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/cvs/deliantra/server/server/player.C
Revision: 1.18
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +3081 -2566 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_player_c =
4 * "$Id: player.C,v 1.17 2006-09-07 10:01:58 pippijn Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #ifndef WIN32 /* ---win32 remove headers */
32 # include <pwd.h>
33 #endif
34 #ifndef __CEXTRACT__
35 # include <sproto.h>
36 #endif
37 #include <sounds.h>
38 #include <living.h>
39 #include <object.h>
40 #include <spells.h>
41 #include <skills.h>
42 #include <newclient.h>
43
44 #ifdef COZY_SERVER
45 extern int same_party (partylist *a, partylist *b);
46 #endif
47
48 player *
49 find_player (const char *plname)
50 {
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59 }
60
61 player *
62 find_player_partial_name (const char *plname)
63 {
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85 }
86
87 void
88 display_motd (const object *op)
89 {
90 char buf[MAX_BUF];
91 char motd[HUGE_BUF];
92 FILE *fp;
93 int comp;
94 int size;
95
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return;
100 }
101 motd[0] = '\0';
102 size = 0;
103 while (fgets (buf, MAX_BUF, fp) != NULL)
104 {
105 if (*buf == '#')
106 continue;
107 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf);
109 }
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp);
112 }
113
114 void
115 send_rules (const object *op)
116 {
117 char buf[MAX_BUF];
118 char rules[HUGE_BUF];
119 FILE *fp;
120 int comp;
121 int size;
122
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return;
127 }
128 rules[0] = '\0';
129 size = 0;
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134 if (size + strlen (buf) >= HUGE_BUF)
135 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break;
138 }
139 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf);
141 }
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp);
144 }
145
146 void
147 send_news (const object *op)
148 {
149 char buf[MAX_BUF];
150 char news[HUGE_BUF];
151 char subject[MAX_BUF];
152 FILE *fp;
153 int comp;
154 int size;
155
156 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return;
159 news[0] = '\0';
160 subject[0] = '\0';
161 size = 0;
162 while (fgets (buf, MAX_BUF, fp) != NULL)
163 {
164 if (*buf == '#')
165 continue;
166 if (*buf == '%')
167 { /* send one news */
168 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
170 strcpy (subject, buf + 1);
171 strip_endline (subject);
172 size = 0;
173 news[0] = '\0';
174 }
175 else
176 {
177 if (size + strlen (buf) >= HUGE_BUF)
178 {
179 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
180 break;
181 }
182 strncat (news + size, buf, HUGE_BUF - size);
183 size += strlen (buf);
184 }
185 }
186
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
189 close_and_delete (fp, comp);
190 }
191
192 int
193 playername_ok (const char *cp)
194 {
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203 }
204
205 /* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210 /* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216 static player *
217 get_player (player *p)
218 {
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258 #ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260 #endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316 }
317
318 /* This loads the first map an puts the player on it. */
319 static void
320 set_first_map (object *op)
321 {
322 strcpy (op->contr->maplevel, first_map_path);
323 op->x = -1;
324 op->y = -1;
325 enter_exit (op, NULL);
326 }
327
328 /* Tries to add player on the connection passwd in ns.
329 * All we can really get in this is some settings like host and display
330 * mode.
331 */
332
333 int
334 add_player (NewSocket * ns)
335 {
336 player *p;
337
338 p = get_player (NULL);
339 p->socket = *ns;
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
341 if (p->socket.faces_sent == NULL)
342 fatal (OUT_OF_MEMORY);
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob);
350
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0;
358 }
359
360 /*
361 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype!
364 */
365 archetype *
366 get_player_archetype (archetype *at)
367 {
368 archetype *start = at;
369
370 for (;;)
371 {
372 if (at == NULL || at->next == NULL)
373 at = first_archetype;
374 else
375 at = at->next;
376 if (at->clone.type == PLAYER)
377 return at;
378 if (at == start)
379 {
380 LOG (llevError, "No Player archetypes\n");
381 exit (-1);
382 }
383 }
384 }
385
386
387 object *
388 get_nearest_player (object *mon)
389 {
390 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol;
393 unsigned lastdist;
394 rv_vector rv;
395
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 {
398 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop.
402 */
403 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
404 {
405 object *tmp = ol->ob;
406
407 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared.
409 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
411 ol = ol->next;
412 remove_friendly_object (tmp);
413 if (!ol)
414 return op;
415 }
416
417 /* Remove special check for player from this. First, it looks to cause
418 * some crashes (ol->ob->contr not set properly?), but secondly, a more
419 * complicated method of state checking would be needed in any case -
420 * as it was, a clever player could type quit, and the function would
421 * skip them over while waiting for confirmation. Remove
422 * on_same_map check, as can_detect_enemy also does this
423 */
424 if (!can_detect_enemy (mon, ol->ob, &rv))
425 continue;
426
427 if (lastdist > rv.distance)
428 {
429 op = ol->ob;
430 lastdist = rv.distance;
431 }
432 }
433 for (pl = first_player; pl != NULL; pl = pl->next)
434 {
435 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance)
439 {
440 op = pl->ob;
441 lastdist = rv.distance;
442 }
443 }
444 }
445 #if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447 #endif
448 return op;
449 }
450
451 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
452 * result in a monster paths backtracking. It basically determines how large a
453 * detour a monster will take from the direction path when looking
454 * for a path to the player. The values are in the amount of direction
455 * the deviation is
456 */
457 #define DETOUR_AMOUNT 2
458
459 /* This is used to prevent infinite loops. Consider a case where the
460 * player is in a chamber (with gate closed), and monsters are outside.
461 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
462 * find a path into the chamber. This is a good thing, but since there
463 * is no real path, it will just keep circling the chamber for
464 * ever (this could be a nice effect for monsters, but not for the function
465 * to get stuck in. I think for the monsters, if max is reached and
466 * we return the first direction the creature could move would result in the
467 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing.
470 */
471 #define MAX_SPACES 50
472
473
474 /*
475 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that
478 * direction to player is changed (ie zig or zag). Continue zig zag until either
479 * reach player or path is blocked. Thus, will only return true if there is a free
480 * path to player. Though path may not be a straight line. Note that it will find
481 * player hiding along a corridor at right angles to the corridor with the monster.
482 *
483 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
484 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
485 * down corriders.
486 * 2) I think the old code was broken if the first direction the monster
487 * should move was blocked - the code would store the first direction without
488 * verifying that the player can actually move in that direction. The new
489 * code does not store anything in firstdir until we have verified that the
490 * monster can in fact move one space in that direction.
491 * 3) I'm not sure how good this code will be for moving multipart monsters,
492 * since only simple checks to blocked are being called, which could mean the monster
493 * is blocking itself.
494 */
495 int
496 path_to_player (object *mon, object *pl, unsigned mindiff)
497 {
498 rv_vector rv;
499 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap;
502
503 get_rangevector (mon, pl, &rv, 0);
504
505 if (rv.distance < mindiff)
506 return 0;
507
508 x = mon->x;
509 y = mon->y;
510 m = mon->map;
511 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
514 /* If we can't solve it within the search distance, return now. */
515 if (diff > max)
516 return 0;
517 while (diff > 1 && max > 0)
518 {
519 lastx = x;
520 lasty = y;
521 lastmap = m;
522 x = lastx + freearr_x[dir];
523 y = lasty + freearr_y[dir];
524
525 mflags = get_map_flags (m, &m, x, y, &x, &y);
526 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
527
528 /* Space is blocked - try changing direction a little */
529 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
530 && (m == mon->map && blocked_link (mon, m, x, y))))
531 {
532 /* recalculate direction from last good location. Possible
533 * we were not traversing ideal location before.
534 */
535 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
536 if (rv.direction != dir)
537 {
538 /* OK - says direction should be different - lets reset the
539 * the values so it will try again.
540 */
541 x = lastx;
542 y = lasty;
543 m = lastmap;
544 dir = firstdir = rv.direction;
545 }
546 else
547 {
548 /* direct path is blocked - try taking a side step to
549 * either the left or right.
