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/cvs/deliantra/server/server/player.C
Revision: 1.15
Committed: Mon Sep 4 11:08:00 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +95 -91 lines
Log Message:
Changes...

- alternative shstr representation, saves code
- use glibs splice memory allocator (seems slower)
- use simpler memory/lifetime management for objects, no recycling

File Contents

# Content
1 /*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.14 2006-09-03 00:18:42 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #ifndef WIN32 /* ---win32 remove headers */
31 #include <pwd.h>
32 #endif
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <sounds.h>
37 #include <living.h>
38 #include <object.h>
39 #include <spells.h>
40 #include <skills.h>
41 #include <newclient.h>
42
43 #ifdef COZY_SERVER
44 extern int same_party (partylist *a, partylist *b);
45 #endif
46
47 player *find_player(const char *plname)
48 {
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56 }
57
58 player* find_player_partial_name( const char* plname )
59 {
60 player* pl;
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82 void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103 }
104
105 void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131 }
132
133 void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179 }
180
181 int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189 }
190
191 /* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196 /* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202 static player *
203 get_player (player * p)
204 {
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 {
210 p = new player;
211
212 /* This adds the player in the linked list. There is extra
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 }
228
229 /* Clears basically the entire player structure except
230 * for next and socket.
231 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod));
233 p->attachable_clear ();
234
235 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point.
237 */
238 p->party = NULL;
239 p->outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice;
242 p->Swap_First = -1;
243
244 #ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246 #endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
249
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal;
267 p->petmode = pet_normal;
268 p->listening = 10;
269 p->usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */
272 p->do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
277 p->title[sizeof (p->title) - 1] = '\0';
278 op->race = op->arch->clone.race;
279
280 CLEAR_FLAG (op, FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i = 0; i < NROFATTACKS; i++)
293 {
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298
299 p->socket.update_look = 0;
300 p->socket.look_position = 0;
301 return p;
302 }
303
304 /* This loads the first map an puts the player on it. */
305 static void set_first_map(object *op)
306 {
307 strcpy(op->contr->maplevel, first_map_path);
308 op->x = -1;
309 op->y = -1;
310 enter_exit(op, NULL);
311 }
312
313 /* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317
318 int add_player(NewSocket *ns) {
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341 }
342
343 /*
344 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype!
347 */
348 archetype *get_player_archetype(archetype* at)
349 {
350 archetype *start = at;
351 for (;;) {
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 }
363 }
364
365
366 object *get_nearest_player(object *mon) {
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 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv))
399 continue;
400
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) {
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 }
414 }
415 #if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)");
417 #endif
418 return op;
419 }
420
421 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking
424 * for a path to the player. The values are in the amount of direction
425 * the deviation is
426 */
427 #define DETOUR_AMOUNT 2
428
429 /* This is used to prevent infinite loops. Consider a case where the
430 * player is in a chamber (with gate closed), and monsters are outside.
431 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
432 * find a path into the chamber. This is a good thing, but since there
433 * is no real path, it will just keep circling the chamber for
434 * ever (this could be a nice effect for monsters, but not for the function
435 * to get stuck in. I think for the monsters, if max is reached and
436 * we return the first direction the creature could move would result in the
437 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing.
440 */
441 #define MAX_SPACES 50
442
443
444 /*
445 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that
448 * direction to player is changed (ie zig or zag). Continue zig zag until either
449 * reach player or path is blocked. Thus, will only return true if there is a free
450 * path to player. Though path may not be a straight line. Note that it will find
451 * player hiding along a corridor at right angles to the corridor with the monster.
452 *
453 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
454 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
455 * down corriders.
456 * 2) I think the old code was broken if the first direction the monster
457 * should move was blocked - the code would store the first direction without
458 * verifying that the player can actually move in that direction. The new
459 * code does not store anything in firstdir until we have verified that the
460 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself.
