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/cvs/deliantra/server/server/player.c
Revision: 1.1.1.3 (vendor branch)
Committed: Wed Mar 15 14:05:37 2006 UTC (18 years, 2 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15
Changes since 1.1.1.2: +2 -1 lines
Log Message:
cvs -z9 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_03_15

File Contents

# Content
1 /*
2 * static char *rcsid_player_c =
3 * "$Id: player.c,v 1.194 2006/03/14 17:12:28 ryo_saeba 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 player *find_player(const char *plname)
44 {
45 player *pl;
46 for(pl=first_player;pl!=NULL;pl=pl->next)
47 {
48 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
49 return pl;
50 };
51 return NULL;
52 }
53
54 player* find_player_partial_name( const char* plname )
55 {
56 player* pl;
57 player* found = NULL;
58 size_t namelen = strlen( plname );
59 for ( pl = first_player; pl != NULL; pl = pl->next )
60 {
61 if ( strlen( pl->ob->name ) < namelen )
62 continue;
63
64 if ( !strcmp( pl->ob->name, plname) )
65 return pl;
66
67 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
68 {
69 if ( found )
70 return NULL;
71
72 found = pl;
73 }
74 }
75 return found;
76 }
77
78 void display_motd(const object *op) {
79 char buf[MAX_BUF];
80 char motd[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
87 return;
88 }
89 motd[0]='\0';
90 size=0;
91 while (fgets(buf, MAX_BUF, fp) != NULL) {
92 if( *buf == '#')
93 continue;
94 strncat(motd+size,buf,HUGE_BUF-size);
95 size+=strlen(buf);
96 }
97 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
98 close_and_delete(fp, comp);
99 }
100
101 void send_rules(const object *op) {
102 char buf[MAX_BUF];
103 char rules[HUGE_BUF];
104 FILE *fp;
105 int comp;
106 int size;
107
108 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
109 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
110 return;
111 }
112 rules[0]='\0';
113 size=0;
114 while (fgets(buf, MAX_BUF, fp) != NULL) {
115 if( *buf == '#')
116 continue;
117 if (size + strlen(buf)>=HUGE_BUF)
118 {
119 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
120 break;
121 }
122 strncat(rules+size,buf,HUGE_BUF-size);
123 size+=strlen(buf);
124 }
125 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
126 close_and_delete(fp, comp);
127 }
128
129 void send_news(const object *op) {
130 char buf[MAX_BUF];
131 char news[HUGE_BUF];
132 char subject[MAX_BUF];
133 FILE *fp;
134 int comp;
135 int size;
136
137 sprintf(buf, "%s/%s", settings.confdir, settings.news);
138 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
139 return;
140 news[0]='\0';
141 subject[0]='\0';
142 size=0;
143 while (fgets(buf, MAX_BUF, fp) != NULL) {
144 if( *buf == '#')
145 continue;
146 if ( *buf =='%'){ /* send one news */
147 if (size>0)
148 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
150 "!! informations: %s\n%s",
151 "%s\n%s",
152 subject, news); /*send previously read news*/
153 strcpy(subject,buf+1);
154 strip_endline(subject);
155 size=0;
156 news[0]='\0';
157 }
158 else{
159 if (size + strlen(buf)>=HUGE_BUF)
160 {
161 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
162 break;
163 }
164 strncat(news+size,buf,HUGE_BUF-size);
165 size+=strlen(buf);
166 }
167 }
168
169 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
170 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
171 "!! informations: %s\n%s\n",
172 "%s\n%s",
173 subject, news);
174 close_and_delete(fp, comp);
175 }
176
177 int playername_ok(const char *cp) {
178 /* Don't allow - or _ as first character in the name */
179 if (*cp == '-' || *cp == '_') return 0;
180
181 for(;*cp!='\0';cp++)
182 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
183 return 0;
184 return 1;
185 }
186
187 /* This no longer sets the player map. Also, it now updates
188 * all the pointers so the caller doesn't need to do that.
189 * Caller is responsible for setting the correct map.
190 */
191
192 /* Redo this to do both get_player_ob and get_player.
193 * Hopefully this will be less bugfree and simpler.
194 * Returns the player structure. If 'p' is null,
195 * we create a new one. Otherwise, we recycle
196 * the one that is passed.
197 */
198 static player* get_player(player *p) {
199 object *op=arch_to_object(get_player_archetype(NULL));
200 int i;
201
202 if (!p) {
203 player *tmp;
204
205 p = (player *) malloc(sizeof(player));
206 if(p==NULL)
207 fatal(OUT_OF_MEMORY);
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 tmp=first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 }
225
226 /* Clears basically the entire player structure except
227 * for next and socket.
228 */
229 memset((void*)((char*)p + offsetof(player, maplevel)), 0,
230 sizeof(player) - offsetof(player, maplevel));
231
232 /* There are some elements we want initialized to non zero value -
233 * we deal with that below this point.
234 */
235 p->party=NULL;
236 p->outputs_sync=16; /* Every 2 seconds */
237 p->outputs_count=1; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice;
239 p->Swap_First = -1;
240
241 #ifdef AUTOSAVE
242 p->last_save_tick = 9999999;
243 #endif
244
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
246
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=9;
266 p->last_weapon_sp= -1;
267 p->peaceful=1; /* default peaceful */
268 p->do_los=1;
269 p->explore=0;
270 p->no_shout=0; /* default can shout */
271
272 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
273 p->title[sizeof(p->title)-1] = '\0';
274 op->race = add_string (op->arch->clone.race);
275
276 CLEAR_FLAG(op,FLAG_READY_SKILL);
277
278 /* we need to clear these to -1 and not zero - otherwise,
279 * if a player quits and starts a new character, we wont
280 * send new values to the client, as things like exp start
281 * at zero.
282 */
283 for (i=0; i < NUM_SKILLS; i++) {
284 p->last_skill_exp[i] = -1;
285 p->last_skill_ob[i] = NULL;
286 }
287 for (i=0; i < NROFATTACKS; i++) {
288 p->last_resist[i] = -1;
289 }
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32)-1;
292
293 p->socket.update_look=0;
294 p->socket.look_position=0;
295 return p;
296 }
297
298
299 /* This loads the first map an puts the player on it. */
300 static void set_first_map(object *op)
301 {
302 strcpy(op->contr->maplevel, first_map_path);
303 op->x = -1;
304 op->y = -1;
305 enter_exit(op, NULL);
306 }
307
308 /* Tries to add player on the connection passwd in ns.
309 * All we can really get in this is some settings like host and display
310 * mode.
311 */
312
313 int add_player(NewSocket *ns) {
314 player *p;
315
316 p=get_player(NULL);
317 memcpy(&p->socket, ns, sizeof(NewSocket));
318 p->socket.faces_sent = malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
319 if(p->socket.faces_sent == NULL)
320 fatal(OUT_OF_MEMORY);
321 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 /* Needed because the socket we just copied over needs to be cleared.
323 * Note that this can result in a client reset if there is partial data
324 * on the uncoming socket.
325 */
326 p->socket.inbuf.len = 0;
327 set_first_map(p->ob);
328
329 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
330 add_friendly_object(p->ob);
331 send_rules(p->ob);
332 send_news(p->ob);
333 display_motd(p->ob);
334 get_name(p->ob);
335 return 0;
336 }
337
338 /*
339 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players.
341 * Note: there MUST be at least one player archetype!
342 */
343 archetype *get_player_archetype(archetype* at)
344 {
345 archetype *start = at;
346 for (;;) {
347 if (at==NULL || at->next==NULL)
348 at=first_archetype;
349 else
350 at=at->next;
351 if(at->clone.type==PLAYER)
352 return at;
353 if (at == start) {
354 LOG (llevError, "No Player archetypes\n");
355 exit (-1);
356 }
357 }
358 }
359
360
361 object *get_nearest_player(object *mon) {
362 object *op = NULL;
363 player *pl = NULL;
364 objectlink *ol;
365 unsigned lastdist;
366 rv_vector rv;
367
368 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
369 /* We should not find free objects on this friendly list, but it
370 * does periodically happen. Given that, lets deal with it.
371 * While unlikely, it is possible the next object on the friendly
372 * list is also free, so encapsulate this in a while loop.
373 */
374 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
375 object *tmp=ol->ob;
376
377 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared.
379 */
380 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
381 ol = ol->next;
382 remove_friendly_object(tmp);
383 if (!ol) return op;
384 }
385
386 /* Remove special check for player from this. First, it looks to cause
387 * some crashes (ol->ob->contr not set properly?), but secondly, a more
388 * complicated method of state checking would be needed in any case -
389 * as it was, a clever player could type quit, and the function would
390 * skip them over while waiting for confirmation. Remove
391 * on_same_map check, as can_detect_enemy also does this
392 */
393 if (!can_detect_enemy(mon,ol->ob,&rv))
394 continue;
395
396 if(lastdist>rv.distance) {
397 op=ol->ob;
398 lastdist=rv.distance;
399 }
400 }
401 for (pl=first_player; pl != NULL; pl=pl->next) {
402 if (on_same_map(mon, pl->ob)&& can_detect_enemy(mon, pl->ob,&rv)) {
403
404 if(lastdist>rv.distance) {
405 op=pl->ob;
406 lastdist=rv.distance;
407 }
408 }
409 }
410 #if 0
411 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
412 #endif
413 return op;
414 }
415
416 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
417 * result in a monster paths backtracking. It basically determines how large a
418 * detour a monster will take from the direction path when looking
419 * for a path to the player. The values are in the amount of direction
420 * the deviation is
421 */
422 #define DETOUR_AMOUNT 2
423
424 /* This is used to prevent infinite loops. Consider a case where the
425 * player is in a chamber (with gate closed), and monsters are outside.
426 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
427 * find a path into the chamber. This is a good thing, but since there
428 * is no real path, it will just keep circling the chamber for
429 * ever (this could be a nice effect for monsters, but not for the function
430 * to get stuck in. I think for the monsters, if max is reached and
431 * we return the first direction the creature could move would result in the
432 * circling behaviour. Unfortunately, this function is also used to determined
433 * if the creature should cast a spell, so returning a direction in that case
434 * is probably not a good thing.
