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/cvs/deliantra/server/server/player.C
Revision: 1.14
Committed: Sun Sep 3 00:18:42 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +51 -70 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.13 2006-09-01 14:12:04 pippijn Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #ifndef WIN32 /* ---win32 remove headers */
31 #include <pwd.h>
32 #endif
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <sounds.h>
37 #include <living.h>
38 #include <object.h>
39 #include <spells.h>
40 #include <skills.h>
41 #include <newclient.h>
42
43 #ifdef COZY_SERVER
44 extern int same_party (partylist *a, partylist *b);
45 #endif
46
47 player *find_player(const char *plname)
48 {
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56 }
57
58 player* find_player_partial_name( const char* plname )
59 {
60 player* pl;
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82 void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
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 send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131 }
132
133 void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179 }
180
181 int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189 }
190
191 /* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196 /* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202 static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 }
225
226 /* Clears basically the entire player structure except
227 * for next and socket.
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231
232 /* There are some elements we want initialized to non zero value -
233 * we deal with that below this point.
234 */
235 p->party=NULL;
236 p->outputs_sync=16; /* Every 2 seconds */
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice;
239 p->Swap_First = -1;
240
241 #ifdef AUTOSAVE
242 p->last_save_tick = 9999999;
243 #endif
244
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
246
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297 }
298
299
300 /* This loads the first map an puts the player on it. */
301 static void set_first_map(object *op)
302 {
303 strcpy(op->contr->maplevel, first_map_path);
304 op->x = -1;
305 op->y = -1;
306 enter_exit(op, NULL);
307 }
308
309 /* Tries to add player on the connection passwd in ns.
310 * All we can really get in this is some settings like host and display
311 * mode.
312 */
313
314 int add_player(NewSocket *ns) {
315 player *p;
316
317 p=get_player(NULL);
318 p->socket = *ns;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
320 if(p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob);
329
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0;
337 }
338
339 /*
340 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype!
343 */
344 archetype *get_player_archetype(archetype* at)
345 {
346 archetype *start = at;
347 for (;;) {
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 }
359 }
360
361
362 object *get_nearest_player(object *mon) {
363 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol;
366 unsigned lastdist;
367 rv_vector rv;
368
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
370 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv))
395 continue;
396
397 if(lastdist>rv.distance) {
398 op=ol->ob;
399 lastdist=rv.distance;
400 }
401 }
402 for (pl=first_player; pl != NULL; pl=pl->next) {
403 if (can_detect_enemy(mon, pl->ob,&rv)) {
404
405 if(lastdist>rv.distance) {
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 }
410 }
411 #if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)");
413 #endif
414 return op;
415 }
416
417 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking
420 * for a path to the player. The values are in the amount of direction
421 * the deviation is
422 */
423 #define DETOUR_AMOUNT 2
424
425 /* This is used to prevent infinite loops. Consider a case where the
426 * player is in a chamber (with gate closed), and monsters are outside.
427 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
428 * find a path into the chamber. This is a good thing, but since there
429 * is no real path, it will just keep circling the chamber for
430 * ever (this could be a nice effect for monsters, but not for the function
431 * to get stuck in. I think for the monsters, if max is reached and
432 * we return the first direction the creature could move would result in the
433 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing.
436 */
437 #define MAX_SPACES 50
438
439
440 /*
441 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that
444 * direction to player is changed (ie zig or zag). Continue zig zag until either
445 * reach player or path is blocked. Thus, will only return true if there is a free
446 * path to player. Though path may not be a straight line. Note that it will find
447 * player hiding along a corridor at right angles to the corridor with the monster.
448 *
449 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
450 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
451 * down corriders.
452 * 2) I think the old code was broken if the first direction the monster
453 * should move was blocked - the code would store the first direction without
454 * verifying that the player can actually move in that direction. The new
455 * code does not store anything in firstdir until we have verified that the
456 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself.
460 */
461 int path_to_player(object *mon, object *pl, unsigned mindiff) {
462 rv_vector rv;
463 sint16 x,y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap;
466
467 get_rangevector(mon, pl, &rv, 0);
468
469 if (rv.distance<mindiff) return 0;
470
471 x=mon->x;
472 y=mon->y;
473 m=mon->map;
474 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
477 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0;
479 while (diff >1 && max>0) {
480 lastx = x;
481 lasty = y;
482 lastmap = m;
483 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir];
485
486 mflags = get_map_flags(m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
488
489 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) {
492 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before.
494 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) {
497 /* OK - says direction should be different - lets reset the
498 * the values so it will try again.
499 */
500 x = lastx;
501 y = lasty;
502 m = lastmap;
503 dir = firstdir = rv.direction;
504 } else {
505 /* direct path is blocked - try taking a side step to
506 * either the left or right.