550 * Note increase the values in the loop below to be
551 * more than -1/1 respectively will mean the monster takes
552 * bigger detour. Have to be careful about these values getting
553 * too big (3 or maybe 4 or higher) as the monster may just try
554 * stepping back and forth
555 */
556 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557 {
558 if (i == 0)
559 continue; /* already did this, so skip it */
560 /* Use lastdir here - otherwise,
561 * since the direction that the creature should move in
562 * may change, you could get infinite loops.
563 * ie, player is northwest, but monster can only
564 * move west, so it does that. It goes some distance,
565 * gets blocked, finds that it should move north,
566 * can't do that, but now finds it can move east, and
567 * gets back to its original point. lastdir contains
568 * the last direction the creature has successfully
569 * moved.
570 */
571
572 x = lastx + freearr_x[absdir (lastdir + i)];
573 y = lasty + freearr_y[absdir (lastdir + i)];
574 m = lastmap;
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 continue;
578 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
579 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
580 continue;
581 if (mflags & P_BLOCKSVIEW)
582 continue;
583
584 if (m == mon->map && blocked_link (mon, m, x, y))
585 break;
586 }
587 /* go through entire loop without finding a valid
588 * sidestep to take - thus, no valid path.
589 */
590 if (i == (DETOUR_AMOUNT + 1))
591 return 0;
592 diff--;
593 lastdir = dir;
594 max--;
595 if (!firstdir)
596 firstdir = dir + i;
597 } /* else check alternate directions */
598 } /* if blocked */
599 else
600 {
601 /* we moved towards creature, so diff is less */
602 diff--;
603 max--;
604 lastdir = dir;
605 if (!firstdir)
606 firstdir = dir;
607 }
608 if (diff <= 1)
609 {
610 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance.
612 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
615 }
616 if (diff > max)
617 return 0;
618 }
619 /* If we reached the max, didn't find a direction in time */
620 if (!max)
621 return 0;
622
623 return firstdir;
624 }
625
626 void
627 give_initial_items (object *pl, treasurelist * items)
628 {
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633
634 for (op = pl->inv; op; op = next)
635 {
636 next = op->below;
637
638 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way
640 */
641 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
642 SET_FLAG (op, FLAG_APPLIED);
643
644 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions
646 */
647 if (pl->type == PLAYER)
648 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
650 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 {
655 remove_ob (op);
656 free_object (op);
657 continue;
658 }
659 }
660
661 /* This really needs to be better - we should really give
662 * a substitute spellbook. The problem is that we don't really
663 * have a good idea what to replace it with (need something like
664 * a first level treasurelist for each skill.)
665 * remove duplicate skills also
666 */
667 if (op->type == SPELLBOOK || op->type == SKILL)
668 {
669 object *tmp;
670
671 for (tmp = op->below; tmp; tmp = tmp->below)
672 if (tmp->type == op->type && tmp->name == op->name)
673 break;
674
675 if (tmp)
676 {
677 remove_ob (op);
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue;
681 }
682 if (op->nrof > 1)
683 op->nrof = 1;
684 }
685
686 if (op->type == SPELLBOOK && op->inv)
687 {
688 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
689 }
690
691 /* Give starting characters identified, uncursed, and undamned
692 * items. Just don't identify gold or silver, or it won't be
693 * merged properly.
694 */
695 if (need_identify (op))
696 {
697 SET_FLAG (op, FLAG_IDENTIFIED);
698 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED);
700 }
701 if (op->type == SPELL)
702 {
703 remove_ob (op);
704 free_object (op);
705 continue;
706 }
707 else if (op->type == SKILL)
708 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL);
710 op->stats.exp = 0;
711 op->level = 1;
712 }
713 /* lock all 'normal items by default */
714 else
715 SET_FLAG (op, FLAG_INV_LOCKED);
716 } /* for loop of objects in player inv */
717
718 /* Need to set up the skill pointers */
719 link_player_skills (pl);
720 }
721
722 void
723 get_name (object *op)
724 {
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728 }
729
730 void
731 get_password (object *op)
732 {
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736 }
737
738 void
739 play_again (object *op)
740 {
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759 }
760
761
762 int
763 receive_play_again (object *op, char key)
764 {
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795 }
796
797 void
798 confirm_password (object *op)
799 {
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804 }
805
806 void
807 get_party_password (object *op, partylist *party)
808 {
809 if (party == NULL)
810 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return;
813 }
814 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818 }
819
820
821 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822 int
823 roll_stat (void)
824 {
825 int a[4], i, j, k;
826
827 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1;
829
830 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k)
832 k = a[i], j = i;
833
834 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j)
837 k += a[i];
838 }
839 return k;
840 }
841
842 void
843 roll_stats (object *op)
844 {
845 int sum = 0;
846 int i = 0, j = 0;
847 int statsort[7];
848
849 do
850 {
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 }
860 while (sum < 82 || sum > 116);
861
862 /* Sort the stats so that rerolling is easier... */
863 statsort[0] = op->stats.Str;
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870
871 /* a quick and dirty bubblesort? */
872 do
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887
888 op->stats.Str = statsort[0];
889 op->stats.Dex = statsort[1];
890 op->stats.Con = statsort[2];
891 op->stats.Int = statsort[3];
892 op->stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6];
895
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0;
907 op->stats.ac = 0;
908
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp;
915 op->stats.sp = op->stats.maxsp;
916 op->stats.grace = op->stats.maxgrace;
917 op->contr->orig_stats = op->stats;
918 }
919
920 void
921 Roll_Again (object *op)
922 {
923 esrv_new_player (op->contr, 0);
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926 }
927
928 void
929 Swap_Stat (object *op, int Swap_Second)
930 {
931 signed char tmp;
932 char buf[MAX_BUF];
933
934 if (op->contr->Swap_First == -1)
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str;
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973 }
974
975
976 /* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983 int
984 key_roll_stat (object *op, char key)
985 {
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf);
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016 #if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021 #endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048 }
1049
1050 /* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE,
1054 * not the class.
1055 */
1056
1057 int
1058 key_change_class (object *op, char key)
1059 {
1060 int tmp_loop;
1061
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D')
1069 {
1070 char buf[MAX_BUF];
1071
1072 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying);
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075
1076 INVOKE_PLAYER (BIRTH, op->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr);
1078
1079 op->contr->state = ST_PLAYING;
1080
1081 if (op->msg)
1082 op->msg = NULL;
1083
1084 /* We create this now because some of the unique maps will need it
1085 * to save here.
1086 */
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1088 make_path_to_file (buf);
1089
1090 #ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092 #endif
1093 start_info (op);
1094 CLEAR_FLAG (op, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems);
1096 link_player_skills (op);
1097 esrv_send_inventory (op, op);
1098 fix_player (op);
1099
1100 /* This moves the player to a different start map, if there
1101 * is one for this race
1102 */
1103 if (*first_map_ext_path)
1104 {
1105 object *tmp;
1106 char mapname[MAX_BUF];
1107
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1109 tmp = get_object ();
1110 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x;
1112 EXIT_Y (tmp) = op->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the
1115 * default initial map */
1116 free_object (tmp);
1117 }
1118 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n");
1121 }
1122 return 0;
1123 }
1124
1125 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above.
1127 */
1128
1129 tmp_loop = 0;
1130 while (!tmp_loop)
1131 {
1132 shstr name = op->name;
1133 int x = op->x, y = op->y;
1134
1135 remove_statbonus (op);
1136 remove_ob (op);
1137 op->arch = get_player_archetype (op->arch);
1138 copy_object (&op->arch->clone, op);
1139 op->instantiate ();
1140 op->stats = op->contr->orig_stats;
1141 op->name = op->name_pl = name;
1142 op->x = x;
1143 op->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op);
1149 tmp_loop = allowed_class (op);
1150 }
1151 update_object (op, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op);
1153 fix_player (op);
1154 op->stats.hp = op->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp;
1156 op->stats.grace = 0;
1157 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg);
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0;
1161 }
1162
1163 int
1164 key_confirm_quit (object *op, char key)
1165 {
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209 }
1210
1211 void
1212 flee_player (object *op)
1213 {
1214 int dir, diff;
1215 rv_vector rv;
1216
1217 if (op->stats.hp < 0)
1218 {
1219 LOG (llevDebug, "Fleeing player is dead.\n");
1220 CLEAR_FLAG (op, FLAG_SCARED);
1221 return;
1222 }
1223
1224 if (op->enemy == NULL)
1225 {
1226 LOG (llevDebug, "Fleeing player had no enemy.\n");
1227 CLEAR_FLAG (op, FLAG_SCARED);
1228 return;
1229 }
1230
1231 /* Seen some crashes here. Since we don't store an
1232 * op->enemy_count, it is possible that something destroys the
1233 * actual enemy, and the object is recycled.
