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/cvs/deliantra/server/server/player.C
Revision: 1.16
Committed: Tue Sep 5 18:18:09 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +2 -3 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.15 2006-09-04 11:08:00 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 p->clear ();
233
234 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point.
236 */
237 p->party = NULL;
238 p->outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice;
241 p->Swap_First = -1;
242
243 #ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245 #endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
248
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal;
266 p->petmode = pet_normal;
267 p->listening = 10;
268 p->usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */
271 p->do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
276 p->title[sizeof (p->title) - 1] = '\0';
277 op->race = op->arch->clone.race;
278
279 CLEAR_FLAG (op, FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i = 0; i < NROFATTACKS; i++)
292 {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301 }
302
303 /* This loads the first map an puts the player on it. */
304 static void set_first_map(object *op)
305 {
306 strcpy(op->contr->maplevel, first_map_path);
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310 }
311
312 /* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316
317 int add_player(NewSocket *ns) {
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340 }
341
342 /*
343 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype!
346 */
347 archetype *get_player_archetype(archetype* at)
348 {
349 archetype *start = at;
350 for (;;) {
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 }
362 }
363
364
365 object *get_nearest_player(object *mon) {
366 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol;
369 unsigned lastdist;
370 rv_vector rv;
371
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
373 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv))
398 continue;
399
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) {
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 }
413 }
414 #if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)");
416 #endif
417 return op;
418 }
419
420 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking
423 * for a path to the player. The values are in the amount of direction
424 * the deviation is
425 */
426 #define DETOUR_AMOUNT 2
427
428 /* This is used to prevent infinite loops. Consider a case where the
429 * player is in a chamber (with gate closed), and monsters are outside.
430 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
431 * find a path into the chamber. This is a good thing, but since there
432 * is no real path, it will just keep circling the chamber for
433 * ever (this could be a nice effect for monsters, but not for the function
434 * to get stuck in. I think for the monsters, if max is reached and
435 * we return the first direction the creature could move would result in the
436 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing.
439 */
440 #define MAX_SPACES 50
441
442
443 /*
444 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that
447 * direction to player is changed (ie zig or zag). Continue zig zag until either
448 * reach player or path is blocked. Thus, will only return true if there is a free
449 * path to player. Though path may not be a straight line. Note that it will find
450 * player hiding along a corridor at right angles to the corridor with the monster.
451 *
452 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
453 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
454 * down corriders.
455 * 2) I think the old code was broken if the first direction the monster
456 * should move was blocked - the code would store the first direction without
457 * verifying that the player can actually move in that direction. The new
458 * code does not store anything in firstdir until we have verified that the
459 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself.
463 */
464 int path_to_player(object *mon, object *pl, unsigned mindiff) {
465 rv_vector rv;
466 sint16 x,y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap;
469
470 get_rangevector(mon, pl, &rv, 0);
471
472 if (rv.distance<mindiff) return 0;
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572 }
573
574 void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656 }
657
658 void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662 }
663
664 void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668 }
669
670 void play_again(object *op)
671 {
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690 }
691
692
693 int receive_play_again(object *op, char key)
694 {
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721 }
722
723 void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728 }
729
730 void get_party_password(object *op, partylist *party) {
731 if (party == NULL) {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return;
734 }
735 op->contr->write_buf[0]='\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739 }
740
741
742 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743 int roll_stat(void) {
744 int a[4],i,j,k;
745
746 for(i=0;i<4;i++)
747 a[i]=(int)RANDOM()%6+1;
748
749 for(i=0,j=0,k=7;i<4;i++)
750 if(a[i]<k)
751 k=a[i],j=i;
752
753 for(i=0,k=0;i<4;i++) {
754 if(i!=j)
755 k+=a[i];
756 }
757 return k;
758 }
759
760 void roll_stats(object *op) {
761 int sum=0;
762 int i = 0, j = 0;
763 int statsort[7];
764
765 do {
766 op->stats.Str=roll_stat();
767 op->stats.Dex=roll_stat();
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777
778 /* Sort the stats so that rerolling is easier... */
779 statsort[0] = op->stats.Str;
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786
787 /* a quick and dirty bubblesort? */
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0;
818 op->stats.ac=0;
819
820 op->contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3;
823
824 fix_player(op);
825 op->stats.hp = op->stats.maxhp;
826 op->stats.sp = op->stats.maxsp;
827 op->stats.grace = op->stats.maxgrace;
828 op->contr->orig_stats=op->stats;
829 }
830
831 void Roll_Again(object *op)
832 {
833 esrv_new_player(op->contr, 0);
834 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)? ");
835 }
836
837 void Swap_Stat(object *op,int Swap_Second)
838 {
839 signed char tmp;
840 char buf[MAX_BUF];
841
842 if ( op->contr->Swap_First == -1 ) {
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf);
858 op->stats.Str = op->contr->orig_stats.Str;
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881 }
882
883
884 /* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891 int key_roll_stat(object *op, char key)
892 {
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf);
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918 #if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923 #endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 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");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949 }
950
951 /* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE,
955 * not the class.
