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/cvs/deliantra/server/server/player.C
Revision: 1.26
Committed: Sun Sep 17 18:19:19 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.25: +3 -0 lines
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File Contents

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