507 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth
512 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
514 if (i==0) continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in
517 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully
524 * moved.
525 */
526
527 x = lastx + freearr_x[absdir(lastdir+i)];
528 y = lasty + freearr_y[absdir(lastdir+i)];
529 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
534 if (mflags & P_BLOCKSVIEW) continue;
535
536 if (m == mon->map && blocked_link(mon, m, x, y)) break;
537 }
538 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path.
540 */
541 if (i==(DETOUR_AMOUNT+1))
542 return 0;
543 diff--;
544 lastdir=dir;
545 max--;
546 if (!firstdir) firstdir = dir+i;
547 } /* else check alternate directions */
548 } /* if blocked */
549 else {
550 /* we moved towards creature, so diff is less */
551 diff--;
552 max--;
553 lastdir=dir;
554 if (!firstdir) firstdir = dir;
555 }
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance.
559 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
562 }
563 if (diff>max) return 0;
564 }
565 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0;
567
568 return firstdir;
569 }
570
571 void give_initial_items(object *pl,treasurelist *items) {
572 object *op,*next=NULL;
573
574 if(pl->randomitems!=NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
576
577 for (op=pl->inv; op; op=next) {
578 next = op->below;
579
580 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way
582 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED);
585
586 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions
588 */
589 if (pl->type == PLAYER) {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) ||
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 }
600 }
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue;
620 }
621 if (op->nrof > 1) op->nrof = 1;
622 }
623
624 if (op->type == SPELLBOOK && op->inv) {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
626 }
627
628 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be
630 * merged properly.
631 */
632 if (need_identify(op)) {
633 SET_FLAG(op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED);
636 }
637 if(op->type==SPELL) {
638 remove_ob(op);
639 free_object(op);
640 continue;
641 }
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0;
645 op->level = 1;
646 }
647 /* lock all 'normal items by default */
648 else SET_FLAG(op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */
650
651 /* Need to set up the skill pointers */
652 link_player_skills(pl);
653 }
654
655 void get_name(object *op) {
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659 }
660
661 void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665 }
666
667 void play_again(object *op)
668 {
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687 }
688
689
690 int receive_play_again(object *op, char key)
691 {
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718 }
719
720 void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725 }
726
727 void get_party_password(object *op, partylist *party) {
728 if (party == NULL) {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return;
731 }
732 op->contr->write_buf[0]='\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736 }
737
738
739 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
740 int roll_stat(void) {
741 int a[4],i,j,k;
742
743 for(i=0;i<4;i++)
744 a[i]=(int)RANDOM()%6+1;
745
746 for(i=0,j=0,k=7;i<4;i++)
747 if(a[i]<k)
748 k=a[i],j=i;
749
750 for(i=0,k=0;i<4;i++) {
751 if(i!=j)
752 k+=a[i];
753 }
754 return k;
755 }
756
757 void roll_stats(object *op) {
758 int sum=0;
759 int i = 0, j = 0;
760 int statsort[7];
761
762 do {
763 op->stats.Str=roll_stat();
764 op->stats.Dex=roll_stat();
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774
775 /* Sort the stats so that rerolling is easier... */
776 statsort[0] = op->stats.Str;
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783
784 /* a quick and dirty bubblesort? */
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0;
815 op->stats.ac=0;
816
817 op->contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3;
820
821 fix_player(op);
822 op->stats.hp = op->stats.maxhp;
823 op->stats.sp = op->stats.maxsp;
824 op->stats.grace = op->stats.maxgrace;
825 op->contr->orig_stats=op->stats;
826 }
827
828 void Roll_Again(object *op)
829 {
830 esrv_new_player(op->contr, 0);
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832 }
833
834 void Swap_Stat(object *op,int Swap_Second)
835 {
836 signed char tmp;
837 char buf[MAX_BUF];
838
839 if ( op->contr->Swap_First == -1 ) {
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf);
855 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878 }
879
880
881 /* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888 int key_roll_stat(object *op, char key)
889 {
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf);
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915 #if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920 #endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946 }
947
948 /* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE,
952 * not the class.
953 */
954
955 int key_change_class(object *op, char key)
956 {
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970
971 INVOKE_PLAYER (BIRTH, op->contr);
972 INVOKE_PLAYER (LOGIN, op->contr);
973
974 op->contr->state=ST_PLAYING;
975
976 if (op->msg)
977 op->msg=NULL;
978
979 /* We create this now because some of the unique maps will need it
980 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985 #ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987 #endif
988 start_info(op);
989 CLEAR_FLAG(op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op);
993 fix_player(op);
994
995 /* This moves the player to a different start map, if there
996 * is one for this race
997 */
998 if(*first_map_ext_path) {
999 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n");
1014 }
1015 return 0;
1016 }
1017
1018 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above.