956 */
957
958 int key_change_class(object *op, char key)
959 {
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973
974 INVOKE_PLAYER (BIRTH, op->contr);
975 INVOKE_PLAYER (LOGIN, op->contr);
976
977 op->contr->state=ST_PLAYING;
978
979 if (op->msg)
980 op->msg=NULL;
981
982 /* We create this now because some of the unique maps will need it
983 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988 #ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990 #endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997
998 /* This moves the player to a different start map, if there
999 * is one for this race
1000 */
1001 if(*first_map_ext_path) {
1002 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n");
1017 }
1018 return 0;
1019 }
1020
1021 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above.
1023 */
1024
1025 tmp_loop = 0;
1026 while(!tmp_loop) {
1027 shstr name = op->name;
1028 int x = op->x, y = op->y;
1029 remove_statbonus(op);
1030 remove_ob (op);
1031 op->arch = get_player_archetype(op->arch);
1032 copy_object (&op->arch->clone, op);
1033 op->instantiate ();
1034 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name;
1036 op->x = x;
1037 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op);
1043 tmp_loop=allowed_class(op);
1044 }
1045 update_object(op,UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op);
1047 fix_player(op);
1048 op->stats.hp=op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp;
1050 op->stats.grace=0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055 }
1056
1057 int key_confirm_quit(object *op, char key)
1058 {
1059 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1090 for (mp=first_map; mp!=NULL; mp=next) {
1091 next = mp->next;
1092 if (!strncmp(mp->path, buf, strlen(buf)))
1093 delete_map(mp);
1094 }
1095
1096 delete_character(op->name, 1);
1097 }
1098 play_again(op);
1099 return 1;
1100 }
1101
1102 void flee_player(object *op) {
1103 int dir,diff;
1104 rv_vector rv;
1105
1106 if(op->stats.hp < 0) {
1107 LOG(llevDebug, "Fleeing player is dead.\n");
1108 CLEAR_FLAG(op, FLAG_SCARED);
1109 return;
1110 }
1111
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED);
1145 op->enemy=NULL;
1146 }
1147
1148
1149 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1150 * IT returns 1 if the player should keep on moving, 0 if he should
1151 * stop.
1152 */
1153 int check_pick(object *op) {
1154 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0;
1157 int j, k, wvratio;
1158 char putstring[128], tmpstr[16];
1159
1160
1161 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING)
1163 return 1;
1164
1165 op_tag = op->count;
1166
1167 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170
1171 /* loop while there are items on the floor that are not marked as
1172 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag))
1174 {
1175 tmp = next;
1176 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179
1180 if (was_destroyed (op, op_tag))
1181 return 0;
1182
1183 if ( ! can_pick (op, tmp))
1184 continue;
1185
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1187 {
1188 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp);
1190 continue;
1191 }
1192
1193 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) {
1195 switch (op->contr->mode) {
1196 case 0: return 1; /* don't pick up */
1197 case 1: pick_up (op, tmp);
1198 return 1;
1199 case 2: pick_up (op, tmp);
1200 return 0;
1201 case 3: return 0; /* stop before pickup */
1202 case 4: pick_up (op, tmp);
1203 break;
1204 case 5: pick_up (op, tmp);
1205 stop = 1;
1206 break;
1207 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp);
1211 break;
1212
1213 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp);
1216 break;
1217
1218 default:
1219 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp);
1225 }
1226 }
1227 else { /* old model */
1228 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 }
1252 }
1253 }
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1255
1256 #if 0
1257 /* print the flags too */
1258 for(k=0;k<4;k++)
1259 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31);
1261 for(j=0;j<32;j++)
1262 {
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1264 if(!((j+1)%4))fprintf(stderr," ");
1265 }
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268 #endif
1269 }
1270 /* philosophy:
1271 * It's easy to grab an item type from a pile, as long as it's
1272 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a
1274 * grab-as-you-run type mode that's really useful for arrows for
1275 * example.
1276 * The drawback: right now it has no frontend, so you need to
1277 * stick the bits you want into a calculator in hex mode and then
1278 * convert to decimal and then 'pickup <#>
1279 */
1280
1281 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */
1284
1285 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1;
1288
1289 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0;
1294
1295 /* useful for going into stores and not losing your settings... */
1296 /* and for battles wher you don't want to get loaded down while
1297 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1;
1299
1300 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302
1303 /* ignore known cursed objects */
1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305
1306 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 if(op->contr->mode & PU_DRINK)
1312 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314
1315 if(op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318
1319 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 if(op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 if(op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329
1330 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334
1335 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339
1340 if(op->contr->mode & PU_VALUABLES)
1341 {
1342 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 }
1345
1346 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350
1351 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 if(op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358
1359 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 if(op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 if(op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 if(op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 if(op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 if(op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378
1379 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383
1384 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 }
1393 if(tmp->type == WEAPON && tmp->name==NULL)
1394 {
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400
1401 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405
1406 /* any of the last 4 bits set means we use the ratio for value
1407 * pickups */
1408 if(op->contr->mode & PU_RATIO)
1409 {
1410 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */
1412 /* >=7 is the old standard setting. Now we take the last 4 bits
1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416 {
1417 pick_up(op, tmp);
1418 #if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) {
1421 fprintf(stderr,"%s", tmp->name);
1422 }
1423 else fprintf(stderr,"%s",tmp->arch->name);
1424 fprintf(stderr,",%d] = ", tmp->type);
1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426 #endif
1427 continue;
1428 }
1429 }
1430 } /* the new pickup model */
1431 }
1432 return ! stop;
1433 }
1434
1435 /*
1436 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the
1438 * found object is returned.