464 */
465 int path_to_player(object *mon, object *pl, unsigned mindiff) {
466 rv_vector rv;
467 sint16 x,y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap;
470
471 get_rangevector(mon, pl, &rv, 0);
472
473 if (rv.distance<mindiff) return 0;
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573 }
574
575 void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657 }
658
659 void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663 }
664
665 void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669 }
670
671 void play_again(object *op)
672 {
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691 }
692
693
694 int receive_play_again(object *op, char key)
695 {
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722 }
723
724 void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729 }
730
731 void get_party_password(object *op, partylist *party) {
732 if (party == NULL) {
733 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 return;
735 }
736 op->contr->write_buf[0]='\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party;
739 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740 }
741
742
743 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744 int roll_stat(void) {
745 int a[4],i,j,k;
746
747 for(i=0;i<4;i++)
748 a[i]=(int)RANDOM()%6+1;
749
750 for(i=0,j=0,k=7;i<4;i++)
751 if(a[i]<k)
752 k=a[i],j=i;
753
754 for(i=0,k=0;i<4;i++) {
755 if(i!=j)
756 k+=a[i];
757 }
758 return k;
759 }
760
761 void roll_stats(object *op) {
762 int sum=0;
763 int i = 0, j = 0;
764 int statsort[7];
765
766 do {
767 op->stats.Str=roll_stat();
768 op->stats.Dex=roll_stat();
769 op->stats.Int=roll_stat();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778
779 /* Sort the stats so that rerolling is easier... */
780 statsort[0] = op->stats.Str;
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787
788 /* a quick and dirty bubblesort? */
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0];
801 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6];
807
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0;
819 op->stats.ac=0;
820
821 op->contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3;
824
825 fix_player(op);
826 op->stats.hp = op->stats.maxhp;
827 op->stats.sp = op->stats.maxsp;
828 op->stats.grace = op->stats.maxgrace;
829 op->contr->orig_stats=op->stats;
830 }
831
832 void Roll_Again(object *op)
833 {
834 esrv_new_player(op->contr, 0);
835 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
836 }
837
838 void Swap_Stat(object *op,int Swap_Second)
839 {
840 signed char tmp;
841 char buf[MAX_BUF];
842
843 if ( op->contr->Swap_First == -1 ) {
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf);
859 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882 }
883
884
885 /* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892 int key_roll_stat(object *op, char key)
893 {
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf);
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919 #if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924 #endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950 }
951
952 /* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE,
956 * not the class.
957 */
958
959 int key_change_class(object *op, char key)
960 {
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974
975 INVOKE_PLAYER (BIRTH, op->contr);
976 INVOKE_PLAYER (LOGIN, op->contr);
977
978 op->contr->state=ST_PLAYING;
979
980 if (op->msg)
981 op->msg=NULL;
982
983 /* We create this now because some of the unique maps will need it
984 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989 #ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991 #endif
992 start_info(op);
993 CLEAR_FLAG(op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op);
997 fix_player(op);
998
999 /* This moves the player to a different start map, if there
1000 * is one for this race
1001 */
1002 if(*first_map_ext_path) {
1003 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n");
1018 }
1019 return 0;
1020 }
1021
1022 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above.
1024 */
1025
1026 tmp_loop = 0;
1027 while(!tmp_loop) {
1028 shstr name = op->name;
1029 int x = op->x, y = op->y;
1030 remove_statbonus(op);
1031 remove_ob (op);
1032 op->arch = get_player_archetype(op->arch);
1033 copy_object (&op->arch->clone, op);
1034 op->instantiate ();
1035 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name;
1037 op->x = x;
1038 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op);
1044 tmp_loop=allowed_class(op);
1045 }
1046 update_object(op,UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op);
1048 fix_player(op);
1049 op->stats.hp=op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp;
1051 op->stats.grace=0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056 }
1057
1058 int key_confirm_quit(object *op, char key)
1059 {
1060 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) {
1092 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf)))
1094 delete_map(mp);
1095 }
1096
1097 delete_character(op->name, 1);
1098 }
1099 play_again(op);
1100 return 1;
1101 }
1102
1103 void flee_player(object *op) {
1104 int dir,diff;
1105 rv_vector rv;
1106
1107 if(op->stats.hp < 0) {
1108 LOG(llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED);
1110 return;
1111 }
1112
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED);
1146 op->enemy=NULL;
1147 }
1148
1149
1150 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1151 * IT returns 1 if the player should keep on moving, 0 if he should
1152 * stop.
1153 */
1154 int check_pick(object *op) {
1155 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0;
1158 int j, k, wvratio;
1159 char putstring[128], tmpstr[16];
1160
1161
1162 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING)
1164 return 1;
1165
1166 op_tag = op->count;
1167
1168 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171
1172 /* loop while there are items on the floor that are not marked as
1173 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag))
1175 {
1176 tmp = next;
1177 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180
1181 if (was_destroyed (op, op_tag))
1182 return 0;
1183
1184 if ( ! can_pick (op, tmp))
1185 continue;
1186
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1188 {
1189 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) {
1196 switch (op->contr->mode) {
1197 case 0: return 1; /* don't pick up */
1198 case 1: pick_up (op, tmp);
1199 return 1;
1200 case 2: pick_up (op, tmp);
1201 return 0;
1202 case 3: return 0; /* stop before pickup */
1203 case 4: pick_up (op, tmp);
1204 break;
1205 case 5: pick_up (op, tmp);
1206 stop = 1;
1207 break;
1208 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp);
1212 break;
1213
1214 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp);
1217 break;
1218
1219 default:
1220 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp);
1226 }
1227 }
1228 else { /* old model */
1229 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 }
1253 }
1254 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256
1257 #if 0
1258 /* print the flags too */
1259 for(k=0;k<4;k++)
1260 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31);
1262 for(j=0;j<32;j++)
1263 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1265 if(!((j+1)%4))fprintf(stderr," ");
1266 }
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269 #endif
1270 }
1271 /* philosophy:
1272 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for
1276 * example.