1020 */
1021
1022 tmp_loop = 0;
1023 while(!tmp_loop) {
1024 shstr name = op->name;
1025 int x = op->x, y = op->y;
1026 remove_statbonus(op);
1027 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch);
1029 copy_object (&op->arch->clone, op);
1030 op->instantiate ();
1031 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name;
1033 op->x = x;
1034 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op);
1040 tmp_loop=allowed_class(op);
1041 }
1042 update_object(op,UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op);
1044 fix_player(op);
1045 op->stats.hp=op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp;
1047 op->stats.grace=0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052 }
1053
1054 int key_confirm_quit(object *op, char key)
1055 {
1056 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) {
1088 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf)))
1090 delete_map(mp);
1091 }
1092
1093 delete_character(op->name, 1);
1094 }
1095 play_again(op);
1096 return 1;
1097 }
1098
1099 void flee_player(object *op) {
1100 int dir,diff;
1101 rv_vector rv;
1102
1103 if(op->stats.hp < 0) {
1104 LOG(llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED);
1106 return;
1107 }
1108
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED);
1142 op->enemy=NULL;
1143 }
1144
1145
1146 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should
1148 * stop.
1149 */
1150 int check_pick(object *op) {
1151 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0;
1154 int j, k, wvratio;
1155 char putstring[128], tmpstr[16];
1156
1157
1158 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING)
1160 return 1;
1161
1162 op_tag = op->count;
1163
1164 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167
1168 /* loop while there are items on the floor that are not marked as
1169 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag))
1171 {
1172 tmp = next;
1173 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176
1177 if (was_destroyed (op, op_tag))
1178 return 0;
1179
1180 if ( ! can_pick (op, tmp))
1181 continue;
1182
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1184 {
1185 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) {
1192 switch (op->contr->mode) {
1193 case 0: return 1; /* don't pick up */
1194 case 1: pick_up (op, tmp);
1195 return 1;
1196 case 2: pick_up (op, tmp);
1197 return 0;
1198 case 3: return 0; /* stop before pickup */
1199 case 4: pick_up (op, tmp);
1200 break;
1201 case 5: pick_up (op, tmp);
1202 stop = 1;
1203 break;
1204 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp);
1208 break;
1209
1210 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp);
1213 break;
1214
1215 default:
1216 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp);
1222 }
1223 }
1224 else { /* old model */
1225 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 }
1249 }
1250 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252
1253 #if 0
1254 /* print the flags too */
1255 for(k=0;k<4;k++)
1256 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31);
1258 for(j=0;j<32;j++)
1259 {
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1261 if(!((j+1)%4))fprintf(stderr," ");
1262 }
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265 #endif
1266 }
1267 /* philosophy:
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415 #if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 }
1420 else fprintf(stderr,"%s",tmp->arch->name);
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423 #endif
1424 continue;
1425 }
1426 }
1427 } /* the new pickup model */
1428 }
1429 return ! stop;
1430 }
1431
1432 /*
1433 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the
1435 * found object is returned.
1436 */
1437 object *find_arrow(object *op, const char *type)
1438 {
1439 object *tmp = NULL;
1440
1441 for(op=op->inv; op; op=op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type &&
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type)
1446 return op;
1447 return tmp;
1448 }
1449
1450 /*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */
1456
1457 object *find_better_arrow(object *op, object *target, const char *type, int *better)
1458 {
1459 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i;
1461
1462 if (!type)
1463 return NULL;
1464
1465 for (arrow=op->inv; arrow; arrow=arrow->below) {
1466 if (arrow->type==CONTAINER && arrow->race==type &&
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1468 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i);
1470 if (i > betterby) {
1471 tmp = ntmp;
1472 betterby = i;
1473 }
1474 } else if (arrow->type==ARROW && arrow->race==type) {
1475 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL &&
1477 strstr(arrow->slaying, target->race)) {
1478 if (arrow->attacktype & AT_DEATH) {
1479 *better = 100;
1480 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 }
1485 } else {
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 }
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 }
1502 }
1503 }
1504 }
1505 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type);
1507
1508 *better = betterby;
1509 return tmp;
1510 }
1511
1512 /* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter
1515 * type = bow->race
1516 * dir = fire direction
1517 */
1518
1519 object *pick_arrow_target(object *op, const char *type, int dir)
1520 {
1521 object *tmp = NULL;
1522 mapstruct *m;
1523 int i, mflags, found, number;
1524 sint16 x, y;
1525
1526 if (op->map == NULL)
1527 return find_arrow(op, type);
1528
1529 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1532 return find_arrow(op, type);
1533
1534 m = op->map;
1535 x = op->x;
1536 y = op->y;
1537
1538 /* find the first target */
1539 for (i=0, found=0; i<20; i++) {
1540 x += freearr_x[dir];
1541 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1544 tmp = NULL;
1545 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 }
1563 if (tmp == NULL)
1564 return find_arrow(op, type);
1565
1566 if (tmp->head)
1567 tmp = tmp->head;
1568
1569 return find_better_arrow(op, tmp, type, &i);
1570 }
1571
1572 /*
1573 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise.