1439 */
1440 object *find_arrow(object *op, const char *type)
1441 {
1442 object *tmp = NULL;
1443
1444 for(op=op->inv; op; op=op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type &&
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type)
1449 return op;
1450 return tmp;
1451 }
1452
1453 /*
1454 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1455 * against the target. A full test is not performed, simply a basic test
1456 * of resistances. The archer is making a quick guess at what he sees down
1457 * the hall. Failing that it does it's best to pick the highest plus arrow.
1458 */
1459
1460 object *find_better_arrow(object *op, object *target, const char *type, int *better)
1461 {
1462 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i;
1464
1465 if (!type)
1466 return NULL;
1467
1468 for (arrow=op->inv; arrow; arrow=arrow->below) {
1469 if (arrow->type==CONTAINER && arrow->race==type &&
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1471 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i);
1473 if (i > betterby) {
1474 tmp = ntmp;
1475 betterby = i;
1476 }
1477 } else if (arrow->type==ARROW && arrow->race==type) {
1478 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL &&
1480 strstr(arrow->slaying, target->race)) {
1481 if (arrow->attacktype & AT_DEATH) {
1482 *better = 100;
1483 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 }
1488 } else {
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 }
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 }
1505 }
1506 }
1507 }
1508 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type);
1510
1511 *better = betterby;
1512 return tmp;
1513 }
1514
1515 /* looks in a given direction, finds the first valid target, and calls
1516 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter
1518 * type = bow->race
1519 * dir = fire direction
1520 */
1521
1522 object *pick_arrow_target(object *op, const char *type, int dir)
1523 {
1524 object *tmp = NULL;
1525 mapstruct *m;
1526 int i, mflags, found, number;
1527 sint16 x, y;
1528
1529 if (op->map == NULL)
1530 return find_arrow(op, type);
1531
1532 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1534 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1535 return find_arrow(op, type);
1536
1537 m = op->map;
1538 x = op->x;
1539 y = op->y;
1540
1541 /* find the first target */
1542 for (i=0, found=0; i<20; i++) {
1543 x += freearr_x[dir];
1544 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1547 tmp = NULL;
1548 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 }
1566 if (tmp == NULL)
1567 return find_arrow(op, type);
1568
1569 if (tmp->head)
1570 tmp = tmp->head;
1571
1572 return find_better_arrow(op, tmp, type, &i);
1573 }
1574
1575 /*
1576 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise.
1578 * op is the object firing the bow.
1579 * part is for multipart creatures - the part firing the bow.
1580 * dir is the direction of fire.
1581 * wc_mod is any special modifier to give (used in special player fire modes)
1582 * sx, sy are coordinates to fire arrow from - also used in some of the special
1583 * player fire modes.
1584 */
1585 int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1586 sint16 sx, sint16 sy)
1587 {
1588 object *left, *bow;
1589 tag_t left_tag, tag;
1590 int bowspeed, mflags;
1591 mapstruct *m;
1592
1593 if (!dir) {
1594 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1595 return 0;
1596 }
1597 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow];
1599 else {
1600 for(bow=op->inv; bow; bow=bow->below)
1601 /* Don't check for applied - monsters don't apply bows - in that way, they
1602 * don't need to switch back and forth between bows and weapons.
1603 */
1604 if(bow->type==BOW)
1605 break;
1606
1607 if (!bow) {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0;
1610 }
1611 }
1612 if( !bow->race || !bow->skill) {
1613 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1614 return 0;
1615 }
1616
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1)
1623 bowspeed = 1;
1624
1625 if (arrow == NULL) {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1627 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op,
1629 "You have no %s left.", &bow->race);
1630 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1631 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW);
1633 return 0;
1634 }
1635 }
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) {
1638 return 0;
1639 }
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1641 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1642 return 0;
1643 }
1644
1645 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) {
1647 remove_ob(arrow);
1648 free_object(arrow);
1649 return 0;
1650 }
1651
1652 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1);
1655 if (arrow == NULL) {
1656 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1657 return 0;
1658 }
1659 set_owner(arrow, op);
1660 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665
1666 if (op->type == PLAYER) {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668 fix_player(op);
1669 }
1670
1671 SET_ANIMATION(arrow, arrow->direction);
1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1673 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype;
1675 if (arrow->slaying != NULL)
1676 arrow->spellarg = strdup_local(arrow->slaying);
1677
1678 /* Note that this was different for monsters - they got their level
1679 * added to the damage. I think the strength bonus is more proper.