1277 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#>
1280 */
1281
1282 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */
1285
1286 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1;
1289
1290 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0;
1295
1296 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while
1298 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1;
1300
1301 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303
1304 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306
1307 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 if(op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315
1316 if(op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319
1320 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 if(op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 if(op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330
1331 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335
1336 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340
1341 if(op->contr->mode & PU_VALUABLES)
1342 {
1343 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 }
1346
1347 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351
1352 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 if(op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359
1360 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 if(op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 if(op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 if(op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 if(op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 if(op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379
1380 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384
1385 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 }
1394 if(tmp->type == WEAPON && tmp->name==NULL)
1395 {
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401
1402 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406
1407 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */
1409 if(op->contr->mode & PU_RATIO)
1410 {
1411 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417 {
1418 pick_up(op, tmp);
1419 #if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) {
1422 fprintf(stderr,"%s", tmp->name);
1423 }
1424 else fprintf(stderr,"%s",tmp->arch->name);
1425 fprintf(stderr,",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427 #endif
1428 continue;
1429 }
1430 }
1431 } /* the new pickup model */
1432 }
1433 return ! stop;
1434 }
1435
1436 /*
1437 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the
1439 * found object is returned.
1440 */
1441 object *find_arrow(object *op, const char *type)
1442 {
1443 object *tmp = NULL;
1444
1445 for(op=op->inv; op; op=op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type &&
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type)
1450 return op;
1451 return tmp;
1452 }
1453
1454 /*
1455 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1456 * against the target. A full test is not performed, simply a basic test
1457 * of resistances. The archer is making a quick guess at what he sees down
1458 * the hall. Failing that it does it's best to pick the highest plus arrow.
1459 */
1460
1461 object *find_better_arrow(object *op, object *target, const char *type, int *better)
1462 {
1463 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i;
1465
1466 if (!type)
1467 return NULL;
1468
1469 for (arrow=op->inv; arrow; arrow=arrow->below) {
1470 if (arrow->type==CONTAINER && arrow->race==type &&
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1472 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i);
1474 if (i > betterby) {
1475 tmp = ntmp;
1476 betterby = i;
1477 }
1478 } else if (arrow->type==ARROW && arrow->race==type) {
1479 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL &&
1481 strstr(arrow->slaying, target->race)) {
1482 if (arrow->attacktype & AT_DEATH) {
1483 *better = 100;
1484 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 }
1489 } else {
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 }
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 }
1506 }
1507 }
1508 }
1509 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type);
1511
1512 *better = betterby;
1513 return tmp;
1514 }
1515
1516 /* looks in a given direction, finds the first valid target, and calls
1517 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter
1519 * type = bow->race
1520 * dir = fire direction
1521 */
1522
1523 object *pick_arrow_target(object *op, const char *type, int dir)
1524 {
1525 object *tmp = NULL;
1526 mapstruct *m;
1527 int i, mflags, found, number;
1528 sint16 x, y;
1529
1530 if (op->map == NULL)
1531 return find_arrow(op, type);
1532
1533 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1536 return find_arrow(op, type);
1537
1538 m = op->map;
1539 x = op->x;
1540 y = op->y;
1541
1542 /* find the first target */
1543 for (i=0, found=0; i<20; i++) {
1544 x += freearr_x[dir];
1545 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1548 tmp = NULL;
1549 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 }
1567 if (tmp == NULL)
1568 return find_arrow(op, type);
1569
1570 if (tmp->head)
1571 tmp = tmp->head;
1572
1573 return find_better_arrow(op, tmp, type, &i);
1574 }
1575
1576 /*
1577 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise.
1579 * op is the object firing the bow.
1580 * part is for multipart creatures - the part firing the bow.
1581 * dir is the direction of fire.
1582 * wc_mod is any special modifier to give (used in special player fire modes)
1583 * sx, sy are coordinates to fire arrow from - also used in some of the special
1584 * player fire modes.
1585 */
1586 int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1587 sint16 sx, sint16 sy)
1588 {
1589 object *left, *bow;
1590 tag_t left_tag, tag;
1591 int bowspeed, mflags;
1592 mapstruct *m;
1593
1594 if (!dir) {
1595 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1596 return 0;
1597 }
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below)
1602 /* Don't check for applied - monsters don't apply bows - in that way, they
1603 * don't need to switch back and forth between bows and weapons.
