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Revision: 1.44
Committed: Sat Dec 16 03:21:08 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +15 -6 lines
Log Message:
- limit command backlog to two seconds

File Contents

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