1680 */
1681
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685
1686 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0;
1691
1692 if (arrow->speed < 1.0)
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0;
1696
1697 if (op->type == PLAYER) {
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1704 } else {
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707
1708 arrow->level = op->level;
1709 }
1710 if (arrow->attacktype == AT_PHYSICAL)
1711 arrow->attacktype |= bow->attacktype;
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying;
1714
1715 arrow->map = m;
1716 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1720 tag = arrow->count;
1721 insert_ob_in_map(arrow, m, op, 0);
1722
1723 if (!was_destroyed(arrow, tag))
1724 move_arrow(arrow);
1725
1726 if (op->type == PLAYER) {
1727 if (was_destroyed (left, left_tag))
1728 esrv_del_item(op->contr, left_tag);
1729 else
1730 esrv_send_item(op, left);
1731 }
1732 return 1;
1733 }
1734
1735 /* Special fire code for players - this takes into
1736 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player,
1740 * hence the function name.
1741 */
1742 int player_fire_bow(object *op, int dir)
1743 {
1744 int ret=0, wcmod=0;
1745
1746 if (op->contr->bowtype == bow_bestarrow) {
1747 ret = fire_bow(op, op,
1748 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1749 dir, 0, op->x, op->y);
1750 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1;
1753 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1754 op->x, op->y);
1755 } else if (op->contr->bowtype == bow_threewide) {
1756 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1759 } else if (op->contr->bowtype == bow_spreadshot) {
1760 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1763
1764 } else {
1765 /* Simple case */
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1767 }
1768 return ret;
1769 }
1770
1771
1772 /* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable.
1774 */
1775 void fire_misc_object(object *op, int dir)
1776 {
1777 object *item;
1778
1779 if (!op->contr->ranges[range_misc]) {
1780 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1781 return;
1782 }
1783
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name);
1787 return;
1788 }
1789 if (item->type == WAND) {
1790 if(item->stats.food<=0) {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1792 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1793 return;
1794 }
1795 } else if (item->type == ROD || item->type==HORN) {
1796 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1798 if (item->type== ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1801 else
1802 new_draw_info_format(NDI_UNIQUE, 0,op,
1803 "The %s needs more time to charge.", query_base_name(item,0));
1804 return;
1805 }
1806 }
1807
1808 if(cast_spell(op,item,dir,item->inv,NULL)) {
1809 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1810 if (item->type == WAND) {
1811 if (!(--item->stats.food)) {
1812 object *tmp;
1813 if (item->arch) {
1814 CLEAR_FLAG(item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face;
1816 item->speed = 0;
1817 update_ob_speed(item);
1818 }
1819 if ((tmp=is_player_inv(item)))
1820 esrv_update_item(UPD_ANIM, tmp, item);
1821 }
1822 }
1823 else if (item->type == ROD || item->type==HORN) {
1824 drain_rod_charge(item);
1825 }
1826 }
1827 }
1828
1829 /* Received a fire command for the player - go and do it.
1830 */
1831 void fire(object *op,int dir) {
1832 int spellcost=0;
1833
1834 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op);
1836
1837 switch(op->contr->shoottype) {
1838 case range_none:
1839 return;
1840
1841 case range_bow:
1842 player_fire_bow(op, dir);
1843 return;
1844
1845 case range_magic: /* Casting spells */
1846 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1847 return;
1848
1849 case range_misc:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir );
1874 return;
1875 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1877 return;
1878 }
1879 }
1880
1881
1882
1883 /* find_key
1884 * We try to find a key for the door as passed. If we find a key
1885 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic
1887 * for both is the same - just the specific key is different.
1888 * pl is the player,
1889 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers.
1892 */
1893
1894 object * find_key(object *pl, object *container, object *door)
1895 {
1896 object *tmp,*key;
1897
1898 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL;
1900
1901 /* First, lets try to find a key in the top level inventory */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1903 if (door->type==DOOR && tmp->type==KEY) break;
1904 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys
1906 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1908 tmp->slaying==door->slaying) break;
1909 }
1910 /* No key found - lets search inventories now */
1911 /* If we find and use a key in an inventory, return at that time.
1912 * otherwise, if we search all the inventories and still don't find
1913 * a key, return
1914 */
1915 if (!tmp) {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1920 }
1921 }
1922 if (!tmp) return NULL;
1923 }
1924 /* We get down here if we have found a key. Now if its in a container,
1925 * see if we actually want to use it
1926 */
1927 if (pl!=container) {
1928 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL;
1930 /* cases where this fails:
1931 * If we only search the player inventory, return now since we
1932 * are not in the players inventory.
1933 * If the container is not active, return now since only active
1934 * containers can be used.
1935 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active.
1939 *
1940 * Change the color so that the message doesn't disappear with
1941 * all the others.
1942 */
1943 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys")))
1947 ) {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1949 "The %s in your %s vibrates as you approach the door",
1950 query_name(tmp), query_name(container));
1951 return NULL;
1952 }
1953 }
1954 return tmp;
1955 }
1956
1957 /* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more,
1960 * 0 otherwise
1961 */
1962 static int player_attack_door(object *op, object *door)
1963 {
1964
1965 /* If its a door, try to find a use a key. If we do destroy the door,
1966 * might as well return immediately as there is nothing more to do -
1967 * otherwise, we fall through to the rest of the code.