1604 */
1605 if(bow->type==BOW)
1606 break;
1607
1608 if (!bow) {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0;
1611 }
1612 }
1613 if( !bow->race || !bow->skill) {
1614 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1615 return 0;
1616 }
1617
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625
1626 if (arrow == NULL) {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1628 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op,
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW);
1634 return 0;
1635 }
1636 }
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) {
1639 return 0;
1640 }
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1642 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1643 return 0;
1644 }
1645
1646 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) {
1648 remove_ob(arrow);
1649 free_object(arrow);
1650 return 0;
1651 }
1652
1653 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1);
1656 if (arrow == NULL) {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0;
1659 }
1660 set_owner(arrow, op);
1661 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666
1667 if (op->type == PLAYER) {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669 fix_player(op);
1670 }
1671
1672 SET_ANIMATION(arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL)
1677 arrow->spellarg = strdup_local(arrow->slaying);
1678
1679 /* Note that this was different for monsters - they got their level
1680 * added to the damage. I think the strength bonus is more proper.
1681 */
1682
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686
1687 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1689 0 : dam_bonus[op->stats.Str]) +
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692
1693 if (arrow->speed < 1.0)
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0;
1697
1698 if (op->type == PLAYER) {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1705 } else {
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708
1709 arrow->level = op->level;
1710 }
1711 if (arrow->attacktype == AT_PHYSICAL)
1712 arrow->attacktype |= bow->attacktype;
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying;
1715
1716 arrow->map = m;
1717 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1721 tag = arrow->count;
1722 insert_ob_in_map(arrow, m, op, 0);
1723
1724 if (!was_destroyed(arrow, tag))
1725 move_arrow(arrow);
1726
1727 if (op->type == PLAYER) {
1728 if (was_destroyed (left, left_tag))
1729 esrv_del_item(op->contr, left_tag);
1730 else
1731 esrv_send_item(op, left);
1732 }
1733 return 1;
1734 }
1735
1736 /* Special fire code for players - this takes into
1737 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player,
1741 * hence the function name.
1742 */
1743 int player_fire_bow(object *op, int dir)
1744 {
1745 int ret=0, wcmod=0;
1746
1747 if (op->contr->bowtype == bow_bestarrow) {
1748 ret = fire_bow(op, op,
1749 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1750 dir, 0, op->x, op->y);
1751 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1;
1754 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1755 op->x, op->y);
1756 } else if (op->contr->bowtype == bow_threewide) {
1757 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1759 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1760 } else if (op->contr->bowtype == bow_spreadshot) {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1763 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1764
1765 } else {
1766 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1768 }
1769 return ret;
1770 }
1771
1772
1773 /* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable.
1775 */
1776 void fire_misc_object(object *op, int dir)
1777 {
1778 object *item;
1779
1780 if (!op->contr->ranges[range_misc]) {
1781 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1782 return;
1783 }
1784
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1788 return;
1789 }
1790 if (item->type == WAND) {
1791 if(item->stats.food<=0) {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1794 return;
1795 }
1796 } else if (item->type == ROD || item->type==HORN) {
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1799 if (item->type== ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1802 else
1803 new_draw_info_format(NDI_UNIQUE, 0,op,
1804 "The %s needs more time to charge.", query_base_name(item,0));
1805 return;
1806 }
1807 }
1808
1809 if(cast_spell(op,item,dir,item->inv,NULL)) {
1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1811 if (item->type == WAND) {
1812 if (!(--item->stats.food)) {
1813 object *tmp;
1814 if (item->arch) {
1815 CLEAR_FLAG(item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face;
1817 item->speed = 0;
1818 update_ob_speed(item);
1819 }
1820 if ((tmp=is_player_inv(item)))
1821 esrv_update_item(UPD_ANIM, tmp, item);
1822 }
1823 }
1824 else if (item->type == ROD || item->type==HORN) {
1825 drain_rod_charge(item);
1826 }
1827 }
1828 }
1829
1830 /* Received a fire command for the player - go and do it.
1831 */
1832 void fire(object *op,int dir) {
1833 int spellcost=0;
1834
1835 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op);
1837
1838 switch(op->contr->shoottype) {
1839 case range_none:
1840 return;
1841
1842 case range_bow:
1843 player_fire_bow(op, dir);
1844 return;
1845
1846 case range_magic: /* Casting spells */
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 return;
1849
1850 case range_misc:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return;
1876 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1878 return;
1879 }
1880 }
1881
1882
1883
1884 /* find_key
1885 * We try to find a key for the door as passed. If we find a key
1886 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic
1888 * for both is the same - just the specific key is different.
1889 * pl is the player,
1890 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers.
1893 */
1894
1895 object * find_key(object *pl, object *container, object *door)
1896 {
1897 object *tmp,*key;
1898
1899 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL;
1901
1902 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1904 if (door->type==DOOR && tmp->type==KEY) break;
1905 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys
1907 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1909 tmp->slaying==door->slaying) break;
1910 }
1911 /* No key found - lets search inventories now */
1912 /* If we find and use a key in an inventory, return at that time.
