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/cvs/deliantra/server/server/player.C
Revision: 1.34
Committed: Wed Dec 13 03:28:42 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +4 -4 lines
Log Message:
further cleanups and oofication

File Contents

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