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/cvs/deliantra/server/server/player.C
Revision: 1.40
Committed: Thu Dec 14 22:45:41 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.39: +1 -1 lines
Log Message:
- implement event watcher autoncancellation on reload
- used it everywhere
- removed lots of compatibility cruft
  - configure does no longer check for mandatory unix functionality/headers
  - confgiure now runs much faster

File Contents

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