1913 * otherwise, if we search all the inventories and still don't find
1914 * a key, return
1915 */
1916 if (!tmp) {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1918 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1921 }
1922 }
1923 if (!tmp) return NULL;
1924 }
1925 /* We get down here if we have found a key. Now if its in a container,
1926 * see if we actually want to use it
1927 */
1928 if (pl!=container) {
1929 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL;
1931 /* cases where this fails:
1932 * If we only search the player inventory, return now since we
1933 * are not in the players inventory.
1934 * If the container is not active, return now since only active
1935 * containers can be used.
1936 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active.
1940 *
1941 * Change the color so that the message doesn't disappear with
1942 * all the others.
1943 */
1944 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys")))
1948 ) {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door",
1951 query_name(tmp), query_name(container));
1952 return NULL;
1953 }
1954 }
1955 return tmp;
1956 }
1957
1958 /* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more,
1961 * 0 otherwise
1962 */
1963 static int player_attack_door(object *op, object *door)
1964 {
1965
1966 /* If its a door, try to find a use a key. If we do destroy the door,
1967 * might as well return immediately as there is nothing more to do -
1968 * otherwise, we fall through to the rest of the code.
1969 */
1970 object *key=find_key(op, op, door);
1971
1972 /* IF we found a key, do some extra work */
1973 if (key) {
1974 object *container=key->env;
1975
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977 if(action_makes_visible(op)) make_visible(op);
1978 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1979 if (door->type == DOOR) {
1980 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1981 }
1982 else if(door->type==LOCKED_DOOR) {
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1984 "You open the door with the %s", query_short_name(key));
1985 remove_door2(door); /* remove door without violence ;-) */
1986 }
1987 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */
1990 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */
1993 } else if (door->type==LOCKED_DOOR) {
1994 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1;
1997 }
1998 return 0;
1999 }
2000
2001 /* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons).
2006 */
2007
2008 void move_player_attack(object *op, int dir)
2009 {
2010 object *tmp, *mon;
2011 sint16 nx, ny;
2012 int on_battleground;
2013 mapstruct *m;
2014
2015 nx=freearr_x[dir]+op->x;
2016 ny=freearr_y[dir]+op->y;
2017
2018 on_battleground = op_on_battleground(op, NULL, NULL);
2019
2020 /* If braced, or can't move to the square, and it is not out of the
2021 * map, attack it. Note order of if statement is important - don't
2022 * want to be calling move_ob if braced, because move_ob will move the
2023 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses.
2028 */
2029 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 }
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2038 return;
2039 }
2040
2041 mon = NULL;
2042 /* Go through all the objects, and find ones of interest. Only stop if
2043 * we find a monster - that is something we know we want to attack.
2044 * if its a door or barrel (can roll) see if there may be monsters
2045 * on the space
2046 */
2047 while (tmp!=NULL) {
2048 if (tmp == op) {
2049 tmp=tmp->above;
2050 continue;
2051 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2053 mon = tmp;
2054 break;
2055 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063
2064 if(mon->head != NULL)
2065 mon = mon->head;
2066
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2068 if (player_attack_door(op, mon)) return;
2069
2070 /* The following deals with possibly attacking peaceful
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */
2077
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083 #if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090 #else
2091 && get_owner(mon)==op
2092 #endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111 #ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113 #else
2114 op->contr->peaceful &&
2115 #endif
2116 !on_battleground
2117 )) {
2118 if (!op->contr->braced) {
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 (void) push_ob(mon,dir,op);
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126
2127 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op);
2133 }
2134
2135 /* Any generic living creature. Including things like doors.
2136 * Way it works is like this: First, it must have some hit points
2137 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */
2174 }
2175
2176 int move_player(object *op,int dir) {
2177 int pick;
2178
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0;
2220 }
2221
2222 /* This is similar to handle_player, below, but is only used by the
2223 * new client/server stuff.
2224 * This is sort of special, in that the new client/server actually uses
2225 * the new speed values for commands.
2226 *
2227 * Returns true if there are more actions we can do.
2228 */
2229 int handle_newcs_player(object *op)
2230 {
2231 if (op->contr->hidden) {
2232 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 }
2245 }
2246
2247 if (QUERY_FLAG(op, FLAG_SCARED)) {
2248 flee_player(op);
2249 /* If player is still scared, that is his action for this tick */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2251 op->speed_left--;
2252 return 0;
2253 }
2254 }
2255
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here.