435 */
436 #define MAX_SPACES 50
437
438
439 /*
440 * Returns the direction to the player, if valid. Returns 0 otherwise.
441 * modified to verify there is a path to the player. Does this by stepping towards
442 * player and if path is blocked then see if blockage is close enough to player that
443 * direction to player is changed (ie zig or zag). Continue zig zag until either
444 * reach player or path is blocked. Thus, will only return true if there is a free
445 * path to player. Though path may not be a straight line. Note that it will find
446 * player hiding along a corridor at right angles to the corridor with the monster.
447 *
448 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
449 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
450 * down corriders.
451 * 2) I think the old code was broken if the first direction the monster
452 * should move was blocked - the code would store the first direction without
453 * verifying that the player can actually move in that direction. The new
454 * code does not store anything in firstdir until we have verified that the
455 * monster can in fact move one space in that direction.
456 * 3) I'm not sure how good this code will be for moving multipart monsters,
457 * since only simple checks to blocked are being called, which could mean the monster
458 * is blocking itself.
459 */
460 int path_to_player(object *mon, object *pl, unsigned mindiff) {
461 rv_vector rv;
462 sint16 x,y;
463 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
464 mapstruct *m ,*lastmap;
465
466 get_rangevector(mon, pl, &rv, 0);
467
468 if (rv.distance<mindiff) return 0;
469
470 x=mon->x;
471 y=mon->y;
472 m=mon->map;
473 dir = rv.direction;
474 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
475 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
476 /* If we can't solve it within the search distance, return now. */
477 if (diff>max) return 0;
478 while (diff >1 && max>0) {
479 lastx = x;
480 lasty = y;
481 lastmap = m;
482 x = lastx + freearr_x[dir];
483 y = lasty + freearr_y[dir];
484
485 mflags = get_map_flags(m, &m, x, y, &x, &y);
486 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
487
488 /* Space is blocked - try changing direction a little */
489 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked))
490 && (m == mon->map && blocked_link(mon, m, x, y)))) {
491 /* recalculate direction from last good location. Possible
492 * we were not traversing ideal location before.
493 */
494 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
495 if (rv.direction != dir) {
496 /* OK - says direction should be different - lets reset the
497 * the values so it will try again.
498 */
499 x = lastx;
500 y = lasty;
501 m = lastmap;
502 dir = firstdir = rv.direction;
503 } else {
504 /* direct path is blocked - try taking a side step to
505 * either the left or right.
506 * Note increase the values in the loop below to be
507 * more than -1/1 respectively will mean the monster takes
508 * bigger detour. Have to be careful about these values getting
509 * too big (3 or maybe 4 or higher) as the monster may just try
510 * stepping back and forth
511 */
512 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
513 if (i==0) continue; /* already did this, so skip it */
514 /* Use lastdir here - otherwise,
515 * since the direction that the creature should move in
516 * may change, you could get infinite loops.
517 * ie, player is northwest, but monster can only
518 * move west, so it does that. It goes some distance,
519 * gets blocked, finds that it should move north,
520 * can't do that, but now finds it can move east, and
521 * gets back to its original point. lastdir contains
522 * the last direction the creature has successfully
523 * moved.
524 */
525
526 x = lastx + freearr_x[absdir(lastdir+i)];
527 y = lasty + freearr_y[absdir(lastdir+i)];
528 m = lastmap;
529 mflags = get_map_flags(m, &m, x, y, &x, &y);
530 if (mflags & P_OUT_OF_MAP) continue;
531 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
532 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
533
534 if (m == mon->map && blocked_link(mon, m, x, y)) break;
535 }
536 /* go through entire loop without finding a valid
537 * sidestep to take - thus, no valid path.
538 */
539 if (i==(DETOUR_AMOUNT+1))
540 return 0;
541 diff--;
542 lastdir=dir;
543 max--;
544 if (!firstdir) firstdir = dir+i;
545 } /* else check alternate directions */
546 } /* if blocked */
547 else {
548 /* we moved towards creature, so diff is less */
549 diff--;
550 max--;
551 lastdir=dir;
552 if (!firstdir) firstdir = dir;
553 }
554 if (diff<=1) {
555 /* Recalculate diff (distance) because we may not have actually
556 * headed toward player for entire distance.
557 */
558 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
559 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
560 }
561 if (diff>max) return 0;
562 }
563 /* If we reached the max, didn't find a direction in time */
564 if (!max) return 0;
565
566 return firstdir;
567 }
568
569 void give_initial_items(object *pl,treasurelist *items) {
570 object *op,*next=NULL;
571
572 if(pl->randomitems!=NULL)
573 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
574
575 for (op=pl->inv; op; op=next) {
576 next = op->below;
577
578 /* Forces get applied per default, unless they have the
579 * flag "neutral" set. Sorry but I can't think of a better way
580 */
581 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
582 SET_FLAG(op,FLAG_APPLIED);
583
584 /* we never give weapons/armour if these cannot be used
585 * by this player due to race restrictions
586 */
587 if (pl->type == PLAYER) {
588 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
589 (op->type == ARMOUR || op->type == BOOTS ||
590 op->type == CLOAK || op->type == HELMET ||
591 op->type == SHIELD || op->type == GLOVES ||
592 op->type == BRACERS || op->type == GIRDLE)) ||
593 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
594 remove_ob (op);
595 free_object (op);
596 continue;
597 }
598 }
599
600 /* This really needs to be better - we should really give
601 * a substitute spellbook. The problem is that we don't really
602 * have a good idea what to replace it with (need something like
603 * a first level treasurelist for each skill.)
604 * remove duplicate skills also
605 */
606 if(op->type==SPELLBOOK || op->type == SKILL) {
607 object *tmp;
608
609 for (tmp=op->below; tmp; tmp=tmp->below)
610 if (tmp->type == op->type && tmp->name == op->name) break;
611
612 if (tmp) {
613 remove_ob(op);
614 free_object(op);
615 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
616 tmp->name);
617 continue;
618 }
619 if (op->nrof > 1) op->nrof = 1;
620 }
621
622 if (op->type == SPELLBOOK && op->inv) {
623 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
624 }
625
626 /* Give starting characters identified, uncursed, and undamned
627 * items. Just don't identify gold or silver, or it won't be
628 * merged properly.
629 */
630 if (need_identify(op)) {
631 SET_FLAG(op, FLAG_IDENTIFIED);
632 CLEAR_FLAG(op, FLAG_CURSED);
633 CLEAR_FLAG(op, FLAG_DAMNED);
634 }
635 if(op->type==SPELL) {
636 remove_ob(op);
637 free_object(op);
638 continue;
639 }
640 else if(op->type==SKILL) {
641 SET_FLAG(op, FLAG_CAN_USE_SKILL);
642 op->stats.exp = 0;
643 op->level = 1;
644 }
645 /* lock all 'normal items by default */
646 else SET_FLAG(op, FLAG_INV_LOCKED);
647 } /* for loop of objects in player inv */
648
649 /* Need to set up the skill pointers */
650 link_player_skills(pl);
651 }
652
653 void get_name(object *op) {
654 op->contr->write_buf[0]='\0';
655 op->contr->state=ST_GET_NAME;
656 send_query(&op->contr->socket,0,"What is your name?\n:");
657 }
658
659 void get_password(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_PASSWORD;
662 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
663 }
664
665 void play_again(object *op)
666 {
667 op->contr->state=ST_PLAY_AGAIN;
668 op->chosen_skill = NULL;
669 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
670 /* a bit of a hack, but there are various places early in th
671 * player creation process that a user can quit (eg, roll
672 * stats) that isn't removing the player. Taking a quick
673 * look, there are many places that call play_again without
674 * removing the player - it probably makes more sense
675 * to leave it to play_again to remove the object in all
676 * cases.
677 */
678 if (!QUERY_FLAG(op, FLAG_REMOVED))
679 remove_ob(op);
680 /* Need to set this to null - otherwise, it could point to garbage,
681 * and draw() doesn't check to see if the player is removed, only if
682 * the map is null or not swapped out.
