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/cvs/deliantra/server/server/player.C
Revision: 1.52
Committed: Thu Dec 21 23:37:06 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +39 -36 lines
Log Message:
- made state a per-client variable
  (that does not magically make state a per-client thing!)
- rename player->socket to player->ns. its not a good name for "client",
  but it is an historical artifact, and better than "socket".

File Contents

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