tmp);
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 }
2996
2997 at = find_archetype ("confusion");
2998 tmp = present_arch_in_ob (at, op);
2999 if (tmp)
3000 {
3001 remove_ob (tmp);
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 }
3005
3006 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0)
3009 op->stats.food = 999;
3010
3011 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger"));
3013 if (tmp != NULL)
3014 {
3015 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n"
3018 " the %s, when he was defeated at\n level %d by %s.\n",
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020 tmp->msg = buf;
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3022 tmp->materialname = NULL;
3023 tmp->x = op->x, tmp->y = op->y;
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 }
3026
3027 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0;
3030 return;
3031 }
3032
3033 INVOKE_PLAYER (DEATH, op->contr);
3034
3035 command_kill_pets (op, 0);
3036
3037 if (op->stats.food < 0)
3038 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.food = 999;
3044 return;
3045 }
3046 sprintf (buf, "%s starved to death.", &op->name);
3047 strcpy (op->contr->killer, "starvation");
3048 }
3049 else
3050 {
3051 if (op->contr->explore)
3052 {
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3055 op->stats.hp = op->stats.maxhp;
3056 return;
3057 }
3058 sprintf (buf, "%s died.", &op->name);
3059 }
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3061
3062 /* save the map location for corpse, gravestone */
3063 x = op->x;
3064 y = op->y;
3065 map = op->map;
3066
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * life if they are dead - it takes some exp and a random stat.
3072 * See the config.h file for a little more in depth detail about this.
3073 */
3074
3075 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect
3077 * of death.
3078 */
3079 #ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* If stat loss is permanent, lose one stat only. */
3083 /* Lower level chars don't lose as many stats because they suffer
3084 more if they do. */
3085 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */
3088 /* GD */
3089 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1;
3091 else
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093 }
3094 else
3095 {
3096 num_stats_lose = 1;
3097 }
3098 lost_a_stat = 0;
3099
3100 for (z = 0; z < num_stats_lose; z++)
3101 {
3102 i = RANDOM () % NUM_STATS;
3103
3104 if (settings.stat_loss_on_death)
3105 {
3106 /* Pick a random stat and take a point off it. Tell the player
3107 * what he lost.
3108 */
3109 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1;
3115 }
3116 else
3117 {
3118 /* deplete a stat */
3119 archetype *deparch = find_archetype ("depletion");
3120 object *dep;
3121
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 {
3125 dep = arch_to_object (deparch);
3126 insert_ob_in_ob (dep, op);
3127 }
3128 lose_this_stat = 1;
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 if (this_stat < 0)
3135 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */
3170 if (this_stat >= -50)
3171 {
3172 change_attr_value (&(dep->stats), i, -1);
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 lost_a_stat = 1;
3177 }
3178 }
3179 }
3180 }
3181 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat)
3183 {
3184 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */
3186 const char *god = determine_god (op);
3187
3188 if (god && (strcmp (god, "none")))
3189 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
3190 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
3192 }
3193 #endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195
3196 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone.
3198 */
3199 tmp = arch_to_object (find_archetype ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf;
3204 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3205 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0);
3208
3209 /**************************************/
3210 /* */
3211 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */
3214 /* */
3215
3216 /**************************************/
3217
3218 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */
3220 at = find_archetype ("poisoning");
3221 tmp = present_arch_in_ob (at, op);
3222 if (tmp)
3223 {
3224 remove_ob (tmp);
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 }
3228
3229 at = find_archetype ("confusion");
3230 tmp = present_arch_in_ob (at, op);
3231 if (tmp)
3232 {
3233 remove_ob (tmp);
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 }
3237 cure_disease (op, 0); /* remove any disease */
3238
3239 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100)
3242 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246
3247 /*
3248 * Check to see if the player is in a shop. IF so, then check to see if
3249 * the player has any unpaid items. If so, remove them and put them back
3250 * in the map.
3251 */
3252
3253 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op);
3255
3256 /****************************************/
3257 /* */
3258 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */
3260 /* */
3261
3262 /****************************************/
3263
3264 enter_player_savebed (op);
3265
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0;
3270 save_player (op, 1);
3271
3272 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player.