1234 */
1235 if (op->enemy->map == NULL)
1236 {
1237 CLEAR_FLAG (op, FLAG_SCARED);
1238 op->enemy = NULL;
1239 return;
1240 }
1241
1242 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1243 {
1244 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED);
1246 return;
1247 }
1248 get_rangevector (op, op->enemy, &rv, 0);
1249
1250 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++)
1252 {
1253 int m = 1 - (RANDOM () & 2);
1254
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return;
1258 }
1259 }
1260 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL;
1263 }
1264
1265
1266 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1267 * IT returns 1 if the player should keep on moving, 0 if he should
1268 * stop.
1269 */
1270 int
1271 check_pick (object *op)
1272 {
1273 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0;
1276 int j, k, wvratio;
1277 char putstring[128], tmpstr[16];
1278
1279
1280 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING)
1282 return 1;
1283
1284 op_tag = op->count;
1285
1286 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289
1290 /* loop while there are items on the floor that are not marked as
1291 * destroyed */
1292 while (next && !was_destroyed (next, next_tag))
1293 {
1294 tmp = next;
1295 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298
1299 if (was_destroyed (op, op_tag))
1300 return 0;
1301
1302 if (!can_pick (op, tmp))
1303 continue;
1304
1305 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1306 {
1307 if (item_matched_string (op, tmp, op->contr->search_str))
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE))
1314 {
1315 switch (op->contr->mode)
1316 {
1317 case 0:
1318 return 1; /* don't pick up */
1319 case 1:
1320 pick_up (op, tmp);
1321 return 1;
1322 case 2:
1323 pick_up (op, tmp);
1324 return 0;
1325 case 3:
1326 return 0; /* stop before pickup */
1327 case 4:
1328 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 }
1350 }
1351 else
1352 { /* old model */
1353 /* NEW pickup handling */
1354 if (op->contr->mode & PU_DEBUG)
1355 {
1356 /* some debugging code to figure out item information */
1357 if (tmp->name != NULL)
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379 #if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392 #endif
1393 }
1394 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for
1399 * example.
1400 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#>
1403 */
1404
1405 /* the first two modes are exclusive: if NOTHING we return, if
1406 * STOP then we stop. All the rest are applied sequentially,
1407 * meaning if any test passes, the item gets picked up. */
1408
1409 /* if mode is set to pick nothing up, return */
1410
1411 if (op->contr->mode & PU_NOTHING)
1412 return 1;
1413
1414 /* if mode is set to stop when encountering objects, return */
1415 /* take STOP before INHIBIT since it doesn't actually pick
1416 * anything up */
1417
1418 if (op->contr->mode & PU_STOP)
1419 return 0;
1420
1421 /* useful for going into stores and not losing your settings... */
1422 /* and for battles wher you don't want to get loaded down while
1423 * fighting */
1424 if (op->contr->mode & PU_INHIBIT)
1425 return 1;
1426
1427 /* prevent us from turning into auto-thieves :) */
1428 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1429 continue;
1430
1431 /* ignore known cursed objects */
1432 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1433 continue;
1434
1435 /* all food and drink if desired */
1436 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD)
1439 {
1440 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue;
1444 }
1445 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 {
1448 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue;
1452 }
1453
1454 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION)
1456 {
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue;
1461 }
1462
1463 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK)
1466 {
1467 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue;
1471 }
1472 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL)
1474 {
1475 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue;
1479 }
1480 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue;
1487 }
1488
1489 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue;
1497 }
1498
1499 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 {
1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue;
1507 }
1508
1509 if (op->contr->mode & PU_VALUABLES)
1510 {
1511 if (tmp->type == MONEY || tmp->type == GEM)
1512 {
1513 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue;
1517 }
1518 }
1519
1520 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET)
1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "JEWELS\n");
1527 continue;
1528 }
1529
1530 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW)
1533 {
1534 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue;
1538 }
1539 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW)
1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue;
1546 }
1547
1548 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR)
1551 {
1552 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue;
1556 }
1557 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET)
1559 {
1560 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue;
1564 }
1565 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD)
1567 {
1568 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue;
1572 }
1573 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS)
1575 {
1576 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue;
1580 }
1581 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES)
1583 {
1584 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue;
1588 }
1589 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK)
1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue;
1596 }
1597
1598 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 {
1602 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue;
1606 }
1607
1608 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON)
1610 {
1611 if (tmp->type == WEAPON && tmp->name != NULL)
1612 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615 {
1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1622 if (tmp->type == WEAPON && tmp->name == NULL)
1623 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1625 {
1626 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue;
1630 }
1631 }
1632 }
1633
1634 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 {
1638 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue;
1642 }
1643
1644 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */
1646 if (op->contr->mode & PU_RATIO)
1647 {
1648 /* use value density to decide what else to grab */
1649 /* >=7 was >= op->contr->mode */
1650 /* >=7 is the old standard setting. Now we take the last 4 bits
1651 * and multiply them by 5, giving 0..15*5== 5..75 */
1652 wvratio = (op->contr->mode & PU_RATIO) * 5;
1653 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1654 {
1655 pick_up (op, tmp);
1656 #if 0
1657 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1658 if (tmp->name != NULL)
1659 {
1660 fprintf (stderr, "%s", tmp->name);
1661 }
1662 else
1663 fprintf (stderr, "%s", tmp->arch->name);
1664 fprintf (stderr, ",%d] = ", tmp->type);
1665 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1666 #endif
1667 continue;
1668 }
1669 }
1670 } /* the new pickup model */
1671 }
1672 return !stop;
1673 }
1674
1675 /*
1676 * Find an arrow in the inventory and after that
1677 * in the right type container (quiver). Pointer to the
1678 * found object is returned.
1679 */
1680 object *
1681 find_arrow (object *op, const char *type)
1682 {
1683 object *tmp = NULL;
1684
1685 for (op = op->inv; op; op = op->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type)
1689 return op;
1690 return tmp;
1691 }
1692
1693 /*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */
1699
1700 object *
1701 find_better_arrow (object *op, object *target, const char *type, int *better)
1702 {
1703 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i;
1705
1706 if (!type)
1707 return NULL;
1708
1709 for (arrow = op->inv; arrow; arrow = arrow->below)
1710 {
1711 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1712 {
1713 i = 0;
1714 ntmp = find_better_arrow (arrow, target, type, &i);
1715 if (i > betterby)
1716 {
1717 tmp = ntmp;
1718 betterby = i;
1719 }
1720 }
1721 else if (arrow->type == ARROW && arrow->race == type)
1722 {
1723 /* allways prefer assasination/slaying */
1724 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1725 {
1726 if (arrow->attacktype & AT_DEATH)
1727 {
1728 *better = 100;
1729 return arrow;
1730 }
1731 else
1732 {
1733 tmp = arrow;
1734 betterby = (arrow->magic + arrow->stats.dam) * 2;
1735 }
1736 }
1737 else
1738 {
1739 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1740 {
1741 attacktype = 1 << attacknum;
1742 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1743 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1744 {
1745 tmp = arrow;
1746 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1747 }
1748 }
1749 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1750 {
1751 tmp = arrow;
1752 betterby = 2 + arrow->magic + arrow->stats.dam;
1753 }
1754 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1755 {
1756 tmp = arrow;
1757 betterby = 1 + arrow->magic + arrow->stats.dam;
1758 }
1759 }
1760 }
1761 }
1762 if (tmp == NULL && arrow == NULL)
1763 return find_arrow (op, type);
1764
1765 *better = betterby;
1766 return tmp;
1767 }
1768
1769 /* looks in a given direction, finds the first valid target, and calls
1770 * find_better_arrow to find a decent arrow to use.
