ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.c
Revision: 1.2
Committed: Fri Feb 3 07:25:25 2006 UTC (18 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +18 -6 lines
Log Message:
initial cfperl/cf.schmorp.de import

File Contents

# Content
1 /*
2 * static char *rcsid_player_c =
3 * "$Id: player.c,v 1.1.1.1 2006/02/03 07:14:35 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #ifndef WIN32 /* ---win32 remove headers */
31 #include <pwd.h>
32 #endif
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <sounds.h>
37 #include <living.h>
38 #include <object.h>
39 #include <spells.h>
40 #include <skills.h>
41 #include <newclient.h>
42
43 extern int same_party (partylist *a, partylist *b);
44
45 player *find_player(const char *plname)
46 {
47 player *pl;
48 for(pl=first_player;pl!=NULL;pl=pl->next)
49 {
50 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
51 return pl;
52 };
53 return NULL;
54 }
55
56 player* find_player_partial_name( const char* plname )
57 {
58 player* pl;
59 player* found = NULL;
60 size_t namelen = strlen( plname );
61 for ( pl = first_player; pl != NULL; pl = pl->next )
62 {
63 if ( strlen( pl->ob->name ) < namelen )
64 continue;
65
66 if ( !strcmp( pl->ob->name, plname) )
67 return pl;
68
69 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
70 {
71 if ( found )
72 return NULL;
73
74 found = pl;
75 }
76 }
77 return found;
78 }
79
80 void display_motd(object *op) {
81 char buf[MAX_BUF];
82 char motd[HUGE_BUF];
83 FILE *fp;
84 int comp;
85 int size;
86
87 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
88 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
89 return;
90 }
91 motd[0]='\0';
92 size=0;
93 while (fgets(buf, MAX_BUF, fp) != NULL) {
94 if( *buf == '#')
95 continue;
96 strncat(motd+size,buf,HUGE_BUF-size);
97 size+=strlen(buf);
98 }
99 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100 close_and_delete(fp, comp);
101 }
102
103 void send_rules(object *op) {
104 char buf[MAX_BUF];
105 char rules[HUGE_BUF];
106 FILE *fp;
107 int comp;
108 int size;
109
110 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
111 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
112 return;
113 }
114 rules[0]='\0';
115 size=0;
116 while (fgets(buf, MAX_BUF, fp) != NULL) {
117 if( *buf == '#')
118 continue;
119 if (size + strlen(buf)>=HUGE_BUF)
120 {
121 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
122 break;
123 }
124 strncat(rules+size,buf,HUGE_BUF-size);
125 size+=strlen(buf);
126 }
127 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
128 close_and_delete(fp, comp);
129 }
130
131 void send_news(object *op) {
132 char buf[MAX_BUF];
133 char news[HUGE_BUF];
134 char subject[MAX_BUF];
135 FILE *fp;
136 int comp;
137 int size;
138
139 sprintf(buf, "%s/%s", settings.confdir, settings.news);
140 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
141 return;
142 news[0]='\0';
143 subject[0]='\0';
144 size=0;
145 while (fgets(buf, MAX_BUF, fp) != NULL) {
146 if( *buf == '#')
147 continue;
148 if ( *buf =='%'){ /* send one news */
149 if (size>0)
150 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
151 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
152 "!! informations: %s\n%s",
153 "%s\n%s",
154 subject, news); /*send previously read news*/
155 strcpy(subject,buf+1);
156 strip_endline(subject);
157 size=0;
158 news[0]='\0';
159 }
160 else{
161 if (size + strlen(buf)>=HUGE_BUF)
162 {
163 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
164 break;
165 }
166 strncat(news+size,buf,HUGE_BUF-size);
167 size+=strlen(buf);
168 }
169 }
170
171 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
172 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
173 "!! informations: %s\n%s\n",
174 "%s\n%s",
175 subject, news);
176 close_and_delete(fp, comp);
177 }
178
179 int playername_ok(const char *cp) {
180 /* Don't allow - or _ as first character in the name */
181 if (*cp == '-' || *cp == '_') return 0;
182
183 for(;*cp!='\0';cp++)
184 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
185 return 0;
186 return 1;
187 }
188
189 /* This no longer sets the player map. Also, it now updates
190 * all the pointers so the caller doesn't need to do that.
191 * Caller is responsible for setting the correct map.
192 */
193
194 /* Redo this to do both get_player_ob and get_player.
195 * Hopefully this will be less bugfree and simpler.
196 * Returns the player structure. If 'p' is null,
197 * we create a new one. Otherwise, we recycle
198 * the one that is passed.
199 */
200 static player* get_player(player *p) {
201 object *op=arch_to_object(get_player_archetype(NULL));
202 int i;
203
204 if (!p) {
205 player *tmp;
206
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 tmp=first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset((void*)((char*)p + offsetof(player, maplevel)), 0,
232 sizeof(player) - offsetof(player, maplevel));
233
234 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point.
236 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice;
241 p->Swap_First = -1;
242
243 #ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245 #endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
248
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256
257 roll_stats(op);
258 p->state=ST_ROLL_STAT;
259 clear_los(op);
260
261 p->gen_sp_armour=10;
262 p->last_speed= -1;
263 p->shoottype=range_none;
264 p->bowtype=bow_normal;
265 p->petmode=pet_normal;
266 p->listening=9;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = add_string (op->arch->clone.race);
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297 }
298
299
300 /* This loads the first map an puts the player on it. */
301 static void set_first_map(object *op)
302 {
303 strcpy(op->contr->maplevel, first_map_path);
304 op->x = -1;
305 op->y = -1;
306 enter_exit(op, NULL);
307 }
308
309 /* Tries to add player on the connection passwd in ns.
310 * All we can really get in this is some settings like host and display
311 * mode.
312 */
313
314 int add_player(NewSocket *ns) {
315 player *p;
316
317 p=get_player(NULL);
318 memcpy(&p->socket, ns, sizeof(NewSocket));
319 p->socket.faces_sent = malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
320 if(p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob);
329
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0;
337 }
338
339 /*
340 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype!
343 */
344 archetype *get_player_archetype(archetype* at)
345 {
346 archetype *start = at;
347 for (;;) {
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 }
359 }
360
361
362 object *get_nearest_player(object *mon) {
363 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol;
366 unsigned lastdist;
367 rv_vector rv;
368
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
370 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv))
395 continue;
396
397 if(lastdist>rv.distance) {
398 op=ol->ob;
399 lastdist=rv.distance;
400 }
401 }
402 for (pl=first_player; pl != NULL; pl=pl->next) {
403 if (on_same_map(mon, pl->ob)&& can_detect_enemy(mon, pl->ob,&rv)) {
404
405 if(lastdist>rv.distance) {
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 }
410 }
411 #if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
413 #endif
414 return op;
415 }
416
417 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking
420 * for a path to the player. The values are in the amount of direction
421 * the deviation is
422 */
423 #define DETOUR_AMOUNT 2
424
425 /* This is used to prevent infinite loops. Consider a case where the
426 * player is in a chamber (with gate closed), and monsters are outside.
427 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
428 * find a path into the chamber. This is a good thing, but since there
429 * is no real path, it will just keep circling the chamber for
430 * ever (this could be a nice effect for monsters, but not for the function
431 * to get stuck in. I think for the monsters, if max is reached and
432 * we return the first direction the creature could move would result in the
433 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing.
436 */
437 #define MAX_SPACES 50
438
439
440 /*
441 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that
444 * direction to player is changed (ie zig or zag). Continue zig zag until either
445 * reach player or path is blocked. Thus, will only return true if there is a free
446 * path to player. Though path may not be a straight line. Note that it will find
447 * player hiding along a corridor at right angles to the corridor with the monster.
448 *
449 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
450 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
451 * down corriders.
452 * 2) I think the old code was broken if the first direction the monster
453 * should move was blocked - the code would store the first direction without
454 * verifying that the player can actually move in that direction. The new
455 * code does not store anything in firstdir until we have verified that the
456 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself.
460 */
461 int path_to_player(object *mon, object *pl, unsigned mindiff) {
462 rv_vector rv;
463 sint16 x,y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap;
466
467 get_rangevector(mon, pl, &rv, 0);
468
469 if (rv.distance<mindiff) return 0;
470
471 x=mon->x;
472 y=mon->y;
473 m=mon->map;
474 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
477 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0;
479 while (diff >1 && max>0) {
480 lastx = x;
481 lasty = y;
482 lastmap = m;
483 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir];
485
486 mflags = get_map_flags(m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
488
489 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) {
492 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before.
494 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) {
497 /* OK - says direction should be different - lets reset the
498 * the values so it will try again.
499 */
500 x = lastx;
501 y = lasty;
502 m = lastmap;
503 dir = firstdir = rv.direction;
504 } else {
505 /* direct path is blocked - try taking a side step to
506 * either the left or right.
507 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth
512 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
514 if (i==0) continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in
517 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully
524 * moved.
525 */
526
527 x = lastx + freearr_x[absdir(lastdir+i)];
528 y = lasty + freearr_y[absdir(lastdir+i)];
529 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
534
535 if (m == mon->map && blocked_link(mon, m, x, y)) break;
536 }
537 /* go through entire loop without finding a valid
538 * sidestep to take - thus, no valid path.
539 */
540 if (i==(DETOUR_AMOUNT+1))
541 return 0;
542 diff--;
543 lastdir=dir;
544 max--;
545 if (!firstdir) firstdir = dir+i;
546 } /* else check alternate directions */
547 } /* if blocked */
548 else {
549 /* we moved towards creature, so diff is less */
550 diff--;
551 max--;
552 lastdir=dir;
553 if (!firstdir) firstdir = dir;
554 }
555 if (diff<=1) {
556 /* Recalculate diff (distance) because we may not have actually
557 * headed toward player for entire distance.
558 */
559 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
560 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
561 }
562 if (diff>max) return 0;
563 }
564 /* If we reached the max, didn't find a direction in time */
565 if (!max) return 0;
566
567 return firstdir;
568 }
569
570 void give_initial_items(object *pl,treasurelist *items) {
571 object *op,*next=NULL;
572
573 if(pl->randomitems!=NULL)
574 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
575
576 for (op=pl->inv; op; op=next) {
577 next = op->below;
578
579 /* Forces get applied per default, unless they have the
580 * flag "neutral" set. Sorry but I can't think of a better way
581 */
582 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
583 SET_FLAG(op,FLAG_APPLIED);
584
585 /* we never give weapons/armour if these cannot be used
586 * by this player due to race restrictions
587 */
588 if (pl->type == PLAYER) {
589 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
590 (op->type == ARMOUR || op->type == BOOTS ||
591 op->type == CLOAK || op->type == HELMET ||
592 op->type == SHIELD || op->type == GLOVES ||
593 op->type == BRACERS || op->type == GIRDLE)) ||
594 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
595 remove_ob (op);
596 free_object (op);
597 continue;
598 }
599 }
600
601 /* This really needs to be better - we should really give
602 * a substitute spellbook. The problem is that we don't really
603 * have a good idea what to replace it with (need something like
604 * a first level treasurelist for each skill.)
605 * remove duplicate skills also
606 */
607 if(op->type==SPELLBOOK || op->type == SKILL) {
608 object *tmp;
609
610 for (tmp=op->below; tmp; tmp=tmp->below)
611 if (tmp->type == op->type && tmp->name == op->name) break;
612
613 if (tmp) {
614 remove_ob(op);
615 free_object(op);
616 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
617 tmp->name);
618 continue;
619 }
620 if (op->nrof > 1) op->nrof = 1;
621 }
622
623 if (op->type == SPELLBOOK && op->inv) {
624 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
625 }
626
627 /* Give starting characters identified, uncursed, and undamned
628 * items. Just don't identify gold or silver, or it won't be
629 * merged properly.
