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/cvs/deliantra/server/server/player.c
Revision: 1.19
Committed: Fri Jun 2 01:32:36 2006 UTC (18 years ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.18: +1 -0 lines
Log Message:
Fixed bug:  usekeys is now containers by default.
Bug ticket: http://cf.schmorp.de/tracker/view.php?id=54

File Contents

# Content
1 /*
2 * static char *rcsid_player_c =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #ifndef WIN32 /* ---win32 remove headers */
31 #include <pwd.h>
32 #endif
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <sounds.h>
37 #include <living.h>
38 #include <object.h>
39 #include <spells.h>
40 #include <skills.h>
41 #include <newclient.h>
42
43 #ifdef COZY_SERVER
44 extern int same_party (partylist *a, partylist *b);
45 #endif
46
47 player *find_player(const char *plname)
48 {
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56 }
57
58 player* find_player_partial_name( const char* plname )
59 {
60 player* pl;
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82 void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103 }
104
105 void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131 }
132
133 void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179 }
180
181 int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189 }
190
191 /* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196 /* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202 static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235
236 /* There are some elements we want initialized to non zero value -
237 * we deal with that below this point.
238 */
239 p->party=NULL;
240 p->outputs_sync=16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice;
243 p->Swap_First = -1;
244
245 #ifdef AUTOSAVE
246 p->last_save_tick = 9999999;
247 #endif
248
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
250
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301 }
302
303
304 /* This loads the first map an puts the player on it. */
305 static void set_first_map(object *op)
306 {
307 strcpy(op->contr->maplevel, first_map_path);
308 op->x = -1;
309 op->y = -1;
310 enter_exit(op, NULL);
311 }
312
313 /* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317
318 int add_player(NewSocket *ns) {
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341 }
342
343 /*
344 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype!
347 */
348 archetype *get_player_archetype(archetype* at)
349 {
350 archetype *start = at;
351 for (;;) {
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 }
363 }
364
365
366 object *get_nearest_player(object *mon) {
367 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol;
370 unsigned lastdist;
371 rv_vector rv;
372
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
374 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv))
399 continue;
400
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) {
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 }
414 }
415 #if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
417 #endif
418 return op;
419 }
420
421 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking
424 * for a path to the player. The values are in the amount of direction
425 * the deviation is
426 */
427 #define DETOUR_AMOUNT 2
428
429 /* This is used to prevent infinite loops. Consider a case where the
430 * player is in a chamber (with gate closed), and monsters are outside.
431 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
432 * find a path into the chamber. This is a good thing, but since there
433 * is no real path, it will just keep circling the chamber for
434 * ever (this could be a nice effect for monsters, but not for the function
435 * to get stuck in. I think for the monsters, if max is reached and
436 * we return the first direction the creature could move would result in the
437 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing.
440 */
441 #define MAX_SPACES 50
442
443
444 /*
445 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that
448 * direction to player is changed (ie zig or zag). Continue zig zag until either
449 * reach player or path is blocked. Thus, will only return true if there is a free
450 * path to player. Though path may not be a straight line. Note that it will find
451 * player hiding along a corridor at right angles to the corridor with the monster.
452 *
453 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
454 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
455 * down corriders.
456 * 2) I think the old code was broken if the first direction the monster
457 * should move was blocked - the code would store the first direction without
458 * verifying that the player can actually move in that direction. The new
459 * code does not store anything in firstdir until we have verified that the
460 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself.
464 */
465 int path_to_player(object *mon, object *pl, unsigned mindiff) {
466 rv_vector rv;
467 sint16 x,y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap;
470
471 get_rangevector(mon, pl, &rv, 0);
472
473 if (rv.distance<mindiff) return 0;
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572 }
573
574 void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656 }
657
658 void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662 }
663
664 void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668 }
669
670 void play_again(object *op)
671 {
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690 }
691
692
693 int receive_play_again(object *op, char key)
694 {
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0;
725 }
726
727 void confirm_password(object *op) {
728
729 op->contr->write_buf[0]='\0';
730 op->contr->state=ST_CONFIRM_PASSWORD;
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732 }
733
734 void get_party_password(object *op, partylist *party) {
735 if (party == NULL) {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
737 return;
738 }
739 op->contr->write_buf[0]='\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743 }
744
745
746 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747 int roll_stat(void) {
748 int a[4],i,j,k;
749
750 for(i=0;i<4;i++)
751 a[i]=(int)RANDOM()%6+1;
752
753 for(i=0,j=0,k=7;i<4;i++)
754 if(a[i]<k)
755 k=a[i],j=i;
756
757 for(i=0,k=0;i<4;i++) {
758 if(i!=j)
759 k+=a[i];
760 }
761 return k;
762 }
763
764 void roll_stats(object *op) {
765 int sum=0;
766 int i = 0, j = 0;
767 int statsort[7];
768
769 do {
770 op->stats.Str=roll_stat();
771 op->stats.Dex=roll_stat();
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781
782 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790
791 /* a quick and dirty bubblesort? */
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0;
822 op->stats.ac=0;
823
824 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3;
827
828 fix_player(op);
829 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats;
833 }
834
835 void Roll_Again(object *op)
836 {
837 esrv_new_player(op->contr, 0);
838 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839 }
840
841 void Swap_Stat(object *op,int Swap_Second)
842 {
843 signed char tmp;
844 char buf[MAX_BUF];
845
846 if ( op->contr->Swap_First == -1 ) {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf);
862 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885 }
886
887
888 /* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895 int key_roll_stat(object *op, char key)
896 {
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922 #if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927 #endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953 }
954
955 /* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE,
959 * not the class.
960 */
961
962 int key_change_class(object *op, char key)
963 {
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977
978 /* Lauwenmark : Here we handle the BORN global event */
979 execute_global_event(EVENT_BORN, op);
980
981 /* Lauwenmark : We then generate a LOGIN event */
982 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
983 op->contr->state=ST_PLAYING;
984
985 if (op->msg) {
986 free_string(op->msg);
987 op->msg=NULL;
988 }
989
990 /* We create this now because some of the unique maps will need it
991 * to save here.
992 */
993 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
994 make_path_to_file(buf);
995
996 #ifdef AUTOSAVE
997 op->contr->last_save_tick = pticks;
998 #endif
999 start_info(op);
1000 CLEAR_FLAG(op, FLAG_WIZ);
1001 give_initial_items(op,op->randomitems);
1002 link_player_skills(op);
1003 esrv_send_inventory(op, op);
1004 fix_player(op);
1005
1006 /* This moves the player to a different start map, if there
1007 * is one for this race
1008 */
1009 if(*first_map_ext_path) {
1010 object *tmp;
1011 mapstruct *oldmap = op->map;
1012 char mapname[MAX_BUF];
1013 snprintf(mapname, MAX_BUF-1, "%s/%s",
1014 first_map_ext_path, op->arch->name);
1015 tmp=get_object();
1016 EXIT_PATH(tmp) = add_string(mapname);
1017 EXIT_X(tmp) = op->x;
1018 EXIT_Y(tmp) = op->y;
1019 enter_exit(op,tmp); /* we don't really care if it succeeded;
1020 * if the map isn't there, then stay on the
1021 * default initial map */
1022 free_object(tmp);
1023 } else {
1024 LOG(llevDebug,"first_map_ext_path not set\n");
1025 }
1026 return 0;
1027 }
1028
1029 /* Following actually changes the race - this is the default command
1030 * if we don't match with one of the options above.
1031 */
1032
1033 tmp_loop = 0;
1034 while(!tmp_loop) {
1035 const char *name = add_string (op->name);
1036 int x = op->x, y = op->y;
1037 remove_statbonus(op);
1038 remove_ob (op);
1039 op->arch = get_player_archetype(op->arch);
1040 copy_object (&op->arch->clone, op);
1041 op->stats = op->contr->orig_stats;
1042 free_string (op->name);
1043 op->name = name;
1044 free_string(op->name_pl);
1045 op->name_pl = add_string(name);
1046 op->x = x;
1047 op->y = y;
1048 SET_ANIMATION(op, 2); /* So player faces south */
1049 insert_ob_in_map (op, op->map, op,0);
1050 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1051 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1052 add_statbonus(op);
1053 tmp_loop=allowed_class(op);
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065 }
1066
1067 int key_confirm_quit(object *op, char key)
1068 {
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 /* Lauwenmark : Here we handle the REMOVE global event */
1078 execute_global_event(EVENT_REMOVE, op);
1079 terminate_all_pets(op);
1080 leave_map(op);
1081 op->direction=0;
1082 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1083 "%s quits the game.",op->name);
1084
1085 strcpy(op->contr->killer,"quit");
1086 check_score(op);
1087 op->contr->party=NULL;
1088 if (settings.set_title == TRUE)
1089 op->contr->own_title[0]='\0';
1090
1091 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1092 mapstruct *mp, *next;
1093
1094 /* We need to hunt for any per player unique maps in memory and
1095 * get rid of them. The trailing slash in the path is intentional,
1096 * so that players named 'Ab' won't match against players 'Abe' pathname
1097 */
1098 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1099 for (mp=first_map; mp!=NULL; mp=next) {
1100 next = mp->next;
1101 if (!strncmp(mp->path, buf, strlen(buf)))
1102 delete_map(mp);
1103 }
1104
1105 delete_character(op->name, 1);
1106 }
1107 play_again(op);
1108 return 1;
1109 }
1110
1111 void flee_player(object *op) {
1112 int dir,diff;
1113 rv_vector rv;
1114
1115 if(op->stats.hp < 0) {
1116 LOG(llevDebug, "Fleeing player is dead.\n");
1117 CLEAR_FLAG(op, FLAG_SCARED);
1118 return;
1119 }
1120
1121 if(op->enemy==NULL) {
1122 LOG(llevDebug,"Fleeing player had no enemy.\n");
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 return;
1125 }
1126
1127 /* Seen some crashes here. Since we don't store an
1128 * op->enemy_count, it is possible that something destroys the
1129 * actual enemy, and the object is recycled.