1771 * op = the shooter
1772 * type = bow->race
1773 * dir = fire direction
1774 */
1775
1776 object *
1777 pick_arrow_target (object *op, const char *type, int dir)
1778 {
1779 object *tmp = NULL;
1780 mapstruct *m;
1781 int i, mflags, found, number;
1782 sint16 x, y;
1783
1784 if (op->map == NULL)
1785 return find_arrow (op, type);
1786
1787 /* do a dex check */
1788 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1789 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1790 return find_arrow (op, type);
1791
1792 m = op->map;
1793 x = op->x;
1794 y = op->y;
1795
1796 /* find the first target */
1797 for (i = 0, found = 0; i < 20; i++)
1798 {
1799 x += freearr_x[dir];
1800 y += freearr_y[dir];
1801 mflags = get_map_flags (m, &m, x, y, &x, &y);
1802 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1803 {
1804 tmp = NULL;
1805 break;
1806 }
1807 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1808 {
1809 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1810 * perhaps a bad assumption.
1811 */
1812 tmp = NULL;
1813 break;
1814 }
1815 if (mflags & P_IS_ALIVE)
1816 {
1817 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1818 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1819 {
1820 found++;
1821 break;
1822 }
1823 if (found)
1824 break;
1825 }
1826 }
1827 if (tmp == NULL)
1828 return find_arrow (op, type);
1829
1830 if (tmp->head)
1831 tmp = tmp->head;
1832
1833 return find_better_arrow (op, tmp, type, &i);
1834 }
1835
1836 /*
1837 * Creature fires a bow - op can be monster or player. Returns
1838 * 1 if bow was actually fired, 0 otherwise.
1839 * op is the object firing the bow.
1840 * part is for multipart creatures - the part firing the bow.
1841 * dir is the direction of fire.
1842 * wc_mod is any special modifier to give (used in special player fire modes)
1843 * sx, sy are coordinates to fire arrow from - also used in some of the special
1844 * player fire modes.
1845 */
1846 int
1847 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848 {
1849 object *left, *bow;
1850 tag_t left_tag, tag;
1851 int bowspeed, mflags;
1852 mapstruct *m;
1853
1854 if (!dir)
1855 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0;
1858 }
1859 if (op->type == PLAYER)
1860 bow = op->contr->ranges[range_bow];
1861 else
1862 {
1863 for (bow = op->inv; bow; bow = bow->below)
1864 /* Don't check for applied - monsters don't apply bows - in that way, they
1865 * don't need to switch back and forth between bows and weapons.
1866 */
1867 if (bow->type == BOW)
1868 break;
1869
1870 if (!bow)
1871 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0;
1874 }
1875 }
1876 if (!bow->race || !bow->skill)
1877 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0;
1880 }
1881
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883
1884 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887 if (bowspeed < 1)
1888 bowspeed = 1;
1889
1890 if (arrow == NULL)
1891 {
1892 if ((arrow = find_arrow (op, bow->race)) == NULL)
1893 {
1894 if (op->type == PLAYER)
1895 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW);
1899 return 0;
1900 }
1901 }
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0;
1906 }
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0;
1911 }
1912
1913 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0)
1915 {
1916 remove_ob (arrow);
1917 free_object (arrow);
1918 return 0;
1919 }
1920
1921 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL)
1925 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0;
1928 }
1929 set_owner (arrow, op);
1930 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir;
1933 arrow->x = sx;
1934 arrow->y = sy;
1935
1936 if (op->type == PLAYER)
1937 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op);
1940 }
1941
1942 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying);
1948
1949 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper.
1951 */
1952
1953 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954
1955 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958
1959 if (arrow->speed < 1.0)
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0;
1963
1964 if (op->type == PLAYER)
1965 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1971 }
1972 else
1973 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level;
1977 }
1978 if (arrow->attacktype == AT_PHYSICAL)
1979 arrow->attacktype |= bow->attacktype;
1980 if (bow->slaying != NULL)
1981 arrow->slaying = bow->slaying;
1982
1983 arrow->map = m;
1984 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count;
1989 insert_ob_in_map (arrow, m, op, 0);
1990
1991 if (!was_destroyed (arrow, tag))
1992 move_arrow (arrow);
1993
1994 if (op->type == PLAYER)
1995 {
1996 if (was_destroyed (left, left_tag))
1997 esrv_del_item (op->contr, left_tag);
1998 else
1999 esrv_send_item (op, left);
2000 }
2001 return 1;
2002 }
2003
2004 /* Special fire code for players - this takes into
2005 * account the special fire modes players can have
2006 * but monsters can't. Putting that code here
2007 * makes the fire_bow code much cleaner.
2008 * this function should only be called if 'op' is a player,
2009 * hence the function name.
2010 */
2011 int
2012 player_fire_bow (object *op, int dir)
2013 {
2014 int ret = 0, wcmod = 0;
2015
2016 if (op->contr->bowtype == bow_bestarrow)
2017 {
2018 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
2019 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1;
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 }
2026 else if (op->contr->bowtype == bow_threewide)
2027 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2029 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2030 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2031 }
2032 else if (op->contr->bowtype == bow_spreadshot)
2033 {
2034 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2036 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037
2038 }
2039 else
2040 {
2041 /* Simple case */
2042 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 }
2044 return ret;
2045 }
2046
2047
2048 /* Fires a misc (wand/rod/horn) object in 'dir'.
2049 * Broken apart from 'fire' to keep it more readable.
2050 */
2051 void
2052 fire_misc_object (object *op, int dir)
2053 {
2054 object *item;
2055
2056 if (!op->contr->ranges[range_misc])
2057 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059 return;
2060 }
2061
2062 item = op->contr->ranges[range_misc];
2063 if (!item->inv)
2064 {
2065 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066 return;
2067 }
2068 if (item->type == WAND)
2069 {
2070 if (item->stats.food <= 0)
2071 {
2072 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2073 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2074 return;
2075 }
2076 }
2077 else if (item->type == ROD || item->type == HORN)
2078 {
2079 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2080 {
2081 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2082 if (item->type == ROD)
2083 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084 else
2085 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2086 return;
2087 }
2088 }
2089
2090 if (cast_spell (op, item, dir, item->inv, NULL))
2091 {
2092 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2093 if (item->type == WAND)
2094 {
2095 if (!(--item->stats.food))
2096 {
2097 object *tmp;
2098
2099 if (item->arch)
2100 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face;
2103 item->speed = 0;
2104 update_ob_speed (item);
2105 }
2106 if ((tmp = is_player_inv (item)))
2107 esrv_update_item (UPD_ANIM, tmp, item);
2108 }
2109 }
2110 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item);
2113 }
2114 }
2115 }
2116
2117 /* Received a fire command for the player - go and do it.
2118 */
2119 void
2120 fire (object *op, int dir)
2121 {
2122 int spellcost = 0;
2123
2124 /* check for loss of invisiblity/hide */
2125 if (action_makes_visible (op))
2126 make_visible (op);
2127
2128 switch (op->contr->shoottype)
2129 {
2130 case range_none:
2131 return;
2132
2133 case range_bow:
2134 player_fire_bow (op, dir);
2135 return;
2136
2137 case range_magic: /* Casting spells */
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL));
2139 return;
2140
2141 case range_misc:
2142 fire_misc_object (op, dir);
2143 return;
2144
2145 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147 {
2148 op->contr->ranges[range_golem] = NULL;
2149 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 }
2152 else
2153 control_golem (op->contr->ranges[range_golem], dir);
2154 return;
2155
2156 case range_skill:
2157 if (!op->chosen_skill)
2158 {
2159 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return;
2162 }
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return;
2165 case range_builder:
2166 apply_map_builder (op, dir);
2167 return;
2168 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2170 return;
2171 }
2172 }
2173
2174
2175
2176 /* find_key
2177 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic
2180 * for both is the same - just the specific key is different.
2181 * pl is the player,
2182 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers.