683 */
684 op->map = NULL;
685 }
686
687
688 int receive_play_again(object *op, char key)
689 {
690 if(key=='q'||key=='Q') {
691 remove_friendly_object(op);
692 leave(op->contr,0); /* ericserver will draw the message */
693 return 2;
694 }
695 else if(key=='a'||key=='A') {
696 player *pl = op->contr;
697 const char *name = op->name;
698
699 add_refcount(name);
700 remove_friendly_object(op);
701 free_object(op);
702 pl = get_player(pl);
703 op = pl->ob;
704 add_friendly_object(op);
705 op->contr->password[0]='~';
706 FREE_AND_CLEAR_STR(op->name);
707 FREE_AND_CLEAR_STR(op->name_pl);
708
709 /* Lets put a space in here */
710 new_draw_info(NDI_UNIQUE, 0, op, "\n");
711 get_name(op);
712 op->name = name; /* Alrady added a refcount above */
713 op->name_pl = add_string(name);
714 set_first_map(op);
715 } else {
716 /* user pressed something else so just ask again... */
717 play_again(op);
718 }
719 return 0;
720 }
721
722 void confirm_password(object *op) {
723
724 op->contr->write_buf[0]='\0';
725 op->contr->state=ST_CONFIRM_PASSWORD;
726 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
727 }
728
729 void get_party_password(object *op, partylist *party) {
730 if (party == NULL) {
731 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
732 return;
733 }
734 op->contr->write_buf[0]='\0';
735 op->contr->state=ST_GET_PARTY_PASSWORD;
736 op->contr->party_to_join = party;
737 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
738 }
739
740
741 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
742 int roll_stat(void) {
743 int a[4],i,j,k;
744
745 for(i=0;i<4;i++)
746 a[i]=(int)RANDOM()%6+1;
747
748 for(i=0,j=0,k=7;i<4;i++)
749 if(a[i]<k)
750 k=a[i],j=i;
751
752 for(i=0,k=0;i<4;i++) {
753 if(i!=j)
754 k+=a[i];
755 }
756 return k;
757 }
758
759 void roll_stats(object *op) {
760 int sum=0;
761 int i = 0, j = 0;
762 int statsort[7];
763
764 do {
765 op->stats.Str=roll_stat();
766 op->stats.Dex=roll_stat();
767 op->stats.Int=roll_stat();
768 op->stats.Con=roll_stat();
769 op->stats.Wis=roll_stat();
770 op->stats.Pow=roll_stat();
771 op->stats.Cha=roll_stat();
772 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
773 op->stats.Con+op->stats.Wis+op->stats.Pow+
774 op->stats.Cha;
775 } while(sum<82||sum>116);
776
777 /* Sort the stats so that rerolling is easier... */
778 statsort[0] = op->stats.Str;
779 statsort[1] = op->stats.Dex;
780 statsort[2] = op->stats.Int;
781 statsort[3] = op->stats.Con;
782 statsort[4] = op->stats.Wis;
783 statsort[5] = op->stats.Pow;
784 statsort[6] = op->stats.Cha;
785
786 /* a quick and dirty bubblesort? */
787 do {
788 if (statsort[i] < statsort[i + 1]) {
789 j = statsort[i];
790 statsort[i] = statsort[i + 1];
791 statsort[i + 1] = j;
792 i = 0;
793 } else {
794 i++;
795 }
796 } while (i < 6);
797
798 op->stats.Str = statsort[0];
799 op->stats.Dex = statsort[1];
800 op->stats.Con = statsort[2];
801 op->stats.Int = statsort[3];
802 op->stats.Wis = statsort[4];
803 op->stats.Pow = statsort[5];
804 op->stats.Cha = statsort[6];
805
806
807 op->contr->orig_stats.Str=op->stats.Str;
808 op->contr->orig_stats.Dex=op->stats.Dex;
809 op->contr->orig_stats.Int=op->stats.Int;
810 op->contr->orig_stats.Con=op->stats.Con;
811 op->contr->orig_stats.Wis=op->stats.Wis;
812 op->contr->orig_stats.Pow=op->stats.Pow;
813 op->contr->orig_stats.Cha=op->stats.Cha;
814
815 op->level=1;
816 op->stats.exp=0;
817 op->stats.ac=0;
818
819 op->contr->levhp[1] = 9;
820 op->contr->levsp[1] = 6;
821 op->contr->levgrace[1] = 3;
822
823 fix_player(op);
824 op->stats.hp = op->stats.maxhp;
825 op->stats.sp = op->stats.maxsp;
826 op->stats.grace = op->stats.maxgrace;
827 op->contr->orig_stats=op->stats;
828 }
829
830 void Roll_Again(object *op)
831 {
832 esrv_new_player(op->contr, 0);
833 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)? ");
834 }
835
836 void Swap_Stat(object *op,int Swap_Second)
837 {
838 signed char tmp;
839 char buf[MAX_BUF];
840
841 if ( op->contr->Swap_First == -1 ) {
842 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
843 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
844 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
845 return;
846 }
847
848 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
849
850 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
851 get_attr_value(&op->contr->orig_stats, Swap_Second));
852
853 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
854
855 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
856 new_draw_info(NDI_UNIQUE, 0,op, buf);
857 op->stats.Str = op->contr->orig_stats.Str;
858 op->stats.Dex = op->contr->orig_stats.Dex;
859 op->stats.Con = op->contr->orig_stats.Con;
860 op->stats.Int = op->contr->orig_stats.Int;
861 op->stats.Wis = op->contr->orig_stats.Wis;
862 op->stats.Pow = op->contr->orig_stats.Pow;
863 op->stats.Cha = op->contr->orig_stats.Cha;
864 op->stats.ac=0;
865
866 op->level=1;
867 op->stats.exp=0;
868 op->stats.ac=0;
869
870 op->contr->levhp[1] = 9;
871 op->contr->levsp[1] = 6;
872 op->contr->levgrace[1] = 3;
873
874 fix_player(op);
875 op->stats.hp = op->stats.maxhp;
876 op->stats.sp = op->stats.maxsp;
877 op->stats.grace = op->stats.maxgrace;
878 op->contr->orig_stats=op->stats;
879 op->contr->Swap_First=-1;
880 }
881
882
883 /* This code has been greatly reduced, because with set_attr_value
884 * and get_attr_value, the stats can be accessed just numeric
885 * ids. stat_trans is a table that translate the number entered
886 * into the actual stat. It is needed because the order the stats
887 * are displayed in the stat window is not the same as how
888 * the number's access that stat. The table does that translation.
889 */
890 int key_roll_stat(object *op, char key)
891 {
892 int keynum = key -'0';
893 char buf[MAX_BUF];
894 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
895
896 if (keynum>0 && keynum<=7) {
897 if (op->contr->Swap_First==-1) {
898 op->contr->Swap_First=stat_trans[keynum];
899 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
900 new_draw_info(NDI_UNIQUE, 0,op,buf);
901 }
902 else
903 Swap_Stat(op,stat_trans[keynum]);
904
905 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
906 return 1;
907 }
908 switch (key) {
909 case 'n':
910 case 'N': {
911 SET_FLAG(op, FLAG_WIZ);
912 if(op->map==NULL) {
913 LOG(llevError,"Map == NULL in state 2\n");
914 break;
915 }
916
917 #if 0
918 /* So that enter_exit will put us at startx/starty */
919 op->x= -1;
920
921 enter_exit(op,NULL);
922 #endif
923 SET_ANIMATION(op, 2); /* So player faces south */
924 /* Enter exit adds a player otherwise */
925 add_statbonus(op);
926 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");
927 op->contr->state = ST_CHANGE_CLASS;
928 if (op->msg)
929 new_draw_info(NDI_BLUE, 0, op, op->msg);
930 return 0;
931 }
932 case 'y':
933 case 'Y':
934 roll_stats(op);
935 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
936 return 1;
937
938 case 'q':
939 case 'Q':
940 play_again(op);
941 return 1;
942
943 default:
944 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
945 return 0;
946 }
947 return 0;
948 }
949
950 /* This function takes the key that is passed, and does the
951 * appropriate action with it (change class, or other things.
952 */
953
954 int key_change_class(object *op, char key)
955 {
956 int tmp_loop;
957
958 if(key=='q'||key=='Q') {
959 remove_ob(op);
960 play_again(op);
961 return 0;
962 }
963 if(key=='d'||key=='D') {
964 char buf[MAX_BUF];
965
966 /* this must before then initial items are given */
967 esrv_new_player(op->contr, op->weight+op->carrying);
968 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
969
970 /* Lauwenmark : Here we handle the BORN global event */
971 execute_global_event(EVENT_BORN, op);
972
973 /* Lauwenmark : We then generate a LOGIN event */
974 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
975 op->contr->state=ST_PLAYING;
976
977 if (op->msg) {
978 free_string(op->msg);
979 op->msg=NULL;
980 }
981
982 /* We create this now because some of the unique maps will need it
983 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
986 make_path_to_file(buf);
987
988 #ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990 #endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997 return 0;
998 }
999
1000 /* Following actually changes the class - this is the default command
1001 * if we don't match with one of the options above.
1002 */
1003
1004 tmp_loop = 0;
1005 while(!tmp_loop) {
1006 const char *name = add_string (op->name);
1007 int x = op->x, y = op->y;
1008 remove_statbonus(op);
1009 remove_ob (op);
1010 op->arch = get_player_archetype(op->arch);
1011 copy_object (&op->arch->clone, op);
1012 op->stats = op->contr->orig_stats;
1013 free_string (op->name);
1014 op->name = name;
1015 free_string(op->name_pl);
1016 op->name_pl = add_string(name);
1017 op->x = x;
1018 op->y = y;
1019 SET_ANIMATION(op, 2); /* So player faces south */
1020 insert_ob_in_map (op, op->map, op,0);
1021 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1022 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1023 add_statbonus(op);
1024 tmp_loop=allowed_class(op);
1025 }
1026 update_object(op,UP_OBJ_FACE);
1027 esrv_update_item(UPD_FACE,op,op);
1028 fix_player(op);
1029 op->stats.hp=op->stats.maxhp;
1030 op->stats.sp=op->stats.maxsp;
1031 op->stats.grace=0;
1032 if (op->msg)
1033 new_draw_info(NDI_BLUE, 0, op, op->msg);
1034 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1035 return 0;
1036 }
1037
1038 int key_confirm_quit(object *op, char key)
1039 {
1040 char buf[MAX_BUF];
1041
1042 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1043 op->contr->state=ST_PLAYING;
1044 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1045 return 1;
1046 }
1047
1048 /* Lauwenmark : Here we handle the REMOVE global event */
1049 execute_global_event(EVENT_REMOVE, op);
1050 terminate_all_pets(op);
1051 leave_map(op);
1052 op->direction=0;
1053 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1054 "%s quits the game.",op->name);
1055
1056 strcpy(op->contr->killer,"quit");
1057 check_score(op);
1058 op->contr->party=NULL;
1059 if (settings.set_title == TRUE)
1060 op->contr->own_title[0]='\0';
1061
1062 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1063 mapstruct *mp, *next;
1064
1065 /* We need to hunt for any per player unique maps in memory and
1066 * get rid of them. The trailing slash in the path is intentional,
1067 * so that players named 'Ab' won't match against players 'Abe' pathname
1068 */
1069 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1070 for (mp=first_map; mp!=NULL; mp=next) {
1071 next = mp->next;
1072 if (!strncmp(mp->path, buf, strlen(buf)))
1073 delete_map(mp);
1074 }
1075
1076 delete_character(op->name, 1);
1077 }
1078 play_again(op);
1079 return 1;
1080 }
1081
1082 void flee_player(object *op) {
1083 int dir,diff;
1084 rv_vector rv;
1085
1086 if(op->stats.hp < 0) {
1087 LOG(llevDebug, "Fleeing player is dead.\n");
1088 CLEAR_FLAG(op, FLAG_SCARED);
1089 return;
1090 }
1091
1092 if(op->enemy==NULL) {
1093 LOG(llevDebug,"Fleeing player had no enemy.\n");
1094 CLEAR_FLAG(op, FLAG_SCARED);
1095 return;
1096 }
1097
1098 /* Seen some crashes here. Since we don't store an
1099 * op->enemy_count, it is possible that something destroys the
1100 * actual enemy, and the object is recycled.