1968 */
1969 object *key=find_key(op, op, door);
1970
1971 /* IF we found a key, do some extra work */
1972 if (key) {
1973 object *container=key->env;
1974
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1976 if(action_makes_visible(op)) make_visible(op);
1977 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1978 if (door->type == DOOR) {
1979 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1980 }
1981 else if(door->type==LOCKED_DOOR) {
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1983 "You open the door with the %s", query_short_name(key));
1984 remove_door2(door); /* remove door without violence ;-) */
1985 }
1986 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */
1989 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container);
1991 return 1; /* Nothing more to do below */
1992 } else if (door->type==LOCKED_DOOR) {
1993 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1;
1996 }
1997 return 0;
1998 }
1999
2000 /* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons).
2005 */
2006
2007 void move_player_attack(object *op, int dir)
2008 {
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground;
2012 mapstruct *m;
2013
2014 nx=freearr_x[dir]+op->x;
2015 ny=freearr_y[dir]+op->y;
2016
2017 on_battleground = op_on_battleground(op, NULL, NULL);
2018
2019 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses.
2027 */
2028 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 }
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2037 return;
2038 }
2039
2040 mon = NULL;
2041 /* Go through all the objects, and find ones of interest. Only stop if
2042 * we find a monster - that is something we know we want to attack.
2043 * if its a door or barrel (can roll) see if there may be monsters
2044 * on the space
2045 */
2046 while (tmp!=NULL) {
2047 if (tmp == op) {
2048 tmp=tmp->above;
2049 continue;
2050 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2052 mon = tmp;
2053 break;
2054 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062
2063 if(mon->head != NULL)
2064 mon = mon->head;
2065
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2067 if (player_attack_door(op, mon)) return;
2068
2069 /* The following deals with possibly attacking peaceful
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */
2076
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082 #if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089 #else
2090 && get_owner(mon)==op
2091 #endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 {
2094 /* If we're braced, we don't want to switch places with it */
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110 #ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112 #else
2113 op->contr->peaceful &&
2114 #endif
2115 !on_battleground
2116 )) {
2117 if (!op->contr->braced) {
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob(mon,dir,op);
2120 } else {
2121 new_draw_info(0, 0,op,"You withhold your attack");
2122 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125
2126 /* If the object is a boulder or other rollable object, then
2127 * roll it if not braced. You can't roll it if you are braced.
2128 */
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2130 recursive_roll(mon,dir,op);
2131 if(action_makes_visible(op)) make_visible(op);
2132 }
2133
2134 /* Any generic living creature. Including things like doors.
2135 * Way it works is like this: First, it must have some hit points
2136 * and be living. Then, it must be one of the following:
2137 * 1) Not a player, 2) A player, but of a different party. Note
2138 * that party_number -1 is no party, so attacks can still happen.
2139 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL ||
2143 op->contr->party!=mon->contr->party))) {
2144
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 }
2172 } /* if player should attack something */
2173 }
2174
2175 int move_player(object *op,int dir) {
2176 int pick;
2177
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 return 0;
2219 }
2220
2221 /* This is similar to handle_player, below, but is only used by the
2222 * new client/server stuff.
2223 * This is sort of special, in that the new client/server actually uses
2224 * the new speed values for commands.
2225 *
2226 * Returns true if there are more actions we can do.
2227 */
2228 int handle_newcs_player(object *op)
2229 {
2230 if (op->contr->hidden) {
2231 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 }
2244 }
2245
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 flee_player(op);
2248 /* If player is still scared, that is his action for this tick */
2249 if (QUERY_FLAG(op, FLAG_SCARED)) {
2250 op->speed_left--;
2251 return 0;
2252 }
2253 }
2254
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* call this here - we also will call this in do_ericserver, but
2268 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here.
2270 */
2271 HandleClient(&op->contr->socket, op->contr);
2272 if (op->speed_left<0) return 0;
2273
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction);
2283 if (op->speed_left>0) return 1;
2284 else return 0;
2285 }
2286 return 0;
2287 }
2288
2289 int save_life(object *op) {
2290 object *tmp;
2291
2292 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2293 return 0;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op,
2299 "Your %s vibrates violently, then evaporates.",
2300 query_name(tmp));
2301 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count);
2303 remove_ob(tmp);
2304 free_object(tmp);
2305 CLEAR_FLAG(op, FLAG_LIFESAVE);
2306 if(op->stats.hp<0)
2307 op->stats.hp = op->stats.maxhp;
2308 if(op->stats.food<0)
2309 op->stats.food = 999;
2310 fix_player(op);
2311 return 1;
2312 }
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */
2316 return 0;
2317 }
2318
2319 /* This goes throws the inventory and removes unpaid objects, and puts them
2320 * back in the map (location and map determined by values of env). This
2321 * function will descend into containers. op is the object to start the search
2322 * from.
2323 */
2324 void remove_unpaid_objects(object *op, object *env)
2325 {
2326 object *next;
2327
2328 while (op) {
2329 next=op->below; /* Make sure we have a good value, in case
2330 * we remove object 'op'
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2333 remove_ob(op);
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0);
2339 }
2340 else if (op->inv) remove_unpaid_objects(op->inv, env);
2341 op=next;
2342 }
2343 }
2344
2345
2346 /*
2347 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory.