3276 */
3277 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype;
3282 }
3283 if (will_kill_again)
3284 {
3285 object *force;
3286 int at;
3287
3288 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1;
3291 force->speed_left = -5.0;
3292 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100;
3297 }
3298 insert_ob_in_ob (force, op);
3299 fix_player (op);
3300
3301 }
3302
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 {
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311
3312 op->contr->party = NULL;
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371 }
3372
3373
3374 void
3375 loot_object (object *op)
3376 { /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next;
3378
3379 if (op->container)
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container);
3382 }
3383
3384 for (tmp = op->inv; tmp != NULL; tmp = next)
3385 {
3386 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible)
3388 continue;
3389 remove_ob (tmp);
3390 tmp->x = op->x, tmp->y = op->y;
3391 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */
3393 loot_object (tmp);
3394 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3396 {
3397 if (tmp->nrof > 1)
3398 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2);
3401 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 }
3403 else
3404 free_object (tmp);
3405 }
3406 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 }
3409 }
3410
3411 /*
3412 * fix_weight(): Check recursively the weight of all players, and fix
3413 * what needs to be fixed. Refresh windows and fix speed if anything
3414 * was changed.
3415 */
3416
3417 void
3418 fix_weight (void)
3419 {
3420 player *pl;
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425
3426 if (old == sum)
3427 continue;
3428 fix_player (pl->ob);
3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3430 }
3431 }
3432
3433 void
3434 fix_luck (void)
3435 {
3436 player *pl;
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state)
3440 change_luck (pl->ob, 0);
3441 }
3442
3443
3444 /* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object.
3447 */
3448
3449 void
3450 cast_dust (object *op, object *throw_ob, int dir)
3451 {
3452 object *skop, *spob;
3453
3454 skop = find_skill_by_name (op, throw_ob->skill);
3455
3456 /* casting POTION 'dusts' is really a use_magic_item skill */
3457 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3458 {
3459 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3460 return;
3461 }
3462
3463 spob = throw_ob->inv;
3464
3465 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3466 // not pass NULL to cast_spell (which did indeed check itself, but
3467 // errors should be reported as early as possible IMHO)
3468 if (!spob)
3469 {
3470 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3471 return;
3472 }
3473
3474 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476
3477 cast_spell (op, throw_ob, dir, spob, NULL);
3478
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482 }
3483
3484 void
3485 make_visible (object *op)
3486 {
3487 op->hide = 0;
3488 op->invisible = 0;
3489 if (op->type == PLAYER)
3490 {
3491 op->contr->tmp_invis = 0;
3492 op->contr->invis_race = 0;
3493 }
3494 update_object (op, UP_OBJ_FACE);
3495 }
3496
3497 int
3498 is_true_undead (object *op)
3499 {
3500 object *tmp = NULL;
3501
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503 return 1;
3504
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0;
3511 }
3512
3513 /* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels
3515 * indicate greater hideability.
3516 */
3517
3518 int
3519 hideability (object *ob)
3520 {
3521 int i, level = 0, mflag;
3522 sint16 x, y;
3523
3524 if (!ob || !ob->map)
3525 return 0;
3526
3527 /* so, on normal lighted maps, its hard to hide */
3528 level = ob->map->darkness - 2;
3529
3530 /* this also picks up whether the object is glowing.
3531 * If you carry a light on a non-dark map, its not
3532 * as bad as carrying a light on a pitch dark map */
3533 if (has_carried_lights (ob))
3534 level = -(10 + (2 * ob->map->darkness));
3535
3536 /* scan through all nearby squares for terrain to hide in */
3537 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3538 {
3539 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3540 if (mflag & P_OUT_OF_MAP)
3541 {
3542 continue;
3543 }
3544 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3545 level += 2;
3546 else /* open terrain! */
3547 level -= 1;
3548 }
3549
3550 #if 0
3551 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3552 #endif
3553 return level;
3554 }
3555
3556 /* For Hidden creatures - a chance of becoming 'unhidden'
3557 * every time they move - as we subtract off 'invisibility'
3558 * AND, for players, if they move into a ridiculously unhideable
3559 * spot (surrounded by clear terrain in broad daylight). -b.t.
3560 */
3561
3562 void
3563 do_hidden_move (object *op)
3564 {
3565 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3566 object *skop;
3567
3568 if (!op || !op->map)
3569 return;
3570
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572
3573 /* its *extremely* hard to run and sneak/hide at the same time! */
3574 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level)
3577 {
3578 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3579 make_visible (op);
3580 return;
3581 }
3582 else
3583 num += 20;
3584 }
3585 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide;
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 {
3590 make_visible (op);
3591 if (op->type == PLAYER)
3592 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3593 }
3594 else if (op->type == PLAYER && skop)
3595 {
3596 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3597 }
3598 }
3599
3600 /* determine if who is standing near a hostile creature. */
3601
3602 int
3603 stand_near_hostile (object *who)
3604 {
3605 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m;
3608 sint16 x, y;
3609
3610 if (!who)
3611 return 0;
3612
3613 if (who->type == PLAYER)
3614 player = 1;
3615
3616 else
3617 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3618
3619 /* search adjacent squares */
3620 for (i = 1; i < 9; i++)
3621 {
3622 x = who->x + freearr_x[i];
3623 y = who->y + freearr_y[i];
3624 m = who->map;
3625 mflags = get_map_flags (m, &m, x, y, &x, &y);
3626 /* space must be blocked if there is a monster. If not
3627 * blocked, don't need to check this space.
