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/cvs/deliantra/server/server/player.C
Revision: 1.45
Committed: Sat Dec 16 17:16:52 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +0 -1 lines
Log Message:
- remove no_shout
- serialise command execution somewhat again :(
- avoid exceptions

File Contents

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