ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.35
Committed: Thu Dec 14 00:01:35 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +2 -1 lines
Log Message:
- further cleanup and rewrite
- fix a potential crash in "lock" and "mark" packets

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