1575 * op is the object firing the bow.
1576 * part is for multipart creatures - the part firing the bow.
1577 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes.
1581 */
1582 int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1583 sint16 sx, sint16 sy)
1584 {
1585 object *left, *bow;
1586 tag_t left_tag, tag;
1587 int bowspeed, mflags;
1588 mapstruct *m;
1589
1590 if (!dir) {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0;
1593 }
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons.
1600 */
1601 if(bow->type==BOW)
1602 break;
1603
1604 if (!bow) {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0;
1607 }
1608 }
1609 if( !bow->race || !bow->skill) {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0;
1612 }
1613
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1624 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op,
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW);
1630 return 0;
1631 }
1632 }
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) {
1635 return 0;
1636 }
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1639 return 0;
1640 }
1641
1642 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) {
1644 remove_ob(arrow);
1645 free_object(arrow);
1646 return 0;
1647 }
1648
1649 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1);
1652 if (arrow == NULL) {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0;
1655 }
1656 set_owner(arrow, op);
1657 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup_local(arrow->slaying);
1674
1675 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper.
1677 */
1678
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682
1683 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688
1689 if (arrow->speed < 1.0)
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0;
1693
1694 if (op->type == PLAYER) {
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1701 } else {
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704
1705 arrow->level = op->level;
1706 }
1707 if (arrow->attacktype == AT_PHYSICAL)
1708 arrow->attacktype |= bow->attacktype;
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying;
1711
1712 arrow->map = m;
1713 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count;
1718 insert_ob_in_map(arrow, m, op, 0);
1719
1720 if (!was_destroyed(arrow, tag))
1721 move_arrow(arrow);
1722
1723 if (op->type == PLAYER) {
1724 if (was_destroyed (left, left_tag))
1725 esrv_del_item(op->contr, left_tag);
1726 else
1727 esrv_send_item(op, left);
1728 }
1729 return 1;
1730 }
1731
1732 /* Special fire code for players - this takes into
1733 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player,
1737 * hence the function name.
1738 */
1739 int player_fire_bow(object *op, int dir)
1740 {
1741 int ret=0, wcmod=0;
1742
1743 if (op->contr->bowtype == bow_bestarrow) {
1744 ret = fire_bow(op, op,
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1746 dir, 0, op->x, op->y);
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1;
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1751 op->x, op->y);
1752 } else if (op->contr->bowtype == bow_threewide) {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1756 } else if (op->contr->bowtype == bow_spreadshot) {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1760
1761 } else {
1762 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1764 }
1765 return ret;
1766 }
1767
1768
1769 /* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable.
1771 */
1772 void fire_misc_object(object *op, int dir)
1773 {
1774 object *item;
1775
1776 if (!op->contr->ranges[range_misc]) {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1778 return;
1779 }
1780
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1784 return;
1785 }
1786 if (item->type == WAND) {
1787 if(item->stats.food<=0) {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1790 return;
1791 }
1792 } else if (item->type == ROD || item->type==HORN) {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1795 if (item->type== ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1798 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "The %s needs more time to charge.", query_base_name(item,0));
1801 return;
1802 }
1803 }
1804
1805 if(cast_spell(op,item,dir,item->inv,NULL)) {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) {
1808 if (!(--item->stats.food)) {
1809 object *tmp;
1810 if (item->arch) {
1811 CLEAR_FLAG(item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face;
1813 item->speed = 0;
1814 update_ob_speed(item);
1815 }
1816 if ((tmp=is_player_inv(item)))
1817 esrv_update_item(UPD_ANIM, tmp, item);
1818 }
1819 }
1820 else if (item->type == ROD || item->type==HORN) {
1821 drain_rod_charge(item);
1822 }
1823 }
1824 }
1825
1826 /* Received a fire command for the player - go and do it.