1101 */
1102 if (op->enemy->map == NULL) {
1103 CLEAR_FLAG(op, FLAG_SCARED);
1104 op->enemy=NULL;
1105 return;
1106 }
1107
1108 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1109 op->enemy=NULL;
1110 CLEAR_FLAG(op, FLAG_SCARED);
1111 return;
1112 }
1113 get_rangevector(op, op->enemy, &rv, 0);
1114
1115 dir=absdir(4+rv.direction);
1116 for(diff=0;diff<3;diff++) {
1117 int m=1-(RANDOM()&2);
1118 if(move_ob(op,absdir(dir+diff*m),op)||
1119 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1120 return;
1121 }
1122 }
1123 /* Cornered, get rid of scared */
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 }
1127
1128
1129 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1130 * IT returns 1 if the player should keep on moving, 0 if he should
1131 * stop.
1132 */
1133 int check_pick(object *op) {
1134 object *tmp, *next;
1135 tag_t next_tag=0, op_tag;
1136 int stop = 0;
1137 int j, k, wvratio;
1138 char putstring[128], tmpstr[16];
1139
1140
1141 /* if you're flying, you cna't pick up anything */
1142 if (op->move_type & MOVE_FLYING)
1143 return 1;
1144
1145 op_tag = op->count;
1146
1147 next = op->below;
1148 if (next)
1149 next_tag = next->count;
1150
1151 /* loop while there are items on the floor that are not marked as
1152 * destroyed */
1153 while (next && ! was_destroyed (next, next_tag))
1154 {
1155 tmp = next;
1156 next = tmp->below;
1157 if (next)
1158 next_tag = next->count;
1159
1160 if (was_destroyed (op, op_tag))
1161 return 0;
1162
1163 if ( ! can_pick (op, tmp))
1164 continue;
1165
1166 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1167 {
1168 if (item_matched_string (op, tmp, op->contr->search_str))
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* high not bit set? We're using the old autopickup model */
1174 if(!(op->contr->mode & PU_NEWMODE)) {
1175 switch (op->contr->mode) {
1176 case 0: return 1; /* don't pick up */
1177 case 1: pick_up (op, tmp);
1178 return 1;
1179 case 2: pick_up (op, tmp);
1180 return 0;
1181 case 3: return 0; /* stop before pickup */
1182 case 4: pick_up (op, tmp);
1183 break;
1184 case 5: pick_up (op, tmp);
1185 stop = 1;
1186 break;
1187 case 6:
1188 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1189 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1190 pick_up(op, tmp);
1191 break;
1192
1193 case 7:
1194 if (tmp->type == MONEY || tmp->type == GEM)
1195 pick_up(op, tmp);
1196 break;
1197
1198 default:
1199 /* use value density */
1200 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1201 && (query_cost (tmp, op, F_TRUE) * 100
1202 / (tmp->weight * MAX (tmp->nrof, 1)))
1203 >= op->contr->mode)
1204 pick_up(op,tmp);
1205 }
1206 }
1207 else { /* old model */
1208 /* NEW pickup handling */
1209 if(op->contr->mode & PU_DEBUG)
1210 {
1211 /* some debugging code to figure out item information */
1212 if(tmp->name!=NULL)
1213 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1214 tmp->name, tmp->type,
1215 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1216 else
1217 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1218 tmp->arch->name, tmp->type,
1219 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1220 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1221
1222 sprintf(putstring,"...flags: ");
1223 for(k=0;k<4;k++)
1224 {
1225 for(j=0;j<32;j++)
1226 {
1227 if((tmp->flags[k]>>j)&0x01)
1228 {
1229 sprintf(tmpstr,"%d ",k*32+j);
1230 strcat(putstring, tmpstr);
1231 }
1232 }
1233 }
1234 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1235
1236 #if 0
1237 /* print the flags too */
1238 for(k=0;k<4;k++)
1239 {
1240 fprintf(stderr,"%d [%d] ", k, k*32+31);
1241 for(j=0;j<32;j++)
1242 {
1243 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1244 if(!((j+1)%4))fprintf(stderr," ");
1245 }
1246 fprintf(stderr," [%d]\n", k*32);
1247 }
1248 #endif
1249 }
1250 /* philosophy:
1251 * It's easy to grab an item type from a pile, as long as it's
1252 * generic. This takes no game-time. For more detailed pickups
1253 * and selections, select-items shoul dbe used. This is a
1254 * grab-as-you-run type mode that's really useful for arrows for
1255 * example.
1256 * The drawback: right now it has no frontend, so you need to
1257 * stick the bits you want into a calculator in hex mode and then
1258 * convert to decimal and then 'pickup <#>
1259 */
1260
1261 /* the first two modes are exclusive: if NOTHING we return, if
1262 * STOP then we stop. All the rest are applied sequentially,
1263 * meaning if any test passes, the item gets picked up. */
1264
1265 /* if mode is set to pick nothing up, return */
1266
1267 if(op->contr->mode & PU_NOTHING) return 1;
1268
1269 /* if mode is set to stop when encountering objects, return */
1270 /* take STOP before INHIBIT since it doesn't actually pick
1271 * anything up */
1272
1273 if(op->contr->mode & PU_STOP) return 0;
1274
1275 /* useful for going into stores and not losing your settings... */
1276 /* and for battles wher you don't want to get loaded down while
1277 * fighting */
1278 if(op->contr->mode & PU_INHIBIT) return 1;
1279
1280 /* prevent us from turning into auto-thieves :) */
1281 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1282
1283 /* ignore known cursed objects */
1284 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1285
1286 /* all food and drink if desired */
1287 /* question: don't pick up known-poisonous stuff? */
1288 if(op->contr->mode & PU_FOOD)
1289 if (tmp->type == FOOD)
1290 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1291 if(op->contr->mode & PU_DRINK)
1292 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1293 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1294
1295 if(op->contr->mode & PU_POTION)
1296 if (tmp->type == POTION)
1297 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1298
1299 /* spellbooks, skillscrolls and normal books/scrolls */
1300 if(op->contr->mode & PU_SPELLBOOK)
1301 if (tmp->type == SPELLBOOK)
1302 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1303 if(op->contr->mode & PU_SKILLSCROLL)
1304 if (tmp->type == SKILLSCROLL)
1305 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1306 if(op->contr->mode & PU_READABLES)
1307 if (tmp->type == BOOK || tmp->type == SCROLL)
1308 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1309
1310 /* wands/staves/rods/horns */
1311 if (op->contr->mode & PU_MAGIC_DEVICE)
1312 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1314
1315 /* pick up all magical items */
1316 if(op->contr->mode & PU_MAGICAL)
1317 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1319
1320 if(op->contr->mode & PU_VALUABLES)
1321 {
1322 if (tmp->type == MONEY || tmp->type == GEM)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1324 }
1325
1326 /* rings & amulets - talismans seems to be typed AMULET */
1327 if(op->contr->mode & PU_JEWELS)
1328 if (tmp->type == RING || tmp->type == AMULET)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1330
1331 /* bows and arrows. Bows are good for selling! */
1332 if(op->contr->mode & PU_BOW)
1333 if (tmp->type == BOW)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1335 if(op->contr->mode & PU_ARROW)
1336 if (tmp->type == ARROW)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1338
1339 /* all kinds of armor etc. */
1340 if(op->contr->mode & PU_ARMOUR)
1341 if (tmp->type == ARMOUR)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1343 if(op->contr->mode & PU_HELMET)
1344 if (tmp->type == HELMET)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1346 if(op->contr->mode & PU_SHIELD)
1347 if (tmp->type == SHIELD)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1349 if(op->contr->mode & PU_BOOTS)
1350 if (tmp->type == BOOTS)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1352 if(op->contr->mode & PU_GLOVES)
1353 if (tmp->type == GLOVES)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1355 if(op->contr->mode & PU_CLOAK)
1356 if (tmp->type == CLOAK)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1358
1359 /* hoping to catch throwing daggers here */
1360 if(op->contr->mode & PU_MISSILEWEAPON)
1361 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1363
1364 /* careful: chairs and tables are weapons! */
1365 if(op->contr->mode & PU_ALLWEAPON)
1366 {
1367 if(tmp->type == WEAPON && tmp->name!=NULL)
1368 {
1369 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1370 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1372 }
1373 if(tmp->type == WEAPON && tmp->name==NULL)
1374 {
1375 if(strstr(tmp->arch->name,"table")==NULL &&
1376 strstr(tmp->arch->name,"chair")==NULL)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1378 }
1379 }
1380
1381 /* misc stuff that's useful */
1382 if(op->contr->mode & PU_KEY)
1383 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1385
1386 /* any of the last 4 bits set means we use the ratio for value
1387 * pickups */
1388 if(op->contr->mode & PU_RATIO)
1389 {
1390 /* use value density to decide what else to grab */
1391 /* >=7 was >= op->contr->mode */
1392 /* >=7 is the old standard setting. Now we take the last 4 bits
1393 * and multiply them by 5, giving 0..15*5== 5..75 */
1394 wvratio=(op->contr->mode & PU_RATIO) * 5;
1395 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1396 {
1397 pick_up(op, tmp);
1398 #if 0
1399 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1400 if(tmp->name!=NULL) {
1401 fprintf(stderr,"%s", tmp->name);
1402 }
1403 else fprintf(stderr,"%s",tmp->arch->name);
1404 fprintf(stderr,",%d] = ", tmp->type);
1405 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1406 #endif
1407 continue;
1408 }
1409 }
1410 } /* the new pickup model */
1411 }
1412 return ! stop;
1413 }
1414
1415 /*
1416 * Find an arrow in the inventory and after that
1417 * in the right type container (quiver). Pointer to the
1418 * found object is returned.