630 */
631 if (need_identify(op)) {
632 SET_FLAG(op, FLAG_IDENTIFIED);
633 CLEAR_FLAG(op, FLAG_CURSED);
634 CLEAR_FLAG(op, FLAG_DAMNED);
635 }
636 if(op->type==SPELL) {
637 remove_ob(op);
638 free_object(op);
639 continue;
640 }
641 if(op->type==SKILL) {
642 SET_FLAG(op, FLAG_CAN_USE_SKILL);
643 op->stats.exp = 0;
644 op->level = 1;
645 }
646 } /* for loop of objects in player inv */
647
648 /* Need to set up the skill pointers */
649 link_player_skills(pl);
650 }
651
652 void get_name(object *op) {
653 op->contr->write_buf[0]='\0';
654 op->contr->state=ST_GET_NAME;
655 send_query(&op->contr->socket,0,"What is your name?\n:");
656 }
657
658 void get_password(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_PASSWORD;
661 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
662 }
663
664 void play_again(object *op)
665 {
666 op->contr->state=ST_PLAY_AGAIN;
667 op->chosen_skill = NULL;
668 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
669 /* a bit of a hack, but there are various places early in th
670 * player creation process that a user can quit (eg, roll
671 * stats) that isn't removing the player. Taking a quick
672 * look, there are many places that call play_again without
673 * removing the player - it probably makes more sense
674 * to leave it to play_again to remove the object in all
675 * cases.
676 */
677 if (!QUERY_FLAG(op, FLAG_REMOVED))
678 remove_ob(op);
679 /* Need to set this to null - otherwise, it could point to garbage,
680 * and draw() doesn't check to see if the player is removed, only if
681 * the map is null or not swapped out.
682 */
683 op->map = NULL;
684 }
685
686
687 int receive_play_again(object *op, char key)
688 {
689 if(key=='q'||key=='Q') {
690 remove_friendly_object(op);
691 leave(op->contr,0); /* ericserver will draw the message */
692 return 2;
693 }
694 else if(key=='a'||key=='A') {
695 player *pl = op->contr;
696 const char *name = op->name;
697
698 add_refcount(name);
699 remove_friendly_object(op);
700 free_object(op);
701 pl = get_player(pl);
702 op = pl->ob;
703 add_friendly_object(op);
704 op->contr->password[0]='~';
705 FREE_AND_CLEAR_STR(op->name);
706 FREE_AND_CLEAR_STR(op->name_pl);
707
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = name; /* Alrady added a refcount above */
712 op->name_pl = add_string(name);
713 set_first_map(op);
714 } else {
715 /* user pressed something else so just ask again... */
716 play_again(op);
717 }
718 return 0;
719 }
720
721 void confirm_password(object *op) {
722
723 op->contr->write_buf[0]='\0';
724 op->contr->state=ST_CONFIRM_PASSWORD;
725 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
726 }
727
728 void get_party_password(object *op, partylist *party) {
729 if (party == NULL) {
730 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
731 return;
732 }
733 op->contr->write_buf[0]='\0';
734 op->contr->state=ST_GET_PARTY_PASSWORD;
735 op->contr->party_to_join = party;
736 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
737 }
738
739
740 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
741 int roll_stat(void) {
742 int a[4],i,j,k;
743
744 for(i=0;i<4;i++)
745 a[i]=(int)RANDOM()%6+1;
746
747 for(i=0,j=0,k=7;i<4;i++)
748 if(a[i]<k)
749 k=a[i],j=i;
750
751 for(i=0,k=0;i<4;i++) {
752 if(i!=j)
753 k+=a[i];
754 }
755 return k;
756 }
757
758 void roll_stats(object *op) {
759 int sum=0;
760 int i = 0, j = 0;
761 int statsort[7];
762
763 do {
764 op->stats.Str=roll_stat();
765 op->stats.Dex=roll_stat();
766 op->stats.Int=roll_stat();
767 op->stats.Con=roll_stat();
768 op->stats.Wis=roll_stat();
769 op->stats.Pow=roll_stat();
770 op->stats.Cha=roll_stat();
771 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
772 op->stats.Con+op->stats.Wis+op->stats.Pow+
773 op->stats.Cha;
774 } while(sum<82||sum>116);
775
776 /* Sort the stats so that rerolling is easier... */
777 statsort[0] = op->stats.Str;
778 statsort[1] = op->stats.Dex;
779 statsort[2] = op->stats.Int;
780 statsort[3] = op->stats.Con;
781 statsort[4] = op->stats.Wis;
782 statsort[5] = op->stats.Pow;
783 statsort[6] = op->stats.Cha;
784
785 /* a quick and dirty bubblesort? */
786 do {
787 if (statsort[i] < statsort[i + 1]) {
788 j = statsort[i];
789 statsort[i] = statsort[i + 1];
790 statsort[i + 1] = j;
791 i = 0;
792 } else {
793 i++;
794 }
795 } while (i < 6);
796
797 op->stats.Str = statsort[0];
798 op->stats.Dex = statsort[1];
799 op->stats.Con = statsort[2];
800 op->stats.Int = statsort[3];
801 op->stats.Wis = statsort[4];
802 op->stats.Pow = statsort[5];
803 op->stats.Cha = statsort[6];
804
805
806 op->contr->orig_stats.Str=op->stats.Str;
807 op->contr->orig_stats.Dex=op->stats.Dex;
808 op->contr->orig_stats.Int=op->stats.Int;
809 op->contr->orig_stats.Con=op->stats.Con;
810 op->contr->orig_stats.Wis=op->stats.Wis;
811 op->contr->orig_stats.Pow=op->stats.Pow;
812 op->contr->orig_stats.Cha=op->stats.Cha;
813
814 op->level=1;
815 op->stats.exp=0;
816 op->stats.ac=0;
817
818 op->contr->levhp[1] = 9;
819 op->contr->levsp[1] = 6;
820 op->contr->levgrace[1] = 3;
821
822 fix_player(op);
823 op->stats.hp = op->stats.maxhp;
824 op->stats.sp = op->stats.maxsp;
825 op->stats.grace = op->stats.maxgrace;
826 op->contr->orig_stats=op->stats;
827 }
828
829 void Roll_Again(object *op)
830 {
831 esrv_new_player(op->contr, 0);
832 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)? ");
833 }
834
835 void Swap_Stat(object *op,int Swap_Second)
836 {
837 signed char tmp;
838 char buf[MAX_BUF];
839
840 if ( op->contr->Swap_First == -1 ) {
841 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
842 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
843 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
844 return;
845 }
846
847 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
848
849 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
850 get_attr_value(&op->contr->orig_stats, Swap_Second));
851
852 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
853
854 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
855 new_draw_info(NDI_UNIQUE, 0,op, buf);
856 op->stats.Str = op->contr->orig_stats.Str;
857 op->stats.Dex = op->contr->orig_stats.Dex;
858 op->stats.Con = op->contr->orig_stats.Con;
859 op->stats.Int = op->contr->orig_stats.Int;
860 op->stats.Wis = op->contr->orig_stats.Wis;
861 op->stats.Pow = op->contr->orig_stats.Pow;
862 op->stats.Cha = op->contr->orig_stats.Cha;
863 op->stats.ac=0;
864
865 op->level=1;
866 op->stats.exp=0;
867 op->stats.ac=0;
868
869 op->contr->levhp[1] = 9;
870 op->contr->levsp[1] = 6;
871 op->contr->levgrace[1] = 3;
872
873 fix_player(op);
874 op->stats.hp = op->stats.maxhp;
875 op->stats.sp = op->stats.maxsp;
876 op->stats.grace = op->stats.maxgrace;
877 op->contr->orig_stats=op->stats;
878 op->contr->Swap_First=-1;
879 }
880
881
882 /* This code has been greatly reduced, because with set_attr_value
883 * and get_attr_value, the stats can be accessed just numeric
884 * ids. stat_trans is a table that translate the number entered
885 * into the actual stat. It is needed because the order the stats
886 * are displayed in the stat window is not the same as how
887 * the number's access that stat. The table does that translation.
888 */
889 int key_roll_stat(object *op, char key)
890 {
891 int keynum = key -'0';
892 char buf[MAX_BUF];
893 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
894
895 if (keynum>0 && keynum<=7) {
896 if (op->contr->Swap_First==-1) {
897 op->contr->Swap_First=stat_trans[keynum];
898 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
899 new_draw_info(NDI_UNIQUE, 0,op,buf);
900 }
901 else
902 Swap_Stat(op,stat_trans[keynum]);
903
904 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
905 return 1;
906 }
907 switch (key) {
908 case 'n':
909 case 'N': {
910 SET_FLAG(op, FLAG_WIZ);
911 if(op->map==NULL) {
912 LOG(llevError,"Map == NULL in state 2\n");
913 break;
914 }
915
916 #if 0
917 /* So that enter_exit will put us at startx/starty */
918 op->x= -1;
919
920 enter_exit(op,NULL);
921 #endif
922 SET_ANIMATION(op, 2); /* So player faces south */
923 /* Enter exit adds a player otherwise */
924 add_statbonus(op);
925 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");
926 op->contr->state = ST_CHANGE_CLASS;
927 if (op->msg)
928 new_draw_info(NDI_BLUE, 0, op, op->msg);
929 return 0;
930 }
931 case 'y':
932 case 'Y':
933 roll_stats(op);
934 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
935 return 1;
936
937 case 'q':
938 case 'Q':
939 play_again(op);
940 return 1;
941
942 default:
943 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
944 return 0;
945 }
946 return 0;
947 }
948
949 /* This function takes the key that is passed, and does the
950 * appropriate action with it (change class, or other things.
951 */
952
953 int key_change_class(object *op, char key)
954 {
955 int tmp_loop;
956
957 if(key=='q'||key=='Q') {
958 remove_ob(op);
959 play_again(op);
960 return 0;
961 }
962 if(key=='d'||key=='D') {
963 char buf[MAX_BUF];
964
965 /* this must before then initial items are given */
966 esrv_new_player(op->contr, op->weight+op->carrying);
967 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
968
969 /* Lauwenmark : Here we handle the BORN global event */
970 execute_global_event(EVENT_BORN, op);
971
972 /* Lauwenmark : We then generate a LOGIN event */
973 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
974 op->contr->state=ST_PLAYING;
975
976 if (op->msg) {
977 free_string(op->msg);
978 op->msg=NULL;
979 }
980
981 /* We create this now because some of the unique maps will need it
982 * to save here.
983 */
984 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
985 make_path_to_file(buf);
986
987 #ifdef AUTOSAVE
988 op->contr->last_save_tick = pticks;
989 #endif
990 start_info(op);
991 CLEAR_FLAG(op, FLAG_WIZ);
992 give_initial_items(op,op->randomitems);
993 link_player_skills(op);
994 esrv_send_inventory(op, op);
995 fix_player(op);
996 return 0;
997 }
998
999 /* Following actually changes the class - this is the default command
1000 * if we don't match with one of the options above.