1130 */
1131 if (op->enemy->map == NULL) {
1132 CLEAR_FLAG(op, FLAG_SCARED);
1133 op->enemy=NULL;
1134 return;
1135 }
1136
1137 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1138 op->enemy=NULL;
1139 CLEAR_FLAG(op, FLAG_SCARED);
1140 return;
1141 }
1142 get_rangevector(op, op->enemy, &rv, 0);
1143
1144 dir=absdir(4+rv.direction);
1145 for(diff=0;diff<3;diff++) {
1146 int m=1-(RANDOM()&2);
1147 if(move_ob(op,absdir(dir+diff*m),op)||
1148 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1149 return;
1150 }
1151 }
1152 /* Cornered, get rid of scared */
1153 CLEAR_FLAG(op, FLAG_SCARED);
1154 op->enemy=NULL;
1155 }
1156
1157
1158 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1159 * IT returns 1 if the player should keep on moving, 0 if he should
1160 * stop.
1161 */
1162 int check_pick(object *op) {
1163 object *tmp, *next;
1164 tag_t next_tag=0, op_tag;
1165 int stop = 0;
1166 int j, k, wvratio;
1167 char putstring[128], tmpstr[16];
1168
1169
1170 /* if you're flying, you cna't pick up anything */
1171 if (op->move_type & MOVE_FLYING)
1172 return 1;
1173
1174 op_tag = op->count;
1175
1176 next = op->below;
1177 if (next)
1178 next_tag = next->count;
1179
1180 /* loop while there are items on the floor that are not marked as
1181 * destroyed */
1182 while (next && ! was_destroyed (next, next_tag))
1183 {
1184 tmp = next;
1185 next = tmp->below;
1186 if (next)
1187 next_tag = next->count;
1188
1189 if (was_destroyed (op, op_tag))
1190 return 0;
1191
1192 if ( ! can_pick (op, tmp))
1193 continue;
1194
1195 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1196 {
1197 if (item_matched_string (op, tmp, op->contr->search_str))
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* high not bit set? We're using the old autopickup model */
1203 if(!(op->contr->mode & PU_NEWMODE)) {
1204 switch (op->contr->mode) {
1205 case 0: return 1; /* don't pick up */
1206 case 1: pick_up (op, tmp);
1207 return 1;
1208 case 2: pick_up (op, tmp);
1209 return 0;
1210 case 3: return 0; /* stop before pickup */
1211 case 4: pick_up (op, tmp);
1212 break;
1213 case 5: pick_up (op, tmp);
1214 stop = 1;
1215 break;
1216 case 6:
1217 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1218 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1219 pick_up(op, tmp);
1220 break;
1221
1222 case 7:
1223 if (tmp->type == MONEY || tmp->type == GEM)
1224 pick_up(op, tmp);
1225 break;
1226
1227 default:
1228 /* use value density */
1229 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1230 && (query_cost (tmp, op, F_TRUE) * 100
1231 / (tmp->weight * MAX (tmp->nrof, 1)))
1232 >= op->contr->mode)
1233 pick_up(op,tmp);
1234 }
1235 }
1236 else { /* old model */
1237 /* NEW pickup handling */
1238 if(op->contr->mode & PU_DEBUG)
1239 {
1240 /* some debugging code to figure out item information */
1241 if(tmp->name!=NULL)
1242 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1243 tmp->name, tmp->type,
1244 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1245 else
1246 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1247 tmp->arch->name, tmp->type,
1248 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1249 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1250
1251 sprintf(putstring,"...flags: ");
1252 for(k=0;k<4;k++)
1253 {
1254 for(j=0;j<32;j++)
1255 {
1256 if((tmp->flags[k]>>j)&0x01)
1257 {
1258 sprintf(tmpstr,"%d ",k*32+j);
1259 strcat(putstring, tmpstr);
1260 }
1261 }
1262 }
1263 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1264
1265 #if 0
1266 /* print the flags too */
1267 for(k=0;k<4;k++)
1268 {
1269 fprintf(stderr,"%d [%d] ", k, k*32+31);
1270 for(j=0;j<32;j++)
1271 {
1272 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1273 if(!((j+1)%4))fprintf(stderr," ");
1274 }
1275 fprintf(stderr," [%d]\n", k*32);
1276 }
1277 #endif
1278 }
1279 /* philosophy:
1280 * It's easy to grab an item type from a pile, as long as it's
1281 * generic. This takes no game-time. For more detailed pickups
1282 * and selections, select-items shoul dbe used. This is a
1283 * grab-as-you-run type mode that's really useful for arrows for
1284 * example.
1285 * The drawback: right now it has no frontend, so you need to
1286 * stick the bits you want into a calculator in hex mode and then
1287 * convert to decimal and then 'pickup <#>
1288 */
1289
1290 /* the first two modes are exclusive: if NOTHING we return, if
1291 * STOP then we stop. All the rest are applied sequentially,
1292 * meaning if any test passes, the item gets picked up. */
1293
1294 /* if mode is set to pick nothing up, return */
1295
1296 if(op->contr->mode & PU_NOTHING) return 1;
1297
1298 /* if mode is set to stop when encountering objects, return */
1299 /* take STOP before INHIBIT since it doesn't actually pick
1300 * anything up */
1301
1302 if(op->contr->mode & PU_STOP) return 0;
1303
1304 /* useful for going into stores and not losing your settings... */
1305 /* and for battles wher you don't want to get loaded down while
1306 * fighting */
1307 if(op->contr->mode & PU_INHIBIT) return 1;
1308
1309 /* prevent us from turning into auto-thieves :) */
1310 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1311
1312 /* ignore known cursed objects */
1313 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1314
1315 /* all food and drink if desired */
1316 /* question: don't pick up known-poisonous stuff? */
1317 if(op->contr->mode & PU_FOOD)
1318 if (tmp->type == FOOD)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1320 if(op->contr->mode & PU_DRINK)
1321 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1323
1324 if(op->contr->mode & PU_POTION)
1325 if (tmp->type == POTION)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1327
1328 /* spellbooks, skillscrolls and normal books/scrolls */
1329 if(op->contr->mode & PU_SPELLBOOK)
1330 if (tmp->type == SPELLBOOK)
1331 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1332 if(op->contr->mode & PU_SKILLSCROLL)
1333 if (tmp->type == SKILLSCROLL)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1335 if(op->contr->mode & PU_READABLES)
1336 if (tmp->type == BOOK || tmp->type == SCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1338
1339 /* wands/staves/rods/horns */
1340 if (op->contr->mode & PU_MAGIC_DEVICE)
1341 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1343
1344 /* pick up all magical items */
1345 if(op->contr->mode & PU_MAGICAL)
1346 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1347 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1348
1349 if(op->contr->mode & PU_VALUABLES)
1350 {
1351 if (tmp->type == MONEY || tmp->type == GEM)
1352 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1353 }
1354
1355 /* rings & amulets - talismans seems to be typed AMULET */
1356 if(op->contr->mode & PU_JEWELS)
1357 if (tmp->type == RING || tmp->type == AMULET)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1359
1360 /* bows and arrows. Bows are good for selling! */
1361 if(op->contr->mode & PU_BOW)
1362 if (tmp->type == BOW)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1364 if(op->contr->mode & PU_ARROW)
1365 if (tmp->type == ARROW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1367
1368 /* all kinds of armor etc. */
1369 if(op->contr->mode & PU_ARMOUR)
1370 if (tmp->type == ARMOUR)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1372 if(op->contr->mode & PU_HELMET)
1373 if (tmp->type == HELMET)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1375 if(op->contr->mode & PU_SHIELD)
1376 if (tmp->type == SHIELD)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1378 if(op->contr->mode & PU_BOOTS)
1379 if (tmp->type == BOOTS)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1381 if(op->contr->mode & PU_GLOVES)
1382 if (tmp->type == GLOVES)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1384 if(op->contr->mode & PU_CLOAK)
1385 if (tmp->type == CLOAK)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387
1388 /* hoping to catch throwing daggers here */
1389 if(op->contr->mode & PU_MISSILEWEAPON)
1390 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1392
1393 /* careful: chairs and tables are weapons! */
1394 if(op->contr->mode & PU_ALLWEAPON)
1395 {
1396 if(tmp->type == WEAPON && tmp->name!=NULL)
1397 {
1398 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1399 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1400 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1401 }
1402 if(tmp->type == WEAPON && tmp->name==NULL)
1403 {
1404 if(strstr(tmp->arch->name,"table")==NULL &&
1405 strstr(tmp->arch->name,"chair")==NULL)
1406 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1407 }
1408 }
1409
1410 /* misc stuff that's useful */
1411 if(op->contr->mode & PU_KEY)
1412 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1413 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1414
1415 /* any of the last 4 bits set means we use the ratio for value
1416 * pickups */
1417 if(op->contr->mode & PU_RATIO)
1418 {
1419 /* use value density to decide what else to grab */
1420 /* >=7 was >= op->contr->mode */
1421 /* >=7 is the old standard setting. Now we take the last 4 bits
1422 * and multiply them by 5, giving 0..15*5== 5..75 */
1423 wvratio=(op->contr->mode & PU_RATIO) * 5;
1424 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1425 {
1426 pick_up(op, tmp);
1427 #if 0
1428 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1429 if(tmp->name!=NULL) {
1430 fprintf(stderr,"%s", tmp->name);
1431 }
1432 else fprintf(stderr,"%s",tmp->arch->name);
1433 fprintf(stderr,",%d] = ", tmp->type);
1434 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1435 #endif
1436 continue;
1437 }
1438 }
1439 } /* the new pickup model */
1440 }
1441 return ! stop;
1442 }
1443
1444 /*
1445 * Find an arrow in the inventory and after that
1446 * in the right type container (quiver). Pointer to the
1447 * found object is returned.
