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/cvs/deliantra/server/server/player.C
Revision: 1.21
Committed: Tue Sep 12 19:20:08 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +4 -4 lines
Log Message:
- improve assign to prepend "..."
- make more use of assign
- implement op->debug_desc() and make some more use of it

File Contents

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