1001 */
1002
1003 tmp_loop = 0;
1004 while(!tmp_loop) {
1005 const char *name = add_string (op->name);
1006 int x = op->x, y = op->y;
1007 remove_statbonus(op);
1008 remove_ob (op);
1009 op->arch = get_player_archetype(op->arch);
1010 copy_object (&op->arch->clone, op);
1011 op->stats = op->contr->orig_stats;
1012 free_string (op->name);
1013 op->name = name;
1014 free_string(op->name_pl);
1015 op->name_pl = add_string(name);
1016 op->x = x;
1017 op->y = y;
1018 SET_ANIMATION(op, 2); /* So player faces south */
1019 insert_ob_in_map (op, op->map, op,0);
1020 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1021 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1022 add_statbonus(op);
1023 tmp_loop=allowed_class(op);
1024 }
1025 update_object(op,UP_OBJ_FACE);
1026 esrv_update_item(UPD_FACE,op,op);
1027 fix_player(op);
1028 op->stats.hp=op->stats.maxhp;
1029 op->stats.sp=op->stats.maxsp;
1030 op->stats.grace=0;
1031 if (op->msg)
1032 new_draw_info(NDI_BLUE, 0, op, op->msg);
1033 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1034 return 0;
1035 }
1036
1037 int key_confirm_quit(object *op, char key)
1038 {
1039 char buf[MAX_BUF];
1040
1041 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1042 op->contr->state=ST_PLAYING;
1043 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1044 return 1;
1045 }
1046
1047 /* Lauwenmark : Here we handle the REMOVE global event */
1048 execute_global_event(EVENT_REMOVE, op);
1049 terminate_all_pets(op);
1050 leave_map(op);
1051 op->direction=0;
1052 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1053 "%s quits the game.",op->name);
1054
1055 strcpy(op->contr->killer,"quit");
1056 check_score(op);
1057 op->contr->party=NULL;
1058 if (settings.set_title == TRUE)
1059 op->contr->own_title[0]='\0';
1060
1061 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1062 mapstruct *mp, *next;
1063
1064 /* We need to hunt for any per player unique maps in memory and
1065 * get rid of them. The trailing slash in the path is intentional,
1066 * so that players named 'Ab' won't match against players 'Abe' pathname
1067 */
1068 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1069 for (mp=first_map; mp!=NULL; mp=next) {
1070 next = mp->next;
1071 if (!strncmp(mp->path, buf, strlen(buf)))
1072 delete_map(mp);
1073 }
1074
1075 delete_character(op->name, 1);
1076 }
1077 play_again(op);
1078 return 1;
1079 }
1080
1081 void flee_player(object *op) {
1082 int dir,diff;
1083 rv_vector rv;
1084
1085 if(op->stats.hp < 0) {
1086 LOG(llevDebug, "Fleeing player is dead.\n");
1087 CLEAR_FLAG(op, FLAG_SCARED);
1088 return;
1089 }
1090
1091 if(op->enemy==NULL) {
1092 LOG(llevDebug,"Fleeing player had no enemy.\n");
1093 CLEAR_FLAG(op, FLAG_SCARED);
1094 return;
1095 }
1096
1097 /* Seen some crashes here. Since we don't store an
1098 * op->enemy_count, it is possible that something destroys the
1099 * actual enemy, and the object is recycled.
1100 */
1101 if (op->enemy->map == NULL) {
1102 CLEAR_FLAG(op, FLAG_SCARED);
1103 op->enemy=NULL;
1104 return;
1105 }
1106
1107 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1108 op->enemy=NULL;
1109 CLEAR_FLAG(op, FLAG_SCARED);
1110 return;
1111 }
1112 get_rangevector(op, op->enemy, &rv, 0);
1113
1114 dir=absdir(4+rv.direction);
1115 for(diff=0;diff<3;diff++) {
1116 int m=1-(RANDOM()&2);
1117 if(move_ob(op,absdir(dir+diff*m),op)||
1118 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1119 return;
1120 }
1121 }
1122 /* Cornered, get rid of scared */
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 }
1126
1127
1128 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1129 * IT returns 1 if the player should keep on moving, 0 if he should
1130 * stop.
1131 */
1132 int check_pick(object *op) {
1133 object *tmp, *next;
1134 tag_t next_tag=0, op_tag;
1135 int stop = 0;
1136 int j, k, wvratio;
1137 char putstring[128], tmpstr[16];
1138
1139
1140 /* if you're flying, you cna't pick up anything */
1141 if (op->move_type & MOVE_FLYING)
1142 return 1;
1143
1144 op_tag = op->count;
1145
1146 next = op->below;
1147 if (next)
1148 next_tag = next->count;
1149
1150 /* loop while there are items on the floor that are not marked as
1151 * destroyed */
1152 while (next && ! was_destroyed (next, next_tag))
1153 {
1154 tmp = next;
1155 next = tmp->below;
1156 if (next)
1157 next_tag = next->count;
1158
1159 if (was_destroyed (op, op_tag))
1160 return 0;
1161
1162 if ( ! can_pick (op, tmp))
1163 continue;
1164
1165 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1166 {
1167 if (item_matched_string (op, tmp, op->contr->search_str))
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* high not bit set? We're using the old autopickup model */
1173 if(!(op->contr->mode & PU_NEWMODE)) {
1174 switch (op->contr->mode) {
1175 case 0: return 1; /* don't pick up */
1176 case 1: pick_up (op, tmp);
1177 return 1;
1178 case 2: pick_up (op, tmp);
1179 return 0;
1180 case 3: return 0; /* stop before pickup */
1181 case 4: pick_up (op, tmp);
1182 break;
1183 case 5: pick_up (op, tmp);
1184 stop = 1;
1185 break;
1186 case 6:
1187 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1188 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1189 pick_up(op, tmp);
1190 break;
1191
1192 case 7:
1193 if (tmp->type == MONEY || tmp->type == GEM)
1194 pick_up(op, tmp);
1195 break;
1196
1197 default:
1198 /* use value density */
1199 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1200 && (query_cost (tmp, op, F_TRUE) * 100
1201 / (tmp->weight * MAX (tmp->nrof, 1)))
1202 >= op->contr->mode)
1203 pick_up(op,tmp);
1204 }
1205 }
1206 else { /* old model */
1207 /* NEW pickup handling */
1208 if(op->contr->mode & PU_DEBUG)
1209 {
1210 /* some debugging code to figure out item information */
1211 if(tmp->name!=NULL)
1212 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1213 tmp->name, tmp->type,
1214 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1215 else
1216 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1217 tmp->arch->name, tmp->type,
1218 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1219 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1220
1221 sprintf(putstring,"...flags: ");
1222 for(k=0;k<4;k++)
1223 {
1224 for(j=0;j<32;j++)
1225 {
1226 if((tmp->flags[k]>>j)&0x01)
1227 {
1228 sprintf(tmpstr,"%d ",k*32+j);
1229 strcat(putstring, tmpstr);
1230 }
1231 }
1232 }
1233 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1234
1235 #if 0
1236 /* print the flags too */
1237 for(k=0;k<4;k++)
1238 {
1239 fprintf(stderr,"%d [%d] ", k, k*32+31);
1240 for(j=0;j<32;j++)
1241 {
1242 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1243 if(!((j+1)%4))fprintf(stderr," ");
1244 }
1245 fprintf(stderr," [%d]\n", k*32);
1246 }
1247 #endif
1248 }
1249 /* philosophy:
1250 * It's easy to grab an item type from a pile, as long as it's
1251 * generic. This takes no game-time. For more detailed pickups
1252 * and selections, select-items shoul dbe used. This is a
1253 * grab-as-you-run type mode that's really useful for arrows for
1254 * example.
1255 * The drawback: right now it has no frontend, so you need to
1256 * stick the bits you want into a calculator in hex mode and then
1257 * convert to decimal and then 'pickup <#>
1258 */
1259
1260 /* the first two modes are exclusive: if NOTHING we return, if
1261 * STOP then we stop. All the rest are applied sequentially,
1262 * meaning if any test passes, the item gets picked up. */
1263
1264 /* if mode is set to pick nothing up, return */
1265
1266 if(op->contr->mode & PU_NOTHING) return 1;
1267
1268 /* if mode is set to stop when encountering objects, return */
1269 /* take STOP before INHIBIT since it doesn't actually pick
1270 * anything up */
1271
1272 if(op->contr->mode & PU_STOP) return 0;
1273
1274 /* useful for going into stores and not losing your settings... */
1275 /* and for battles wher you don't want to get loaded down while
1276 * fighting */
1277 if(op->contr->mode & PU_INHIBIT) return 1;
1278
1279 /* prevent us from turning into auto-thieves :) */
1280 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1281
1282 /* ignore known cursed objects */
1283 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1284
1285 /* all food and drink if desired */
1286 /* question: don't pick up known-poisonous stuff? */
1287 if(op->contr->mode & PU_FOOD)
1288 if (tmp->type == FOOD)
1289 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1290 if(op->contr->mode & PU_DRINK)
1291 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1292 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1293
1294 if(op->contr->mode & PU_POTION)
1295 if (tmp->type == POTION)
1296 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1297
1298 /* spellbooks, skillscrolls and normal books/scrolls */
1299 if(op->contr->mode & PU_SPELLBOOK)
1300 if (tmp->type == SPELLBOOK)
1301 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1302 if(op->contr->mode & PU_SKILLSCROLL)
1303 if (tmp->type == SKILLSCROLL)
1304 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1305 if(op->contr->mode & PU_READABLES)
1306 if (tmp->type == BOOK || tmp->type == SCROLL)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1308
1309 /* wands/staves/rods/horns */
1310 if (op->contr->mode & PU_MAGIC_DEVICE)
1311 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1313
1314 /* pick up all magical items */
1315 if(op->contr->mode & PU_MAGICAL)
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1318
1319 if(op->contr->mode & PU_VALUABLES)
1320 {
1321 if (tmp->type == MONEY || tmp->type == GEM)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1323 }
1324
1325 /* rings & amulets - talismans seems to be typed AMULET */
1326 if(op->contr->mode & PU_JEWELS)
1327 if (tmp->type == RING || tmp->type == AMULET)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1329
1330 /* bows and arrows. Bows are good for selling! */
1331 if(op->contr->mode & PU_BOW)
1332 if (tmp->type == BOW)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1334 if(op->contr->mode & PU_ARROW)
1335 if (tmp->type == ARROW)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1337
1338 /* all kinds of armor etc. */
1339 if(op->contr->mode & PU_ARMOUR)
1340 if (tmp->type == ARMOUR)
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1342 if(op->contr->mode & PU_HELMET)
1343 if (tmp->type == HELMET)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1345 if(op->contr->mode & PU_SHIELD)
1346 if (tmp->type == SHIELD)
1347 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1348 if(op->contr->mode & PU_BOOTS)
1349 if (tmp->type == BOOTS)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1351 if(op->contr->mode & PU_GLOVES)
1352 if (tmp->type == GLOVES)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1354 if(op->contr->mode & PU_CLOAK)
1355 if (tmp->type == CLOAK)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1357
1358 /* hoping to catch throwing daggers here */
1359 if(op->contr->mode & PU_MISSILEWEAPON)
1360 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1362
1363 /* careful: chairs and tables are weapons! */
1364 if(op->contr->mode & PU_ALLWEAPON)
1365 {
1366 if(tmp->type == WEAPON && tmp->name!=NULL)
1367 {
1368 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1369 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1371 }
1372 if(tmp->type == WEAPON && tmp->name==NULL)
1373 {
1374 if(strstr(tmp->arch->name,"table")==NULL &&
1375 strstr(tmp->arch->name,"chair")==NULL)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1377 }
1378 }
1379
1380 /* misc stuff that's useful */
1381 if(op->contr->mode & PU_KEY)
1382 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1384
1385 /* any of the last 4 bits set means we use the ratio for value
1386 * pickups */
1387 if(op->contr->mode & PU_RATIO)
1388 {
1389 /* use value density to decide what else to grab */
1390 /* >=7 was >= op->contr->mode */
1391 /* >=7 is the old standard setting. Now we take the last 4 bits
1392 * and multiply them by 5, giving 0..15*5== 5..75 */
1393 wvratio=(op->contr->mode & PU_RATIO) * 5;
1394 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1395 {
1396 pick_up(op, tmp);
1397 #if 0
1398 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1399 if(tmp->name!=NULL) {
1400 fprintf(stderr,"%s", tmp->name);
1401 }
1402 else fprintf(stderr,"%s",tmp->arch->name);
1403 fprintf(stderr,",%d] = ", tmp->type);
1404 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1405 #endif
1406 continue;
1407 }
1408 }
1409 } /* the new pickup model */
1410 }
1411 return ! stop;
1412 }
1413
1414 /*
1415 * Find an arrow in the inventory and after that
1416 * in the right type container (quiver). Pointer to the
1417 * found object is returned.
1418 */
1419 object *find_arrow(object *op, const char *type)
1420 {
1421 object *tmp = NULL;
1422
1423 for(op=op->inv; op; op=op->below)
1424 if(!tmp && op->type==CONTAINER && op->race==type &&
1425 QUERY_FLAG(op,FLAG_APPLIED))
1426 tmp = find_arrow (op, type);
1427 else if (op->type==ARROW && op->race==type)
1428 return op;
1429 return tmp;
1430 }
1431
1432 /*
1433 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1434 * against the target. A full test is not performed, simply a basic test
1435 * of resistances. The archer is making a quick guess at what he sees down
1436 * the hall. Failing that it does it's best to pick the highest plus arrow.