1448 */
1449 object *find_arrow(object *op, const char *type)
1450 {
1451 object *tmp = NULL;
1452
1453 for(op=op->inv; op; op=op->below)
1454 if(!tmp && op->type==CONTAINER && op->race==type &&
1455 QUERY_FLAG(op,FLAG_APPLIED))
1456 tmp = find_arrow (op, type);
1457 else if (op->type==ARROW && op->race==type)
1458 return op;
1459 return tmp;
1460 }
1461
1462 /*
1463 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1464 * against the target. A full test is not performed, simply a basic test
1465 * of resistances. The archer is making a quick guess at what he sees down
1466 * the hall. Failing that it does it's best to pick the highest plus arrow.
1467 */
1468
1469 object *find_better_arrow(object *op, object *target, const char *type, int *better)
1470 {
1471 object *tmp = NULL, *arrow, *ntmp;
1472 int attacknum, attacktype, betterby=0, i;
1473
1474 if (!type)
1475 return NULL;
1476
1477 for (arrow=op->inv; arrow; arrow=arrow->below) {
1478 if (arrow->type==CONTAINER && arrow->race==type &&
1479 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1480 i = 0;
1481 ntmp = find_better_arrow(arrow, target, type, &i);
1482 if (i > betterby) {
1483 tmp = ntmp;
1484 betterby = i;
1485 }
1486 } else if (arrow->type==ARROW && arrow->race==type) {
1487 /* allways prefer assasination/slaying */
1488 if (target->race != NULL && arrow->slaying != NULL &&
1489 strstr(arrow->slaying, target->race)) {
1490 if (arrow->attacktype & AT_DEATH) {
1491 *better = 100;
1492 return arrow;
1493 } else {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam) * 2;
1496 }
1497 } else {
1498 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1499 attacktype = 1<<attacknum;
1500 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1501 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1502 tmp = arrow;
1503 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1504 }
1505 }
1506 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1507 tmp = arrow;
1508 betterby = 2 + arrow->magic + arrow->stats.dam;
1509 }
1510 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1511 tmp = arrow;
1512 betterby = 1 + arrow->magic + arrow->stats.dam;
1513 }
1514 }
1515 }
1516 }
1517 if (tmp == NULL && arrow == NULL)
1518 return find_arrow(op, type);
1519
1520 *better = betterby;
1521 return tmp;
1522 }
1523
1524 /* looks in a given direction, finds the first valid target, and calls
1525 * find_better_arrow to find a decent arrow to use.
1526 * op = the shooter
1527 * type = bow->race
1528 * dir = fire direction
1529 */
1530
1531 object *pick_arrow_target(object *op, const char *type, int dir)
1532 {
1533 object *tmp = NULL;
1534 mapstruct *m;
1535 int i, mflags, found, number;
1536 sint16 x, y;
1537
1538 if (op->map == NULL)
1539 return find_arrow(op, type);
1540
1541 /* do a dex check */
1542 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1543 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1544 return find_arrow(op, type);
1545
1546 m = op->map;
1547 x = op->x;
1548 y = op->y;
1549
1550 /* find the first target */
1551 for (i=0, found=0; i<20; i++) {
1552 x += freearr_x[dir];
1553 y += freearr_y[dir];
1554 mflags = get_map_flags(m, &m, x, y, &x, &y);
1555 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1556 tmp = NULL;
1557 break;
1558 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1559 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1560 * perhaps a bad assumption.
1561 */
1562 tmp = NULL;
1563 break;
1564 }
1565 if (mflags & P_IS_ALIVE) {
1566 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1567 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1568 found++;
1569 break;
1570 }
1571 if (found)
1572 break;
1573 }
1574 }
1575 if (tmp == NULL)
1576 return find_arrow(op, type);
1577
1578 if (tmp->head)
1579 tmp = tmp->head;
1580
1581 return find_better_arrow(op, tmp, type, &i);
1582 }
1583
1584 /*
1585 * Creature fires a bow - op can be monster or player. Returns
1586 * 1 if bow was actually fired, 0 otherwise.
1587 * op is the object firing the bow.
1588 * part is for multipart creatures - the part firing the bow.
1589 * dir is the direction of fire.
1590 * wc_mod is any special modifier to give (used in special player fire modes)
1591 * sx, sy are coordinates to fire arrow from - also used in some of the special
1592 * player fire modes.
1593 */
1594 int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1595 sint16 sx, sint16 sy)
1596 {
1597 object *left, *bow;
1598 tag_t left_tag, tag;
1599 int bowspeed, mflags;
1600 mapstruct *m;
1601
1602 if (!dir) {
1603 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1604 return 0;
1605 }
1606 if (op->type == PLAYER)
1607 bow=op->contr->ranges[range_bow];
1608 else {
1609 for(bow=op->inv; bow; bow=bow->below)
1610 /* Don't check for applied - monsters don't apply bows - in that way, they
1611 * don't need to switch back and forth between bows and weapons.
1612 */
1613 if(bow->type==BOW)
1614 break;
1615
1616 if (!bow) {
1617 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1618 return 0;
1619 }
1620 }
1621 if( !bow->race || !bow->skill) {
1622 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1623 return 0;
1624 }
1625
1626 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1627
1628 /* penalize ROF for bestarrow */
1629 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1630 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1631 if (bowspeed < 1)
1632 bowspeed = 1;
1633
1634 if (arrow == NULL) {
1635 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1636 if (op->type == PLAYER)
1637 new_draw_info_format(NDI_UNIQUE, 0, op,
1638 "You have no %s left.", bow->race);
1639 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1640 else
1641 CLEAR_FLAG(op, FLAG_READY_BOW);
1642 return 0;
1643 }
1644 }
1645 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1646 if (mflags & P_OUT_OF_MAP) {
1647 return 0;
1648 }
1649 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1650 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1651 return 0;
1652 }
1653
1654 /* this should not happen, but sometimes does */
1655 if (arrow->nrof==0) {
1656 remove_ob(arrow);
1657 free_object(arrow);
1658 return 0;
1659 }
1660
1661 left = arrow; /* these are arrows left to the player */
1662 left_tag = left->count;
1663 arrow = get_split_ob(arrow, 1);
1664 if (arrow == NULL) {
1665 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1666 bow->race);
1667 return 0;
1668 }
1669 set_owner(arrow, op);
1670 if (arrow->skill) free_string(arrow->skill);
1671 arrow->skill = add_refcount(bow->skill);
1672
1673 arrow->direction=dir;
1674 arrow->x = sx;
1675 arrow->y = sy;
1676
1677 if (op->type == PLAYER) {
1678 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1679 fix_player(op);
1680 }
1681
1682 SET_ANIMATION(arrow, arrow->direction);
1683 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1684 arrow->stats.hp = arrow->stats.dam;
1685 arrow->stats.grace = arrow->attacktype;
1686 if (arrow->slaying != NULL)
1687 arrow->spellarg = strdup_local(arrow->slaying);
1688
1689 /* Note that this was different for monsters - they got their level
1690 * added to the damage. I think the strength bonus is more proper.
1691 */
1692
1693 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1694 0 : dam_bonus[op->stats.Str]) +
1695 bow->stats.dam + bow->magic + arrow->magic;
1696
1697 /* update the speed */
1698 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1699 0 : dam_bonus[op->stats.Str]) +
1700 bow->magic + arrow->magic) / 5.0 +
1701 (float)bow->stats.dam / 7.0;
1702
1703 if (arrow->speed < 1.0)
1704 arrow->speed = 1.0;
1705 update_ob_speed(arrow);
1706 arrow->speed_left = 0;
1707
1708 if (op->type == PLAYER) {
1709 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1710 (op->chosen_skill?op->chosen_skill->level:op->level) -
1711 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1712 arrow->stats.wc - bow->stats.wc + wc_mod;
1713
1714 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1715 } else {
1716 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1717 arrow->stats.wc + wc_mod;
1718
1719 arrow->level = op->level;
1720 }
1721 if (arrow->attacktype == AT_PHYSICAL)
1722 arrow->attacktype |= bow->attacktype;
1723 if (bow->slaying != NULL)
1724 arrow->slaying = add_string(bow->slaying);
1725
1726 arrow->map = m;
1727 arrow->move_type = MOVE_FLY_LOW;
1728 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1729
1730 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1731 tag = arrow->count;
1732 insert_ob_in_map(arrow, m, op, 0);
1733
1734 if (!was_destroyed(arrow, tag))
1735 move_arrow(arrow);
1736
1737 if (op->type == PLAYER) {
1738 if (was_destroyed (left, left_tag))
1739 esrv_del_item(op->contr, left_tag);
1740 else
1741 esrv_send_item(op, left);
1742 }
1743 return 1;
1744 }
1745
1746 /* Special fire code for players - this takes into
1747 * account the special fire modes players can have
1748 * but monsters can't. Putting that code here
1749 * makes the fire_bow code much cleaner.
1750 * this function should only be called if 'op' is a player,
1751 * hence the function name.
1752 */
1753 int player_fire_bow(object *op, int dir)
1754 {
1755 int ret=0, wcmod=0;
1756
1757 if (op->contr->bowtype == bow_bestarrow) {
1758 ret = fire_bow(op, op,
1759 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1760 dir, 0, op->x, op->y);
1761 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1762 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1763 wcmod =-1;
1764 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1765 op->x, op->y);
1766 } else if (op->contr->bowtype == bow_threewide) {
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1768 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1770 } else if (op->contr->bowtype == bow_spreadshot) {
1771 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1772 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1774
1775 } else {
1776 /* Simple case */
1777 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1778 }
1779 return ret;
1780 }
1781
1782
1783 /* Fires a misc (wand/rod/horn) object in 'dir'.
1784 * Broken apart from 'fire' to keep it more readable.