2271 */
2272 HandleClient(&op->contr->socket, op->contr);
2273 if (op->speed_left<0) return 0;
2274
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction);
2284 if (op->speed_left>0) return 1;
2285 else return 0;
2286 }
2287 return 0;
2288 }
2289
2290 int save_life(object *op) {
2291 object *tmp;
2292
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2294 return 0;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299 new_draw_info_format(NDI_UNIQUE, 0,op,
2300 "Your %s vibrates violently, then evaporates.",
2301 query_name(tmp));
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 }
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */
2317 return 0;
2318 }
2319
2320 /* This goes throws the inventory and removes unpaid objects, and puts them
2321 * back in the map (location and map determined by values of env). This
2322 * function will descend into containers. op is the object to start the search
2323 * from.
2324 */
2325 void remove_unpaid_objects(object *op, object *env)
2326 {
2327 object *next;
2328
2329 while (op) {
2330 next=op->below; /* Make sure we have a good value, in case
2331 * we remove object 'op'
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2334 remove_ob(op);
2335 op->x = env->x;
2336 op->y = env->y;
2337 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0);
2340 }
2341 else if (op->inv) remove_unpaid_objects(op->inv, env);
2342 op=next;
2343 }
2344 }
2345
2346
2347 /*
2348 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory.
2353 */
2354 char *gravestone_text (object *op)
2355 {
2356 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF];
2358 time_t now = time (NULL);
2359
2360 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else
2364 sprintf (buf, "%s\n", &op->name);
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 if (op->type == PLAYER) {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 }
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 return buf2;
2382 }
2383
2384
2385
2386 void do_some_living(object *op) {
2387 int last_food=op->stats.food;
2388 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace;
2390 int i;
2391 int rate_hp = 1200;
2392 int rate_sp = 2500;
2393 int rate_grace = 2000;
2394 const int max_hp = 1;
2395 const int max_sp = 1;
2396 const int max_grace = 1;
2397
2398 if (op->contr->outputs_sync) {
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2400 if (op->contr->outputs[i].buf!=NULL &&
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2402 flush_output_element(op, &op->contr->outputs[i]);
2403 }
2404
2405 if(op->contr->state==ST_PLAYING) {
2406
2407 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 )
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2411 else {
2412 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2414 }
2415 if(op->contr->gen_sp >= 0 )
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2417 else {
2418 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2420 }
2421 if(op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2423 else {
2424 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2426 }
2427
2428 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) {
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--;
2450 if(op->stats.sp>op->stats.maxsp)
2451 op->stats.sp=op->stats.maxsp;
2452 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 }
2476 } else {
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2478 }
2479 /* wearing stuff doesn't detract from grace generation. */
2480 }
2481
2482 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) {
2484 if(op->stats.hp<op->stats.maxhp) {
2485 op->stats.hp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2488 op->stats.food--;
2489 if(op->contr->digestion<0)
2490 op->stats.food+=op->contr->digestion;
2491 else if(op->contr->digestion>0 &&
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food;
2494 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509
2510 /* Digestion */
2511 if(--op->last_eat<0) {
2512 #ifdef COZY_SERVER
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2514 int bonus=dg>0?dg:0,
2515 penalty=dg<0?-dg:0;
2516 #else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519 #endif
2520
2521 if(op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2523 else
2524 op->last_eat=25*(1+bonus)/(penalty +1);
2525 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2527 }
2528 }
2529
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2531 object *tmp, *flesh=NULL;
2532
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0);
2538 if(op->stats.food>=0||op->stats.hp<0)
2539 break;
2540 }
2541 else if (tmp->type==FLESH) flesh=tmp;
2542 } /* End if paid for object */
2543 } /* end of for loop */
2544 /* If player is still starving, it means they don't have any food, so
2545 * eat flesh instead.
2546 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2549 manual_apply(op,flesh,0);
2550 }
2551 } /* end if player is starving */
2552
2553 while(op->stats.food<0&&op->stats.hp>0)
2554 op->stats.food++,op->stats.hp--;
2555
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2557 kill_player(op);
2558 }
2559
2560
2561
2562 /* If the player should die (lack of hp, food, etc), we call this.
2563 * op is the player in jeopardy. If the player can not be saved (not
2564 * permadeath, no lifesave), this will take care of removing the player
2565 * file.
2566 */
2567 void kill_player(object *op)
2568 {
2569 char buf[MAX_BUF];
2570 int x,y,i;
2571 mapstruct *map; /* this is for resurrection */
2572 int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat;
2577 int will_kill_again;
2578 archetype *at;
2579 object *tmp;
2580
2581 if(save_life(op))
2582 return;
2583
2584
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV
2588 */
2589 if (op_on_battleground(op, &x, &y)) {
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2591 "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2593 "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = find_archetype("poisoning");
2597 tmp=present_arch_in_ob(at,op);
2598 if (tmp) {
2599 remove_ob(tmp);
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2602 }
2603
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2610 }
2611
2612 cure_disease(op,0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999;
2615
2616 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger"));
2618 if (tmp != NULL)
2619 {
2620 sprintf(buf,"%s's finger", &op->name);
2621 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level),
2625 op->contr->killer);
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632
2633 /* teleport defeated player to new destination*/
2634 transfer_ob(op, x, y, 0, NULL);
2635 op->contr->braced=0;
2636 return;
2637 }
2638
2639 INVOKE_PLAYER (DEATH, op->contr);
2640
2641 command_kill_pets (op, 0);
2642
2643 if(op->stats.food<0) {
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation");
2652 }
2653 else {
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663
2664 /* save the map location for corpse, gravestone*/
2665 x=op->x;y=op->y;map=op->map;
2666
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this.
