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/cvs/deliantra/server/server/player.C
Revision: 1.37
Committed: Thu Dec 14 02:37:37 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +1 -1 lines
Log Message:
moar\! rewrite\!

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