2352 */
2353 char *gravestone_text (object *op)
2354 {
2355 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF];
2357 time_t now = time (NULL);
2358
2359 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else
2363 sprintf (buf, "%s\n", &op->name);
2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf);
2366 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER) {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 }
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf);
2380 return buf2;
2381 }
2382
2383
2384
2385 void do_some_living(object *op) {
2386 int last_food=op->stats.food;
2387 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace;
2389 int i;
2390 int rate_hp = 1200;
2391 int rate_sp = 2500;
2392 int rate_grace = 2000;
2393 const int max_hp = 1;
2394 const int max_sp = 1;
2395 const int max_grace = 1;
2396
2397 if (op->contr->outputs_sync) {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2399 if (op->contr->outputs[i].buf!=NULL &&
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2401 flush_output_element(op, &op->contr->outputs[i]);
2402 }
2403
2404 if(op->contr->state==ST_PLAYING) {
2405
2406 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 )
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2410 else {
2411 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2413 }
2414 if(op->contr->gen_sp >= 0 )
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2416 else {
2417 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2419 }
2420 if(op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2422 else {
2423 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 }
2475 } else {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2477 }
2478 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508
2509 /* Digestion */
2510 if(--op->last_eat<0) {
2511 #ifdef COZY_SERVER
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515 #else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518 #endif
2519
2520 if(op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2522 else
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2526 }
2527 }
2528
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2530 object *tmp, *flesh=NULL;
2531
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0);
2537 if(op->stats.food>=0||op->stats.hp<0)
2538 break;
2539 }
2540 else if (tmp->type==FLESH) flesh=tmp;
2541 } /* End if paid for object */
2542 } /* end of for loop */
2543 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead.
2545 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2548 manual_apply(op,flesh,0);
2549 }
2550 } /* end if player is starving */
2551
2552 while(op->stats.food<0&&op->stats.hp>0)
2553 op->stats.food++,op->stats.hp--;
2554
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2556 kill_player(op);
2557 }
2558
2559
2560
2561 /* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player
2564 * file.
2565 */
2566 void kill_player(object *op)
2567 {
2568 char buf[MAX_BUF];
2569 int x,y,i;
2570 mapstruct *map; /* this is for resurrection */
2571 int z;
2572 int num_stats_lose;
2573 int lost_a_stat;
2574 int lose_this_stat;
2575 int this_stat;
2576 int will_kill_again;
2577 archetype *at;
2578 object *tmp;
2579
2580 if(save_life(op))
2581 return;
2582
2583
2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2585 * in cities ONLY!!! It is very important that this doesn't get abused.
2586 * Look at op_on_battleground() for more info --AndreasV
2587 */
2588 if (op_on_battleground(op, &x, &y)) {
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2590 "You have been defeated in combat!");
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2592 "Local medics have saved your life...");
2593
2594 /* restore player */
2595 at = find_archetype("poisoning");
2596 tmp=present_arch_in_ob(at,op);
2597 if (tmp) {
2598 remove_ob(tmp);
2599 free_object(tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2601 }
2602
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2609 }
2610
2611 cure_disease(op,0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999;
2614
2615 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger"));
2617 if (tmp != NULL)
2618 {
2619 sprintf(buf,"%s's finger", &op->name);
2620 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n"
2622 " the %s, when he was defeated at\n level %d by %s.\n",
2623 &op->name, op->contr->title, (int)(op->level),
2624 op->contr->killer);
2625 tmp->msg=buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0;
2627 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y;
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631
2632 /* teleport defeated player to new destination*/
2633 transfer_ob(op, x, y, 0, NULL);
2634 op->contr->braced=0;
2635 return;
2636 }
2637
2638 INVOKE_PLAYER (DEATH, op->contr);
2639
2640 command_kill_pets (op, 0);
2641
2642 if(op->stats.food<0) {
2643 if (op->contr->explore) {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name);
2650 strcpy(op->contr->killer,"starvation");
2651 }
2652 else {
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name);
2660 }
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2662
2663 /* save the map location for corpse, gravestone*/
2664 x=op->x;y=op->y;map=op->map;
2665
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * life if they are dead - it takes some exp and a random stat.
2670 * See the config.h file for a little more in depth detail about this.
2671 */
2672
2673 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect
2675 * of death.
2676 */
2677 #ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) {
2679 /* If stat loss is permanent, lose one stat only. */
2680 /* Lower level chars don't lose as many stats because they suffer
2681 more if they do. */
2682 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */
2685 /* GD */
2686 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1;
2692 }
2693 lost_a_stat = 0;
2694
2695 for (z=0; z<num_stats_lose; z++) {
2696 i = RANDOM() % NUM_STATS;
2697
2698 if (settings.stat_loss_on_death) {
2699 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost.
2701 */
2702 change_attr_value(&(op->stats), i,-1);
2703 check_stat_bounds(&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1);
2705 check_stat_bounds(&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2707 lost_a_stat = 1;
2708 } else {
2709 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion");
2711 object *dep;
2712
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch);
2716 insert_ob_in_ob(dep, op);
2717 }
2718 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) {
2720 /* GD */
2721 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i);
2723 if (this_stat < 0) {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat;
2726 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1)
2728 keep_chance = 1;
2729
2730 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2732 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 }
2744 }
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */
2754 if (this_stat>=-50) {
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 lost_a_stat = 1;
2760 }
2761 }
2762 }
2763 }
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat)
2766 {
2767 /* determine_god() seems to not work sometimes... why is this?