1419 */
1420 object *find_arrow(object *op, const char *type)
1421 {
1422 object *tmp = NULL;
1423
1424 for(op=op->inv; op; op=op->below)
1425 if(!tmp && op->type==CONTAINER && op->race==type &&
1426 QUERY_FLAG(op,FLAG_APPLIED))
1427 tmp = find_arrow (op, type);
1428 else if (op->type==ARROW && op->race==type)
1429 return op;
1430 return tmp;
1431 }
1432
1433 /*
1434 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1435 * against the target. A full test is not performed, simply a basic test
1436 * of resistances. The archer is making a quick guess at what he sees down
1437 * the hall. Failing that it does it's best to pick the highest plus arrow.
1438 */
1439
1440 object *find_better_arrow(object *op, object *target, const char *type, int *better)
1441 {
1442 object *tmp = NULL, *arrow, *ntmp;
1443 int attacknum, attacktype, betterby=0, i;
1444
1445 if (!type)
1446 return NULL;
1447
1448 for (arrow=op->inv; arrow; arrow=arrow->below) {
1449 if (arrow->type==CONTAINER && arrow->race==type &&
1450 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1451 i = 0;
1452 ntmp = find_better_arrow(arrow, target, type, &i);
1453 if (i > betterby) {
1454 tmp = ntmp;
1455 betterby = i;
1456 }
1457 } else if (arrow->type==ARROW && arrow->race==type) {
1458 /* allways prefer assasination/slaying */
1459 if (target->race != NULL && arrow->slaying != NULL &&
1460 strstr(arrow->slaying, target->race)) {
1461 if (arrow->attacktype & AT_DEATH) {
1462 *better = 100;
1463 return arrow;
1464 } else {
1465 tmp = arrow;
1466 betterby = (arrow->magic + arrow->stats.dam) * 2;
1467 }
1468 } else {
1469 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1470 attacktype = 1<<attacknum;
1471 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1472 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1473 tmp = arrow;
1474 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1475 }
1476 }
1477 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1478 tmp = arrow;
1479 betterby = 2 + arrow->magic + arrow->stats.dam;
1480 }
1481 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1482 tmp = arrow;
1483 betterby = 1 + arrow->magic + arrow->stats.dam;
1484 }
1485 }
1486 }
1487 }
1488 if (tmp == NULL && arrow == NULL)
1489 return find_arrow(op, type);
1490
1491 *better = betterby;
1492 return tmp;
1493 }
1494
1495 /* looks in a given direction, finds the first valid target, and calls
1496 * find_better_arrow to find a decent arrow to use.
1497 * op = the shooter
1498 * type = bow->race
1499 * dir = fire direction
1500 */
1501
1502 object *pick_arrow_target(object *op, const char *type, int dir)
1503 {
1504 object *tmp = NULL;
1505 mapstruct *m;
1506 int i, mflags, found, number;
1507 sint16 x, y;
1508
1509 if (op->map == NULL)
1510 return find_arrow(op, type);
1511
1512 /* do a dex check */
1513 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1514 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1515 return find_arrow(op, type);
1516
1517 m = op->map;
1518 x = op->x;
1519 y = op->y;
1520
1521 /* find the first target */
1522 for (i=0, found=0; i<20; i++) {
1523 x += freearr_x[dir];
1524 y += freearr_y[dir];
1525 mflags = get_map_flags(m, &m, x, y, &x, &y);
1526 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1527 tmp = NULL;
1528 break;
1529 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1530 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1531 * perhaps a bad assumption.
1532 */
1533 tmp = NULL;
1534 break;
1535 }
1536 if (mflags & P_IS_ALIVE) {
1537 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1538 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1539 found++;
1540 break;
1541 }
1542 if (found)
1543 break;
1544 }
1545 }
1546 if (tmp == NULL)
1547 return find_arrow(op, type);
1548
1549 if (tmp->head)
1550 tmp = tmp->head;
1551
1552 return find_better_arrow(op, tmp, type, &i);
1553 }
1554
1555 /*
1556 * Creature fires a bow - op can be monster or player. Returns
1557 * 1 if bow was actually fired, 0 otherwise.
1558 * op is the object firing the bow.
1559 * part is for multipart creatures - the part firing the bow.
1560 * dir is the direction of fire.
1561 * wc_mod is any special modifier to give (used in special player fire modes)
1562 * sx, sy are coordinates to fire arrow from - also used in some of the special
1563 * player fire modes.
1564 */
1565 int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1566 sint16 sx, sint16 sy)
1567 {
1568 object *left, *bow;
1569 tag_t left_tag, tag;
1570 int bowspeed, mflags;
1571 mapstruct *m;
1572
1573 if (!dir) {
1574 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1575 return 0;
1576 }
1577 if (op->type == PLAYER)
1578 bow=op->contr->ranges[range_bow];
1579 else {
1580 for(bow=op->inv; bow; bow=bow->below)
1581 /* Don't check for applied - monsters don't apply bows - in that way, they
1582 * don't need to switch back and forth between bows and weapons.
1583 */
1584 if(bow->type==BOW)
1585 break;
1586
1587 if (!bow) {
1588 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1589 return 0;
1590 }
1591 }
1592 if( !bow->race || !bow->skill) {
1593 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1594 return 0;
1595 }
1596
1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598
1599 /* penalize ROF for bestarrow */
1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602 if (bowspeed < 1)
1603 bowspeed = 1;
1604
1605 if (arrow == NULL) {
1606 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1607 if (op->type == PLAYER)
1608 new_draw_info_format(NDI_UNIQUE, 0, op,
1609 "You have no %s left.", bow->race);
1610 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1611 else
1612 CLEAR_FLAG(op, FLAG_READY_BOW);
1613 return 0;
1614 }
1615 }
1616 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1617 if (mflags & P_OUT_OF_MAP) {
1618 return 0;
1619 }
1620 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1621 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1622 return 0;
1623 }
1624
1625 /* this should not happen, but sometimes does */
1626 if (arrow->nrof==0) {
1627 remove_ob(arrow);
1628 free_object(arrow);
1629 return 0;
1630 }
1631
1632 left = arrow; /* these are arrows left to the player */
1633 left_tag = left->count;
1634 arrow = get_split_ob(arrow, 1);
1635 if (arrow == NULL) {
1636 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1637 bow->race);
1638 return 0;
1639 }
1640 set_owner(arrow, op);
1641 if (arrow->skill) free_string(arrow->skill);
1642 arrow->skill = add_refcount(bow->skill);
1643
1644 arrow->direction=dir;
1645 arrow->x = sx;
1646 arrow->y = sy;
1647
1648 if (op->type == PLAYER) {
1649 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1650 fix_player(op);
1651 }
1652
1653 SET_ANIMATION(arrow, arrow->direction);
1654 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1655 arrow->stats.hp = arrow->stats.dam;
1656 arrow->stats.grace = arrow->attacktype;
1657 if (arrow->slaying != NULL)
1658 arrow->spellarg = strdup_local(arrow->slaying);
1659
1660 /* Note that this was different for monsters - they got their level
1661 * added to the damage. I think the strength bonus is more proper.
1662 */
1663
1664 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1665 0 : dam_bonus[op->stats.Str]) +
1666 bow->stats.dam + bow->magic + arrow->magic;
1667
1668 /* update the speed */
1669 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1670 0 : dam_bonus[op->stats.Str]) +
1671 bow->magic + arrow->magic) / 5.0 +
1672 (float)bow->stats.dam / 7.0;
1673
1674 if (arrow->speed < 1.0)
1675 arrow->speed = 1.0;
1676 update_ob_speed(arrow);
1677 arrow->speed_left = 0;
1678
1679 if (op->type == PLAYER) {
1680 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1681 (op->chosen_skill?op->chosen_skill->level:op->level) -
1682 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1683 arrow->stats.wc - bow->stats.wc + wc_mod;
1684
1685 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1686 } else {
1687 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1688 arrow->stats.wc + wc_mod;
1689
1690 arrow->level = op->level;
1691 }
1692 if (arrow->attacktype == AT_PHYSICAL)
1693 arrow->attacktype |= bow->attacktype;
1694 if (bow->slaying != NULL)
1695 arrow->slaying = add_string(bow->slaying);
1696
1697 arrow->map = m;
1698 arrow->move_type = MOVE_FLY_LOW;
1699 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1700
1701 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1702 tag = arrow->count;
1703 insert_ob_in_map(arrow, m, op, 0);
1704
1705 if (!was_destroyed(arrow, tag))
1706 move_arrow(arrow);
1707
1708 if (op->type == PLAYER) {
1709 if (was_destroyed (left, left_tag))
1710 esrv_del_item(op->contr, left_tag);
1711 else
1712 esrv_send_item(op, left);
1713 }
1714 return 1;
1715 }
1716
1717 /* Special fire code for players - this takes into
1718 * account the special fire modes players can have
1719 * but monsters can't. Putting that code here
1720 * makes the fire_bow code much cleaner.
1721 * this function should only be called if 'op' is a player,
1722 * hence the function name.
1723 */
1724 int player_fire_bow(object *op, int dir)
1725 {
1726 int ret=0, wcmod=0;
1727
1728 if (op->contr->bowtype == bow_bestarrow) {
1729 ret = fire_bow(op, op,
1730 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1731 dir, 0, op->x, op->y);
1732 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1733 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1734 wcmod =-1;
1735 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1736 op->x, op->y);
1737 } else if (op->contr->bowtype == bow_threewide) {
1738 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1740 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1741 } else if (op->contr->bowtype == bow_spreadshot) {
1742 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1743 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1744 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1745
1746 } else {
1747 /* Simple case */
1748 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1749 }
1750 return ret;
1751 }
1752
1753
1754 /* Fires a misc (wand/rod/horn) object in 'dir'.