1437 */
1438
1439 object *find_better_arrow(object *op, object *target, const char *type, int *better)
1440 {
1441 object *tmp = NULL, *arrow, *ntmp;
1442 int attacknum, attacktype, betterby=0, i;
1443
1444 if (!type)
1445 return NULL;
1446
1447 for (arrow=op->inv; arrow; arrow=arrow->below) {
1448 if (arrow->type==CONTAINER && arrow->race==type &&
1449 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1450 i = 0;
1451 ntmp = find_better_arrow(arrow, target, type, &i);
1452 if (i > betterby) {
1453 tmp = ntmp;
1454 betterby = i;
1455 }
1456 } else if (arrow->type==ARROW && arrow->race==type) {
1457 /* allways prefer assasination/slaying */
1458 if (target->race != NULL && arrow->slaying != NULL &&
1459 strstr(arrow->slaying, target->race)) {
1460 if (arrow->attacktype & AT_DEATH) {
1461 *better = 100;
1462 return arrow;
1463 } else {
1464 tmp = arrow;
1465 betterby = (arrow->magic + arrow->stats.dam) * 2;
1466 }
1467 } else {
1468 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1469 attacktype = 1<<attacknum;
1470 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1471 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1472 tmp = arrow;
1473 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1474 }
1475 }
1476 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1477 tmp = arrow;
1478 betterby = 2 + arrow->magic + arrow->stats.dam;
1479 }
1480 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1481 tmp = arrow;
1482 betterby = 1 + arrow->magic + arrow->stats.dam;
1483 }
1484 }
1485 }
1486 }
1487 if (tmp == NULL && arrow == NULL)
1488 return find_arrow(op, type);
1489
1490 *better = betterby;
1491 return tmp;
1492 }
1493
1494 /* looks in a given direction, finds the first valid target, and calls
1495 * find_better_arrow to find a decent arrow to use.
1496 * op = the shooter
1497 * type = bow->race
1498 * dir = fire direction
1499 */
1500
1501 object *pick_arrow_target(object *op, const char *type, int dir)
1502 {
1503 object *tmp = NULL;
1504 mapstruct *m;
1505 int i, mflags, found, number;
1506 sint16 x, y;
1507
1508 if (op->map == NULL)
1509 return find_arrow(op, type);
1510
1511 /* do a dex check */
1512 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1513 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1514 return find_arrow(op, type);
1515
1516 m = op->map;
1517 x = op->x;
1518 y = op->y;
1519
1520 /* find the first target */
1521 for (i=0, found=0; i<20; i++) {
1522 x += freearr_x[dir];
1523 y += freearr_y[dir];
1524 mflags = get_map_flags(m, &m, x, y, &x, &y);
1525 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1526 tmp = NULL;
1527 break;
1528 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1529 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1530 * perhaps a bad assumption.
1531 */
1532 tmp = NULL;
1533 break;
1534 }
1535 if (mflags & P_IS_ALIVE) {
1536 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1537 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1538 found++;
1539 break;
1540 }
1541 if (found)
1542 break;
1543 }
1544 }
1545 if (tmp == NULL)
1546 return find_arrow(op, type);
1547
1548 if (tmp->head)
1549 tmp = tmp->head;
1550
1551 return find_better_arrow(op, tmp, type, &i);
1552 }
1553
1554 /*
1555 * Creature fires a bow - op can be monster or player. Returns
1556 * 1 if bow was actually fired, 0 otherwise.
1557 * op is the object firing the bow.
1558 * part is for multipart creatures - the part firing the bow.
1559 * dir is the direction of fire.
1560 * wc_mod is any special modifier to give (used in special player fire modes)
1561 * sx, sy are coordinates to fire arrow from - also used in some of the special
1562 * player fire modes.
1563 */
1564 int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1565 sint16 sx, sint16 sy)
1566 {
1567 object *left, *bow;
1568 tag_t left_tag, tag;
1569 int bowspeed, mflags;
1570 mapstruct *m;
1571
1572 if (!dir) {
1573 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1574 return 0;
1575 }
1576 if (op->type == PLAYER)
1577 bow=op->contr->ranges[range_bow];
1578 else {
1579 for(bow=op->inv; bow; bow=bow->below)
1580 /* Don't check for applied - monsters don't apply bows - in that way, they
1581 * don't need to switch back and forth between bows and weapons.
1582 */
1583 if(bow->type==BOW)
1584 break;
1585
1586 if (!bow) {
1587 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1588 return 0;
1589 }
1590 }
1591 if( !bow->race || !bow->skill) {
1592 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1593 return 0;
1594 }
1595
1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1597
1598 /* penalize ROF for bestarrow */
1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601 if (bowspeed < 1)
1602 bowspeed = 1;
1603
1604 if (arrow == NULL) {
1605 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1606 if (op->type == PLAYER)
1607 new_draw_info_format(NDI_UNIQUE, 0, op,
1608 "You have no %s left.", bow->race);
1609 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1610 else
1611 CLEAR_FLAG(op, FLAG_READY_BOW);
1612 return 0;
1613 }
1614 }
1615 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1616 if (mflags & P_OUT_OF_MAP) {
1617 return 0;
1618 }
1619 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1620 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1621 return 0;
1622 }
1623
1624 /* this should not happen, but sometimes does */
1625 if (arrow->nrof==0) {
1626 remove_ob(arrow);
1627 free_object(arrow);
1628 return 0;
1629 }
1630
1631 left = arrow; /* these are arrows left to the player */
1632 left_tag = left->count;
1633 arrow = get_split_ob(arrow, 1);
1634 if (arrow == NULL) {
1635 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1636 bow->race);
1637 return 0;
1638 }
1639 set_owner(arrow, op);
1640 if (arrow->skill) free_string(arrow->skill);
1641 arrow->skill = add_refcount(bow->skill);
1642
1643 arrow->direction=dir;
1644 arrow->x = sx;
1645 arrow->y = sy;
1646
1647 if (op->type == PLAYER) {
1648 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1649 fix_player(op);
1650 }
1651
1652 SET_ANIMATION(arrow, arrow->direction);
1653 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1654 arrow->stats.hp = arrow->stats.dam;
1655 arrow->stats.grace = arrow->attacktype;
1656 if (arrow->slaying != NULL)
1657 arrow->spellarg = strdup_local(arrow->slaying);
1658
1659 /* Note that this was different for monsters - they got their level
1660 * added to the damage. I think the strength bonus is more proper.
1661 */
1662
1663 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1664 0 : dam_bonus[op->stats.Str]) +
1665 bow->stats.dam + bow->magic + arrow->magic;
1666
1667 /* update the speed */
1668 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1669 0 : dam_bonus[op->stats.Str]) +
1670 bow->magic + arrow->magic) / 5.0 +
1671 (float)bow->stats.dam / 7.0;
1672
1673 if (arrow->speed < 1.0)
1674 arrow->speed = 1.0;
1675 update_ob_speed(arrow);
1676 arrow->speed_left = 0;
1677
1678 if (op->type == PLAYER) {
1679 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1680 (op->chosen_skill?op->chosen_skill->level:op->level) -
1681 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1682 arrow->stats.wc - bow->stats.wc + wc_mod;
1683
1684 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1685 } else {
1686 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1687 arrow->stats.wc + wc_mod;
1688
1689 arrow->level = op->level;
1690 }
1691 if (arrow->attacktype == AT_PHYSICAL)
1692 arrow->attacktype |= bow->attacktype;
1693 if (bow->slaying != NULL)
1694 arrow->slaying = add_string(bow->slaying);
1695
1696 arrow->map = m;
1697 arrow->move_type = MOVE_FLY_LOW;
1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1699
1700 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1701 tag = arrow->count;
1702 insert_ob_in_map(arrow, m, op, 0);
1703
1704 if (!was_destroyed(arrow, tag))
1705 move_arrow(arrow);
1706
1707 if (op->type == PLAYER) {
1708 if (was_destroyed (left, left_tag))
1709 esrv_del_item(op->contr, left_tag);
1710 else
1711 esrv_send_item(op, left);
1712 }
1713 return 1;
1714 }
1715
1716 /* Special fire code for players - this takes into
1717 * account the special fire modes players can have
1718 * but monsters can't. Putting that code here
1719 * makes the fire_bow code much cleaner.
1720 * this function should only be called if 'op' is a player,
1721 * hence the function name.
1722 */
1723 int player_fire_bow(object *op, int dir)
1724 {
1725 int ret=0, wcmod=0;
1726
1727 if (op->contr->bowtype == bow_bestarrow) {
1728 ret = fire_bow(op, op,
1729 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1730 dir, 0, op->x, op->y);
1731 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1732 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1733 wcmod =-1;
1734 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1735 op->x, op->y);
1736 } else if (op->contr->bowtype == bow_threewide) {
1737 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1739 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1740 } else if (op->contr->bowtype == bow_spreadshot) {
1741 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1742 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1743 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1744
1745 } else {
1746 /* Simple case */
1747 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1748 }
1749 return ret;
1750 }
1751
1752
1753 /* Fires a misc (wand/rod/horn) object in 'dir'.
1754 * Broken apart from 'fire' to keep it more readable.
1755 */
1756 void fire_misc_object(object *op, int dir)
1757 {
1758 object *item;
1759
1760 if (!op->contr->ranges[range_misc]) {
1761 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1762 return;
1763 }
1764
1765 item = op->contr->ranges[range_misc];
1766 if (!item->inv) {
1767 LOG(llevError,"Object %s lacks a spell\n", item->name);
1768 return;
1769 }
1770 if (item->type == WAND) {
1771 if(item->stats.food<=0) {
1772 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1773 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1774 return;
1775 }
1776 } else if (item->type == ROD || item->type==HORN) {
1777 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1778 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1779 if (item->type== ROD)
1780 new_draw_info_format(NDI_UNIQUE, 0,op,
1781 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1782 else
1783 new_draw_info_format(NDI_UNIQUE, 0,op,
1784 "The %s needs more time to charge.", query_base_name(item,0));
1785 return;
1786 }
1787 }
1788
1789 if(cast_spell(op,item,dir,item->inv,NULL)) {
1790 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1791 if (item->type == WAND) {
1792 if (!(--item->stats.food)) {
1793 object *tmp;
1794 if (item->arch) {
1795 CLEAR_FLAG(item, FLAG_ANIMATE);
1796 item->face = item->arch->clone.face;
1797 item->speed = 0;
1798 update_ob_speed(item);
1799 }
1800 if ((tmp=is_player_inv(item)))
1801 esrv_update_item(UPD_ANIM, tmp, item);
1802 }
1803 }
1804 else if (item->type == ROD || item->type==HORN) {
1805 drain_rod_charge(item);
1806 }
1807 }
1808 }
1809
1810 /* Received a fire command for the player - go and do it.
1811 */
1812 void fire(object *op,int dir) {
1813 int spellcost=0;
1814
1815 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible(op)) make_visible(op);
1817
1818 switch(op->contr->shoottype) {
1819 case range_none:
1820 return;
1821
1822 case range_bow:
1823 player_fire_bow(op, dir);
1824 return;
1825
1826 case range_magic: /* Casting spells */
1827 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1828 return;
1829
1830 case range_misc:
1831 fire_misc_object(op, dir);
1832 return;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 if(op->contr->ranges[range_golem]==NULL ||
1836 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1837 op->contr->ranges[range_golem] = NULL;
1838 op->contr->shoottype=range_none;
1839 op->contr->golem_count = 0;
1840 }
1841 else
1842 control_golem(op->contr->ranges[range_golem], dir);
1843 return;
1844
1845 case range_skill:
1846 if(!op->chosen_skill) {
1847 if(op->type==PLAYER)
1848 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1849 return;
1850 }
1851 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1852 return;
1853 case range_builder:
1854 apply_map_builder( op, dir );
1855 return;
1856 default:
1857 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1858 return;
1859 }
1860 }
1861
1862
1863
1864 /* find_key
1865 * We try to find a key for the door as passed. If we find a key
1866 * and successfully use it, we return the key, otherwise NULL
1867 * This function merges both normal and locked door, since the logic
1868 * for both is the same - just the specific key is different.