1785 */
1786 void fire_misc_object(object *op, int dir)
1787 {
1788 object *item;
1789
1790 if (!op->contr->ranges[range_misc]) {
1791 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1792 return;
1793 }
1794
1795 item = op->contr->ranges[range_misc];
1796 if (!item->inv) {
1797 LOG(llevError,"Object %s lacks a spell\n", item->name);
1798 return;
1799 }
1800 if (item->type == WAND) {
1801 if(item->stats.food<=0) {
1802 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1803 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1804 return;
1805 }
1806 } else if (item->type == ROD || item->type==HORN) {
1807 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1808 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1809 if (item->type== ROD)
1810 new_draw_info_format(NDI_UNIQUE, 0,op,
1811 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1812 else
1813 new_draw_info_format(NDI_UNIQUE, 0,op,
1814 "The %s needs more time to charge.", query_base_name(item,0));
1815 return;
1816 }
1817 }
1818
1819 if(cast_spell(op,item,dir,item->inv,NULL)) {
1820 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1821 if (item->type == WAND) {
1822 if (!(--item->stats.food)) {
1823 object *tmp;
1824 if (item->arch) {
1825 CLEAR_FLAG(item, FLAG_ANIMATE);
1826 item->face = item->arch->clone.face;
1827 item->speed = 0;
1828 update_ob_speed(item);
1829 }
1830 if ((tmp=is_player_inv(item)))
1831 esrv_update_item(UPD_ANIM, tmp, item);
1832 }
1833 }
1834 else if (item->type == ROD || item->type==HORN) {
1835 drain_rod_charge(item);
1836 }
1837 }
1838 }
1839
1840 /* Received a fire command for the player - go and do it.
1841 */
1842 void fire(object *op,int dir) {
1843 int spellcost=0;
1844
1845 /* check for loss of invisiblity/hide */
1846 if (action_makes_visible(op)) make_visible(op);
1847
1848 switch(op->contr->shoottype) {
1849 case range_none:
1850 return;
1851
1852 case range_bow:
1853 player_fire_bow(op, dir);
1854 return;
1855
1856 case range_magic: /* Casting spells */
1857 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1858 return;
1859
1860 case range_misc:
1861 fire_misc_object(op, dir);
1862 return;
1863
1864 case range_golem: /* Control summoned monsters from scrolls */
1865 if(op->contr->ranges[range_golem]==NULL ||
1866 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1867 op->contr->ranges[range_golem] = NULL;
1868 op->contr->shoottype=range_none;
1869 op->contr->golem_count = 0;
1870 }
1871 else
1872 control_golem(op->contr->ranges[range_golem], dir);
1873 return;
1874
1875 case range_skill:
1876 if(!op->chosen_skill) {
1877 if(op->type==PLAYER)
1878 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1879 return;
1880 }
1881 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1882 return;
1883 case range_builder:
1884 apply_map_builder( op, dir );
1885 return;
1886 default:
1887 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1888 return;
1889 }
1890 }
1891
1892
1893
1894 /* find_key
1895 * We try to find a key for the door as passed. If we find a key
1896 * and successfully use it, we return the key, otherwise NULL
1897 * This function merges both normal and locked door, since the logic
1898 * for both is the same - just the specific key is different.
1899 * pl is the player,
1900 * inv is the objects inventory to searched
1901 * door is the door we are trying to match against.
1902 * This function can be called recursively to search containers.
1903 */
1904
1905 object * find_key(object *pl, object *container, object *door)
1906 {
1907 object *tmp,*key;
1908
1909 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) return NULL;
1911
1912 /* First, lets try to find a key in the top level inventory */
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1914 if (door->type==DOOR && tmp->type==KEY) break;
1915 /* For sanity, we should really check door type, but other stuff
1916 * (like containers) can be locked with special keys
1917 */
1918 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1919 tmp->slaying==door->slaying) break;
1920 }
1921 /* No key found - lets search inventories now */
1922 /* If we find and use a key in an inventory, return at that time.
1923 * otherwise, if we search all the inventories and still don't find
1924 * a key, return
1925 */
1926 if (!tmp) {
1927 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1928 /* No reason to search empty containers */
1929 if (tmp->type==CONTAINER && tmp->inv) {
1930 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1931 }
1932 }
1933 if (!tmp) return NULL;
1934 }
1935 /* We get down here if we have found a key. Now if its in a container,
1936 * see if we actually want to use it
1937 */
1938 if (pl!=container) {
1939 /* Only let players use keys in containers */
1940 if (!pl->contr) return NULL;
1941 /* cases where this fails:
1942 * If we only search the player inventory, return now since we
1943 * are not in the players inventory.
1944 * If the container is not active, return now since only active
1945 * containers can be used.
1946 * If we only search keyrings and the container does not have
1947 * a race/isn't a keyring.
1948 * No checking for all containers - to fall through past here,
1949 * inv must have been an container and must have been active.
1950 *
1951 * Change the color so that the message doesn't disappear with
1952 * all the others.
1953 */
1954 if (pl->contr->usekeys == key_inventory ||
1955 !QUERY_FLAG(container, FLAG_APPLIED) ||
1956 (pl->contr->usekeys == keyrings &&
1957 (!container->race || strcmp(container->race, "keys")))
1958 ) {
1959 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1960 "The %s in your %s vibrates as you approach the door",
1961 query_name(tmp), query_name(container));
1962 return NULL;
1963 }
1964 }
1965 return tmp;
1966 }
1967
1968 /* moved door processing out of move_player_attack.
1969 * returns 1 if player has opened the door with a key
1970 * such that the caller should not do anything more,
1971 * 0 otherwise
1972 */
1973 static int player_attack_door(object *op, object *door)
1974 {
1975
1976 /* If its a door, try to find a use a key. If we do destroy the door,
1977 * might as well return immediately as there is nothing more to do -
1978 * otherwise, we fall through to the rest of the code.
1979 */
1980 object *key=find_key(op, op, door);
1981
1982 /* IF we found a key, do some extra work */
1983 if (key) {
1984 object *container=key->env;
1985
1986 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 if(action_makes_visible(op)) make_visible(op);
1988 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1989 if (door->type == DOOR) {
1990 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1991 }
1992 else if(door->type==LOCKED_DOOR) {
1993 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1994 "You open the door with the %s", query_short_name(key));
1995 remove_door2(door); /* remove door without violence ;-) */
1996 }
1997 /* Do this after we print the message */
1998 decrease_ob(key); /* Use up one of the keys */
1999 /* Need to update the weight the container the key was in */
2000 if (container != op)
2001 esrv_update_item(UPD_WEIGHT, op, container);
2002 return 1; /* Nothing more to do below */
2003 } else if (door->type==LOCKED_DOOR) {
2004 /* Might as well return now - no other way to open this */
2005 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2006 return 1;
2007 }
2008 return 0;
2009 }
2010
2011 /* This function is just part of a breakup from move_player.
2012 * It should keep the code cleaner.
2013 * When this is called, the players direction has been updated
2014 * (taking into account confusion.) The player is also actually
2015 * going to try and move (not fire weapons).
2016 */
2017
2018 void move_player_attack(object *op, int dir)
2019 {
2020 object *tmp, *mon, *tpl;
2021 sint16 nx, ny;
2022 int on_battleground;
2023 mapstruct *m;
2024
2025 if (op->contr->transport) tpl = op->contr->transport;
2026 else tpl = op;
2027 nx=freearr_x[dir]+tpl->x;
2028 ny=freearr_y[dir]+tpl->y;
2029
2030 on_battleground = op_on_battleground(tpl, NULL, NULL);
2031
2032 /* If braced, or can't move to the square, and it is not out of the
2033 * map, attack it. Note order of if statement is important - don't
2034 * want to be calling move_ob if braced, because move_ob will move the
2035 * player. This is a pretty nasty hack, because if we could
2036 * move to some space, it then means that if we are braced, we should
2037 * do nothing at all. As it is, if we are braced, we go through
2038 * quite a bit of processing. However, it probably is less than what
2039 * move_ob uses.
2040 */
2041 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2042 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2043 m = get_map_from_coord(tpl->map, &nx, &ny);
2044 if (!m) return; /* Don't think this should happen */
2045 }
2046 else m =tpl->map;
2047
2048 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2049 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2050 return;
2051 }
2052
2053 mon = NULL;
2054 /* Go through all the objects, and find ones of interest. Only stop if
2055 * we find a monster - that is something we know we want to attack.
2056 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space
2058 */
2059 while (tmp!=NULL) {
2060 if (tmp == op) {
2061 tmp=tmp->above;
2062 continue;
2063 }
2064 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2065 mon = tmp;
2066 break;
2067 }
2068 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2069 mon = tmp;
2070 tmp=tmp->above;
2071 }
2072
2073 if (mon==NULL) /* This happens anytime the player tries to move */
2074 return; /* into a wall */
2075
2076 if(mon->head != NULL)
2077 mon = mon->head;
2078
2079 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2080 if (player_attack_door(op, mon)) return;
2081
2082 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if ((op->type==PLAYER)
2095 #if COZY_SERVER
2096 &&
2097 (
2098 (get_owner(mon) && get_owner(mon)->contr
2099 && same_party (get_owner(mon)->contr->party, op->contr->party))
2100 || get_owner(mon) == op
2101 )
2102 #else
2103 && get_owner(mon)==op
2104 #endif
2105 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2106 {
2107 /* If we're braced, we don't want to switch places with it */
2108 if (op->contr->braced) return;
2109 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2110 (void) push_ob(mon,dir,op);
2111 if(op->contr->tmp_invis||op->hide) make_visible(op);
2112 return;
2113 }
2114
2115 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't
2118 * attack them either.
2119 */
2120 if ((mon->type==PLAYER || mon->enemy != op) &&
2121 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2122 (
2123 #ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2125 #else
2126 op->contr->peaceful &&
2127 #endif
2128 !on_battleground
2129 )) {
2130 if (!op->contr->braced) {
2131 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2132 (void) push_ob(mon,dir,op);
2133 } else {
2134 new_draw_info(0, 0,op,"You withhold your attack");
2135 }
2136 if(op->contr->tmp_invis||op->hide) make_visible(op);
2137 }
2138
2139 /* If the object is a boulder or other rollable object, then
2140 * roll it if not braced. You can't roll it if you are braced.
2141 */
2142 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2143 recursive_roll(mon,dir,op);
2144 if(action_makes_visible(op)) make_visible(op);
2145 }
2146
2147 /* Any generic living creature. Including things like doors.