1755 * Broken apart from 'fire' to keep it more readable.
1756 */
1757 void fire_misc_object(object *op, int dir)
1758 {
1759 object *item;
1760
1761 if (!op->contr->ranges[range_misc]) {
1762 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1763 return;
1764 }
1765
1766 item = op->contr->ranges[range_misc];
1767 if (!item->inv) {
1768 LOG(llevError,"Object %s lacks a spell\n", item->name);
1769 return;
1770 }
1771 if (item->type == WAND) {
1772 if(item->stats.food<=0) {
1773 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1774 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1775 return;
1776 }
1777 } else if (item->type == ROD || item->type==HORN) {
1778 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1779 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1780 if (item->type== ROD)
1781 new_draw_info_format(NDI_UNIQUE, 0,op,
1782 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1783 else
1784 new_draw_info_format(NDI_UNIQUE, 0,op,
1785 "The %s needs more time to charge.", query_base_name(item,0));
1786 return;
1787 }
1788 }
1789
1790 if(cast_spell(op,item,dir,item->inv,NULL)) {
1791 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1792 if (item->type == WAND) {
1793 if (!(--item->stats.food)) {
1794 object *tmp;
1795 if (item->arch) {
1796 CLEAR_FLAG(item, FLAG_ANIMATE);
1797 item->face = item->arch->clone.face;
1798 item->speed = 0;
1799 update_ob_speed(item);
1800 }
1801 if ((tmp=is_player_inv(item)))
1802 esrv_update_item(UPD_ANIM, tmp, item);
1803 }
1804 }
1805 else if (item->type == ROD || item->type==HORN) {
1806 drain_rod_charge(item);
1807 }
1808 }
1809 }
1810
1811 /* Received a fire command for the player - go and do it.
1812 */
1813 void fire(object *op,int dir) {
1814 int spellcost=0;
1815
1816 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible(op)) make_visible(op);
1818
1819 switch(op->contr->shoottype) {
1820 case range_none:
1821 return;
1822
1823 case range_bow:
1824 player_fire_bow(op, dir);
1825 return;
1826
1827 case range_magic: /* Casting spells */
1828 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1829 return;
1830
1831 case range_misc:
1832 fire_misc_object(op, dir);
1833 return;
1834
1835 case range_golem: /* Control summoned monsters from scrolls */
1836 if(op->contr->ranges[range_golem]==NULL ||
1837 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1838 op->contr->ranges[range_golem] = NULL;
1839 op->contr->shoottype=range_none;
1840 op->contr->golem_count = 0;
1841 }
1842 else
1843 control_golem(op->contr->ranges[range_golem], dir);
1844 return;
1845
1846 case range_skill:
1847 if(!op->chosen_skill) {
1848 if(op->type==PLAYER)
1849 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1850 return;
1851 }
1852 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1853 return;
1854 case range_builder:
1855 apply_map_builder( op, dir );
1856 return;
1857 default:
1858 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1859 return;
1860 }
1861 }
1862
1863
1864
1865 /* find_key
1866 * We try to find a key for the door as passed. If we find a key
1867 * and successfully use it, we return the key, otherwise NULL
1868 * This function merges both normal and locked door, since the logic
1869 * for both is the same - just the specific key is different.
1870 * pl is the player,
1871 * inv is the objects inventory to searched
1872 * door is the door we are trying to match against.
1873 * This function can be called recursively to search containers.
1874 */
1875
1876 object * find_key(object *pl, object *container, object *door)
1877 {
1878 object *tmp,*key;
1879
1880 /* Should not happen, but sanity checking is never bad */
1881 if (container->inv == NULL) return NULL;
1882
1883 /* First, lets try to find a key in the top level inventory */
1884 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1885 if (door->type==DOOR && tmp->type==KEY) break;
1886 /* For sanity, we should really check door type, but other stuff
1887 * (like containers) can be locked with special keys
1888 */
1889 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1890 tmp->slaying==door->slaying) break;
1891 }
1892 /* No key found - lets search inventories now */
1893 /* If we find and use a key in an inventory, return at that time.
1894 * otherwise, if we search all the inventories and still don't find
1895 * a key, return
1896 */
1897 if (!tmp) {
1898 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1899 /* No reason to search empty containers */
1900 if (tmp->type==CONTAINER && tmp->inv) {
1901 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1902 }
1903 }
1904 if (!tmp) return NULL;
1905 }
1906 /* We get down here if we have found a key. Now if its in a container,
1907 * see if we actually want to use it
1908 */
1909 if (pl!=container) {
1910 /* Only let players use keys in containers */
1911 if (!pl->contr) return NULL;
1912 /* cases where this fails:
1913 * If we only search the player inventory, return now since we
1914 * are not in the players inventory.
1915 * If the container is not active, return now since only active
1916 * containers can be used.
1917 * If we only search keyrings and the container does not have
1918 * a race/isn't a keyring.
1919 * No checking for all containers - to fall through past here,
1920 * inv must have been an container and must have been active.
1921 *
1922 * Change the color so that the message doesn't disappear with
1923 * all the others.
1924 */
1925 if (pl->contr->usekeys == key_inventory ||
1926 !QUERY_FLAG(container, FLAG_APPLIED) ||
1927 (pl->contr->usekeys == keyrings &&
1928 (!container->race || strcmp(container->race, "keys")))
1929 ) {
1930 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1931 "The %s in your %s vibrates as you approach the door",
1932 query_name(tmp), query_name(container));
1933 return NULL;
1934 }
1935 }
1936 return tmp;
1937 }
1938
1939 /* moved door processing out of move_player_attack.
1940 * returns 1 if player has opened the door with a key
1941 * such that the caller should not do anything more,
1942 * 0 otherwise
1943 */
1944 static int player_attack_door(object *op, object *door)
1945 {
1946
1947 /* If its a door, try to find a use a key. If we do destroy the door,
1948 * might as well return immediately as there is nothing more to do -
1949 * otherwise, we fall through to the rest of the code.
1950 */
1951 object *key=find_key(op, op, door);
1952
1953 /* IF we found a key, do some extra work */
1954 if (key) {
1955 object *container=key->env;
1956
1957 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1958 if(action_makes_visible(op)) make_visible(op);
1959 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1960 if (door->type == DOOR) {
1961 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1962 }
1963 else if(door->type==LOCKED_DOOR) {
1964 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1965 "You open the door with the %s", query_short_name(key));
1966 remove_door2(door); /* remove door without violence ;-) */
1967 }
1968 /* Do this after we print the message */
1969 decrease_ob(key); /* Use up one of the keys */
1970 /* Need to update the weight the container the key was in */
1971 if (container != op)
1972 esrv_update_item(UPD_WEIGHT, op, container);
1973 return 1; /* Nothing more to do below */
1974 } else if (door->type==LOCKED_DOOR) {
1975 /* Might as well return now - no other way to open this */
1976 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1977 return 1;
1978 }
1979 return 0;
1980 }
1981
1982 /* This function is just part of a breakup from move_player.
1983 * It should keep the code cleaner.
1984 * When this is called, the players direction has been updated
1985 * (taking into account confusion.) The player is also actually
1986 * going to try and move (not fire weapons).
1987 */
1988
1989 void move_player_attack(object *op, int dir)
1990 {
1991 object *tmp, *mon, *tpl;
1992 sint16 nx, ny;
1993 int on_battleground;
1994 mapstruct *m;
1995
1996 if (op->contr->transport) tpl = op->contr->transport;
1997 else tpl = op;
1998 nx=freearr_x[dir]+tpl->x;
1999 ny=freearr_y[dir]+tpl->y;
2000
2001 on_battleground = op_on_battleground(tpl, NULL, NULL);
2002
2003 /* If braced, or can't move to the square, and it is not out of the
2004 * map, attack it. Note order of if statement is important - don't
2005 * want to be calling move_ob if braced, because move_ob will move the
2006 * player. This is a pretty nasty hack, because if we could
2007 * move to some space, it then means that if we are braced, we should
2008 * do nothing at all. As it is, if we are braced, we go through
2009 * quite a bit of processing. However, it probably is less than what
2010 * move_ob uses.
2011 */
2012 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2013 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2014 m = get_map_from_coord(tpl->map, &nx, &ny);
2015 if (!m) return; /* Don't think this should happen */
2016 }
2017 else m =tpl->map;
2018
2019 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2020 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2021 return;
2022 }
2023
2024 mon = NULL;
2025 /* Go through all the objects, and find ones of interest. Only stop if
2026 * we find a monster - that is something we know we want to attack.
2027 * if its a door or barrel (can roll) see if there may be monsters
2028 * on the space
2029 */
2030 while (tmp!=NULL) {
2031 if (tmp == op) {
2032 tmp=tmp->above;
2033 continue;
2034 }
2035 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2036 mon = tmp;
2037 break;
2038 }
2039 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2040 mon = tmp;
2041 tmp=tmp->above;
2042 }
2043
2044 if (mon==NULL) /* This happens anytime the player tries to move */
2045 return; /* into a wall */
2046
2047 if(mon->head != NULL)
2048 mon = mon->head;
2049
2050 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2051 if (player_attack_door(op, mon)) return;
2052
2053 /* The following deals with possibly attacking peaceful
2054 * or frienddly creatures. Basically, all players are considered
2055 * unaggressive. If the moving player has peaceful set, then the
2056 * object should be pushed instead of attacked. It is assumed that
2057 * if you are braced, you will not attack friends accidently,
2058 * and thus will not push them.
2059 */
2060
2061 /* If the creature is a pet, push it even if the player is not
2062 * peaceful. Our assumption is the creature is a pet if the
2063 * player owns it and it is either friendly or unagressive.
2064 */
2065 if ((op->type==PLAYER) && get_owner(mon)==op &&
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(tpl->map, tpl->x, tpl->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(tpl->map, tpl->x, tpl->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 object *transport = op->contr->transport;
2145
2146 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2147 return 0;
2148
2149 /* Sanity check: make sure dir is valid */
2150 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2151 LOG( llevError, "move_player: invalid direction %d\n", dir);
2152 return 0;
2153 }
2154
2155 /* peterm: added following line */
2156 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2157 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2158
2159 op->facing = dir;
2160
2161 if(!transport && op->hide) do_hidden_move(op);
2162
2163 if (transport) {
2164 /* transport->contr is set up for the person in charge of the boat.