2672 */
2673
2674 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect
2676 * of death.
2677 */
2678 #ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) {
2680 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */
2683 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */
2686 /* GD */
2687 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1;
2693 }
2694 lost_a_stat = 0;
2695
2696 for (z=0; z<num_stats_lose; z++) {
2697 i = RANDOM() % NUM_STATS;
2698
2699 if (settings.stat_loss_on_death) {
2700 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost.
2702 */
2703 change_attr_value(&(op->stats), i,-1);
2704 check_stat_bounds(&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1);
2706 check_stat_bounds(&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2708 lost_a_stat = 1;
2709 } else {
2710 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion");
2712 object *dep;
2713
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch);
2717 insert_ob_in_ob(dep, op);
2718 }
2719 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) {
2721 /* GD */
2722 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i);
2724 if (this_stat < 0) {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat;
2727 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1)
2729 keep_chance = 1;
2730
2731 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2733 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 }
2745 }
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */
2755 if (this_stat>=-50) {
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1;
2761 }
2762 }
2763 }
2764 }
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat)
2767 {
2768 /* determine_god() seems to not work sometimes... why is this?
2769 Should I be using something else? GD */
2770 const char *god = determine_god(op);
2771 if (god && (strcmp(god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2773 "moment you feel the holy presence of %s protecting"
2774 " you.", god);
2775 else
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you.");
2778 }
2779 #endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782
2783 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone.
2785 */
2786 tmp=arch_to_object(find_archetype("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2790 "who was killed\n"
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0);
2797
2798 /**************************************/
2799 /* */
2800 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */
2804 /**************************************/
2805
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824
2825 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op);
2827 if(op->stats.food < 100) op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831
2832 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if
2834 * the player has any unpaid items. If so, remove them and put them back
2835 * in the map.
2836 */
2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/
2842 /* */
2843 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */
2845 /* */
2846 /****************************************/
2847
2848 enter_player_savebed(op);
2849
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0;
2854 save_player(op,1);
2855
2856 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player.
2860 */
2861 will_kill_again=0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2863 if (tmp->type ==SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype;
2865 }
2866 if (will_kill_again) {
2867 object *force;
2868 int at;
2869
2870 force=get_archetype(FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1;
2873 force->speed_left=-5.0;
2874 SET_FLAG(force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) {
2876 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100;
2878 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else {
2937 delete_character(op->name,1);
2938 }
2939 }
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952 }
2953
2954
2955 void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 }
2981 }
2982
2983 /*
2984 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed.
2987 */
2988
2989 void fix_weight(void) {
2990 player *pl;
2991 for (pl = first_player; pl != NULL; pl = pl->next) {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
2993 if(old == sum)
2994 continue;
2995 fix_player(pl->ob);
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2997 &pl->ob->name, old, sum);
2998 }
2999 }
3000
3001 void fix_luck(void) {
3002 player *pl;
3003 for (pl = first_player; pl != NULL; pl = pl->next)
3004 if (!pl->ob->contr->state)
3005 change_luck(pl->ob, 0);
3006 }
3007
3008
3009 /* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object.
3012 */
3013
3014 void
3015 cast_dust (object * op, object * throw_ob, int dir)
3016 {
3017 object *skop, *spob;
3018
3019 skop = find_skill_by_name (op, throw_ob->skill);
3020
3021 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3025 &op->name);
3026 return;
3027 }
3028
3029 spob = throw_ob->inv;
3030
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO)
3034 if (!spob)
3035 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3037 &throw_ob->name, &op->name);
3038 return;
3039 }
3040
3041 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043
3044 cast_spell (op, throw_ob, dir, spob, NULL);
3045
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049 }
3050
3051 void make_visible (object *op) {
3052 op->hide = 0;
3053 op->invisible = 0;
3054 if(op->type==PLAYER) {
3055 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0;
3057 }
3058 update_object(op,UP_OBJ_FACE);
3059 }
3060
3061 int is_true_undead(object *op) {
3062 object *tmp=NULL;
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3065
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0;
3071 }
3072
3073 /* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels
3075 * indicate greater hideability.