2148 * Way it works is like this: First, it must have some hit points
2149 * and be living. Then, it must be one of the following:
2150 * 1) Not a player, 2) A player, but of a different party. Note
2151 * that party_number -1 is no party, so attacks can still happen.
2152 */
2153
2154 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2155 ((mon->type!=PLAYER || op->contr->party==NULL ||
2156 op->contr->party!=mon->contr->party))) {
2157
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit) {
2164 op->speed_left += op->speed / op->contr->weapon_sp;
2165
2166 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2167 }
2168
2169 skill_attack(mon, op, 0, NULL, NULL);
2170
2171 /* If attacking another player, that player gets automatic
2172 * hitback, and doesn't loose luck either.
2173 * Disable hitback on the battleground or if the target is
2174 * the wiz.
2175 */
2176 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2177 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2178 short luck = mon->stats.luck;
2179 mon->contr->has_hit = 1;
2180 skill_attack(op, mon, 0, NULL, NULL);
2181 mon->stats.luck = luck;
2182 }
2183 if(action_makes_visible(op)) make_visible(op);
2184 }
2185 } /* if player should attack something */
2186 }
2187
2188 int move_player(object *op,int dir) {
2189 int pick;
2190 object *transport = op->contr->transport;
2191
2192 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2193 return 0;
2194
2195 /* Sanity check: make sure dir is valid */
2196 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2197 LOG( llevError, "move_player: invalid direction %d\n", dir);
2198 return 0;
2199 }
2200
2201 /* peterm: added following line */
2202 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2203 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2204
2205 op->facing = dir;
2206
2207 if(!transport && op->hide) do_hidden_move(op);
2208
2209 if (transport) {
2210 /* transport->contr is set up for the person in charge of the boat.
2211 * if that isn't this person, he can't steer it, etc
2212 */
2213 if (transport->contr != op->contr) return 0;
2214
2215 /* Transport can't move. But update dir so it at least
2216 * will point in the same direction if player is running.
2217 */
2218 if (transport->speed_left < 0.0) {
2219 transport->direction = dir;
2220 op->direction = dir;
2221 return 0;
2222 }
2223 /* Remove transport speed. Give player just a little speed -
2224 * enough so that they will get an action again quickly.
2225 *
2226 */
2227 transport->speed_left -= 1.0;
2228 if (op->speed_left < 0.0) op->speed_left = -0.01;
2229
2230 }
2231
2232 if(op->contr->fire_on) {
2233 fire(op,dir);
2234 }
2235 else move_player_attack(op,dir);
2236
2237 pick = check_pick(op);
2238
2239
2240 /* Add special check for newcs players and fire on - this way, the
2241 * server can handle repeat firing.
2242 */
2243 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2244 op->direction = dir;
2245 } else {
2246 op->direction=0;
2247 }
2248 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities
2250 * for players.
2251 */
2252 if (!transport) animate_object(op, op->facing);
2253 return 0;
2254 }
2255
2256 /* This is similar to handle_player, below, but is only used by the
2257 * new client/server stuff.
2258 * This is sort of special, in that the new client/server actually uses
2259 * the new speed values for commands.
2260 *
2261 * Returns true if there are more actions we can do.
2262 */
2263 int handle_newcs_player(object *op)
2264 {
2265 if (op->contr->hidden) {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2) op->invisible--;
2272 }
2273 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2274 op->invisible--;
2275 if(!op->invisible) {
2276 make_visible(op);
2277 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278 }
2279 }
2280
2281 if (QUERY_FLAG(op, FLAG_SCARED)) {
2282 flee_player(op);
2283 /* If player is still scared, that is his action for this tick */
2284 if (QUERY_FLAG(op, FLAG_SCARED)) {
2285 op->speed_left--;
2286 return 0;
2287 }
2288 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] &&
2296 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2297 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2298 op->contr->ranges[range_golem] = NULL;
2299 op->contr->golem_count = 0;
2300 }
2301
2302 /* call this here - we also will call this in do_ericserver, but
2303 * the players time has been increased when doericserver has been
2304 * called, so we recheck it here.
2305 */
2306 HandleClient(&op->contr->socket, op->contr);
2307 if (op->speed_left<0) return 0;
2308
2309 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2310 /* All move commands take 1 tick, at least for now */
2311 op->speed_left--;
2312
2313 /* Instead of all the stuff below, let move_player take care
2314 * of it. Also, some of the skill stuff is only put in
2315 * there, as well as the confusion stuff.
2316 */
2317 move_player(op, op->direction);
2318 if (op->speed_left>0) return 1;
2319 else return 0;
2320 }
2321 return 0;
2322 }
2323
2324 int save_life(object *op) {
2325 object *tmp;
2326
2327 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2328 return 0;
2329
2330 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2331 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2332 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2333 new_draw_info_format(NDI_UNIQUE, 0,op,
2334 "Your %s vibrates violently, then evaporates.",
2335 query_name(tmp));
2336 if (op->contr)
2337 esrv_del_item(op->contr, tmp->count);
2338 remove_ob(tmp);
2339 free_object(tmp);
2340 CLEAR_FLAG(op, FLAG_LIFESAVE);
2341 if(op->stats.hp<0)
2342 op->stats.hp = op->stats.maxhp;
2343 if(op->stats.food<0)
2344 op->stats.food = 999;
2345 fix_player(op);
2346 return 1;
2347 }
2348 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2349 CLEAR_FLAG(op, FLAG_LIFESAVE);
2350 enter_player_savebed(op); /* bring him home. */
2351 return 0;
2352 }
2353
2354 /* This goes throws the inventory and removes unpaid objects, and puts them
2355 * back in the map (location and map determined by values of env). This
2356 * function will descend into containers. op is the object to start the search
2357 * from.
2358 */
2359 void remove_unpaid_objects(object *op, object *env)
2360 {
2361 object *next;
2362
2363 while (op) {
2364 next=op->below; /* Make sure we have a good value, in case
2365 * we remove object 'op'
2366 */
2367 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2368 remove_ob(op);
2369 op->x = env->x;
2370 op->y = env->y;
2371 if (env->type == PLAYER)
2372 esrv_del_item(env->contr, op->count);
2373 insert_ob_in_map(op, env->map, NULL,0);
2374 }
2375 else if (op->inv) remove_unpaid_objects(op->inv, env);
2376 op=next;
2377 }
2378 }
2379
2380
2381 /*
2382 * Returns pointer a static string containing gravestone text
2383 * Moved from apply.c to player.c - player.c is what
2384 * actually uses this function. player.c may not be quite the
2385 * best, a misc file for object actions is probably better,
2386 * but there isn't one in the server directory.
2387 */
2388 char *gravestone_text (object *op)
2389 {
2390 static char buf2[MAX_BUF];
2391 char buf[MAX_BUF];
2392 time_t now = time (NULL);
2393
2394 strcpy (buf2, " R.I.P.\n\n");
2395 if (op->type == PLAYER)
2396 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2397 else
2398 sprintf (buf, "%s\n", op->name);
2399 strncat (buf2, " ", 20 - strlen (buf) / 2);
2400 strcat (buf2, buf);
2401 if (op->type == PLAYER)
2402 sprintf (buf, "who was in level %d when killed\n", op->level);
2403 else
2404 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2405 strncat (buf2, " ", 20 - strlen (buf) / 2);
2406 strcat (buf2, buf);
2407 if (op->type == PLAYER) {
2408 sprintf (buf, "by %s.\n\n", op->contr->killer);
2409 strncat (buf2, " ", 21 - strlen (buf) / 2);
2410 strcat (buf2, buf);
2411 }
2412 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414 strcat (buf2, buf);
2415 return buf2;
2416 }
2417
2418
2419
2420 void do_some_living(object *op) {
2421 int last_food=op->stats.food;
2422 int gen_hp, gen_sp, gen_grace;
2423 int over_hp, over_sp, over_grace;
2424 int i;
2425 int rate_hp = 1200;
2426 int rate_sp = 2500;
2427 int rate_grace = 2000;
2428 const int max_hp = 1;
2429 const int max_sp = 1;
2430 const int max_grace = 1;
2431
2432 if (op->contr->outputs_sync) {
2433 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2434 if (op->contr->outputs[i].buf!=NULL &&
2435 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2436 flush_output_element(op, &op->contr->outputs[i]);
2437 }
2438
2439 if(op->contr->state==ST_PLAYING) {
2440
2441 /* these next three if clauses make it possible to SLOW DOWN
2442 hp/grace/spellpoint regeneration. */
2443 if(op->contr->gen_hp >= 0 )
2444 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2445 else {
2446 gen_hp = op->stats.maxhp;
2447 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2448 }
2449 if(op->contr->gen_sp >= 0 )
2450 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2451 else {
2452 gen_sp = op->stats.maxsp;
2453 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2454 }
2455 if(op->contr->gen_grace >= 0)
2456 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2457 else {
2458 gen_grace = op->stats.maxgrace;
2459 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2460 }
2461
2462 /* Regenerate Spell Points */
2463 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2464 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2465 if(op->stats.sp<op->stats.maxsp) {
2466 op->stats.sp++;
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2469 op->stats.food--;
2470 if(op->contr->digestion<0)
2471 op->stats.food+=op->contr->digestion;
2472 else if(op->contr->digestion>0 &&
2473 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food=last_food;
2475 }
2476 }
2477 if (max_sp>1) {
2478 over_sp = (gen_sp+10)/rate_sp;
2479 if (over_sp > 0) {
2480 if(op->stats.sp<op->stats.maxsp) {
2481 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2482 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2483 op->stats.sp--;
2484 if(op->stats.sp>op->stats.maxsp)
2485 op->stats.sp=op->stats.maxsp;
2486 }
2487 op->last_sp=0;
2488 } else {
2489 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2490 }
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 }
2495
2496 /* Regenerate Grace */
2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2498 if(--op->last_grace<0) {
2499 if(op->stats.grace<op->stats.maxgrace/2)
2500 op->stats.grace++; /* no penalty in food for regaining grace */
2501 if(max_grace>1) {
2502 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2503 if (over_grace > 0) {
2504 op->stats.sp += over_grace
2505 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2506 op->last_grace=0;
2507 } else {
2508 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2509 }
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 /* wearing stuff doesn't detract from grace generation. */
2514 }
2515
2516 /* Regenerate Hit Points */
2517 if(--op->last_heal<0) {
2518 if(op->stats.hp<op->stats.maxhp) {
2519 op->stats.hp++;
2520 /* dms do not consume food */
2521 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2522 op->stats.food--;
2523 if(op->contr->digestion<0)
2524 op->stats.food+=op->contr->digestion;
2525 else if(op->contr->digestion>0 &&
2526 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2527 op->stats.food=last_food;
2528 }
2529 }
2530 if(max_hp>1) {
2531 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2532 if (over_hp > 0) {
2533 op->stats.sp += over_hp
2534 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2535 op->last_heal=0;
2536 } else {
2537 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2538 }
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 }
2543
2544 /* Digestion */
2545 if(--op->last_eat<0) {
2546 #ifdef COZY_SERVER
2547 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2548 int bonus=dg>0?dg:0,
2549 penalty=dg<0?-dg:0;
2550 #else
2551 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2552 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2553 #endif
2554
2555 if(op->contr->gen_hp > 0)
2556 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2557 else
2558 op->last_eat=25*(1+bonus)/(penalty +1);
2559 /* dms do not consume food */
2560 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2561 }
2562 }
2563
2564 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2565 object *tmp, *flesh=NULL;
2566
2567 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2568 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2569 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2570 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2571 manual_apply(op,tmp,0);
2572 if(op->stats.food>=0||op->stats.hp<0)
2573 break;
2574 }
2575 else if (tmp->type==FLESH) flesh=tmp;
2576 } /* End if paid for object */
2577 } /* end of for loop */
2578 /* If player is still starving, it means they don't have any food, so
2579 * eat flesh instead.