2165 * if that isn't this person, he can't steer it, etc
2166 */
2167 if (transport->contr != op->contr) return 0;
2168
2169 /* Transport can't move. But update dir so it at least
2170 * will point in the same direction if player is running.
2171 */
2172 if (transport->speed_left < 0.0) {
2173 transport->direction = dir;
2174 op->direction = dir;
2175 return 0;
2176 }
2177 /* Remove transport speed. Give player just a little speed -
2178 * enough so that they will get an action again quickly.
2179 *
2180 */
2181 transport->speed_left -= 1.0;
2182 if (op->speed_left < 0.0) op->speed_left = -0.01;
2183
2184 }
2185
2186 if(op->contr->fire_on) {
2187 fire(op,dir);
2188 }
2189 else move_player_attack(op,dir);
2190
2191 pick = check_pick(op);
2192
2193
2194 /* Add special check for newcs players and fire on - this way, the
2195 * server can handle repeat firing.
2196 */
2197 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2198 op->direction = dir;
2199 } else {
2200 op->direction=0;
2201 }
2202 /* Update how the player looks. Use the facing, so direction may
2203 * get reset to zero. This allows for full animation capabilities
2204 * for players.
2205 */
2206 if (!transport) animate_object(op, op->facing);
2207 return 0;
2208 }
2209
2210 /* This is similar to handle_player, below, but is only used by the
2211 * new client/server stuff.
2212 * This is sort of special, in that the new client/server actually uses
2213 * the new speed values for commands.
2214 *
2215 * Returns true if there are more actions we can do.
2216 */
2217 int handle_newcs_player(object *op)
2218 {
2219 if (op->contr->hidden) {
2220 op->invisible = 1000;
2221 /* the socket code flasehs the player visible/invisible
2222 * depending on the value if invisible, so we need to
2223 * alternate it here for it to work correctly.
2224 */
2225 if (pticks & 2) op->invisible--;
2226 }
2227 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2228 op->invisible--;
2229 if(!op->invisible) {
2230 make_visible(op);
2231 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2232 }
2233 }
2234
2235 if (QUERY_FLAG(op, FLAG_SCARED)) {
2236 flee_player(op);
2237 /* If player is still scared, that is his action for this tick */
2238 if (QUERY_FLAG(op, FLAG_SCARED)) {
2239 op->speed_left--;
2240 return 0;
2241 }
2242 }
2243
2244 /* I've been seeing crashes where the golem has been destroyed, but
2245 * the player object still points to the defunct golem. The code that
2246 * destroys the golem looks correct, and it doesn't always happen, so
2247 * put this in a a workaround to clean up the golem pointer.
2248 */
2249 if (op->contr->ranges[range_golem] &&
2250 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2251 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2252 op->contr->ranges[range_golem] = NULL;
2253 op->contr->golem_count = 0;
2254 }
2255
2256 /* call this here - we also will call this in do_ericserver, but
2257 * the players time has been increased when doericserver has been
2258 * called, so we recheck it here.
2259 */
2260 HandleClient(&op->contr->socket, op->contr);
2261 if (op->speed_left<0) return 0;
2262
2263 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2264 /* All move commands take 1 tick, at least for now */
2265 op->speed_left--;
2266
2267 /* Instead of all the stuff below, let move_player take care
2268 * of it. Also, some of the skill stuff is only put in
2269 * there, as well as the confusion stuff.
2270 */
2271 move_player(op, op->direction);
2272 if (op->speed_left>0) return 1;
2273 else return 0;
2274 }
2275 return 0;
2276 }
2277
2278 int save_life(object *op) {
2279 object *tmp;
2280
2281 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2282 return 0;
2283
2284 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2285 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2286 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2287 new_draw_info_format(NDI_UNIQUE, 0,op,
2288 "Your %s vibrates violently, then evaporates.",
2289 query_name(tmp));
2290 if (op->contr)
2291 esrv_del_item(op->contr, tmp->count);
2292 remove_ob(tmp);
2293 free_object(tmp);
2294 CLEAR_FLAG(op, FLAG_LIFESAVE);
2295 if(op->stats.hp<0)
2296 op->stats.hp = op->stats.maxhp;
2297 if(op->stats.food<0)
2298 op->stats.food = 999;
2299 fix_player(op);
2300 return 1;
2301 }
2302 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2303 CLEAR_FLAG(op, FLAG_LIFESAVE);
2304 enter_player_savebed(op); /* bring him home. */
2305 return 0;
2306 }
2307
2308 /* This goes throws the inventory and removes unpaid objects, and puts them
2309 * back in the map (location and map determined by values of env). This
2310 * function will descend into containers. op is the object to start the search
2311 * from.
2312 */
2313 void remove_unpaid_objects(object *op, object *env)
2314 {
2315 object *next;
2316
2317 while (op) {
2318 next=op->below; /* Make sure we have a good value, in case
2319 * we remove object 'op'
2320 */
2321 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2322 remove_ob(op);
2323 op->x = env->x;
2324 op->y = env->y;
2325 if (env->type == PLAYER)
2326 esrv_del_item(env->contr, op->count);
2327 insert_ob_in_map(op, env->map, NULL,0);
2328 }
2329 else if (op->inv) remove_unpaid_objects(op->inv, env);
2330 op=next;
2331 }
2332 }
2333
2334
2335 /*
2336 * Returns pointer a static string containing gravestone text
2337 * Moved from apply.c to player.c - player.c is what
2338 * actually uses this function. player.c may not be quite the
2339 * best, a misc file for object actions is probably better,
2340 * but there isn't one in the server directory.
2341 */
2342 char *gravestone_text (object *op)
2343 {
2344 static char buf2[MAX_BUF];
2345 char buf[MAX_BUF];
2346 time_t now = time (NULL);
2347
2348 strcpy (buf2, " R.I.P.\n\n");
2349 if (op->type == PLAYER)
2350 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2351 else
2352 sprintf (buf, "%s\n", op->name);
2353 strncat (buf2, " ", 20 - strlen (buf) / 2);
2354 strcat (buf2, buf);
2355 if (op->type == PLAYER)
2356 sprintf (buf, "who was in level %d when killed\n", op->level);
2357 else
2358 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360 strcat (buf2, buf);
2361 if (op->type == PLAYER) {
2362 sprintf (buf, "by %s.\n\n", op->contr->killer);
2363 strncat (buf2, " ", 21 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 }
2366 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 return buf2;
2370 }
2371
2372
2373
2374 void do_some_living(object *op) {
2375 int last_food=op->stats.food;
2376 int gen_hp, gen_sp, gen_grace;
2377 int over_hp, over_sp, over_grace;
2378 int i;
2379 int rate_hp = 1200;
2380 int rate_sp = 2500;
2381 int rate_grace = 2000;
2382 const int max_hp = 1;
2383 const int max_sp = 1;
2384 const int max_grace = 1;
2385
2386 if (op->contr->outputs_sync) {
2387 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2388 if (op->contr->outputs[i].buf!=NULL &&
2389 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2390 flush_output_element(op, &op->contr->outputs[i]);
2391 }
2392
2393 if(op->contr->state==ST_PLAYING) {
2394
2395 /* these next three if clauses make it possible to SLOW DOWN
2396 hp/grace/spellpoint regeneration. */
2397 if(op->contr->gen_hp >= 0 )
2398 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2399 else {
2400 gen_hp = op->stats.maxhp;
2401 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2402 }
2403 if(op->contr->gen_sp >= 0 )
2404 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2405 else {
2406 gen_sp = op->stats.maxsp;
2407 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2408 }
2409 if(op->contr->gen_grace >= 0)
2410 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2411 else {
2412 gen_grace = op->stats.maxgrace;
2413 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2414 }
2415
2416 /* Regenerate Spell Points */
2417 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2418 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2419 if(op->stats.sp<op->stats.maxsp) {
2420 op->stats.sp++;
2421 /* dms do not consume food */
2422 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2423 op->stats.food--;
2424 if(op->contr->digestion<0)
2425 op->stats.food+=op->contr->digestion;
2426 else if(op->contr->digestion>0 &&
2427 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2428 op->stats.food=last_food;
2429 }
2430 }
2431 if (max_sp>1) {
2432 over_sp = (gen_sp+10)/rate_sp;
2433 if (over_sp > 0) {
2434 if(op->stats.sp<op->stats.maxsp) {
2435 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2436 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2437 op->stats.sp--;
2438 if(op->stats.sp>op->stats.maxsp)
2439 op->stats.sp=op->stats.maxsp;
2440 }
2441 op->last_sp=0;
2442 } else {
2443 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2444 }
2445 } else {
2446 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2447 }
2448 }
2449
2450 /* Regenerate Grace */
2451 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2452 if(--op->last_grace<0) {
2453 if(op->stats.grace<op->stats.maxgrace/2)
2454 op->stats.grace++; /* no penalty in food for regaining grace */
2455 if(max_grace>1) {
2456 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2457 if (over_grace > 0) {
2458 op->stats.sp += over_grace
2459 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2460 op->last_grace=0;
2461 } else {
2462 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2463 }
2464 } else {
2465 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2466 }
2467 /* wearing stuff doesn't detract from grace generation. */
2468 }
2469
2470 /* Regenerate Hit Points */
2471 if(--op->last_heal<0) {
2472 if(op->stats.hp<op->stats.maxhp) {
2473 op->stats.hp++;
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2476 op->stats.food--;
2477 if(op->contr->digestion<0)
2478 op->stats.food+=op->contr->digestion;
2479 else if(op->contr->digestion>0 &&
2480 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2481 op->stats.food=last_food;
2482 }
2483 }
2484 if(max_hp>1) {
2485 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2486 if (over_hp > 0) {
2487 op->stats.sp += over_hp
2488 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2489 op->last_heal=0;
2490 } else {
2491 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2492 }
2493 } else {
2494 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2495 }
2496 }
2497
2498 /* Digestion */
2499 if(--op->last_eat<0) {
2500 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2501 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2502 if(op->contr->gen_hp > 0)
2503 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2504 else
2505 op->last_eat=25*(1+bonus)/(penalty +1);
2506 /* dms do not consume food */
2507 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2508 }
2509 }
2510
2511 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2512 object *tmp, *flesh=NULL;
2513
2514 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2515 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2516 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2517 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2518 manual_apply(op,tmp,0);
2519 if(op->stats.food>=0||op->stats.hp<0)
2520 break;
2521 }
2522 else if (tmp->type==FLESH) flesh=tmp;
2523 } /* End if paid for object */
2524 } /* end of for loop */
2525 /* If player is still starving, it means they don't have any food, so
2526 * eat flesh instead.