3628 */
3629 if (mflags & P_OUT_OF_MAP)
3630 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue;
3633
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3635 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1;
3638 else if (tmp->type == PLAYER)
3639 {
3640 /*don't let a hidden DM prevent you from hiding */
3641 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3642 return 1;
3643 }
3644 }
3645 }
3646 return 0;
3647 }
3648
3649 /* check the player los field for viewability of the
3650 * object op. This function works fine for monsters,
3651 * but we dont worry if the object isnt the top one in
3652 * a pile (say a coin under a table would return "viewable"
3653 * by this routine). Another question, should we be
3654 * concerned with the direction the player is looking
3655 * in? Realistically, most of use cant see stuff behind
3656 * our backs...on the other hand, does the "facing" direction
3657 * imply the way your head, or body is facing? Its possible
3658 * for them to differ. Sigh, this fctn could get a bit more complex.
3659 * -b.t.
3660 * This function is now map tiling safe.
3661 */
3662
3663 int
3664 player_can_view (object *pl, object *op)
3665 {
3666 rv_vector rv;
3667 int dx, dy;
3668
3669 if (pl->type != PLAYER)
3670 {
3671 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1;
3673 }
3674 if (!pl || !op)
3675 return 0;
3676
3677 if (op->head)
3678 {
3679 op = op->head;
3680 }
3681 get_rangevector (pl, op, &rv, 0x1);
3682
3683 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any
3685 * part that is in the los array but isnt on
3686 * a blocked los square.
3687 * we use the archetype to figure out offsets.
3688 */
3689 while (op)
3690 {
3691 dx = rv.distance_x + op->arch->clone.x;
3692 dy = rv.distance_y + op->arch->clone.y;
3693
3694 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values.
3697 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3701 return 1;
3702 op = op->more;
3703 }
3704 return 0;
3705 }
3706
3707 /* routine for both players and monsters. We call this when
3708 * there is a possibility for our action distrubing our hiding
3709 * place or invisiblity spell. Artefact invisiblity is not
3710 * effected by this. If we arent invisible to begin with, we
3711 * return 0.
3712 */
3713 int
3714 action_makes_visible (object *op)
3715 {
3716
3717 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3718 {
3719 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3720 return 0;
3721
3722 if (op->contr && op->contr->tmp_invis == 0)
3723 return 0;
3724
3725 /* If monsters, they should become visible */
3726 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3727 {
3728 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3729 return 1;
3730 }
3731 }
3732 return 0;
3733 }
3734
3735 /* op_on_battleground - checks if the given object op (usually
3736 * a player) is standing on a valid battleground-tile,
3737 * function returns TRUE/FALSE. If true x, y returns the battleground
3738 * -exit-coord. (and if x, y not NULL)
3739 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3740 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3741 * Default is to do the same as before, so only people wanting to have different points need worry about this
3742 */
3743 int
3744 op_on_battleground (object *op, int *x, int *y)
3745 {
3746 object *tmp;
3747
3748 /* A battleground-tile needs the following attributes to be valid:
3749 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3750 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3751 * and the exit-coordinates sp/hp must both be > 0.