1827 */
1828 void fire(object *op,int dir) {
1829 int spellcost=0;
1830
1831 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op);
1833
1834 switch(op->contr->shoottype) {
1835 case range_none:
1836 return;
1837
1838 case range_bow:
1839 player_fire_bow(op, dir);
1840 return;
1841
1842 case range_magic: /* Casting spells */
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1844 return;
1845
1846 case range_misc:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir );
1871 return;
1872 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1874 return;
1875 }
1876 }
1877
1878
1879
1880 /* find_key
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890
1891 object * find_key(object *pl, object *container, object *door)
1892 {
1893 object *tmp,*key;
1894
1895 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL;
1897
1898 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1900 if (door->type==DOOR && tmp->type==KEY) break;
1901 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys
1903 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1905 tmp->slaying==door->slaying) break;
1906 }
1907 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find
1910 * a key, return
1911 */
1912 if (!tmp) {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1914 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1917 }
1918 }
1919 if (!tmp) return NULL;
1920 }
1921 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it
1923 */
1924 if (pl!=container) {
1925 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL;
1927 /* cases where this fails:
1928 * If we only search the player inventory, return now since we
1929 * are not in the players inventory.
1930 * If the container is not active, return now since only active
1931 * containers can be used.
1932 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active.
1936 *
1937 * Change the color so that the message doesn't disappear with
1938 * all the others.
1939 */
1940 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys")))
1944 ) {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door",
1947 query_name(tmp), query_name(container));
1948 return NULL;
1949 }
1950 }
1951 return tmp;
1952 }
1953
1954 /* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more,
1957 * 0 otherwise
1958 */
1959 static int player_attack_door(object *op, object *door)
1960 {
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code.
1965 */
1966 object *key=find_key(op, op, door);
1967
1968 /* IF we found a key, do some extra work */
1969 if (key) {
1970 object *container=key->env;
1971
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op);
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1975 if (door->type == DOOR) {
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) {
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1980 "You open the door with the %s", query_short_name(key));
1981 remove_door2(door); /* remove door without violence ;-) */
1982 }
1983 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */
1986 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */
1989 } else if (door->type==LOCKED_DOOR) {
1990 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1;
1993 }
1994 return 0;
1995 }
1996
1997 /* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons).
2002 */
2003
2004 void move_player_attack(object *op, int dir)
2005 {
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground;
2009 mapstruct *m;
2010
2011 nx=freearr_x[dir]+op->x;
2012 ny=freearr_y[dir]+op->y;
2013
2014 on_battleground = op_on_battleground(op, NULL, NULL);
2015
2016 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses.
2024 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space
2042 */
2043 while (tmp!=NULL) {
2044 if (tmp == op) {
2045 tmp=tmp->above;
2046 continue;
2047 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2049 mon = tmp;
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059
2060 if(mon->head != NULL)
2061 mon = mon->head;
2062
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079 #if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086 #else
2087 && get_owner(mon)==op
2088 #endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107 #ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109 #else
2110 op->contr->peaceful &&
2111 #endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced.
2125 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127 recursive_roll(mon,dir,op);
2128 if(action_makes_visible(op)) make_visible(op);
2129 }
2130
2131 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen.
2136 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140 op->contr->party!=mon->contr->party))) {
2141
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */
2170 }
2171
2172 int move_player(object *op,int dir) {
2173 int pick;
2174
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0;
2216 }
2217
2218 /* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands.
2222 *
2223 * Returns true if there are more actions we can do.
2224 */
2225 int handle_newcs_player(object *op)
2226 {
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) {
2244 flee_player(op);
2245 /* If player is still scared, that is his action for this tick */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0;
2249 }
2250 }
2251
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here.
2267 */
2268 HandleClient(&op->contr->socket, op->contr);
2269 if (op->speed_left<0) return 0;
2270
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction);
2280 if (op->speed_left>0) return 1;
2281 else return 0;
2282 }
2283 return 0;
2284 }
2285
2286 int save_life(object *op) {
2287 object *tmp;
2288
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2290 return 0;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2296 "Your %s vibrates violently, then evaporates.",
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 }
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */
2313 return 0;
2314 }
2315
2316 /* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search
2319 * from.
2320 */
2321 void remove_unpaid_objects(object *op, object *env)
2322 {
2323 object *next;
2324
2325 while (op) {
2326 next=op->below; /* Make sure we have a good value, in case
2327 * we remove object 'op'
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2330 remove_ob(op);
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0);
2336 }
2337 else if (op->inv) remove_unpaid_objects(op->inv, env);
2338 op=next;
2339 }
2340 }
2341
2342
2343 /*
2344 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory.
