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/cvs/deliantra/server/server/player.C
Revision: 1.43
Committed: Sat Dec 16 03:08:26 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +1 -1 lines
Log Message:
- socket i/o is completely asynchronous now
- some command sare handled immediately
- others (most palying related commands) are queued
  for later (as of now synchronous) processing
- specifying a max queue length (in seconds) is possible, but disabled
- also add some syntax sugar for network code

File Contents

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