2580 */
2581 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2582 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2583 manual_apply(op,flesh,0);
2584 }
2585 } /* end if player is starving */
2586
2587 while(op->stats.food<0&&op->stats.hp>0)
2588 op->stats.food++,op->stats.hp--;
2589
2590 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2591 kill_player(op);
2592 }
2593
2594
2595
2596 /* If the player should die (lack of hp, food, etc), we call this.
2597 * op is the player in jeopardy. If the player can not be saved (not
2598 * permadeath, no lifesave), this will take care of removing the player
2599 * file.
2600 */
2601 void kill_player(object *op)
2602 {
2603 char buf[MAX_BUF];
2604 int x,y,i;
2605 mapstruct *map; /* this is for resurrection */
2606 int z;
2607 int num_stats_lose;
2608 int lost_a_stat;
2609 int lose_this_stat;
2610 int this_stat;
2611 int will_kill_again;
2612 archetype *at;
2613 object *tmp;
2614
2615 if(save_life(op))
2616 return;
2617
2618
2619 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2620 * in cities ONLY!!! It is very important that this doesn't get abused.
2621 * Look at op_on_battleground() for more info --AndreasV
2622 */
2623 if (op_on_battleground(op, &x, &y)) {
2624 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2625 "You have been defeated in combat!");
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2627 "Local medics have saved your life...");
2628
2629 /* restore player */
2630 at = find_archetype("poisoning");
2631 tmp=present_arch_in_ob(at,op);
2632 if (tmp) {
2633 remove_ob(tmp);
2634 free_object(tmp);
2635 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2636 }
2637
2638 at = find_archetype("confusion");
2639 tmp=present_arch_in_ob(at,op);
2640 if (tmp) {
2641 remove_ob(tmp);
2642 free_object(tmp);
2643 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2644 }
2645
2646 cure_disease(op,0); /* remove any disease */
2647 op->stats.hp=op->stats.maxhp;
2648 if (op->stats.food<=0) op->stats.food=999;
2649
2650 /* create a bodypart-trophy to make the winner happy */
2651 tmp=arch_to_object(find_archetype("finger"));
2652 if (tmp != NULL)
2653 {
2654 sprintf(buf,"%s's finger",op->name);
2655 tmp->name = add_string(buf);
2656 sprintf(buf," This finger has been cut off %s\n"
2657 " the %s, when he was defeated at\n level %d by %s.\n",
2658 op->name, op->contr->title, (int)(op->level),
2659 op->contr->killer);
2660 tmp->msg=add_string(buf);
2661 tmp->value=0, tmp->material=0, tmp->type=0;
2662 tmp->materialname = NULL;
2663 tmp->x = op->x, tmp->y = op->y;
2664 insert_ob_in_map(tmp,op->map,op,0);
2665 }
2666
2667 /* teleport defeated player to new destination*/
2668 transfer_ob(op, x, y, 0, NULL);
2669 op->contr->braced=0;
2670 return;
2671 }
2672
2673 /* Lauwenmark: Handle for plugin death event */
2674 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2675 return;
2676
2677 command_kill_pets (op, 0);
2678
2679 /* Lauwenmark: Handle for the global death event */
2680 execute_global_event(EVENT_PLAYER_DEATH, op);
2681 if(op->stats.food<0) {
2682 if (op->contr->explore) {
2683 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2684 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2685 op->stats.food=999;
2686 return;
2687 }
2688 sprintf(buf,"%s starved to death.",op->name);
2689 strcpy(op->contr->killer,"starvation");
2690 }
2691 else {
2692 if (op->contr->explore) {
2693 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2694 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2695 op->stats.hp=op->stats.maxhp;
2696 return;
2697 }
2698 sprintf(buf,"%s died.",op->name);
2699 }
2700 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2701
2702 /* save the map location for corpse, gravestone*/
2703 x=op->x;y=op->y;map=op->map;
2704
2705
2706 if (settings.not_permadeth == TRUE) {
2707 /* NOT_PERMADEATH code. This basically brings the character back to
2708 * life if they are dead - it takes some exp and a random stat.
2709 * See the config.h file for a little more in depth detail about this.
2710 */
2711
2712 /* Basically two ways to go - remove a stat permanently, or just
2713 * make it depletion. This bunch of code deals with that aspect
2714 * of death.
2715 */
2716 #ifndef COZY_SERVER
2717 if (settings.balanced_stat_loss) {
2718 /* If stat loss is permanent, lose one stat only. */
2719 /* Lower level chars don't lose as many stats because they suffer
2720 more if they do. */
2721 /* Higher level characters can afford things such as potions of
2722 restoration, or better, stat potions. So we slug them that
2723 little bit harder. */
2724 /* GD */
2725 if (settings.stat_loss_on_death)
2726 num_stats_lose = 1;
2727 else
2728 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2729 } else {
2730 num_stats_lose = 1;
2731 }
2732 lost_a_stat = 0;
2733
2734 for (z=0; z<num_stats_lose; z++) {
2735 i = RANDOM() % NUM_STATS;
2736
2737 if (settings.stat_loss_on_death) {
2738 /* Pick a random stat and take a point off it. Tell the player
2739 * what he lost.
2740 */
2741 change_attr_value(&(op->stats), i,-1);
2742 check_stat_bounds(&(op->stats));
2743 change_attr_value(&(op->contr->orig_stats), i,-1);
2744 check_stat_bounds(&(op->contr->orig_stats));
2745 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2746 lost_a_stat = 1;
2747 } else {
2748 /* deplete a stat */
2749 archetype *deparch=find_archetype("depletion");
2750 object *dep;
2751
2752 dep = present_arch_in_ob(deparch,op);
2753 if(!dep) {
2754 dep = arch_to_object(deparch);
2755 insert_ob_in_ob(dep, op);
2756 }
2757 lose_this_stat = 1;
2758 if (settings.balanced_stat_loss) {
2759 /* GD */
2760 /* Get the stat that we're about to deplete. */
2761 this_stat = get_attr_value(&(dep->stats), i);
2762 if (this_stat < 0) {
2763 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2764 int keep_chance = this_stat * this_stat;
2765 /* Yes, I am paranoid. Sue me. */
2766 if (keep_chance < 1)
2767 keep_chance = 1;
2768
2769 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2771 lose_this_stat = 0;
2772 /* Take loss chance vs keep chance to see if we
2773 retain the stat. */
2774 } else {
2775 if (random_roll(0, loss_chance + keep_chance-1,
2776 op, PREFER_LOW) < keep_chance)
2777 lose_this_stat = 0;
2778 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2779 this_stat, keep_chance, loss_chance,
2780 lose_this_stat?"LOSE":"KEEP"); */
2781 }
2782 }
2783 }
2784
2785 if (lose_this_stat) {
2786 this_stat = get_attr_value(&(dep->stats), i);
2787 /* We could try to do something clever like find another
2788 * stat to reduce if this fails. But chances are, if
2789 * stats have been depleted to -50, all are pretty low
2790 * and should be roughly the same, so it shouldn't make a
2791 * difference.
2792 */
2793 if (this_stat>=-50) {
2794 change_attr_value(&(dep->stats), i, -1);
2795 SET_FLAG(dep, FLAG_APPLIED);
2796 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2797 fix_player(op);
2798 lost_a_stat = 1;
2799 }
2800 }
2801 }
2802 }
2803 /* If no stat lost, tell the player. */
2804 if (!lost_a_stat)
2805 {
2806 /* determine_god() seems to not work sometimes... why is this?
2807 Should I be using something else? GD */
2808 const char *god = determine_god(op);
2809 if (god && (strcmp(god, "none")))
2810 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2811 "moment you feel the holy presence of %s protecting"
2812 " you.", god);
2813 else
2814 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2815 " feel a holy presence protecting you.");
2816 }
2817 #endif
2818 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2819 " feel a holy presence protecting you from losing yourself completely.");
2820
2821 /* Put a gravestone up where the character 'almost' died. List the
2822 * exp loss on the stone.