2185 */
2186
2187 object *
2188 find_key (object *pl, object *container, object *door)
2189 {
2190 object *tmp, *key;
2191
2192 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL)
2194 return NULL;
2195
2196 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2198 {
2199 if (door->type == DOOR && tmp->type == KEY)
2200 break;
2201 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys
2203 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break;
2206 }
2207 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find
2210 * a key, return
2211 */
2212 if (!tmp)
2213 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2215 {
2216 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv)
2218 {
2219 if ((key = find_key (pl, tmp, door)) != NULL)
2220 return key;
2221 }
2222 }
2223 if (!tmp)
2224 return NULL;
2225 }
2226 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it
2228 */
2229 if (pl != container)
2230 {
2231 /* Only let players use keys in containers */
2232 if (!pl->contr)
2233 return NULL;
2234 /* cases where this fails:
2235 * If we only search the player inventory, return now since we
2236 * are not in the players inventory.
2237 * If the container is not active, return now since only active
2238 * containers can be used.
2239 * If we only search keyrings and the container does not have
2240 * a race/isn't a keyring.
2241 * No checking for all containers - to fall through past here,
2242 * inv must have been an container and must have been active.
2243 *
2244 * Change the color so that the message doesn't disappear with
2245 * all the others.
2246 */
2247 if (pl->contr->usekeys == key_inventory ||
2248 !QUERY_FLAG (container, FLAG_APPLIED) ||
2249 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2250 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL;
2254 }
2255 }
2256 return tmp;
2257 }
2258
2259 /* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key
2261 * such that the caller should not do anything more,
2262 * 0 otherwise
2263 */
2264 static int
2265 player_attack_door (object *op, object *door)
2266 {
2267
2268 /* If its a door, try to find a use a key. If we do destroy the door,
2269 * might as well return immediately as there is nothing more to do -
2270 * otherwise, we fall through to the rest of the code.
2271 */
2272 object *key = find_key (op, op, door);
2273
2274 /* IF we found a key, do some extra work */
2275 if (key)
2276 {
2277 object *container = key->env;
2278
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2280 if (action_makes_visible (op))
2281 make_visible (op);
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op);
2284 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR)
2289 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2291 remove_door2 (door); /* remove door without violence ;-) */
2292 }
2293 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */
2296 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container);
2298 return 1; /* Nothing more to do below */
2299 }
2300 else if (door->type == LOCKED_DOOR)
2301 {
2302 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2304 return 1;
2305 }
2306 return 0;
2307 }
2308
2309 /* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons).
2314 */
2315
2316 void
2317 move_player_attack (object *op, int dir)
2318 {
2319 object *tmp, *mon;
2320 sint16 nx, ny;
2321 int on_battleground;
2322 mapstruct *m;
2323
2324 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y;
2326
2327 on_battleground = op_on_battleground (op, NULL, NULL);
2328
2329 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could
2333 * move to some space, it then means that if we are braced, we should
2334 * do nothing at all. As it is, if we are braced, we go through
2335 * quite a bit of processing. However, it probably is less than what
2336 * move_ob uses.
2337 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2339 {
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 {
2342 m = get_map_from_coord (op->map, &nx, &ny);
2343 if (!m)
2344 return; /* Don't think this should happen */
2345 }
2346 else
2347 m = op->map;
2348
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return;
2353 }
2354
2355 mon = NULL;
2356 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space
2360 */
2361 while (tmp != NULL)
2362 {
2363 if (tmp == op)
2364 {
2365 tmp = tmp->above;
2366 continue;
2367 }
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 {
2370 mon = tmp;
2371 break;
2372 }
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp;
2375 tmp = tmp->above;
2376 }
2377
2378 if (mon == NULL) /* This happens anytime the player tries to move */
2379 return; /* into a wall */
2380
2381 if (mon->head != NULL)
2382 mon = mon->head;
2383
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385 if (player_attack_door (op, mon))
2386 return;
2387
2388 /* The following deals with possibly attacking peaceful
2389 * or frienddly creatures. Basically, all players are considered
2390 * unaggressive. If the moving player has peaceful set, then the
2391 * object should be pushed instead of attacked. It is assumed that
2392 * if you are braced, you will not attack friends accidently,
2393 * and thus will not push them.
2394 */
2395
2396 /* If the creature is a pet, push it even if the player is not
2397 * peaceful. Our assumption is the creature is a pet if the
2398 * player owns it and it is either friendly or unagressive.
2399 */
2400 if ((op->type == PLAYER)
2401 #if COZY_SERVER
2402 &&
2403 ((get_owner (mon) && get_owner (mon)->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2405 #else
2406 && get_owner (mon) == op
2407 #endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 {
2410 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced)
2412 return;
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op);
2415 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op);
2417 return;
2418 }
2419
2420 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push
2422 * someone, but put it inside this loop so that you won't
2423 * attack them either.
2424 */
2425 if ((mon->type == PLAYER || mon->enemy != op) &&
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2427 #ifdef PROHIBIT_PLAYERKILL
2428 (op->contr->peaceful
2429 || (mon->type == PLAYER
2430 && mon->contr->
2431 peaceful)) &&
2432 #else
2433 op->contr->peaceful &&
2434 #endif
2435 !on_battleground))
2436 {
2437 if (!op->contr->braced)
2438 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440 (void) push_ob (mon, dir, op);
2441 }
2442 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack");
2445 }
2446 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op);
2448 }
2449
2450 /* If the object is a boulder or other rollable object, then
2451 * roll it if not braced. You can't roll it if you are braced.
2452 */
2453 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2454 {
2455 recursive_roll (mon, dir, op);
2456 if (action_makes_visible (op))
2457 make_visible (op);
2458 }
2459
2460 /* Any generic living creature. Including things like doors.
2461 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen.
2465 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 {
2470
2471 /* If the player hasn't hit something this tick, and does
2472 * so, give them speed boost based on weapon speed. Doing
2473 * it here is better than process_players2, which basically
2474 * incurred a 1 tick offset.
2475 */
2476 if (!op->contr->has_hit)
2477 {
2478 op->speed_left += op->speed / op->contr->weapon_sp;
2479
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 }
2482
2483 skill_attack (mon, op, 0, NULL, NULL);
2484
2485 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is
2488 * the wiz.
2489 */
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 {
2492 short luck = mon->stats.luck;
2493
2494 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL);
2496 mon->stats.luck = luck;
2497 }
2498 if (action_makes_visible (op))
2499 make_visible (op);
2500 }
2501 } /* if player should attack something */
2502 }
2503
2504 int
2505 move_player (object *op, int dir)
2506 {
2507 int pick;
2508
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0;
2511
2512 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9))
2514 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0;
2517 }
2518
2519 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2522
2523 op->facing = dir;
2524
2525 if (op->hide)
2526 do_hidden_move (op);
2527
2528 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529 /*nop */ ;
2530 else if (op->contr->fire_on)
2531 fire (op, dir);
2532 else
2533 {
2534 move_player_attack (op, dir);
2535 pick = check_pick (op);
2536 }
2537
2538 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing.
2540 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir;
2544 }
2545 else
2546 {
2547 op->direction = 0;
2548 }
2549 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities
2551 * for players.
2552 */
2553 animate_object (op, op->facing);
2554 return 0;
2555 }
2556
2557 /* This is similar to handle_player, below, but is only used by the
2558 * new client/server stuff.
2559 * This is sort of special, in that the new client/server actually uses
2560 * the new speed values for commands.
2561 *
2562 * Returns true if there are more actions we can do.
2563 */
2564 int
2565 handle_newcs_player (object *op)
2566 {
2567 if (op->contr->hidden)
2568 {
2569 op->invisible = 1000;
2570 /* the socket code flashes the player visible/invisible
2571 * depending on the value of invisible, so we need to
2572 * alternate it here for it to work correctly.
2573 */
2574 if (pticks & 2)
2575 op->invisible--;
2576 }
2577 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578 {
2579 op->invisible--;
2580 if (!op->invisible)
2581 {
2582 make_visible (op);
2583 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 }
2585 }
2586
2587 if (QUERY_FLAG (op, FLAG_SCARED))
2588 {
2589 flee_player (op);
2590 /* If player is still scared, that is his action for this tick */
2591 if (QUERY_FLAG (op, FLAG_SCARED))
2592 {
2593 op->speed_left--;
2594 return 0;
2595 }
2596 }
2597
2598 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer.
2602 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605 {
2606 op->contr->ranges[range_golem] = NULL;
2607 op->contr->golem_count = 0;
2608 }
2609
2610 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here.