2349 */
2350 char *gravestone_text (object *op)
2351 {
2352 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF];
2354 time_t now = time (NULL);
2355
2356 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 if (op->type == PLAYER) {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 return buf2;
2378 }
2379
2380
2381
2382 void do_some_living(object *op) {
2383 int last_food=op->stats.food;
2384 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace;
2386 int i;
2387 int rate_hp = 1200;
2388 int rate_sp = 2500;
2389 int rate_grace = 2000;
2390 const int max_hp = 1;
2391 const int max_sp = 1;
2392 const int max_grace = 1;
2393
2394 if (op->contr->outputs_sync) {
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2396 if (op->contr->outputs[i].buf!=NULL &&
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2398 flush_output_element(op, &op->contr->outputs[i]);
2399 }
2400
2401 if(op->contr->state==ST_PLAYING) {
2402
2403 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 )
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2407 else {
2408 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2410 }
2411 if(op->contr->gen_sp >= 0 )
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2413 else {
2414 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2416 }
2417 if(op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2419 else {
2420 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--;
2446 if(op->stats.sp>op->stats.maxsp)
2447 op->stats.sp=op->stats.maxsp;
2448 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 }
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 }
2475 /* wearing stuff doesn't detract from grace generation. */
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) {
2480 if(op->stats.hp<op->stats.maxhp) {
2481 op->stats.hp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484 op->stats.food--;
2485 if(op->contr->digestion<0)
2486 op->stats.food+=op->contr->digestion;
2487 else if(op->contr->digestion>0 &&
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food;
2490 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505
2506 /* Digestion */
2507 if(--op->last_eat<0) {
2508 #ifdef COZY_SERVER
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512 #else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515 #endif
2516
2517 if(op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2519 else
2520 op->last_eat=25*(1+bonus)/(penalty +1);
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2523 }
2524 }
2525
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2527 object *tmp, *flesh=NULL;
2528
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0);
2534 if(op->stats.food>=0||op->stats.hp<0)
2535 break;
2536 }
2537 else if (tmp->type==FLESH) flesh=tmp;
2538 } /* End if paid for object */
2539 } /* end of for loop */
2540 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead.
2542 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0);
2546 }
2547 } /* end if player is starving */
2548
2549 while(op->stats.food<0&&op->stats.hp>0)
2550 op->stats.food++,op->stats.hp--;
2551
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2553 kill_player(op);
2554 }
2555
2556
2557
2558 /* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player
2561 * file.
2562 */
2563 void kill_player(object *op)
2564 {
2565 char buf[MAX_BUF];
2566 int x,y,i;
2567 mapstruct *map; /* this is for resurrection */
2568 int z;
2569 int num_stats_lose;
2570 int lost_a_stat;
2571 int lose_this_stat;
2572 int this_stat;
2573 int will_kill_again;
2574 archetype *at;
2575 object *tmp;
2576
2577 if(save_life(op))
2578 return;
2579
2580
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV
2584 */
2585 if (op_on_battleground(op, &x, &y)) {
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2587 "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2589 "Local medics have saved your life...");
2590
2591 /* restore player */
2592 at = find_archetype("poisoning");
2593 tmp=present_arch_in_ob(at,op);
2594 if (tmp) {
2595 remove_ob(tmp);
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2598 }
2599
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2606 }
2607
2608 cure_disease(op,0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999;
2611
2612 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger"));
2614 if (tmp != NULL)
2615 {
2616 sprintf(buf,"%s's finger", &op->name);
2617 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level),
2621 op->contr->killer);
2622 tmp->msg=buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0;
2624 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628
2629 /* teleport defeated player to new destination*/
2630 transfer_ob(op, x, y, 0, NULL);
2631 op->contr->braced=0;
2632 return;
2633 }
2634
2635 INVOKE_PLAYER (DEATH, op->contr);
2636
2637 command_kill_pets (op, 0);
2638
2639 if(op->stats.food<0) {
2640 if (op->contr->explore) {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name);
2647 strcpy(op->contr->killer,"starvation");
2648 }
2649 else {
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name);
2657 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659
2660 /* save the map location for corpse, gravestone*/
2661 x=op->x;y=op->y;map=op->map;
2662
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this.
2668 */
2669
2670 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect
2672 * of death.
2673 */
2674 #ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) {
2676 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */
2679 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */
2682 /* GD */
2683 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1;
2689 }
2690 lost_a_stat = 0;
2691
2692 for (z=0; z<num_stats_lose; z++) {
2693 i = RANDOM() % NUM_STATS;
2694
2695 if (settings.stat_loss_on_death) {
2696 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost.
2698 */
2699 change_attr_value(&(op->stats), i,-1);
2700 check_stat_bounds(&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1);
2702 check_stat_bounds(&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2704 lost_a_stat = 1;
2705 } else {
2706 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion");
2708 object *dep;
2709
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch);
2713 insert_ob_in_ob(dep, op);
2714 }
2715 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) {
2717 /* GD */
2718 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i);
2720 if (this_stat < 0) {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat;
2723 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1)
2725 keep_chance = 1;
2726
2727 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2729 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 }
2741 }
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */
2751 if (this_stat>=-50) {
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1;
2757 }
2758 }
2759 }
2760 }
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat)
2763 {
2764 /* determine_god() seems to not work sometimes... why is this?