3752 * => The intention here is to prevent abuse of the battleground-
3753 * feature (like pickable or hidden battleground tiles). */
3754 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3755 {
3756 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3757 {
3758 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3759 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3760 {
3761 /*before we assign the exit, check if this is a teambattle */
3762 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3763 {
3764 object *invtmp;
3765
3766 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3767 {
3768 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3769 {
3770 if (x != NULL && y != NULL)
3771 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3772 return 1;
3773 }
3774 }
3775 }
3776 if (x != NULL && y != NULL)
3777 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3778 return 1;
3779 }
3780 }
3781 }
3782 /* If we got here, did not find a battleground */
3783 return 0;
3784 }
3785
3786 /*
3787 * When a dragon-player gains a new stage of evolution,
3788 * he gets some treasure
3789 *
3790 * attributes:
3791 * object *who the dragon player
3792 * int atnr the attack-number of the ability focus
3793 * int level ability level
3794 */
3795 void
3796 dragon_ability_gain (object *who, int atnr, int level)
3797 {
3798 treasurelist *trlist = NULL; /* treasurelist */
3799 treasure *tr; /* treasure */
3800 object *tmp, *skop; /* tmp. object */
3801 object *item; /* treasure object */
3802 char buf[MAX_BUF]; /* tmp. string buffer */
3803 int i = 0, j = 0;
3804
3805 /* get the appropriate treasurelist */
3806 if (atnr == ATNR_FIRE)
3807 trlist = find_treasurelist ("dragon_ability_fire");
3808 else if (atnr == ATNR_COLD)
3809 trlist = find_treasurelist ("dragon_ability_cold");
3810 else if (atnr == ATNR_ELECTRICITY)
3811 trlist = find_treasurelist ("dragon_ability_elec");
3812 else if (atnr == ATNR_POISON)
3813 trlist = find_treasurelist ("dragon_ability_poison");
3814
3815 if (trlist == NULL || who->type != PLAYER)
3816 return;
3817
3818 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3819
3820 if (tr == NULL || tr->item == NULL)
3821 {
3822 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3823 return;
3824 }
3825
3826 /* everything seems okay - now bring on the gift: */
3827 item = &(tr->item->clone);
3828
3829 if (item->type == SPELL)
3830 {
3831 if (check_spell_known (who, item->name))
3832 return;
3833
3834 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3835 do_learn_spell (who, item, 0);
3836 return;
3837 }
3838
3839 /* grant direct spell */
3840 if (item->type == SPELLBOOK)
3841 {
3842 if (!item->inv)
3843 {
3844 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3845 return;
3846 }
3847 if (check_spell_known (who, item->inv->name))
3848 return;
3849 if (item->invisible)
3850 {
3851 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3852 do_learn_spell (who, item->inv, 0);
3853 return;
3854 }
3855 }
3856 else if (item->type == SKILL_TOOL && item->invisible)
3857 {
3858 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3859 {
3860
3861 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3862 * in this way, if the player is missing any of the attacktypes, he gets
3863 * them. As it is now, if the player has any that match the granted skill,
3864 * but not all of them, he gets nothing.
3865 */
3866 if (!(skop->attacktype & item->attacktype))
3867 {
3868 /* Give new attacktype */
3869 skop->attacktype |= item->attacktype;
3870
3871 /* always add physical if there's none */
3872 skop->attacktype |= AT_PHYSICAL;
3873
3874 if (item->msg != NULL)
3875 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3876
3877 /* Give player new face */
3878 if (item->animation_id)
3879 {
3880 who->face = skop->face;
3881 who->animation_id = item->animation_id;
3882 who->anim_speed = item->anim_speed;
3883 who->last_anim = 0;
3884 who->state = 0;
3885 animate_object (who, who->direction);
3886 }
3887 }
3888 }
3889 }
3890 else if (item->type == FORCE)
3891 {
3892 /* forces in the treasurelist can alter the player's stats */
3893 object *skin;
3894
3895 /* first get the dragon skin force */
3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3897 if (skin == NULL)
3898 return;
3899
3900 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 {
3903 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3904
3905 /* print message */
3906 sprintf (buf, "You feel attuned to ");
3907 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3908 {
3909 if (item->path_attuned & (1 << i))
3910 {
3911 if (j)
3912 strcat (buf, " and ");
3913 else
3914 j = 1;
3915 strcat (buf, spellpathnames[i]);
3916 }
3917 }
3918 strcat (buf, ".");
3919 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3920 }
3921
3922 /* evtl. adding flags: */
3923 if (QUERY_FLAG (item, FLAG_XRAYS))
3924 SET_FLAG (skin, FLAG_XRAYS);
3925 if (QUERY_FLAG (item, FLAG_STEALTH))
3926 SET_FLAG (skin, FLAG_STEALTH);
3927 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3928 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3929
3930 /* print message if there is one */
3931 if (item->msg != NULL)
3932 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3933 }
3934 else
3935 {
3936 /* generate misc. treasure */
3937 tmp = arch_to_object (tr->item);
3938 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3939 tmp = insert_ob_in_ob (tmp, who);
3940 if (who->type == PLAYER)
3941 esrv_send_item (who, tmp);
3942 }
3943 }
3944
3945 /**
3946 * Unready an object for a player. This function does nothing if the object was
3947 * not readied.
3948 */
3949 void
3950 player_unready_range_ob (player *pl, object *ob)
3951 {
3952 rangetype i;
3953
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3955 {
3956 if (pl->ranges[i] == ob)
3957 {
3958 pl->ranges[i] = NULL;
3959 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none;
3962 }
3963 }
3964 }
3965 }