2613 */
2614 HandleClient (&op->contr->socket, op->contr);
2615 if (op->speed_left < 0)
2616 return 0;
2617
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 {
2620 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--;
2622
2623 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff.
2626 */
2627 move_player (op, op->direction);
2628 if (op->speed_left > 0)
2629 return 1;
2630 else
2631 return 0;
2632 }
2633 return 0;
2634 }
2635
2636 int
2637 save_life (object *op)
2638 {
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0;
2643
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2649 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp);
2652 free_object (tmp);
2653 CLEAR_FLAG (op, FLAG_LIFESAVE);
2654 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp;
2656 if (op->stats.food < 0)
2657 op->stats.food = 999;
2658 fix_player (op);
2659 return 1;
2660 }
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */
2664 return 0;
2665 }
2666
2667 /* This goes throws the inventory and removes unpaid objects, and puts them
2668 * back in the map (location and map determined by values of env). This
2669 * function will descend into containers. op is the object to start the search
2670 * from.
2671 */
2672 void
2673 remove_unpaid_objects (object *op, object *env)
2674 {
2675 object *next;
2676
2677 while (op)
2678 {
2679 next = op->below; /* Make sure we have a good value, in case
2680 * we remove object 'op'
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0);
2690 }
2691 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env);
2693 op = next;
2694 }
2695 }
2696
2697
2698 /*
2699 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the
2702 * best, a misc file for object actions is probably better,
2703 * but there isn't one in the server directory.
2704 */
2705 char *
2706 gravestone_text (object *op)
2707 {
2708 static char buf2[MAX_BUF];
2709 char buf[MAX_BUF];
2710 time_t now = time (NULL);
2711
2712 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else
2716 sprintf (buf, "%s\n", &op->name);
2717 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf);
2719 if (op->type == PLAYER)
2720 sprintf (buf, "who was in level %d when killed\n", op->level);
2721 else
2722 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2723 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf);
2725 if (op->type == PLAYER)
2726 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf);
2730 }
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf);
2734 return buf2;
2735 }
2736
2737
2738
2739 void
2740 do_some_living (object *op)
2741 {
2742 int last_food = op->stats.food;
2743 int gen_hp, gen_sp, gen_grace;
2744 int over_hp, over_sp, over_grace;
2745 int i;
2746 int rate_hp = 1200;
2747 int rate_sp = 2500;
2748 int rate_grace = 2000;
2749 const int max_hp = 1;
2750 const int max_sp = 1;
2751 const int max_grace = 1;
2752
2753 if (op->contr->outputs_sync)
2754 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757 flush_output_element (op, &op->contr->outputs[i]);
2758 }
2759
2760 if (op->contr->state == ST_PLAYING)
2761 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else
2768 {
2769 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 }
2772 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else
2775 {
2776 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 }
2779 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else
2782 {
2783 gen_grace = op->stats.maxgrace;
2784 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785 }
2786
2787 /* Regenerate Spell Points */
2788 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2789 {
2790 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791 if (op->stats.sp < op->stats.maxsp)
2792 {
2793 op->stats.sp++;
2794 /* dms do not consume food */
2795 if (!QUERY_FLAG (op, FLAG_WIZ))
2796 {
2797 op->stats.food--;
2798 if (op->contr->digestion < 0)
2799 op->stats.food += op->contr->digestion;
2800 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801 op->stats.food = last_food;
2802 }
2803 }
2804 if (max_sp > 1)
2805 {
2806 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0)
2808 {
2809 if (op->stats.sp < op->stats.maxsp)
2810 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2812 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813 op->stats.sp--;
2814 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp;
2816 }
2817 op->last_sp = 0;
2818 }
2819 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 }
2824 else
2825 {
2826 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827 }
2828 }
2829
2830 /* Regenerate Grace */
2831 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832 if (--op->last_grace < 0)
2833 {
2834 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */
2836 if (max_grace > 1)
2837 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0)
2840 {
2841 op->stats.sp += over_grace
2842 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2843 op->last_grace = 0;
2844 }
2845 else
2846 {
2847 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2848 }
2849 }
2850 else
2851 {
2852 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2853 }
2854 /* wearing stuff doesn't detract from grace generation. */
2855 }
2856
2857 /* Regenerate Hit Points */
2858 if (--op->last_heal < 0)
2859 {
2860 if (op->stats.hp < op->stats.maxhp)
2861 {
2862 op->stats.hp++;
2863 /* dms do not consume food */
2864 if (!QUERY_FLAG (op, FLAG_WIZ))
2865 {
2866 op->stats.food--;
2867 if (op->contr->digestion < 0)
2868 op->stats.food += op->contr->digestion;
2869 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870 op->stats.food = last_food;
2871 }
2872 }
2873 if (max_hp > 1)
2874 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0)
2877 {
2878 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2879 op->last_heal = 0;
2880 }
2881 else
2882 {
2883 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884 }
2885 }
2886 else
2887 {
2888 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2889 }
2890 }
2891
2892 /* Digestion */
2893 if (--op->last_eat < 0)
2894 {
2895 #ifdef COZY_SERVER
2896 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2897 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2898 #else
2899 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2900 #endif
2901
2902 if (op->contr->gen_hp > 0)
2903 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2904 else
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2906 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--;
2909 }
2910 }
2911
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2913 {
2914 object *tmp, *flesh = NULL;
2915
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2917 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 {
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, tmp, 0);
2924 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break;
2926 }
2927 else if (tmp->type == FLESH)
2928 flesh = tmp;
2929 } /* End if paid for object */
2930 } /* end of for loop */
2931 /* If player is still starving, it means they don't have any food, so
2932 * eat flesh instead.
2933 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 {
2936 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2937 manual_apply (op, flesh, 0);
2938 }
2939 } /* end if player is starving */
2940
2941 while (op->stats.food < 0 && op->stats.hp > 0)
2942 op->stats.food++, op->stats.hp--;
2943
2944 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2945 kill_player (op);
2946 }
2947
2948
2949
2950 /* If the player should die (lack of hp, food, etc), we call this.
2951 * op is the player in jeopardy. If the player can not be saved (not
2952 * permadeath, no lifesave), this will take care of removing the player
2953 * file.
2954 */
2955 void
2956 kill_player (object *op)
2957 {
2958 char buf[MAX_BUF];
2959 int x, y;
2960
2961 //int i;
2962 mapstruct *map; /* this is for resurrection */
2963
2964 /* int z;
2965 int num_stats_lose;
2966 int lost_a_stat;
2967 int lose_this_stat;
2968 int this_stat; */
2969 int will_kill_again;
2970 archetype *at;
2971 object *tmp;
2972
2973 if (save_life (op))
2974 return;
2975
2976
2977 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2978 * in cities ONLY!!! It is very important that this doesn't get abused.
2979 * Look at op_on_battleground() for more info --AndreasV
2980 */
2981 if (op_on_battleground (op, &x, &y))
2982 {
2983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985
2986 /* restore player */
2987 at = find_archetype ("poisoning");
2988 tmp = present_arch_in_ob (at, op);
2989 if (tmp)
2990 {
2991 remove_ob (tmp);
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 }
2995
2996 at = find_archetype ("confusion");
2997 tmp = present_arch_in_ob (at, op);
2998 if (tmp)
2999 {
3000 remove_ob (tmp);
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 }
3004
3005 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0)
3008 op->stats.food = 999;
3009
3010 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger"));
3012 if (tmp != NULL)
3013 {
3014 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n"
3017 " the %s, when he was defeated at\n level %d by %s.\n",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf;
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3021 tmp->materialname = NULL;
3022 tmp->x = op->x, tmp->y = op->y;
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 }
3025
3026 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0;
3029 return;
3030 }
3031
3032 INVOKE_PLAYER (DEATH, op->contr);
3033
3034 command_kill_pets (op, 0);
3035
3036 if (op->stats.food < 0)
3037 {
3038 if (op->contr->explore)
3039 {
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042 op->stats.food = 999;
3043 return;
3044 }
3045 sprintf (buf, "%s starved to death.", &op->name);
3046 strcpy (op->contr->killer, "starvation");
3047 }
3048 else
3049 {
3050 if (op->contr->explore)
3051 {
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name);
3058 }
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3060
3061 /* save the map location for corpse, gravestone */
3062 x = op->x;
3063 y = op->y;
3064 map = op->map;
3065
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * life if they are dead - it takes some exp and a random stat.