2768 Should I be using something else? GD */
2769 const char *god = determine_god(op);
2770 if (god && (strcmp(god, "none")))
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2772 "moment you feel the holy presence of %s protecting"
2773 " you.", god);
2774 else
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2776 " feel a holy presence protecting you.");
2777 }
2778 #endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781
2782 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone.
2784 */
2785 tmp=arch_to_object(find_archetype("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf;
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2789 "who was killed\n"
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0);
2796
2797 /**************************************/
2798 /* */
2799 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */
2802 /* */
2803 /**************************************/
2804
2805 /* remove any poisoning and confusion the character may be suffering.*/
2806 /* restore player */
2807 at = find_archetype("poisoning");
2808 tmp=present_arch_in_ob(at,op);
2809 if (tmp) {
2810 remove_ob(tmp);
2811 free_object(tmp);
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2813 }
2814
2815 at = find_archetype("confusion");
2816 tmp=present_arch_in_ob(at,op);
2817 if (tmp) {
2818 remove_ob(tmp);
2819 free_object(tmp);
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2821 }
2822 cure_disease(op,0); /* remove any disease */
2823
2824 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op);
2826 if(op->stats.food < 100) op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2830
2831 /*
2832 * Check to see if the player is in a shop. IF so, then check to see if
2833 * the player has any unpaid items. If so, remove them and put them back
2834 * in the map.
2835 */
2836
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op);
2839
2840 /****************************************/
2841 /* */
2842 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */
2844 /* */
2845 /****************************************/
2846
2847 enter_player_savebed(op);
2848
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0;
2853 save_player(op,1);
2854
2855 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player.
2859 */
2860 will_kill_again=0;
2861 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2862 if (tmp->type ==SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype;
2864 }
2865 if (will_kill_again) {
2866 object *force;
2867 int at;
2868
2869 force=get_archetype(FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1;
2872 force->speed_left=-5.0;
2873 SET_FLAG(force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) {
2875 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100;
2877 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else {
2936 delete_character(op->name,1);
2937 }
2938 }
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951 }
2952
2953
2954 void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 }
2980 }
2981
2982 /*
2983 * fix_weight(): Check recursively the weight of all players, and fix
2984 * what needs to be fixed. Refresh windows and fix speed if anything
2985 * was changed.
2986 */
2987
2988 void fix_weight(void) {
2989 player *pl;
2990 for (pl = first_player; pl != NULL; pl = pl->next) {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
2992 if(old == sum)
2993 continue;
2994 fix_player(pl->ob);
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2996 &pl->ob->name, old, sum);
2997 }
2998 }
2999
3000 void fix_luck(void) {
3001 player *pl;
3002 for (pl = first_player; pl != NULL; pl = pl->next)
3003 if (!pl->ob->contr->state)
3004 change_luck(pl->ob, 0);
3005 }
3006
3007
3008 /* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object.
3011 */
3012
3013 void
3014 cast_dust (object * op, object * throw_ob, int dir)
3015 {
3016 object *skop, *spob;
3017
3018 skop = find_skill_by_name (op, throw_ob->skill);
3019
3020 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 {
3023 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n",
3024 &op->name);
3025 return;
3026 }
3027
3028 spob = throw_ob->inv;
3029
3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3031 // not pass NULL to cast_spell (which did indeed check itself, but
3032 // errors should be reported as early as possible IMHO)
3033 if (!spob)
3034 {
3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!",
3036 &throw_ob->name, &op->name);
3037 return;
3038 }
3039
3040 if (op->type == PLAYER)
3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3042
3043 cast_spell (op, throw_ob, dir, spob, NULL);
3044
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048 }
3049
3050 void make_visible (object *op) {
3051 op->hide = 0;
3052 op->invisible = 0;
3053 if(op->type==PLAYER) {
3054 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0;
3056 }
3057 update_object(op,UP_OBJ_FACE);
3058 }
3059
3060 int is_true_undead(object *op) {
3061 object *tmp=NULL;
3062
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3064
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0;
3070 }
3071
3072 /* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels
3074 * indicate greater hideability.
3075 */
3076
3077 int hideability(object *ob) {
3078 int i,level=0, mflag;
3079 sint16 x,y;
3080
3081 if(!ob||!ob->map) return 0;
3082
3083 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2;
3085
3086 /* this also picks up whether the object is glowing.
3087 * If you carry a light on a non-dark map, its not
3088 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3090
3091 /* scan through all nearby squares for terrain to hide in */
3092 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2;
3097 else /* open terrain! */
3098 level -= 1;
3099 }
3100
3101 #if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3103 #endif
3104 return level;
3105 }
3106
3107 /* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */
3112
3113 void do_hidden_move (object *op) {
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3115 object *skop;
3116
3117 if(!op || !op->map) return;
3118
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3120
3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if(op->type==PLAYER && op->contr->run_on) {
3123 if(!skop || num >= skop->level) {
3124 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3135 "You moved out of hiding! You are visible!");
3136 }
3137 else if (op->type == PLAYER && skop) {
3138 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3139 }
3140 }
3141
3142 /* determine if who is standing near a hostile creature. */
3143
3144 int stand_near_hostile( object *who ) {
3145 object *tmp=NULL;
3146 int i,friendly=0,player=0, mflags;
3147 mapstruct *m;
3148 sint16 x,y;
3149
3150 if(!who) return 0;
3151
3152 if(who->type==PLAYER) player=1;
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3154
3155 /* search adjacent squares */
3156 for(i=1;i<9;i++) {
3157 x = who->x+freearr_x[i];
3158 y = who->y+freearr_y[i];
3159 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space.
