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/cvs/deliantra/server/server/player.C
Revision: 1.32
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +31 -31 lines
Log Message:
replace some function- by method-calls

File Contents

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