2765 Should I be using something else? GD */
2766 const char *god = determine_god(op);
2767 if (god && (strcmp(god, "none")))
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2769 "moment you feel the holy presence of %s protecting"
2770 " you.", god);
2771 else
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2773 " feel a holy presence protecting you.");
2774 }
2775 #endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778
2779 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone.
2781 */
2782 tmp=arch_to_object(find_archetype("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2786 "who was killed\n"
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0);
2793
2794 /**************************************/
2795 /* */
2796 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */
2799 /* */
2800 /**************************************/
2801
2802 /* remove any poisoning and confusion the character may be suffering.*/
2803 /* restore player */
2804 at = find_archetype("poisoning");
2805 tmp=present_arch_in_ob(at,op);
2806 if (tmp) {
2807 remove_ob(tmp);
2808 free_object(tmp);
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810 }
2811
2812 at = find_archetype("confusion");
2813 tmp=present_arch_in_ob(at,op);
2814 if (tmp) {
2815 remove_ob(tmp);
2816 free_object(tmp);
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 }
2819 cure_disease(op,0); /* remove any disease */
2820
2821 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op);
2823 if(op->stats.food < 100) op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827
2828 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if
2830 * the player has any unpaid items. If so, remove them and put them back
2831 * in the map.
2832 */
2833
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/
2838 /* */
2839 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */
2841 /* */
2842 /****************************************/
2843
2844 enter_player_savebed(op);
2845
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0;
2850 save_player(op,1);
2851
2852 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player.
2856 */
2857 will_kill_again=0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2859 if (tmp->type ==SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype;
2861 }
2862 if (will_kill_again) {
2863 object *force;
2864 int at;
2865
2866 force=get_archetype(FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1;
2869 force->speed_left=-5.0;
2870 SET_FLAG(force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) {
2872 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100;
2874 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else {
2933 delete_character(op->name,1);
2934 }
2935 }
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948 }
2949
2950
2951 void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 }
2977 }
2978
2979 /*
2980 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed.
2983 */
2984
2985 void fix_weight(void) {
2986 player *pl;
2987 for (pl = first_player; pl != NULL; pl = pl->next) {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
2989 if(old == sum)
2990 continue;
2991 fix_player(pl->ob);
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2993 &pl->ob->name, old, sum);
2994 }
2995 }
2996
2997 void fix_luck(void) {
2998 player *pl;
2999 for (pl = first_player; pl != NULL; pl = pl->next)
3000 if (!pl->ob->contr->state)
3001 change_luck(pl->ob, 0);
3002 }
3003
3004
3005 /* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object.
3008 */
3009
3010 void
3011 cast_dust (object * op, object * throw_ob, int dir)
3012 {
3013 object *skop, *spob;
3014
3015 skop = find_skill_by_name (op, throw_ob->skill);
3016
3017 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3021 &op->name);
3022 return;
3023 }
3024
3025 spob = throw_ob->inv;
3026
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO)
3030 if (!spob)
3031 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3033 &throw_ob->name, &op->name);
3034 return;
3035 }
3036
3037 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039
3040 cast_spell (op, throw_ob, dir, spob, NULL);
3041
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045 }
3046
3047 void make_visible (object *op) {
3048 op->hide = 0;
3049 op->invisible = 0;
3050 if(op->type==PLAYER) {
3051 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0;
3053 }
3054 update_object(op,UP_OBJ_FACE);
3055 }
3056
3057 int is_true_undead(object *op) {
3058 object *tmp=NULL;
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3061
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0;
3067 }
3068
3069 /* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels
3071 * indicate greater hideability.
3072 */
3073
3074 int hideability(object *ob) {
3075 int i,level=0, mflag;
3076 sint16 x,y;
3077
3078 if(!ob||!ob->map) return 0;
3079
3080 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2;
3082
3083 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3087
3088 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2;
3094 else /* open terrain! */
3095 level -= 1;
3096 }
3097
3098 #if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3100 #endif
3101 return level;
3102 }
3103
3104 /* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */
3109
3110 void do_hidden_move (object *op) {
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3112 object *skop;
3113
3114 if(!op || !op->map) return;
3115
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3117
3118 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) {
3120 if(!skop || num >= skop->level) {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3132 "You moved out of hiding! You are visible!");
3133 }
3134 else if (op->type == PLAYER && skop) {
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3136 }
3137 }
3138
3139 /* determine if who is standing near a hostile creature. */
3140
3141 int stand_near_hostile( object *who ) {
3142 object *tmp=NULL;
3143 int i,friendly=0,player=0, mflags;
3144 mapstruct *m;
3145 sint16 x,y;
3146
3147 if(!who) return 0;
3148
3149 if(who->type==PLAYER) player=1;
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3151
3152 /* search adjacent squares */
3153 for(i=1;i<9;i++) {
3154 x = who->x+freearr_x[i];
3155 y = who->y+freearr_y[i];
3156 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space.