3071 * See the config.h file for a little more in depth detail about this.
3072 */
3073
3074 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect
3076 * of death.
3077 */
3078 #ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* If stat loss is permanent, lose one stat only. */
3082 /* Lower level chars don't lose as many stats because they suffer
3083 more if they do. */
3084 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */
3087 /* GD */
3088 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else
3094 {
3095 num_stats_lose = 1;
3096 }
3097 lost_a_stat = 0;
3098
3099 for (z = 0; z < num_stats_lose; z++)
3100 {
3101 i = RANDOM () % NUM_STATS;
3102
3103 if (settings.stat_loss_on_death)
3104 {
3105 /* Pick a random stat and take a point off it. Tell the player
3106 * what he lost.
3107 */
3108 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 lost_a_stat = 1;
3114 }
3115 else
3116 {
3117 /* deplete a stat */
3118 archetype *deparch = find_archetype ("depletion");
3119 object *dep;
3120
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 {
3124 dep = arch_to_object (deparch);
3125 insert_ob_in_ob (dep, op);
3126 }
3127 lose_this_stat = 1;
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 if (this_stat < 0)
3134 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */
3169 if (this_stat >= -50)
3170 {
3171 change_attr_value (&(dep->stats), i, -1);
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 lost_a_stat = 1;
3176 }
3177 }
3178 }
3179 }
3180 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat)
3182 {
3183 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */
3185 const char *god = determine_god (op);
3186
3187 if (god && (strcmp (god, "none")))
3188 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
3189 else
3190 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
3191 }
3192 #endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194
3195 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone.
3197 */
3198 tmp = arch_to_object (find_archetype ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf;
3203 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3204 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0);
3207
3208 /**************************************/
3209 /* */
3210 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */
3213 /* */
3214
3215 /**************************************/
3216
3217 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */
3219 at = find_archetype ("poisoning");
3220 tmp = present_arch_in_ob (at, op);
3221 if (tmp)
3222 {
3223 remove_ob (tmp);
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 }
3227
3228 at = find_archetype ("confusion");
3229 tmp = present_arch_in_ob (at, op);
3230 if (tmp)
3231 {
3232 remove_ob (tmp);
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 }
3236 cure_disease (op, 0); /* remove any disease */
3237
3238 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100)
3241 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245
3246 /*
3247 * Check to see if the player is in a shop. IF so, then check to see if
3248 * the player has any unpaid items. If so, remove them and put them back
3249 * in the map.
3250 */
3251
3252 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op);
3254
3255 /****************************************/
3256 /* */
3257 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */
3259 /* */
3260
3261 /****************************************/
3262
3263 enter_player_savebed (op);
3264
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0;
3269 save_player (op, 1);
3270
3271 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player.
3275 */
3276 will_kill_again = 0;
3277 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278 {
3279 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype;
3281 }
3282 if (will_kill_again)
3283 {
3284 object *force;
3285 int at;
3286
3287 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1;
3290 force->speed_left = -5.0;
3291 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100;
3296 }
3297 insert_ob_in_ob (force, op);
3298 fix_player (op);
3299
3300 }
3301
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379 }
3380
3381
3382 void
3383 loot_object (object *op)
3384 { /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next;
3386
3387 if (op->container)
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391
3392 for (tmp = op->inv; tmp != NULL; tmp = next)
3393 {
3394 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible)
3396 continue;
3397 remove_ob (tmp);
3398 tmp->x = op->x, tmp->y = op->y;
3399 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */
3401 loot_object (tmp);
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3404 {
3405 if (tmp->nrof > 1)
3406 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2);
3409 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 }
3411 else
3412 free_object (tmp);
3413 }
3414 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 }
3417 }
3418
3419 /*
3420 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed.
3423 */
3424
3425 void
3426 fix_weight (void)
3427 {
3428 player *pl;
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433
3434 if (old == sum)
3435 continue;
3436 fix_player (pl->ob);
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 }
3439 }
3440
3441 void
3442 fix_luck (void)
3443 {
3444 player *pl;
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state)
3448 change_luck (pl->ob, 0);
3449 }
3450
3451
3452 /* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object.
3455 */
3456
3457 void
3458 cast_dust (object *op, object *throw_ob, int dir)
3459 {
3460 object *skop, *spob;
3461
3462 skop = find_skill_by_name (op, throw_ob->skill);
3463
3464 /* casting POTION 'dusts' is really a use_magic_item skill */
3465 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3466 {
3467 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3468 return;
3469 }
3470
3471 spob = throw_ob->inv;
3472
3473 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3474 // not pass NULL to cast_spell (which did indeed check itself, but
3475 // errors should be reported as early as possible IMHO)
3476 if (!spob)
3477 {
3478 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3479 return;
3480 }
3481
3482 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484
3485 cast_spell (op, throw_ob, dir, spob, NULL);
3486
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490 }
3491
3492 void
3493 make_visible (object *op)
3494 {
3495 op->hide = 0;
3496 op->invisible = 0;
3497 if (op->type == PLAYER)
3498 {
3499 op->contr->tmp_invis = 0;
3500 op->contr->invis_race = 0;
3501 }
3502 update_object (op, UP_OBJ_FACE);
3503 }
3504
3505 int
3506 is_true_undead (object *op)
3507 {
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511 return 1;
3512
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0;
3519 }
3520
3521 /* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels
3523 * indicate greater hideability.
3524 */
3525
3526 int
3527 hideability (object *ob)
3528 {
3529 int i, level = 0, mflag;
3530 sint16 x, y;
3531
3532 if (!ob || !ob->map)
3533 return 0;
3534
3535 /* so, on normal lighted maps, its hard to hide */
3536 level = ob->map->darkness - 2;
3537
3538 /* this also picks up whether the object is glowing.
3539 * If you carry a light on a non-dark map, its not
3540 * as bad as carrying a light on a pitch dark map */
3541 if (has_carried_lights (ob))
3542 level = -(10 + (2 * ob->map->darkness));
3543
3544 /* scan through all nearby squares for terrain to hide in */
3545 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3546 {
3547 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3548 if (mflag & P_OUT_OF_MAP)
3549 {
3550 continue;
3551 }
3552 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3553 level += 2;
3554 else /* open terrain! */
3555 level -= 1;
3556 }
3557
3558 #if 0
3559 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3560 #endif
3561 return level;
3562 }
3563
3564 /* For Hidden creatures - a chance of becoming 'unhidden'
3565 * every time they move - as we subtract off 'invisibility'
3566 * AND, for players, if they move into a ridiculously unhideable
3567 * spot (surrounded by clear terrain in broad daylight). -b.t.
3568 */
3569
3570 void
3571 do_hidden_move (object *op)
3572 {
3573 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3574 object *skop;
3575
3576 if (!op || !op->map)
3577 return;
3578
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580
3581 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level)
3585 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op);
3588 return;
3589 }
3590 else
3591 num += 20;
3592 }
3593 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide;
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 {
3598 make_visible (op);
3599 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 }
3602 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606 }
3607
3608 /* determine if who is standing near a hostile creature. */
3609
3610 int
3611 stand_near_hostile (object *who)
3612 {
3613 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m;
3616 sint16 x, y;
3617
3618 if (!who)
3619 return 0;
3620
3621 if (who->type == PLAYER)
3622 player = 1;
3623
3624 else
3625 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3626
3627 /* search adjacent squares */
3628 for (i = 1; i < 9; i++)
3629 {
3630 x = who->x + freearr_x[i];
3631 y = who->y + freearr_y[i];
3632 m = who->map;
3633 mflags = get_map_flags (m, &m, x, y, &x, &y);
3634 /* space must be blocked if there is a monster. If not
3635 * blocked, don't need to check this space.