3076 */
3077
3078 int hideability(object *ob) {
3079 int i,level=0, mflag;
3080 sint16 x,y;
3081
3082 if(!ob||!ob->map) return 0;
3083
3084 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2;
3086
3087 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3091
3092 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2;
3098 else /* open terrain! */
3099 level -= 1;
3100 }
3101
3102 #if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3104 #endif
3105 return level;
3106 }
3107
3108 /* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */
3113
3114 void do_hidden_move (object *op) {
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3116 object *skop;
3117
3118 if(!op || !op->map) return;
3119
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3121
3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) {
3124 if(!skop || num >= skop->level) {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3136 "You moved out of hiding! You are visible!");
3137 }
3138 else if (op->type == PLAYER && skop) {
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3140 }
3141 }
3142
3143 /* determine if who is standing near a hostile creature. */
3144
3145 int stand_near_hostile( object *who ) {
3146 object *tmp=NULL;
3147 int i,friendly=0,player=0, mflags;
3148 mapstruct *m;
3149 sint16 x,y;
3150
3151 if(!who) return 0;
3152
3153 if(who->type==PLAYER) player=1;
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3155
3156 /* search adjacent squares */
3157 for(i=1;i<9;i++) {
3158 x = who->x+freearr_x[i];
3159 y = who->y+freearr_y[i];
3160 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space.
3164 */
3165 if (mflags & P_OUT_OF_MAP) continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3167
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3169 if((player||friendly)
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3171 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 }
3178 }
3179 }
3180 return 0;
3181 }
3182
3183 /* check the player los field for viewability of the
3184 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind
3190 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t.
3194 * This function is now map tiling safe.
3195 */
3196
3197 int player_can_view (object *pl,object *op) {
3198 rv_vector rv;
3199 int dx,dy;
3200
3201 if(pl->type!=PLAYER) {
3202 LOG(llevError,"player_can_view() called for non-player object\n");
3203 return -1;
3204 }
3205 if (!pl || !op) return 0;
3206
3207 if(op->head) { op = op->head; }
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0;
3231 }
3232
3233 /* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we
3237 * return 0.
3238 */
3239 int action_makes_visible (object *op) {
3240
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3243 return 0;
3244
3245 if (op->contr && op->contr->tmp_invis == 0) return 0;
3246
3247 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3250 return 1;
3251 }
3252 }
3253 return 0;
3254 }
3255
3256 /* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */
3264 int op_on_battleground (object *op, int *x, int *y) {
3265 object *tmp;
3266
3267 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 &&
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3278 /*before we assign the exit, check if this is a teambattle*/
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3280 object *invtmp;
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3282 if(invtmp->type==FORCE && invtmp->slaying &&
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3284 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3286 return 1;
3287 }
3288 }
3289 }
3290 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3292 return 1;
3293 }
3294 }
3295 }
3296 /* If we got here, did not find a battleground */
3297 return 0;
3298 }
3299
3300 /*
3301 * When a dragon-player gains a new stage of evolution,
3302 * he gets some treasure
3303 *
3304 * attributes:
3305 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus
3307 * int level ability level
3308 */
3309 void dragon_ability_gain(object *who, int atnr, int level) {
3310 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */
3313 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0;
3316
3317 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison");
3326
3327 if (trlist == NULL || who->type != PLAYER)
3328 return;
3329
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3331 tr = tr->next, i++);
3332
3333 if (tr == NULL || tr->item == NULL) {
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3335 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0);
3361 return;
3362 }
3363 }
3364 else if (item->type == SKILL_TOOL && item->invisible) {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3366
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing.
3371 */
3372 if (!(skop->attacktype & item->attacktype)) {
3373 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype;
3375
3376 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL;
3378
3379 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3381
3382 /* Give player new face */
3383 if (item->animation_id) {
3384 who->face = skop->face;
3385 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0;
3388 who->state = 0;
3389 animate_object(who, who->direction);
3390 }
3391 }
3392 }
3393 }
3394 else if (item->type == FORCE) {
3395 /* forces in the treasurelist can alter the player's stats */
3396 object *skin;
3397 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3399 skin=skin->below);
3400 if (skin == NULL) return;
3401
3402 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405
3406 /* print message */
3407 sprintf(buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3409 if(item->path_attuned & (1<<i)) {
3410 if (j)
3411 strcat(buf," and ");
3412 else
3413 j = 1;
3414 strcat(buf, spellpathnames[i]);
3415 }
3416 }
3417 strcat(buf,".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3419 }
3420
3421 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3428
3429 /* print message if there is one */
3430 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3432 }
3433 else {
3434 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3437 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 }
3441 }
3442
3443 /**
3444 * Unready an object for a player. This function does nothing if the object was
3445 * not readied.
3446 */
3447 void player_unready_range_ob(player *pl, object *ob) {
3448 rangetype i;
3449
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3451 if (pl->ranges[i] == ob) {
3452 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) {
3454 pl->shoottype = range_none;
3455 }
3456 }
3457 }
3458 }