2823 */
2824 tmp=arch_to_object(find_archetype("gravestone"));
2825 sprintf(buf,"%s's gravestone",op->name);
2826 FREE_AND_COPY(tmp->name, buf);
2827 sprintf(buf,"%s's gravestones",op->name);
2828 FREE_AND_COPY(tmp->name_pl, buf);
2829 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2830 "who was killed\n"
2831 "by %s.\n",
2832 op->name, op->contr->title,
2833 op->contr->killer);
2834 tmp->msg = add_string(buf);
2835 tmp->x=op->x,tmp->y=op->y;
2836 insert_ob_in_map (tmp, op->map, NULL,0);
2837
2838 /**************************************/
2839 /* */
2840 /* Subtract the experience points, */
2841 /* if we died cause of food, give us */
2842 /* food, and reset HP's... */
2843 /* */
2844 /**************************************/
2845
2846 /* remove any poisoning and confusion the character may be suffering.*/
2847 /* restore player */
2848 at = find_archetype("poisoning");
2849 tmp=present_arch_in_ob(at,op);
2850 if (tmp) {
2851 remove_ob(tmp);
2852 free_object(tmp);
2853 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2854 }
2855
2856 at = find_archetype("confusion");
2857 tmp=present_arch_in_ob(at,op);
2858 if (tmp) {
2859 remove_ob(tmp);
2860 free_object(tmp);
2861 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2862 }
2863 cure_disease(op,0); /* remove any disease */
2864
2865 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty(op);
2867 if(op->stats.food < 100) op->stats.food = 900;
2868 op->stats.hp = op->stats.maxhp;
2869 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2870 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2871
2872 /*
2873 * Check to see if the player is in a shop. IF so, then check to see if
2874 * the player has any unpaid items. If so, remove them and put them back
2875 * in the map.
2876 */
2877
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2879 if (tmp->type == SHOP_FLOOR) {
2880 remove_unpaid_objects(op->inv, op);
2881 break;
2882 }
2883 }
2884
2885
2886 /****************************************/
2887 /* */
2888 /* Move player to his current respawn- */
2889 /* position (usually last savebed) */
2890 /* */
2891 /****************************************/
2892
2893 enter_player_savebed(op);
2894
2895 /* Save the player before inserting the force to reduce
2896 * chance of abuse.
2897 */
2898 op->contr->braced=0;
2899 save_player(op,1);
2900
2901 /* it is possible that the player has blown something up
2902 * at his savebed location, and that can have long lasting
2903 * spell effects. So first see if there is a spell effect
2904 * on the space that might harm the player.
2905 */
2906 will_kill_again=0;
2907 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2908 if (tmp->type ==SPELL_EFFECT)
2909 will_kill_again|=tmp->attacktype;
2910 }
2911 if (will_kill_again) {
2912 object *force;
2913 int at;
2914
2915 force=get_archetype(FORCE_NAME);
2916 /* 50 ticks should be enough time for the spell to abate */
2917 force->speed=0.1;
2918 force->speed_left=-5.0;
2919 SET_FLAG(force, FLAG_APPLIED);
2920 for (at=0; at<NROFATTACKS; at++) {
2921 if (will_kill_again & (1 << at))
2922 force->resist[at] = 100;
2923 }
2924 insert_ob_in_ob(force, op);
2925 fix_player(op);
2926
2927 }
2928 /**************************************/
2929 /* */
2930 /* Repaint the characters inv, and */
2931 /* stats, and show a nasty message ;) */
2932 /* */
2933 /**************************************/
2934
2935 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2936 return;
2937 } /* NOT_PERMADETH */
2938 else {
2939 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2940 * should probably be embedded in an else statement.
2941 */
2942
2943 op->contr->party=NULL;
2944 if (settings.set_title == TRUE)
2945 op->contr->own_title[0]='\0';
2946 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2947 check_score(op);
2948 if(op->contr->ranges[range_golem]!=NULL) {
2949 remove_friendly_object(op->contr->ranges[range_golem]);
2950 remove_ob(op->contr->ranges[range_golem]);
2951 free_object(op->contr->ranges[range_golem]);
2952 op->contr->ranges[range_golem]=NULL;
2953 op->contr->golem_count=0;
2954 }
2955 loot_object(op); /* Remove some of the items for good */
2956 remove_ob(op);
2957 op->direction=0;
2958
2959 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2960 delete_character(op->name,0);
2961 if (settings.resurrection == TRUE) {
2962 /* save playerfile sans equipment when player dies
2963 ** then save it as player.pl.dead so that future resurrection
2964 ** type spells will work on them nicely
2965 */
2966 delete_character(op->name,0);
2967 op->stats.hp = op->stats.maxhp;
2968 op->stats.food = 999;
2969
2970 /* set the location of where the person will reappear when */
2971 /* maybe resurrection code should fix map also */
2972 strcpy(op->contr->maplevel, settings.emergency_mapname);
2973 if(op->map!=NULL)
2974 op->map = NULL;
2975 op->x = settings.emergency_x;
2976 op->y = settings.emergency_y;
2977 save_player(op,0);
2978 op->map = map;
2979 /* please see resurrection.c: peterm */
2980 dead_player(op);
2981 } else {
2982 delete_character(op->name,1);
2983 }
2984 }
2985 play_again(op);
2986
2987 /* peterm: added to create a corpse at deathsite. */
2988 tmp=arch_to_object(find_archetype("corpse_pl"));
2989 sprintf(buf,"%s", op->name);
2990 FREE_AND_COPY(tmp->name, buf);
2991 FREE_AND_COPY(tmp->name_pl, buf);
2992 tmp->level=op->level;
2993 tmp->x=x;tmp->y=y;
2994 if (tmp->msg)
2995 free_string(tmp->msg);
2996 tmp->msg = add_string (gravestone_text(op));
2997 SET_FLAG (tmp, FLAG_UNIQUE);
2998 insert_ob_in_map (tmp, map, NULL,0);
2999 }
3000 }
3001
3002
3003 void loot_object(object *op) { /* Grab and destroy some treasure */
3004 object *tmp,*tmp2,*next;
3005
3006 if (op->container) { /* close open sack first */
3007 esrv_apply_container (op, op->container);
3008 }
3009
3010 for(tmp=op->inv;tmp!=NULL;tmp=next) {
3011 next=tmp->below;
3012 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3013 remove_ob(tmp);
3014 tmp->x=op->x,tmp->y=op->y;
3015 if (tmp->type == CONTAINER) { /* empty container to ground */
3016 loot_object(tmp);
3017 }
3018 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3019 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3020 if(tmp->nrof>1) {
3021 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3022 free_object(tmp2);
3023 insert_ob_in_map(tmp,op->map,NULL,0);
3024 } else
3025 free_object(tmp);
3026 } else
3027 insert_ob_in_map(tmp,op->map,NULL,0);
3028 }
3029 }
3030
3031 /*
3032 * fix_weight(): Check recursively the weight of all players, and fix
3033 * what needs to be fixed. Refresh windows and fix speed if anything
3034 * was changed.
3035 */
3036
3037 void fix_weight(void) {
3038 player *pl;
3039 for (pl = first_player; pl != NULL; pl = pl->next) {
3040 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3041 if(old == sum)
3042 continue;
3043 fix_player(pl->ob);
3044 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3045 pl->ob->name, old, sum);
3046 }
3047 }
3048
3049 void fix_luck(void) {
3050 player *pl;
3051 for (pl = first_player; pl != NULL; pl = pl->next)
3052 if (!pl->ob->contr->state)
3053 change_luck(pl->ob, 0);
3054 }
3055
3056
3057 /* cast_dust() - handles op throwing objects of type 'DUST'.
3058 * This is much simpler in the new spell code - we basically
3059 * just treat this as any other spell casting object.
3060 */
3061
3062 void cast_dust (object *op, object *throw_ob, int dir) {
3063 object *skop, *spob;
3064
3065 skop = find_skill_by_name(op, throw_ob->skill);
3066
3067 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if(op->type==PLAYER && throw_ob->type==POTION && !skop) {
3069 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n",
3070 op->name);
3071 return;
3072 }
3073 spob = throw_ob->inv;
3074 if (op->type==PLAYER && spob)
3075 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name);
3076
3077 cast_spell(op, throw_ob, dir, spob, NULL);
3078
3079 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3080 free_object(throw_ob);
3081 }
3082
3083 void make_visible (object *op) {
3084 op->hide = 0;
3085 op->invisible = 0;
3086 if(op->type==PLAYER) {
3087 op->contr->tmp_invis = 0;
3088 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3089 }
3090 update_object(op,UP_OBJ_FACE);
3091 }
3092
3093 int is_true_undead(object *op) {
3094 object *tmp=NULL;
3095
3096 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3097
3098 if(op->type==PLAYER)
3099 for(tmp=op->inv;tmp;tmp=tmp->below)
3100 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3101 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3102 return 0;
3103 }
3104
3105 /* look at the surrounding terrain to determine
3106 * the hideability of this object. Positive levels
3107 * indicate greater hideability.
3108 */
3109
3110 int hideability(object *ob) {
3111 int i,level=0, mflag;
3112 sint16 x,y;
3113
3114 if(!ob||!ob->map) return 0;
3115
3116 /* so, on normal lighted maps, its hard to hide */
3117 level=ob->map->darkness - 2;
3118
3119 /* this also picks up whether the object is glowing.