3160 */
3161 if (mflags & P_OUT_OF_MAP) continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3163
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3165 if((player||friendly)
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3167 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 }
3174 }
3175 }
3176 return 0;
3177 }
3178
3179 /* check the player los field for viewability of the
3180 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in
3182 * a pile (say a coin under a table would return "viewable"
3183 * by this routine). Another question, should we be
3184 * concerned with the direction the player is looking
3185 * in? Realistically, most of use cant see stuff behind
3186 * our backs...on the other hand, does the "facing" direction
3187 * imply the way your head, or body is facing? Its possible
3188 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t.
3190 * This function is now map tiling safe.
3191 */
3192
3193 int player_can_view (object *pl,object *op) {
3194 rv_vector rv;
3195 int dx,dy;
3196
3197 if(pl->type!=PLAYER) {
3198 LOG(llevError,"player_can_view() called for non-player object\n");
3199 return -1;
3200 }
3201 if (!pl || !op) return 0;
3202
3203 if(op->head) { op = op->head; }
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0;
3227 }
3228
3229 /* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we
3233 * return 0.
3234 */
3235 int action_makes_visible (object *op) {
3236
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3239 return 0;
3240
3241 if (op->contr && op->contr->tmp_invis == 0) return 0;
3242
3243 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3246 return 1;
3247 }
3248 }
3249 return 0;
3250 }
3251
3252 /* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */
3260 int op_on_battleground (object *op, int *x, int *y) {
3261 object *tmp;
3262
3263 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 &&
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3274 /*before we assign the exit, check if this is a teambattle*/
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3276 object *invtmp;
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3278 if(invtmp->type==FORCE && invtmp->slaying &&
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3280 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3282 return 1;
3283 }
3284 }
3285 }
3286 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3288 return 1;
3289 }
3290 }
3291 }
3292 /* If we got here, did not find a battleground */
3293 return 0;
3294 }
3295
3296 /*
3297 * When a dragon-player gains a new stage of evolution,
3298 * he gets some treasure
3299 *
3300 * attributes:
3301 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus
3303 * int level ability level
3304 */
3305 void dragon_ability_gain(object *who, int atnr, int level) {
3306 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */
3309 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0;
3312
3313 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison");
3322
3323 if (trlist == NULL || who->type != PLAYER)
3324 return;
3325
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3327 tr = tr->next, i++);
3328
3329 if (tr == NULL || tr->item == NULL) {
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3331 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0);
3357 return;
3358 }
3359 }
3360 else if (item->type == SKILL_TOOL && item->invisible) {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3362
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing.
3367 */
3368 if (!(skop->attacktype & item->attacktype)) {
3369 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype;
3371
3372 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL;
3374
3375 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3377
3378 /* Give player new face */
3379 if (item->animation_id) {
3380 who->face = skop->face;
3381 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0;
3384 who->state = 0;
3385 animate_object(who, who->direction);
3386 }
3387 }
3388 }
3389 }
3390 else if (item->type == FORCE) {
3391 /* forces in the treasurelist can alter the player's stats */
3392 object *skin;
3393 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3395 skin=skin->below);
3396 if (skin == NULL) return;
3397
3398 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401
3402 /* print message */
3403 sprintf(buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3405 if(item->path_attuned & (1<<i)) {
3406 if (j)
3407 strcat(buf," and ");
3408 else
3409 j = 1;
3410 strcat(buf, spellpathnames[i]);
3411 }
3412 }
3413 strcat(buf,".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3415 }
3416
3417 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3424
3425 /* print message if there is one */
3426 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 }
3429 else {
3430 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3433 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp);
3436 }
3437 }
3438
3439 /**
3440 * Unready an object for a player. This function does nothing if the object was
3441 * not readied.
3442 */
3443 void player_unready_range_ob(player *pl, object *ob) {
3444 rangetype i;
3445
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3447 if (pl->ranges[i] == ob) {
3448 pl->ranges[i] = NULL;
3449 if (pl->shoottype == i) {
3450 pl->shoottype = range_none;
3451 }
3452 }
3453 }
3454 }