3163 */
3164 if (mflags & P_OUT_OF_MAP) continue;
3165 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3166
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3168 if((player||friendly)
3169 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3170 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 }
3177 }
3178 }
3179 return 0;
3180 }
3181
3182 /* check the player los field for viewability of the
3183 * object op. This function works fine for monsters,
3184 * but we dont worry if the object isnt the top one in
3185 * a pile (say a coin under a table would return "viewable"
3186 * by this routine). Another question, should we be
3187 * concerned with the direction the player is looking
3188 * in? Realistically, most of use cant see stuff behind
3189 * our backs...on the other hand, does the "facing" direction
3190 * imply the way your head, or body is facing? Its possible
3191 * for them to differ. Sigh, this fctn could get a bit more complex.
3192 * -b.t.
3193 * This function is now map tiling safe.
3194 */
3195
3196 int player_can_view (object *pl,object *op) {
3197 rv_vector rv;
3198 int dx,dy;
3199
3200 if(pl->type!=PLAYER) {
3201 LOG(llevError,"player_can_view() called for non-player object\n");
3202 return -1;
3203 }
3204 if (!pl || !op) return 0;
3205
3206 if(op->head) { op = op->head; }
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0;
3230 }
3231
3232 /* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we
3236 * return 0.
3237 */
3238 int action_makes_visible (object *op) {
3239
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3242 return 0;
3243
3244 if (op->contr && op->contr->tmp_invis == 0) return 0;
3245
3246 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3248 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3249 return 1;
3250 }
3251 }
3252 return 0;
3253 }
3254
3255 /* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL)
3259 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3260 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3261 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */
3263 int op_on_battleground (object *op, int *x, int *y) {
3264 object *tmp;
3265
3266 /* A battleground-tile needs the following attributes to be valid:
3267 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 &&
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3277 /*before we assign the exit, check if this is a teambattle*/
3278 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3279 object *invtmp;
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3281 if(invtmp->type==FORCE && invtmp->slaying &&
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3283 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3285 return 1;
3286 }
3287 }
3288 }
3289 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3291 return 1;
3292 }
3293 }
3294 }
3295 /* If we got here, did not find a battleground */
3296 return 0;
3297 }
3298
3299 /*
3300 * When a dragon-player gains a new stage of evolution,
3301 * he gets some treasure
3302 *
3303 * attributes:
3304 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus
3306 * int level ability level
3307 */
3308 void dragon_ability_gain(object *who, int atnr, int level) {
3309 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */
3312 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0;
3315
3316 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison");
3325
3326 if (trlist == NULL || who->type != PLAYER)
3327 return;
3328
3329 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3330 tr = tr->next, i++);
3331
3332 if (tr == NULL || tr->item == NULL) {
3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3334 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) {
3358 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3359 do_learn_spell (who, item->inv, 0);
3360 return;
3361 }
3362 }
3363 else if (item->type == SKILL_TOOL && item->invisible) {
3364 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3365
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * in this way, if the player is missing any of the attacktypes, he gets
3368 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing.
3370 */
3371 if (!(skop->attacktype & item->attacktype)) {
3372 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype;
3374
3375 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL;
3377
3378 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3380
3381 /* Give player new face */
3382 if (item->animation_id) {
3383 who->face = skop->face;
3384 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0;
3387 who->state = 0;
3388 animate_object(who, who->direction);
3389 }
3390 }
3391 }
3392 }
3393 else if (item->type == FORCE) {
3394 /* forces in the treasurelist can alter the player's stats */
3395 object *skin;
3396 /* first get the dragon skin force */
3397 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3398 skin=skin->below);
3399 if (skin == NULL) return;
3400
3401 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404
3405 /* print message */
3406 sprintf(buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3408 if(item->path_attuned & (1<<i)) {
3409 if (j)
3410 strcat(buf," and ");
3411 else
3412 j = 1;
3413 strcat(buf, spellpathnames[i]);
3414 }
3415 }
3416 strcat(buf,".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3418 }
3419
3420 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3427
3428 /* print message if there is one */
3429 if (item->msg != NULL)
3430 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3431 }
3432 else {
3433 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item);
3435 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3436 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp);
3439 }
3440 }
3441
3442 /**
3443 * Unready an object for a player. This function does nothing if the object was
3444 * not readied.
3445 */
3446 void player_unready_range_ob(player *pl, object *ob) {
3447 rangetype i;
3448
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) {
3450 if (pl->ranges[i] == ob) {
3451 pl->ranges[i] = NULL;
3452 if (pl->shoottype == i) {
3453 pl->shoottype = range_none;
3454 }
3455 }
3456 }
3457 }