1869 * pl is the player,
1870 * inv is the objects inventory to searched
1871 * door is the door we are trying to match against.
1872 * This function can be called recursively to search containers.
1873 */
1874
1875 object * find_key(object *pl, object *container, object *door)
1876 {
1877 object *tmp,*key;
1878
1879 /* Should not happen, but sanity checking is never bad */
1880 if (container->inv == NULL) return NULL;
1881
1882 /* First, lets try to find a key in the top level inventory */
1883 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1884 if (door->type==DOOR && tmp->type==KEY) break;
1885 /* For sanity, we should really check door type, but other stuff
1886 * (like containers) can be locked with special keys
1887 */
1888 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1889 tmp->slaying==door->slaying) break;
1890 }
1891 /* No key found - lets search inventories now */
1892 /* If we find and use a key in an inventory, return at that time.
1893 * otherwise, if we search all the inventories and still don't find
1894 * a key, return
1895 */
1896 if (!tmp) {
1897 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1898 /* No reason to search empty containers */
1899 if (tmp->type==CONTAINER && tmp->inv) {
1900 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1901 }
1902 }
1903 if (!tmp) return NULL;
1904 }
1905 /* We get down here if we have found a key. Now if its in a container,
1906 * see if we actually want to use it
1907 */
1908 if (pl!=container) {
1909 /* Only let players use keys in containers */
1910 if (!pl->contr) return NULL;
1911 /* cases where this fails:
1912 * If we only search the player inventory, return now since we
1913 * are not in the players inventory.
1914 * If the container is not active, return now since only active
1915 * containers can be used.
1916 * If we only search keyrings and the container does not have
1917 * a race/isn't a keyring.
1918 * No checking for all containers - to fall through past here,
1919 * inv must have been an container and must have been active.
1920 *
1921 * Change the color so that the message doesn't disappear with
1922 * all the others.
1923 */
1924 if (pl->contr->usekeys == key_inventory ||
1925 !QUERY_FLAG(container, FLAG_APPLIED) ||
1926 (pl->contr->usekeys == keyrings &&
1927 (!container->race || strcmp(container->race, "keys")))
1928 ) {
1929 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1930 "The %s in your %s vibrates as you approach the door",
1931 query_name(tmp), query_name(container));
1932 return NULL;
1933 }
1934 }
1935 return tmp;
1936 }
1937
1938 /* moved door processing out of move_player_attack.
1939 * returns 1 if player has opened the door with a key
1940 * such that the caller should not do anything more,
1941 * 0 otherwise
1942 */
1943 static int player_attack_door(object *op, object *door)
1944 {
1945
1946 /* If its a door, try to find a use a key. If we do destroy the door,
1947 * might as well return immediately as there is nothing more to do -
1948 * otherwise, we fall through to the rest of the code.
1949 */
1950 object *key=find_key(op, op, door);
1951
1952 /* IF we found a key, do some extra work */
1953 if (key) {
1954 object *container=key->env;
1955
1956 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1957 if(action_makes_visible(op)) make_visible(op);
1958 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1959 if (door->type == DOOR) {
1960 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1961 }
1962 else if(door->type==LOCKED_DOOR) {
1963 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1964 "You open the door with the %s", query_short_name(key));
1965 remove_door2(door); /* remove door without violence ;-) */
1966 }
1967 /* Do this after we print the message */
1968 decrease_ob(key); /* Use up one of the keys */
1969 /* Need to update the weight the container the key was in */
1970 if (container != op)
1971 esrv_update_item(UPD_WEIGHT, op, container);
1972 return 1; /* Nothing more to do below */
1973 } else if (door->type==LOCKED_DOOR) {
1974 /* Might as well return now - no other way to open this */
1975 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1976 return 1;
1977 }
1978 return 0;
1979 }
1980
1981 /* This function is just part of a breakup from move_player.
1982 * It should keep the code cleaner.
1983 * When this is called, the players direction has been updated
1984 * (taking into account confusion.) The player is also actually
1985 * going to try and move (not fire weapons).
1986 */
1987
1988 void move_player_attack(object *op, int dir)
1989 {
1990 object *tmp, *mon;
1991 sint16 nx=freearr_x[dir]+op->x,ny=freearr_y[dir]+op->y;
1992 int on_battleground;
1993 mapstruct *m;
1994
1995 on_battleground = op_on_battleground(op, NULL, NULL);
1996
1997 /* If braced, or can't move to the square, and it is not out of the
1998 * map, attack it. Note order of if statement is important - don't
1999 * want to be calling move_ob if braced, because move_ob will move the
2000 * player. This is a pretty nasty hack, because if we could
2001 * move to some space, it then means that if we are braced, we should
2002 * do nothing at all. As it is, if we are braced, we go through
2003 * quite a bit of processing. However, it probably is less than what
2004 * move_ob uses.
2005 */
2006 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) {
2007 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2008 m = get_map_from_coord(op->map, &nx, &ny);
2009 if (!m) return; /* Don't think this should happen */
2010 }
2011 else m =op->map;
2012
2013 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2014 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2015 return;
2016 }
2017
2018 mon = NULL;
2019 /* Go through all the objects, and find ones of interest. Only stop if
2020 * we find a monster - that is something we know we want to attack.
2021 * if its a door or barrel (can roll) see if there may be monsters
2022 * on the space
2023 */
2024 while (tmp!=NULL) {
2025 if (tmp == op) {
2026 tmp=tmp->above;
2027 continue;
2028 }
2029 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2030 mon = tmp;
2031 break;
2032 }
2033 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2034 mon = tmp;
2035 tmp=tmp->above;
2036 }
2037
2038 if (mon==NULL) /* This happens anytime the player tries to move */
2039 return; /* into a wall */
2040
2041 if(mon->head != NULL)
2042 mon = mon->head;
2043
2044 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2045 if (player_attack_door(op, mon)) return;
2046
2047 /* The following deals with possibly attacking peaceful
2048 * or frienddly creatures. Basically, all players are considered
2049 * unaggressive. If the moving player has peaceful set, then the
2050 * object should be pushed instead of attacked. It is assumed that
2051 * if you are braced, you will not attack friends accidently,
2052 * and thus will not push them.
2053 */
2054
2055 /* If the creature is a pet, push it even if the player is not
2056 * peaceful. Our assumption is the creature is a pet if the
2057 * player owns it and it is either friendly or unagressive.
2058 */
2059 if ((op->type==PLAYER)
2060 &&
2061 (
2062 (get_owner(mon) && get_owner(mon)->contr
2063 && same_party (get_owner(mon)->contr->party, op->contr->party))
2064 || get_owner(mon) == op
2065 )
2066 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2067 {
2068 /* If we're braced, we don't want to switch places with it */
2069 if (op->contr->braced) return;
2070 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2071 (void) push_ob(mon,dir,op);
2072 if(op->contr->tmp_invis||op->hide) make_visible(op);
2073 return;
2074 }
2075
2076 /* in certain circumstances, you shouldn't attack friendly
2077 * creatures. Note that if you are braced, you can't push
2078 * someone, but put it inside this loop so that you won't
2079 * attack them either.
2080 */
2081 if ((mon->type==PLAYER || mon->enemy != op) &&
2082 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2083 (op->contr->peaceful && !on_battleground)) {
2084 if (!op->contr->braced) {
2085 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2086 (void) push_ob(mon,dir,op);
2087 } else {
2088 new_draw_info(0, 0,op,"You withhold your attack");
2089 }
2090 if(op->contr->tmp_invis||op->hide) make_visible(op);
2091 }
2092
2093 /* If the object is a boulder or other rollable object, then
2094 * roll it if not braced. You can't roll it if you are braced.
2095 */
2096 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2097 recursive_roll(mon,dir,op);
2098 if(action_makes_visible(op)) make_visible(op);
2099 }
2100
2101 /* Any generic living creature. Including things like doors.
2102 * Way it works is like this: First, it must have some hit points
2103 * and be living. Then, it must be one of the following:
2104 * 1) Not a player, 2) A player, but of a different party. Note
2105 * that party_number -1 is no party, so attacks can still happen.
2106 */
2107
2108 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2109 ((mon->type!=PLAYER || op->contr->party==NULL ||
2110 op->contr->party!=mon->contr->party))) {
2111
2112 /* If the player hasn't hit something this tick, and does
2113 * so, give them speed boost based on weapon speed. Doing
2114 * it here is better than process_players2, which basically
2115 * incurred a 1 tick offset.
2116 */
2117 if (!op->contr->has_hit) {
2118 op->speed_left += op->speed / op->contr->weapon_sp;
2119
2120 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2121 }
2122
2123 skill_attack(mon, op, 0, NULL, NULL);
2124
2125 /* If attacking another player, that player gets automatic
2126 * hitback, and doesn't loose luck either.
2127 * Disable hitback on the battleground or if the target is
2128 * the wiz.
2129 */
2130 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2131 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2132 short luck = mon->stats.luck;
2133 mon->contr->has_hit = 1;
2134 skill_attack(op, mon, 0, NULL, NULL);
2135 mon->stats.luck = luck;
2136 }
2137 if(action_makes_visible(op)) make_visible(op);
2138 }
2139 } /* if player should attack something */
2140 }
2141
2142 int move_player(object *op,int dir) {
2143 int pick;
2144
2145 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2146 return 0;
2147
2148 /* Sanity check: make sure dir is valid */
2149 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2150 LOG( llevError, "move_player: invalid direction %d\n", dir);
2151 return 0;
2152 }
2153
2154 /* peterm: added following line */
2155 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2156 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2157
2158 op->facing = dir;
2159
2160 if(op->hide) do_hidden_move(op);
2161
2162 if(op->contr->fire_on) {
2163 fire(op,dir);
2164 }
2165 else move_player_attack(op,dir);
2166
2167 pick = check_pick(op);
2168
2169
2170 /* Add special check for newcs players and fire on - this way, the
2171 * server can handle repeat firing.
2172 */
2173 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2174 op->direction = dir;
2175 } else {
2176 op->direction=0;
2177 }
2178 /* Update how the player looks. Use the facing, so direction may
2179 * get reset to zero. This allows for full animation capabilities
2180 * for players.
2181 */
2182 animate_object(op, op->facing);
2183 return 0;
2184 }
2185
2186 /* This is similar to handle_player, below, but is only used by the
2187 * new client/server stuff.
2188 * This is sort of special, in that the new client/server actually uses
2189 * the new speed values for commands.
2190 *
2191 * Returns true if there are more actions we can do.
2192 */
2193 int handle_newcs_player(object *op)
2194 {
2195 if (op->contr->hidden) {
2196 op->invisible = 1000;
2197 /* the socket code flasehs the player visible/invisible
2198 * depending on the value if invisible, so we need to
2199 * alternate it here for it to work correctly.
2200 */
2201 if (pticks & 2) op->invisible--;
2202 }
2203 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2204 op->invisible--;
2205 if(!op->invisible) {
2206 make_visible(op);
2207 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2208 }
2209 }
2210
2211 if (QUERY_FLAG(op, FLAG_SCARED)) {
2212 flee_player(op);
2213 /* If player is still scared, that is his action for this tick */
2214 if (QUERY_FLAG(op, FLAG_SCARED)) {
2215 op->speed_left--;
2216 return 0;
2217 }
2218 }
2219
2220 /* I've been seeing crashes where the golem has been destroyed, but
2221 * the player object still points to the defunct golem. The code that
2222 * destroys the golem looks correct, and it doesn't always happen, so
2223 * put this in a a workaround to clean up the golem pointer.
2224 */
2225 if (op->contr->ranges[range_golem] &&
2226 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2227 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2228 op->contr->ranges[range_golem] = NULL;
2229 op->contr->golem_count = 0;
2230 }
2231
2232 /* call this here - we also will call this in do_ericserver, but
2233 * the players time has been increased when doericserver has been
2234 * called, so we recheck it here.