3636 */
3637 if (mflags & P_OUT_OF_MAP)
3638 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue;
3641
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3643 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1;
3646 else if (tmp->type == PLAYER)
3647 {
3648 /*don't let a hidden DM prevent you from hiding */
3649 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3650 return 1;
3651 }
3652 }
3653 }
3654 return 0;
3655 }
3656
3657 /* check the player los field for viewability of the
3658 * object op. This function works fine for monsters,
3659 * but we dont worry if the object isnt the top one in
3660 * a pile (say a coin under a table would return "viewable"
3661 * by this routine). Another question, should we be
3662 * concerned with the direction the player is looking
3663 * in? Realistically, most of use cant see stuff behind
3664 * our backs...on the other hand, does the "facing" direction
3665 * imply the way your head, or body is facing? Its possible
3666 * for them to differ. Sigh, this fctn could get a bit more complex.
3667 * -b.t.
3668 * This function is now map tiling safe.
3669 */
3670
3671 int
3672 player_can_view (object *pl, object *op)
3673 {
3674 rv_vector rv;
3675 int dx, dy;
3676
3677 if (pl->type != PLAYER)
3678 {
3679 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1;
3681 }
3682 if (!pl || !op)
3683 return 0;
3684
3685 if (op->head)
3686 {
3687 op = op->head;
3688 }
3689 get_rangevector (pl, op, &rv, 0x1);
3690
3691 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any
3693 * part that is in the los array but isnt on
3694 * a blocked los square.
3695 * we use the archetype to figure out offsets.
3696 */
3697 while (op)
3698 {
3699 dx = rv.distance_x + op->arch->clone.x;
3700 dy = rv.distance_y + op->arch->clone.y;
3701
3702 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values.
3705 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3709 return 1;
3710 op = op->more;
3711 }
3712 return 0;
3713 }
3714
3715 /* routine for both players and monsters. We call this when
3716 * there is a possibility for our action distrubing our hiding
3717 * place or invisiblity spell. Artefact invisiblity is not
3718 * effected by this. If we arent invisible to begin with, we
3719 * return 0.
3720 */
3721 int
3722 action_makes_visible (object *op)
3723 {
3724
3725 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3726 {
3727 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3728 return 0;
3729
3730 if (op->contr && op->contr->tmp_invis == 0)
3731 return 0;
3732
3733 /* If monsters, they should become visible */
3734 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3735 {
3736 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3737 return 1;
3738 }
3739 }
3740 return 0;
3741 }
3742
3743 /* op_on_battleground - checks if the given object op (usually
3744 * a player) is standing on a valid battleground-tile,
3745 * function returns TRUE/FALSE. If true x, y returns the battleground
3746 * -exit-coord. (and if x, y not NULL)
3747 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3748 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3749 * Default is to do the same as before, so only people wanting to have different points need worry about this
3750 */
3751 int
3752 op_on_battleground (object *op, int *x, int *y)
3753 {
3754 object *tmp;
3755
3756 /* A battleground-tile needs the following attributes to be valid:
3757 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3758 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3759 * and the exit-coordinates sp/hp must both be > 0.
3760 * => The intention here is to prevent abuse of the battleground-
3761 * feature (like pickable or hidden battleground tiles). */
3762 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3763 {
3764 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3765 {
3766 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3767 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3768 {
3769 /*before we assign the exit, check if this is a teambattle */
3770 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3771 {
3772 object *invtmp;
3773
3774 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3775 {
3776 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3777 {
3778 if (x != NULL && y != NULL)
3779 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3780 return 1;
3781 }
3782 }
3783 }
3784 if (x != NULL && y != NULL)
3785 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3786 return 1;
3787 }
3788 }
3789 }
3790 /* If we got here, did not find a battleground */
3791 return 0;
3792 }
3793
3794 /*
3795 * When a dragon-player gains a new stage of evolution,
3796 * he gets some treasure
3797 *
3798 * attributes:
3799 * object *who the dragon player
3800 * int atnr the attack-number of the ability focus
3801 * int level ability level
3802 */
3803 void
3804 dragon_ability_gain (object *who, int atnr, int level)
3805 {
3806 treasurelist *trlist = NULL; /* treasurelist */
3807 treasure *tr; /* treasure */
3808 object *tmp, *skop; /* tmp. object */
3809 object *item; /* treasure object */
3810 char buf[MAX_BUF]; /* tmp. string buffer */
3811 int i = 0, j = 0;
3812
3813 /* get the appropriate treasurelist */
3814 if (atnr == ATNR_FIRE)
3815 trlist = find_treasurelist ("dragon_ability_fire");
3816 else if (atnr == ATNR_COLD)
3817 trlist = find_treasurelist ("dragon_ability_cold");
3818 else if (atnr == ATNR_ELECTRICITY)
3819 trlist = find_treasurelist ("dragon_ability_elec");
3820 else if (atnr == ATNR_POISON)
3821 trlist = find_treasurelist ("dragon_ability_poison");
3822
3823 if (trlist == NULL || who->type != PLAYER)
3824 return;
3825
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827
3828 if (tr == NULL || tr->item == NULL)
3829 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return;
3832 }
3833
3834 /* everything seems okay - now bring on the gift: */
3835 item = &(tr->item->clone);
3836
3837 if (item->type == SPELL)
3838 {
3839 if (check_spell_known (who, item->name))
3840 return;
3841
3842 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3843 do_learn_spell (who, item, 0);
3844 return;
3845 }
3846
3847 /* grant direct spell */
3848 if (item->type == SPELLBOOK)
3849 {
3850 if (!item->inv)
3851 {
3852 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3853 return;
3854 }
3855 if (check_spell_known (who, item->inv->name))
3856 return;
3857 if (item->invisible)
3858 {
3859 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3860 do_learn_spell (who, item->inv, 0);
3861 return;
3862 }
3863 }
3864 else if (item->type == SKILL_TOOL && item->invisible)
3865 {
3866 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3867 {
3868
3869 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3870 * in this way, if the player is missing any of the attacktypes, he gets
3871 * them. As it is now, if the player has any that match the granted skill,
3872 * but not all of them, he gets nothing.
3873 */
3874 if (!(skop->attacktype & item->attacktype))
3875 {
3876 /* Give new attacktype */
3877 skop->attacktype |= item->attacktype;
3878
3879 /* always add physical if there's none */
3880 skop->attacktype |= AT_PHYSICAL;
3881
3882 if (item->msg != NULL)
3883 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3884
3885 /* Give player new face */
3886 if (item->animation_id)
3887 {
3888 who->face = skop->face;
3889 who->animation_id = item->animation_id;
3890 who->anim_speed = item->anim_speed;
3891 who->last_anim = 0;
3892 who->state = 0;
3893 animate_object (who, who->direction);
3894 }
3895 }
3896 }
3897 }
3898 else if (item->type == FORCE)
3899 {
3900 /* forces in the treasurelist can alter the player's stats */
3901 object *skin;
3902
3903 /* first get the dragon skin force */
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3905 if (skin == NULL)
3906 return;
3907
3908 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 {
3911 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3912
3913 /* print message */
3914 sprintf (buf, "You feel attuned to ");
3915 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3916 {
3917 if (item->path_attuned & (1 << i))
3918 {
3919 if (j)
3920 strcat (buf, " and ");
3921 else
3922 j = 1;
3923 strcat (buf, spellpathnames[i]);
3924 }
3925 }
3926 strcat (buf, ".");
3927 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3928 }
3929
3930 /* evtl. adding flags: */
3931 if (QUERY_FLAG (item, FLAG_XRAYS))
3932 SET_FLAG (skin, FLAG_XRAYS);
3933 if (QUERY_FLAG (item, FLAG_STEALTH))
3934 SET_FLAG (skin, FLAG_STEALTH);
3935 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3936 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3937
3938 /* print message if there is one */
3939 if (item->msg != NULL)
3940 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3941 }
3942 else
3943 {
3944 /* generate misc. treasure */
3945 tmp = arch_to_object (tr->item);
3946 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3947 tmp = insert_ob_in_ob (tmp, who);
3948 if (who->type == PLAYER)
3949 esrv_send_item (who, tmp);
3950 }
3951 }
3952
3953 /**
3954 * Unready an object for a player. This function does nothing if the object was
3955 * not readied.
3956 */
3957 void
3958 player_unready_range_ob (player *pl, object *ob)
3959 {
3960 rangetype i;
3961
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3963 {
3964 if (pl->ranges[i] == ob)
3965 {
3966 pl->ranges[i] = NULL;
3967 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none;
3970 }
3971 }
3972 }
3973 }