3120 * If you carry a light on a non-dark map, its not
3121 * as bad as carrying a light on a pitch dark map */
3122 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3123
3124 /* scan through all nearby squares for terrain to hide in */
3125 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3126 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3127 if (mflag & P_OUT_OF_MAP) { continue; }
3128 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3129 level += 2;
3130 else /* open terrain! */
3131 level -= 1;
3132 }
3133
3134 #if 0
3135 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3136 #endif
3137 return level;
3138 }
3139
3140 /* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */
3145
3146 void do_hidden_move (object *op) {
3147 int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3148 object *skop;
3149
3150 if(!op || !op->map) return;
3151
3152 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3153
3154 /* its *extremely* hard to run and sneak/hide at the same time! */
3155 if(op->type==PLAYER && op->contr->run_on) {
3156 if(!skop || num >= skop->level) {
3157 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3158 make_visible(op);
3159 return;
3160 } else num += 20;
3161 }
3162 num += op->map->difficulty;
3163 hide = hideability(op); /* modify by terrain hidden level */
3164 num -= hide;
3165 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3166 make_visible(op);
3167 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3168 "You moved out of hiding! You are visible!");
3169 }
3170 else if (op->type == PLAYER && skop) {
3171 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3172 }
3173 }
3174
3175 /* determine if who is standing near a hostile creature. */
3176
3177 int stand_near_hostile( object *who ) {
3178 object *tmp=NULL;
3179 int i,friendly=0,player=0, mflags;
3180 mapstruct *m;
3181 sint16 x,y;
3182
3183 if(!who) return 0;
3184
3185 if(who->type==PLAYER) player=1;
3186 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3187
3188 /* search adjacent squares */
3189 for(i=1;i<9;i++) {
3190 x = who->x+freearr_x[i];
3191 y = who->y+freearr_y[i];
3192 m = who->map;
3193 mflags = get_map_flags(m, &m, x, y, &x, &y);
3194 /* space must be blocked if there is a monster. If not
3195 * blocked, don't need to check this space.
3196 */
3197 if (mflags & P_OUT_OF_MAP) continue;
3198 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3199
3200 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3201 if((player||friendly)
3202 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3203 return 1;
3204 else if(tmp->type==PLAYER)
3205 {
3206 /*don't let a hidden DM prevent you from hiding*/
3207 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3208 return 1;
3209 }
3210 }
3211 }
3212 return 0;
3213 }
3214
3215 /* check the player los field for viewability of the
3216 * object op. This function works fine for monsters,
3217 * but we dont worry if the object isnt the top one in
3218 * a pile (say a coin under a table would return "viewable"
3219 * by this routine). Another question, should we be
3220 * concerned with the direction the player is looking
3221 * in? Realistically, most of use cant see stuff behind
3222 * our backs...on the other hand, does the "facing" direction
3223 * imply the way your head, or body is facing? Its possible
3224 * for them to differ. Sigh, this fctn could get a bit more complex.
3225 * -b.t.
3226 * This function is now map tiling safe.
3227 */
3228
3229 int player_can_view (object *pl,object *op) {
3230 rv_vector rv;
3231 int dx,dy;
3232
3233 if(pl->type!=PLAYER) {
3234 LOG(llevError,"player_can_view() called for non-player object\n");
3235 return -1;
3236 }
3237 if (!pl || !op) return 0;
3238
3239 if(op->head) { op = op->head; }
3240 get_rangevector(pl, op, &rv, 0x1);
3241
3242 /* starting with the 'head' part, lets loop
3243 * through the object and find if it has any
3244 * part that is in the los array but isnt on
3245 * a blocked los square.
3246 * we use the archetype to figure out offsets.
3247 */
3248 while(op) {
3249 dx = rv.distance_x + op->arch->clone.x;
3250 dy = rv.distance_y + op->arch->clone.y;
3251
3252 /* only the viewable area the player sees is updated by LOS
3253 * code, so we need to restrict ourselves to that range of values
3254 * for any meaningful values.
3255 */
3256 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3257 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3258 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3259 return 1;
3260 op = op->more;
3261 }
3262 return 0;
3263 }
3264
3265 /* routine for both players and monsters. We call this when
3266 * there is a possibility for our action distrubing our hiding
3267 * place or invisiblity spell. Artefact invisiblity is not
3268 * effected by this. If we arent invisible to begin with, we
3269 * return 0.
3270 */
3271 int action_makes_visible (object *op) {
3272
3273 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3274 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3275 return 0;
3276
3277 if (op->contr && op->contr->tmp_invis == 0) return 0;
3278
3279 /* If monsters, they should become visible */
3280 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3281 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3282 return 1;
3283 }
3284 }
3285 return 0;
3286 }
3287
3288 /* op_on_battleground - checks if the given object op (usually
3289 * a player) is standing on a valid battleground-tile,
3290 * function returns TRUE/FALSE. If true x, y returns the battleground
3291 * -exit-coord. (and if x, y not NULL)
3292 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3293 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3294 * Default is to do the same as before, so only people wanting to have different points need worry about this
3295 */
3296 int op_on_battleground (object *op, int *x, int *y) {
3297 object *tmp;
3298
3299 /* A battleground-tile needs the following attributes to be valid:
3300 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3301 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3302 * and the exit-coordinates sp/hp must both be > 0.
3303 * => The intention here is to prevent abuse of the battleground-
3304 * feature (like pickable or hidden battleground tiles). */
3305 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3306 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3307 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3308 strcmp(tmp->name, "battleground")==0 &&
3309 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3310 /*before we assign the exit, check if this is a teambattle*/
3311 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3312 object *invtmp;
3313 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3314 if(invtmp->type==FORCE && invtmp->slaying &&
3315 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3316 if (x != NULL && y != NULL)
3317 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3318 return 1;
3319 }
3320 }
3321 }
3322 if (x != NULL && y != NULL)
3323 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3324 return 1;
3325 }
3326 }
3327 }
3328 /* If we got here, did not find a battleground */
3329 return 0;
3330 }
3331
3332 /*
3333 * When a dragon-player gains a new stage of evolution,
3334 * he gets some treasure
3335 *
3336 * attributes:
3337 * object *who the dragon player
3338 * int atnr the attack-number of the ability focus
3339 * int level ability level
3340 */
3341 void dragon_ability_gain(object *who, int atnr, int level) {
3342 treasurelist *trlist = NULL; /* treasurelist */
3343 treasure *tr; /* treasure */
3344 object *tmp,*skop; /* tmp. object */
3345 object *item; /* treasure object */
3346 char buf[MAX_BUF]; /* tmp. string buffer */
3347 int i=0, j=0;
3348
3349 /* get the appropriate treasurelist */
3350 if (atnr == ATNR_FIRE)
3351 trlist = find_treasurelist("dragon_ability_fire");
3352 else if (atnr == ATNR_COLD)
3353 trlist = find_treasurelist("dragon_ability_cold");
3354 else if (atnr == ATNR_ELECTRICITY)
3355 trlist = find_treasurelist("dragon_ability_elec");
3356 else if (atnr == ATNR_POISON)
3357 trlist = find_treasurelist("dragon_ability_poison");
3358
3359 if (trlist == NULL || who->type != PLAYER)
3360 return;
3361
3362 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3363 tr = tr->next, i++);
3364
3365 if (tr == NULL || tr->item == NULL) {
3366 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3367 return;
3368 }
3369
3370 /* everything seems okay - now bring on the gift: */
3371 item = &(tr->item->clone);
3372
3373 if (item->type == SPELL) {
3374 if (check_spell_known (who, item->name))
3375 return;
3376
3377 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3378 do_learn_spell (who, item, 0);
3379 return;
3380 }
3381
3382 /* grant direct spell */
3383 if (item->type == SPELLBOOK) {
3384 if (!item->inv) {
3385 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3386 item->name);
3387 return;
3388 }
3389 if (check_spell_known (who, item->inv->name))
3390 return;
3391 if (item->invisible) {
3392 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3393 do_learn_spell (who, item->inv, 0);
3394 return;
3395 }
3396 }
3397 else if (item->type == SKILL_TOOL && item->invisible) {
3398 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3399
3400 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3401 * in this way, if the player is missing any of the attacktypes, he gets
3402 * them. As it is now, if the player has any that match the granted skill,
3403 * but not all of them, he gets nothing.
3404 */
3405 if (!(skop->attacktype & item->attacktype)) {
3406 /* Give new attacktype */
3407 skop->attacktype |= item->attacktype;
3408
3409 /* always add physical if there's none */
3410 skop->attacktype |= AT_PHYSICAL;
3411
3412 if (item->msg != NULL)
3413 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3414
3415 /* Give player new face */
3416 if (item->animation_id) {
3417 who->face = skop->face;
3418 who->animation_id = item->animation_id;
3419 who->anim_speed = item->anim_speed;
3420 who->last_anim = 0;
3421 who->state = 0;
3422 animate_object(who, who->direction);
3423 }
3424 }
3425 }
3426 }
3427 else if (item->type == FORCE) {
3428 /* forces in the treasurelist can alter the player's stats */
3429 object *skin;
3430 /* first get the dragon skin force */
3431 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3432 skin=skin->below);
3433 if (skin == NULL) return;
3434
3435 /* adding new spellpath attunements */
3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3437 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3438
3439 /* print message */
3440 sprintf(buf, "You feel attuned to ");
3441 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3442 if(item->path_attuned & (1<<i)) {
3443 if (j)
3444 strcat(buf," and ");
3445 else
3446 j = 1;
3447 strcat(buf, spellpathnames[i]);
3448 }
3449 }
3450 strcat(buf,".");
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3452 }
3453
3454 /* evtl. adding flags: */
3455 if(QUERY_FLAG(item, FLAG_XRAYS))
3456 SET_FLAG(skin, FLAG_XRAYS);
3457 if(QUERY_FLAG(item, FLAG_STEALTH))
3458 SET_FLAG(skin, FLAG_STEALTH);
3459 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3460 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3461
3462 /* print message if there is one */
3463 if (item->msg != NULL)
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3465 }
3466 else {
3467 /* generate misc. treasure */
3468 tmp = arch_to_object (tr->item);
3469 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3470 tmp = insert_ob_in_ob (tmp, who);
3471 if (who->type == PLAYER)
3472 esrv_send_item(who, tmp);
3473 }
3474 }
3475
3476 /**
3477 * Unready an object for a player. This function does nothing if the object was
3478 * not readied.
3479 */
3480 void player_unready_range_ob(player *pl, object *ob) {
3481 rangetype i;
3482
3483 for (i = 0; i < range_size; i++) {
3484 if (pl->ranges[i] == ob) {
3485 pl->ranges[i] = NULL;
3486 if (pl->shoottype == i) {
3487 pl->shoottype = range_none;
3488 }
3489 }
3490 }
3491 }