2235 */
2236 HandleClient(&op->contr->socket, op->contr);
2237 if (op->speed_left<0) return 0;
2238
2239 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2240 /* All move commands take 1 tick, at least for now */
2241 op->speed_left--;
2242
2243 /* Instead of all the stuff below, let move_player take care
2244 * of it. Also, some of the skill stuff is only put in
2245 * there, as well as the confusion stuff.
2246 */
2247 move_player(op, op->direction);
2248 if (op->speed_left>0) return 1;
2249 else return 0;
2250 }
2251 return 0;
2252 }
2253
2254 int save_life(object *op) {
2255 object *tmp;
2256
2257 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2258 return 0;
2259
2260 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2261 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2262 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2263 new_draw_info_format(NDI_UNIQUE, 0,op,
2264 "Your %s vibrates violently, then evaporates.",
2265 query_name(tmp));
2266 if (op->contr)
2267 esrv_del_item(op->contr, tmp->count);
2268 remove_ob(tmp);
2269 free_object(tmp);
2270 CLEAR_FLAG(op, FLAG_LIFESAVE);
2271 if(op->stats.hp<0)
2272 op->stats.hp = op->stats.maxhp;
2273 if(op->stats.food<0)
2274 op->stats.food = 999;
2275 fix_player(op);
2276 return 1;
2277 }
2278 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2279 CLEAR_FLAG(op, FLAG_LIFESAVE);
2280 enter_player_savebed(op); /* bring him home. */
2281 return 0;
2282 }
2283
2284 /* This goes throws the inventory and removes unpaid objects, and puts them
2285 * back in the map (location and map determined by values of env). This
2286 * function will descend into containers. op is the object to start the search
2287 * from.
2288 */
2289 void remove_unpaid_objects(object *op, object *env)
2290 {
2291 object *next;
2292
2293 while (op) {
2294 next=op->below; /* Make sure we have a good value, in case
2295 * we remove object 'op'
2296 */
2297 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2298 remove_ob(op);
2299 op->x = env->x;
2300 op->y = env->y;
2301 if (env->type == PLAYER)
2302 esrv_del_item(env->contr, op->count);
2303 insert_ob_in_map(op, env->map, NULL,0);
2304 }
2305 else if (op->inv) remove_unpaid_objects(op->inv, env);
2306 op=next;
2307 }
2308 }
2309
2310
2311 /*
2312 * Returns pointer a static string containing gravestone text
2313 * Moved from apply.c to player.c - player.c is what
2314 * actually uses this function. player.c may not be quite the
2315 * best, a misc file for object actions is probably better,
2316 * but there isn't one in the server directory.
2317 */
2318 char *gravestone_text (object *op)
2319 {
2320 static char buf2[MAX_BUF];
2321 char buf[MAX_BUF];
2322 time_t now = time (NULL);
2323
2324 strcpy (buf2, " R.I.P.\n\n");
2325 if (op->type == PLAYER)
2326 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2327 else
2328 sprintf (buf, "%s\n", op->name);
2329 strncat (buf2, " ", 20 - strlen (buf) / 2);
2330 strcat (buf2, buf);
2331 if (op->type == PLAYER)
2332 sprintf (buf, "who was in level %d when killed\n", op->level);
2333 else
2334 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2335 strncat (buf2, " ", 20 - strlen (buf) / 2);
2336 strcat (buf2, buf);
2337 if (op->type == PLAYER) {
2338 sprintf (buf, "by %s.\n\n", op->contr->killer);
2339 strncat (buf2, " ", 21 - strlen (buf) / 2);
2340 strcat (buf2, buf);
2341 }
2342 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2343 strncat (buf2, " ", 20 - strlen (buf) / 2);
2344 strcat (buf2, buf);
2345 return buf2;
2346 }
2347
2348
2349
2350 void do_some_living(object *op) {
2351 int last_food=op->stats.food;
2352 int gen_hp, gen_sp, gen_grace;
2353 int over_hp, over_sp, over_grace;
2354 int i;
2355 int rate_hp = 1200;
2356 int rate_sp = 2500;
2357 int rate_grace = 2000;
2358 const int max_hp = 1;
2359 const int max_sp = 1;
2360 const int max_grace = 1;
2361
2362 if (op->contr->outputs_sync) {
2363 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2364 if (op->contr->outputs[i].buf!=NULL &&
2365 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2366 flush_output_element(op, &op->contr->outputs[i]);
2367 }
2368
2369 if(op->contr->state==ST_PLAYING) {
2370
2371 /* these next three if clauses make it possible to SLOW DOWN
2372 hp/grace/spellpoint regeneration. */
2373 if(op->contr->gen_hp >= 0 )
2374 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2375 else {
2376 gen_hp = op->stats.maxhp;
2377 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2378 }
2379 if(op->contr->gen_sp >= 0 )
2380 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2381 else {
2382 gen_sp = op->stats.maxsp;
2383 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2384 }
2385 if(op->contr->gen_grace >= 0)
2386 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2387 else {
2388 gen_grace = op->stats.maxgrace;
2389 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2390 }
2391
2392 /* Regenerate Spell Points */
2393 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2394 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2395 if(op->stats.sp<op->stats.maxsp) {
2396 op->stats.sp++;
2397 /* dms do not consume food */
2398 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2399 op->stats.food--;
2400 if(op->contr->digestion<0)
2401 op->stats.food+=op->contr->digestion;
2402 else if(op->contr->digestion>0 &&
2403 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2404 op->stats.food=last_food;
2405 }
2406 }
2407 if (max_sp>1) {
2408 over_sp = (gen_sp+10)/rate_sp;
2409 if (over_sp > 0) {
2410 if(op->stats.sp<op->stats.maxsp) {
2411 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2412 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2413 op->stats.sp--;
2414 if(op->stats.sp>op->stats.maxsp)
2415 op->stats.sp=op->stats.maxsp;
2416 }
2417 op->last_sp=0;
2418 } else {
2419 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2420 }
2421 } else {
2422 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2423 }
2424 }
2425
2426 /* Regenerate Grace */
2427 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2428 if(--op->last_grace<0) {
2429 if(op->stats.grace<op->stats.maxgrace/2)
2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431 if(max_grace>1) {
2432 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2433 if (over_grace > 0) {
2434 op->stats.sp += over_grace
2435 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2436 op->last_grace=0;
2437 } else {
2438 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2439 }
2440 } else {
2441 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2442 }
2443 /* wearing stuff doesn't detract from grace generation. */
2444 }
2445
2446 /* Regenerate Hit Points */
2447 if(--op->last_heal<0) {
2448 if(op->stats.hp<op->stats.maxhp) {
2449 op->stats.hp++;
2450 /* dms do not consume food */
2451 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2452 op->stats.food--;
2453 if(op->contr->digestion<0)
2454 op->stats.food+=op->contr->digestion;
2455 else if(op->contr->digestion>0 &&
2456 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food=last_food;
2458 }
2459 }
2460 if(max_hp>1) {
2461 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2462 if (over_hp > 0) {
2463 op->stats.sp += over_hp
2464 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2465 op->last_heal=0;
2466 } else {
2467 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2468 }
2469 } else {
2470 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2471 }
2472 }
2473
2474 /* Digestion */
2475 if(--op->last_eat<0) {
2476 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2477 int bonus=dg>0?dg:0,
2478 penalty=dg<0?-dg:0;
2479 if(op->contr->gen_hp > 0)
2480 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2481 else
2482 op->last_eat=25*(1+bonus)/(penalty +1);
2483 /* dms do not consume food */
2484 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2485 }
2486 }
2487
2488 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2489 object *tmp, *flesh=NULL;
2490
2491 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2492 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2493 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2494 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2495 manual_apply(op,tmp,0);
2496 if(op->stats.food>=0||op->stats.hp<0)
2497 break;
2498 }
2499 else if (tmp->type==FLESH) flesh=tmp;
2500 } /* End if paid for object */
2501 } /* end of for loop */
2502 /* If player is still starving, it means they don't have any food, so
2503 * eat flesh instead.
2504 */
2505 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2506 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2507 manual_apply(op,flesh,0);
2508 }
2509 } /* end if player is starving */
2510
2511 while(op->stats.food<0&&op->stats.hp>0)
2512 op->stats.food++,op->stats.hp--;
2513
2514 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2515 kill_player(op);
2516 }
2517
2518
2519
2520 /* If the player should die (lack of hp, food, etc), we call this.
2521 * op is the player in jeopardy. If the player can not be saved (not
2522 * permadeath, no lifesave), this will take care of removing the player
2523 * file.
2524 */
2525 void kill_player(object *op)
2526 {
2527 char buf[MAX_BUF];
2528 int x,y,i;
2529 mapstruct *map; /* this is for resurrection */
2530 int z;
2531 int num_stats_lose;
2532 int lost_a_stat;
2533 int lose_this_stat;
2534 int this_stat;
2535 int will_kill_again;
2536 archetype *at;
2537 object *tmp;
2538
2539 if(save_life(op))
2540 return;
2541
2542
2543 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2544 * in cities ONLY!!! It is very important that this doesn't get abused.
2545 * Look at op_on_battleground() for more info --AndreasV
2546 */
2547 if (op_on_battleground(op, &x, &y)) {
2548 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2549 "You have been defeated in combat!");
2550 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2551 "Local medics have saved your life...");
2552
2553 /* restore player */
2554 at = find_archetype("poisoning");
2555 tmp=present_arch_in_ob(at,op);
2556 if (tmp) {
2557 remove_ob(tmp);
2558 free_object(tmp);
2559 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2560 }
2561
2562 at = find_archetype("confusion");
2563 tmp=present_arch_in_ob(at,op);
2564 if (tmp) {
2565 remove_ob(tmp);
2566 free_object(tmp);
2567 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2568 }
2569
2570 cure_disease(op,0); /* remove any disease */
2571 op->stats.hp=op->stats.maxhp;
2572 if (op->stats.food<=0) op->stats.food=999;
2573
2574 /* create a bodypart-trophy to make the winner happy */
2575 tmp=arch_to_object(find_archetype("finger"));
2576 if (tmp != NULL)
2577 {
2578 sprintf(buf,"%s's finger",op->name);
2579 tmp->name = add_string(buf);
2580 sprintf(buf," This finger has been cut off %s\n"
2581 " the %s, when he was defeated at\n level %d by %s.\n",
2582 op->name, op->contr->title, (int)(op->level),
2583 op->contr->killer);
2584 tmp->msg=add_string(buf);
2585 tmp->value=0, tmp->material=0, tmp->type=0;
2586 tmp->materialname = NULL;
2587 tmp->x = op->x, tmp->y = op->y;
2588 insert_ob_in_map(tmp,op->map,op,0);
2589 }
2590
2591 /* teleport defeated player to new destination*/
2592 transfer_ob(op, x, y, 0, NULL);
2593 op->contr->braced=0;
2594 return;
2595 }
2596
2597 /* Lauwenmark: Handle for plugin death event */
2598 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2599 return;
2600
2601 /* Lauwenmark: Handle for the global death event */
2602 execute_global_event(EVENT_PLAYER_DEATH, op);
2603 if(op->stats.food<0) {
2604 if (op->contr->explore) {
2605 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2606 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2607 op->stats.food=999;
2608 return;
2609 }
2610 sprintf(buf,"%s starved to death.",op->name);
2611 strcpy(op->contr->killer,"starvation");
2612 }
2613 else {
2614 if (op->contr->explore) {
2615 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2616 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2617 op->stats.hp=op->stats.maxhp;
2618 return;
2619 }
2620 sprintf(buf,"%s died.",op->name);
2621 }
2622 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2623
2624 /* save the map location for corpse, gravestone*/
2625 x=op->x;y=op->y;map=op->map;
2626
2627
2628 if (settings.not_permadeth == TRUE) {
2629 /* NOT_PERMADEATH code. This basically brings the character back to
2630 * life if they are dead - it takes some exp and a random stat.
2631 * See the config.h file for a little more in depth detail about this.
2632 */
2633
2634 /* Basically two ways to go - remove a stat permanently, or just
2635 * make it depletion. This bunch of code deals with that aspect
2636 * of death.
2637 */
2638 #if 0
2639 if (settings.balanced_stat_loss) {
2640 /* If stat loss is permanent, lose one stat only. */
2641 /* Lower level chars don't lose as many stats because they suffer
2642 more if they do. */
2643 /* Higher level characters can afford things such as potions of
2644 restoration, or better, stat potions. So we slug them that
2645 little bit harder. */
2646 /* GD */
2647 if (settings.stat_loss_on_death)
2648 num_stats_lose = 1;
2649 else
2650 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2651 } else {
2652 num_stats_lose = 1;
2653 }
2654 lost_a_stat = 0;
2655
2656 for (z=0; z<num_stats_lose; z++) {
2657 if (settings.stat_loss_on_death) {
2658 /* Pick a random stat and take a point off it. Tell the player
2659 * what he lost.
2660 */
2661 i = RANDOM() % 7;
2662 change_attr_value(&(op->stats), i,-1);
2663 check_stat_bounds(&(op->stats));
2664 change_attr_value(&(op->contr->orig_stats), i,-1);
2665 check_stat_bounds(&(op->contr->orig_stats));
2666 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2667 lost_a_stat = 1;
2668 } else {
2669 /* deplete a stat */
2670 archetype *deparch=find_archetype("depletion");
2671 object *dep;
2672
2673 i = RANDOM() % 7;
2674 dep = present_arch_in_ob(deparch,op);
2675 if(!dep) {
2676 dep = arch_to_object(deparch);
2677 insert_ob_in_ob(dep, op);
2678 }
2679 lose_this_stat = 1;
2680 if (settings.balanced_stat_loss) {
2681 /* GD */
2682 /* Get the stat that we're about to deplete. */
2683 this_stat = get_attr_value(&(dep->stats), i);
2684 if (this_stat < 0) {
2685 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2686 int keep_chance = this_stat * this_stat;
2687 /* Yes, I am paranoid. Sue me. */
2688 if (keep_chance < 1)
2689 keep_chance = 1;
2690
2691 /* There is a maximum depletion total per level. */
2692 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2693 lose_this_stat = 0;
2694 /* Take loss chance vs keep chance to see if we
2695 retain the stat. */
2696 } else {
2697 if (random_roll(0, loss_chance + keep_chance-1,
2698 op, PREFER_LOW) < keep_chance)
2699 lose_this_stat = 0;
2700 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2701 this_stat, keep_chance, loss_chance,
2702 lose_this_stat?"LOSE":"KEEP"); */
2703 }
2704 }
2705 }
2706
2707 if (lose_this_stat) {
2708 this_stat = get_attr_value(&(dep->stats), i);
2709 /* We could try to do something clever like find another
2710 * stat to reduce if this fails. But chances are, if
2711 * stats have been depleted to -50, all are pretty low
2712 * and should be roughly the same, so it shouldn't make a
2713 * difference.
2714 */
2715 if (this_stat>=-50) {
2716 change_attr_value(&(dep->stats), i, -1);
2717 SET_FLAG(dep, FLAG_APPLIED);
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2719 fix_player(op);
2720 lost_a_stat = 1;
2721 }
2722 }
2723 }
2724 }
2725 /* If no stat lost, tell the player. */
2726 if (!lost_a_stat)
2727 {
2728 /* determine_god() seems to not work sometimes... why is this?
2729 Should I be using something else? GD */
2730 const char *god = determine_god(op);
2731 if (god && (strcmp(god, "none")))
2732 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2733 "moment you feel the holy presence of %s protecting"
2734 " you.", god);
2735 else
2736 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2737 " feel a holy presence protecting you.");
2738 }
2739 #endif
2740 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2741 " feel a holy presence protecting you from losing yourself completely.");
2742
2743 /* Put a gravestone up where the character 'almost' died. List the
2744 * exp loss on the stone.
2745 */
2746 tmp=arch_to_object(find_archetype("gravestone"));
2747 sprintf(buf,"%s's gravestone",op->name);
2748 FREE_AND_COPY(tmp->name, buf);
2749 sprintf(buf,"%s's gravestones",op->name);
2750 FREE_AND_COPY(tmp->name_pl, buf);
2751 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2752 "who was killed\n"
2753 "by %s.\n",
2754 op->name, op->contr->title,
2755 op->contr->killer);
2756 tmp->msg = add_string(buf);
2757 tmp->x=op->x,tmp->y=op->y;
2758 insert_ob_in_map (tmp, op->map, NULL,0);
2759
2760 /**************************************/
2761 /* */
2762 /* Subtract the experience points, */
2763 /* if we died cause of food, give us */
2764 /* food, and reset HP's... */
2765 /* */
2766 /**************************************/
2767
2768 /* remove any poisoning and confusion the character may be suffering.*/
2769 /* restore player */
2770 at = find_archetype("poisoning");
2771 tmp=present_arch_in_ob(at,op);
2772 if (tmp) {
2773 remove_ob(tmp);
2774 free_object(tmp);
2775 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2776 }
2777
2778 at = find_archetype("confusion");
2779 tmp=present_arch_in_ob(at,op);
2780 if (tmp) {
2781 remove_ob(tmp);
2782 free_object(tmp);
2783 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2784 }
2785 cure_disease(op,0); /* remove any disease */
2786
2787 /*add_exp(op, (op->stats.exp * -0.20)); */
2788 apply_death_exp_penalty(op);
2789 if(op->stats.food < 100) op->stats.food = 900;
2790 op->stats.hp = op->stats.maxhp;
2791 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2792 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2793
2794 /*
2795 * Check to see if the player is in a shop. IF so, then check to see if
2796 * the player has any unpaid items. If so, remove them and put them back
2797 * in the map.
2798 */
2799
2800 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2801 if (tmp->type == SHOP_FLOOR) {
2802 remove_unpaid_objects(op->inv, op);
2803 break;
2804 }
2805 }
2806
2807
2808 /****************************************/
2809 /* */
2810 /* Move player to his current respawn- */
2811 /* position (usually last savebed) */
2812 /* */
2813 /****************************************/
2814
2815 enter_player_savebed(op);
2816
2817 /* Save the player before inserting the force to reduce
2818 * chance of abuse.
2819 */
2820 op->contr->braced=0;
2821 save_player(op,1);
2822
2823 /* it is possible that the player has blown something up
2824 * at his savebed location, and that can have long lasting
2825 * spell effects. So first see if there is a spell effect
2826 * on the space that might harm the player.
2827 */
2828 will_kill_again=0;
2829 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2830 if (tmp->type ==SPELL_EFFECT)
2831 will_kill_again|=tmp->attacktype;
2832 }
2833 if (will_kill_again) {
2834 object *force;
2835 int at;
2836
2837 force=get_archetype(FORCE_NAME);
2838 /* 50 ticks should be enough time for the spell to abate */
2839 force->speed=0.1;
2840 force->speed_left=-5.0;
2841 SET_FLAG(force, FLAG_APPLIED);
2842 for (at=0; at<NROFATTACKS; at++) {
2843 if (will_kill_again & (1 << at))
2844 force->resist[at] = 100;
2845 }
2846 insert_ob_in_ob(force, op);
2847 fix_player(op);
2848
2849 }
2850 /**************************************/
2851 /* */
2852 /* Repaint the characters inv, and */
2853 /* stats, and show a nasty message ;) */
2854 /* */
2855 /**************************************/
2856
2857 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2858 return;
2859 } /* NOT_PERMADETH */
2860 else {
2861 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2862 * should probably be embedded in an else statement.
2863 */
2864
2865 op->contr->party=NULL;
2866 if (settings.set_title == TRUE)
2867 op->contr->own_title[0]='\0';
2868 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2869 check_score(op);
2870 if(op->contr->ranges[range_golem]!=NULL) {
2871 remove_friendly_object(op->contr->ranges[range_golem]);
2872 remove_ob(op->contr->ranges[range_golem]);
2873 free_object(op->contr->ranges[range_golem]);
2874 op->contr->ranges[range_golem]=NULL;
2875 op->contr->golem_count=0;
2876 }
2877 loot_object(op); /* Remove some of the items for good */
2878 remove_ob(op);
2879 op->direction=0;
2880
2881 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2882 delete_character(op->name,0);
2883 if (settings.resurrection == TRUE) {
2884 /* save playerfile sans equipment when player dies
2885 ** then save it as player.pl.dead so that future resurrection
2886 ** type spells will work on them nicely
2887 */
2888 delete_character(op->name,0);
2889 op->stats.hp = op->stats.maxhp;
2890 op->stats.food = 999;
2891
2892 /* set the location of where the person will reappear when */
2893 /* maybe resurrection code should fix map also */
2894 strcpy(op->contr->maplevel, settings.emergency_mapname);
2895 if(op->map!=NULL)
2896 op->map = NULL;
2897 op->x = settings.emergency_x;
2898 op->y = settings.emergency_y;
2899 save_player(op,0);
2900 op->map = map;
2901 /* please see resurrection.c: peterm */
2902 dead_player(op);
2903 } else {
2904 delete_character(op->name,1);
2905 }
2906 }
2907 play_again(op);
2908
2909 /* peterm: added to create a corpse at deathsite. */
2910 tmp=arch_to_object(find_archetype("corpse_pl"));
2911 sprintf(buf,"%s", op->name);
2912 FREE_AND_COPY(tmp->name, buf);
2913 FREE_AND_COPY(tmp->name_pl, buf);
2914 tmp->level=op->level;
2915 tmp->x=x;tmp->y=y;
2916 if (tmp->msg)
2917 free_string(tmp->msg);
2918 tmp->msg = add_string (gravestone_text(op));
2919 SET_FLAG (tmp, FLAG_UNIQUE);
2920 insert_ob_in_map (tmp, map, NULL,0);
2921 }
2922 }
2923
2924
2925 void loot_object(object *op) { /* Grab and destroy some treasure */
2926 object *tmp,*tmp2,*next;
2927
2928 if (op->container) { /* close open sack first */
2929 esrv_apply_container (op, op->container);
2930 }
2931
2932 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2933 next=tmp->below;
2934 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2935 remove_ob(tmp);
2936 tmp->x=op->x,tmp->y=op->y;
2937 if (tmp->type == CONTAINER) { /* empty container to ground */
2938 loot_object(tmp);
2939 }
2940 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2941 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2942 if(tmp->nrof>1) {
2943 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2944 free_object(tmp2);
2945 insert_ob_in_map(tmp,op->map,NULL,0);
2946 } else
2947 free_object(tmp);
2948 } else
2949 insert_ob_in_map(tmp,op->map,NULL,0);
2950 }
2951 }
2952
2953 /*
2954 * fix_weight(): Check recursively the weight of all players, and fix
2955 * what needs to be fixed. Refresh windows and fix speed if anything
2956 * was changed.
2957 */
2958
2959 void fix_weight(void) {
2960 player *pl;
2961 for (pl = first_player; pl != NULL; pl = pl->next) {
2962 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
2963 if(old == sum)
2964 continue;
2965 fix_player(pl->ob);
2966 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2967 pl->ob->name, old, sum);
2968 }
2969 }
2970
2971 void fix_luck(void) {
2972 player *pl;
2973 for (pl = first_player; pl != NULL; pl = pl->next)
2974 if (!pl->ob->contr->state)
2975 change_luck(pl->ob, 0);
2976 }
2977
2978
2979 /* cast_dust() - handles op throwing objects of type 'DUST'.
2980 * This is much simpler in the new spell code - we basically
2981 * just treat this as any other spell casting object.
2982 */
2983
2984 void cast_dust (object *op, object *throw_ob, int dir) {
2985 object *skop, *spob;
2986
2987 skop = find_skill_by_name(op, throw_ob->skill);
2988
2989 /* casting POTION 'dusts' is really a use_magic_item skill */
2990 if(op->type==PLAYER && throw_ob->type==POTION && !skop) {
2991 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n",
2992 op->name);
2993 return;
2994 }
2995 spob = throw_ob->inv;
2996 if (op->type==PLAYER && spob)
2997 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name);
2998
2999 cast_spell(op, throw_ob, dir, spob, NULL);
3000
3001 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3002 free_object(throw_ob);
3003 }
3004
3005 void make_visible (object *op) {
3006 op->hide = 0;
3007 op->invisible = 0;
3008 if(op->type==PLAYER) {
3009 op->contr->tmp_invis = 0;
3010 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3011 }
3012 update_object(op,UP_OBJ_FACE);
3013 }
3014
3015 int is_true_undead(object *op) {
3016 object *tmp=NULL;
3017
3018 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3019
3020 if(op->type==PLAYER)
3021 for(tmp=op->inv;tmp;tmp=tmp->below)
3022 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3023 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3024 return 0;
3025 }
3026
3027 /* look at the surrounding terrain to determine
3028 * the hideability of this object. Positive levels
3029 * indicate greater hideability.
3030 */
3031
3032 int hideability(object *ob) {
3033 int i,level=0, mflag;
3034 sint16 x,y;
3035
3036 if(!ob||!ob->map) return 0;
3037
3038 /* so, on normal lighted maps, its hard to hide */
3039 level=ob->map->darkness - 2;
3040
3041 /* this also picks up whether the object is glowing.
3042 * If you carry a light on a non-dark map, its not
3043 * as bad as carrying a light on a pitch dark map */
3044 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3045
3046 /* scan through all nearby squares for terrain to hide in */
3047 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3048 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3049 if (mflag & P_OUT_OF_MAP) { continue; }
3050 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3051 level += 2;
3052 else /* open terrain! */
3053 level -= 1;
3054 }
3055
3056 #if 0
3057 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3058 #endif
3059 return level;
3060 }
3061
3062 /* For Hidden creatures - a chance of becoming 'unhidden'
3063 * every time they move - as we subtract off 'invisibility'
3064 * AND, for players, if they move into a ridiculously unhideable
3065 * spot (surrounded by clear terrain in broad daylight). -b.t.
3066 */
3067
3068 void do_hidden_move (object *op) {
3069 int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3070 object *skop;
3071
3072 if(!op || !op->map) return;
3073
3074 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3075
3076 /* its *extremely* hard to run and sneak/hide at the same time! */
3077 if(op->type==PLAYER && op->contr->run_on) {
3078 if(!skop || num >= skop->level) {
3079 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3080 make_visible(op);
3081 return;
3082 } else num += 20;
3083 }
3084 num += op->map->difficulty;
3085 hide = hideability(op); /* modify by terrain hidden level */
3086 num -= hide;
3087 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3088 make_visible(op);
3089 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3090 "You moved out of hiding! You are visible!");
3091 }
3092 else if (op->type == PLAYER && skop) {
3093 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3094 }
3095 }
3096
3097 /* determine if who is standing near a hostile creature. */
3098
3099 int stand_near_hostile( object *who ) {
3100 object *tmp=NULL;
3101 int i,friendly=0,player=0, mflags;
3102 mapstruct *m;
3103 sint16 x,y;
3104
3105 if(!who) return 0;
3106
3107 if(who->type==PLAYER) player=1;
3108 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3109
3110 /* search adjacent squares */
3111 for(i=1;i<9;i++) {
3112 x = who->x+freearr_x[i];
3113 y = who->y+freearr_y[i];
3114 m = who->map;
3115 mflags = get_map_flags(m, &m, x, y, &x, &y);
3116 /* space must be blocked if there is a monster. If not
3117 * blocked, don't need to check this space.
3118 */
3119 if (mflags & P_OUT_OF_MAP) continue;
3120 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3121
3122 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3123 if((player||friendly)
3124 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3125 return 1;
3126 else if(tmp->type==PLAYER)
3127 {
3128 /*don't let a hidden DM prevent you from hiding*/
3129 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3130 return 1;
3131 }
3132 }
3133 }
3134 return 0;
3135 }
3136
3137 /* check the player los field for viewability of the
3138 * object op. This function works fine for monsters,
3139 * but we dont worry if the object isnt the top one in
3140 * a pile (say a coin under a table would return "viewable"
3141 * by this routine). Another question, should we be
3142 * concerned with the direction the player is looking
3143 * in? Realistically, most of use cant see stuff behind
3144 * our backs...on the other hand, does the "facing" direction
3145 * imply the way your head, or body is facing? Its possible
3146 * for them to differ. Sigh, this fctn could get a bit more complex.
3147 * -b.t.
3148 * This function is now map tiling safe.
3149 */
3150
3151 int player_can_view (object *pl,object *op) {
3152 rv_vector rv;
3153 int dx,dy;
3154
3155 if(pl->type!=PLAYER) {
3156 LOG(llevError,"player_can_view() called for non-player object\n");
3157 return -1;
3158 }
3159 if (!pl || !op) return 0;
3160
3161 if(op->head) { op = op->head; }
3162 get_rangevector(pl, op, &rv, 0x1);
3163
3164 /* starting with the 'head' part, lets loop
3165 * through the object and find if it has any
3166 * part that is in the los array but isnt on
3167 * a blocked los square.
3168 * we use the archetype to figure out offsets.
3169 */
3170 while(op) {
3171 dx = rv.distance_x + op->arch->clone.x;
3172 dy = rv.distance_y + op->arch->clone.y;
3173
3174 /* only the viewable area the player sees is updated by LOS
3175 * code, so we need to restrict ourselves to that range of values
3176 * for any meaningful values.
3177 */
3178 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3179 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3180 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3181 return 1;
3182 op = op->more;
3183 }
3184 return 0;
3185 }
3186
3187 /* routine for both players and monsters. We call this when
3188 * there is a possibility for our action distrubing our hiding
3189 * place or invisiblity spell. Artefact invisiblity is not
3190 * effected by this. If we arent invisible to begin with, we
3191 * return 0.
3192 */
3193 int action_makes_visible (object *op) {
3194
3195 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3196 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3197 return 0;
3198
3199 if (op->contr && op->contr->tmp_invis == 0) return 0;
3200
3201 /* If monsters, they should become visible */
3202 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3203 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3204 return 1;
3205 }
3206 }
3207 return 0;
3208 }
3209
3210 /* op_on_battleground - checks if the given object op (usually
3211 * a player) is standing on a valid battleground-tile,
3212 * function returns TRUE/FALSE. If true x, y returns the battleground
3213 * -exit-coord. (and if x, y not NULL)
3214 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3215 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3216 * Default is to do the same as before, so only people wanting to have different points need worry about this
3217 */
3218 int op_on_battleground (object *op, int *x, int *y) {
3219 object *tmp;
3220
3221 /* A battleground-tile needs the following attributes to be valid:
3222 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3223 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3224 * and the exit-coordinates sp/hp must both be > 0.
3225 * => The intention here is to prevent abuse of the battleground-
3226 * feature (like pickable or hidden battleground tiles). */
3227 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3228 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3229 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3230 strcmp(tmp->name, "battleground")==0 &&
3231 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3232 /*before we assign the exit, check if this is a teambattle*/
3233 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3234 object *invtmp;
3235 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3236 if(invtmp->type==FORCE && invtmp->slaying &&
3237 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3238 if (x != NULL && y != NULL)
3239 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3240 return 1;
3241 }
3242 }
3243 }
3244 if (x != NULL && y != NULL)
3245 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3246 return 1;
3247 }
3248 }
3249 }
3250 /* If we got here, did not find a battleground */
3251 return 0;
3252 }
3253
3254 /*
3255 * When a dragon-player gains a new stage of evolution,
3256 * he gets some treasure
3257 *
3258 * attributes:
3259 * object *who the dragon player
3260 * int atnr the attack-number of the ability focus
3261 * int level ability level
3262 */
3263 void dragon_ability_gain(object *who, int atnr, int level) {
3264 treasurelist *trlist = NULL; /* treasurelist */
3265 treasure *tr; /* treasure */
3266 object *tmp,*skop; /* tmp. object */
3267 object *item; /* treasure object */
3268 char buf[MAX_BUF]; /* tmp. string buffer */
3269 int i=0, j=0;
3270
3271 /* get the appropriate treasurelist */
3272 if (atnr == ATNR_FIRE)
3273 trlist = find_treasurelist("dragon_ability_fire");
3274 else if (atnr == ATNR_COLD)
3275 trlist = find_treasurelist("dragon_ability_cold");
3276 else if (atnr == ATNR_ELECTRICITY)
3277 trlist = find_treasurelist("dragon_ability_elec");
3278 else if (atnr == ATNR_POISON)
3279 trlist = find_treasurelist("dragon_ability_poison");
3280
3281 if (trlist == NULL || who->type != PLAYER)
3282 return;
3283
3284 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3285 tr = tr->next, i++);
3286
3287 if (tr == NULL || tr->item == NULL) {
3288 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3289 return;
3290 }
3291
3292 /* everything seems okay - now bring on the gift: */
3293 item = &(tr->item->clone);
3294
3295 if (item->type == SPELL) {
3296 if (check_spell_known (who, item->name))
3297 return;
3298
3299 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3300 do_learn_spell (who, item, 0);
3301 return;
3302 }
3303
3304 /* grant direct spell */
3305 if (item->type == SPELLBOOK) {
3306 if (!item->inv) {
3307 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3308 item->name);
3309 return;
3310 }
3311 if (check_spell_known (who, item->inv->name))
3312 return;
3313 if (item->invisible) {
3314 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3315 do_learn_spell (who, item->inv, 0);
3316 return;
3317 }
3318 }
3319 else if (item->type == SKILL_TOOL && item->invisible) {
3320 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3321
3322 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3323 * in this way, if the player is missing any of the attacktypes, he gets
3324 * them. As it is now, if the player has any that match the granted skill,
3325 * but not all of them, he gets nothing.
3326 */
3327 if (!(skop->attacktype & item->attacktype)) {
3328 /* Give new attacktype */
3329 skop->attacktype |= item->attacktype;
3330
3331 /* always add physical if there's none */
3332 skop->attacktype |= AT_PHYSICAL;
3333
3334 if (item->msg != NULL)
3335 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3336
3337 /* Give player new face */
3338 if (item->animation_id) {
3339 who->face = skop->face;
3340 who->animation_id = item->animation_id;
3341 who->anim_speed = item->anim_speed;
3342 who->last_anim = 0;
3343 who->state = 0;
3344 animate_object(who, who->direction);
3345 }
3346 }
3347 }
3348 }
3349 else if (item->type == FORCE) {
3350 /* forces in the treasurelist can alter the player's stats */
3351 object *skin;
3352 /* first get the dragon skin force */
3353 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3354 skin=skin->below);
3355 if (skin == NULL) return;
3356
3357 /* adding new spellpath attunements */
3358 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3359 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3360
3361 /* print message */
3362 sprintf(buf, "You feel attuned to ");
3363 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3364 if(item->path_attuned & (1<<i)) {
3365 if (j)
3366 strcat(buf," and ");
3367 else
3368 j = 1;
3369 strcat(buf, spellpathnames[i]);
3370 }
3371 }
3372 strcat(buf,".");
3373 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3374 }
3375
3376 /* evtl. adding flags: */
3377 if(QUERY_FLAG(item, FLAG_XRAYS))
3378 SET_FLAG(skin, FLAG_XRAYS);
3379 if(QUERY_FLAG(item, FLAG_STEALTH))
3380 SET_FLAG(skin, FLAG_STEALTH);
3381 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3382 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3383
3384 /* print message if there is one */
3385 if (item->msg != NULL)
3386 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3387 }
3388 else {
3389 /* generate misc. treasure */
3390 tmp = arch_to_object (tr->item);
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3392 tmp = insert_ob_in_ob (tmp, who);
3393 if (who->type == PLAYER)
3394 esrv_send_item(who, tmp);
3395 }
3396 }
3397
3398 /**
3399 * Unready an object for a player. This function does nothing if the object was
3400 * not readied.
3401 */
3402 void player_unready_range_ob(player *pl, object *ob) {
3403 rangetype i;
3404
3405 for (i = 0; i < range_size; i++) {
3406 if (pl->ranges[i] == ob) {
3407 pl->ranges[i] = NULL;
3408 if (pl->shoottype == i) {
3409 pl->shoottype = range_none;
3410 }
3411 }
3412 }
3413 }