2527 */
2528 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2529 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2530 manual_apply(op,flesh,0);
2531 }
2532 } /* end if player is starving */
2533
2534 while(op->stats.food<0&&op->stats.hp>0)
2535 op->stats.food++,op->stats.hp--;
2536
2537 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2538 kill_player(op);
2539 }
2540
2541
2542
2543 /* If the player should die (lack of hp, food, etc), we call this.
2544 * op is the player in jeopardy. If the player can not be saved (not
2545 * permadeath, no lifesave), this will take care of removing the player
2546 * file.
2547 */
2548 void kill_player(object *op)
2549 {
2550 char buf[MAX_BUF];
2551 int x,y,i;
2552 mapstruct *map; /* this is for resurrection */
2553 int z;
2554 int num_stats_lose;
2555 int lost_a_stat;
2556 int lose_this_stat;
2557 int this_stat;
2558 int will_kill_again;
2559 archetype *at;
2560 object *tmp;
2561
2562 if(save_life(op))
2563 return;
2564
2565
2566 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2567 * in cities ONLY!!! It is very important that this doesn't get abused.
2568 * Look at op_on_battleground() for more info --AndreasV
2569 */
2570 if (op_on_battleground(op, &x, &y)) {
2571 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2572 "You have been defeated in combat!");
2573 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2574 "Local medics have saved your life...");
2575
2576 /* restore player */
2577 at = find_archetype("poisoning");
2578 tmp=present_arch_in_ob(at,op);
2579 if (tmp) {
2580 remove_ob(tmp);
2581 free_object(tmp);
2582 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2583 }
2584
2585 at = find_archetype("confusion");
2586 tmp=present_arch_in_ob(at,op);
2587 if (tmp) {
2588 remove_ob(tmp);
2589 free_object(tmp);
2590 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2591 }
2592
2593 cure_disease(op,0); /* remove any disease */
2594 op->stats.hp=op->stats.maxhp;
2595 if (op->stats.food<=0) op->stats.food=999;
2596
2597 /* create a bodypart-trophy to make the winner happy */
2598 tmp=arch_to_object(find_archetype("finger"));
2599 if (tmp != NULL)
2600 {
2601 sprintf(buf,"%s's finger",op->name);
2602 tmp->name = add_string(buf);
2603 sprintf(buf," This finger has been cut off %s\n"
2604 " the %s, when he was defeated at\n level %d by %s.\n",
2605 op->name, op->contr->title, (int)(op->level),
2606 op->contr->killer);
2607 tmp->msg=add_string(buf);
2608 tmp->value=0, tmp->material=0, tmp->type=0;
2609 tmp->materialname = NULL;
2610 tmp->x = op->x, tmp->y = op->y;
2611 insert_ob_in_map(tmp,op->map,op,0);
2612 }
2613
2614 /* teleport defeated player to new destination*/
2615 transfer_ob(op, x, y, 0, NULL);
2616 op->contr->braced=0;
2617 return;
2618 }
2619
2620 /* Lauwenmark: Handle for plugin death event */
2621 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2622 return;
2623
2624 /* Lauwenmark: Handle for the global death event */
2625 execute_global_event(EVENT_PLAYER_DEATH, op);
2626 if(op->stats.food<0) {
2627 if (op->contr->explore) {
2628 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2629 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2630 op->stats.food=999;
2631 return;
2632 }
2633 sprintf(buf,"%s starved to death.",op->name);
2634 strcpy(op->contr->killer,"starvation");
2635 }
2636 else {
2637 if (op->contr->explore) {
2638 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2639 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2640 op->stats.hp=op->stats.maxhp;
2641 return;
2642 }
2643 sprintf(buf,"%s died.",op->name);
2644 }
2645 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2646
2647 /* save the map location for corpse, gravestone*/
2648 x=op->x;y=op->y;map=op->map;
2649
2650
2651 if (settings.not_permadeth == TRUE) {
2652 /* NOT_PERMADEATH code. This basically brings the character back to
2653 * life if they are dead - it takes some exp and a random stat.
2654 * See the config.h file for a little more in depth detail about this.
2655 */
2656
2657 /* Basically two ways to go - remove a stat permanently, or just
2658 * make it depletion. This bunch of code deals with that aspect
2659 * of death.
2660 */
2661
2662 if (settings.balanced_stat_loss) {
2663 /* If stat loss is permanent, lose one stat only. */
2664 /* Lower level chars don't lose as many stats because they suffer
2665 more if they do. */
2666 /* Higher level characters can afford things such as potions of
2667 restoration, or better, stat potions. So we slug them that
2668 little bit harder. */
2669 /* GD */
2670 if (settings.stat_loss_on_death)
2671 num_stats_lose = 1;
2672 else
2673 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2674 } else {
2675 num_stats_lose = 1;
2676 }
2677 lost_a_stat = 0;
2678
2679 for (z=0; z<num_stats_lose; z++) {
2680 if (settings.stat_loss_on_death) {
2681 /* Pick a random stat and take a point off it. Tell the player
2682 * what he lost.
2683 */
2684 i = RANDOM() % 7;
2685 change_attr_value(&(op->stats), i,-1);
2686 check_stat_bounds(&(op->stats));
2687 change_attr_value(&(op->contr->orig_stats), i,-1);
2688 check_stat_bounds(&(op->contr->orig_stats));
2689 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2690 lost_a_stat = 1;
2691 } else {
2692 /* deplete a stat */
2693 archetype *deparch=find_archetype("depletion");
2694 object *dep;
2695
2696 i = RANDOM() % 7;
2697 dep = present_arch_in_ob(deparch,op);
2698 if(!dep) {
2699 dep = arch_to_object(deparch);
2700 insert_ob_in_ob(dep, op);
2701 }
2702 lose_this_stat = 1;
2703 if (settings.balanced_stat_loss) {
2704 /* GD */
2705 /* Get the stat that we're about to deplete. */
2706 this_stat = get_attr_value(&(dep->stats), i);
2707 if (this_stat < 0) {
2708 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2709 int keep_chance = this_stat * this_stat;
2710 /* Yes, I am paranoid. Sue me. */
2711 if (keep_chance < 1)
2712 keep_chance = 1;
2713
2714 /* There is a maximum depletion total per level. */
2715 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2716 lose_this_stat = 0;
2717 /* Take loss chance vs keep chance to see if we
2718 retain the stat. */
2719 } else {
2720 if (random_roll(0, loss_chance + keep_chance-1,
2721 op, PREFER_LOW) < keep_chance)
2722 lose_this_stat = 0;
2723 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2724 this_stat, keep_chance, loss_chance,
2725 lose_this_stat?"LOSE":"KEEP"); */
2726 }
2727 }
2728 }
2729
2730 if (lose_this_stat) {
2731 this_stat = get_attr_value(&(dep->stats), i);
2732 /* We could try to do something clever like find another
2733 * stat to reduce if this fails. But chances are, if
2734 * stats have been depleted to -50, all are pretty low
2735 * and should be roughly the same, so it shouldn't make a
2736 * difference.
2737 */
2738 if (this_stat>=-50) {
2739 change_attr_value(&(dep->stats), i, -1);
2740 SET_FLAG(dep, FLAG_APPLIED);
2741 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2742 fix_player(op);
2743 lost_a_stat = 1;
2744 }
2745 }
2746 }
2747 }
2748 /* If no stat lost, tell the player. */
2749 if (!lost_a_stat)
2750 {
2751 /* determine_god() seems to not work sometimes... why is this?
2752 Should I be using something else? GD */
2753 const char *god = determine_god(op);
2754 if (god && (strcmp(god, "none")))
2755 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2756 "moment you feel the holy presence of %s protecting"
2757 " you.", god);
2758 else
2759 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2760 " feel a holy presence protecting you.");
2761 }
2762
2763 /* Put a gravestone up where the character 'almost' died. List the
2764 * exp loss on the stone.
2765 */
2766 tmp=arch_to_object(find_archetype("gravestone"));
2767 sprintf(buf,"%s's gravestone",op->name);
2768 FREE_AND_COPY(tmp->name, buf);
2769 sprintf(buf,"%s's gravestones",op->name);
2770 FREE_AND_COPY(tmp->name_pl, buf);
2771 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2772 "who was killed\n"
2773 "by %s.\n",
2774 op->name, op->contr->title,
2775 op->contr->killer);
2776 tmp->msg = add_string(buf);
2777 tmp->x=op->x,tmp->y=op->y;
2778 insert_ob_in_map (tmp, op->map, NULL,0);
2779
2780 /**************************************/
2781 /* */
2782 /* Subtract the experience points, */
2783 /* if we died cause of food, give us */
2784 /* food, and reset HP's... */
2785 /* */
2786 /**************************************/
2787
2788 /* remove any poisoning and confusion the character may be suffering.*/
2789 /* restore player */
2790 at = find_archetype("poisoning");
2791 tmp=present_arch_in_ob(at,op);
2792 if (tmp) {
2793 remove_ob(tmp);
2794 free_object(tmp);
2795 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2796 }
2797
2798 at = find_archetype("confusion");
2799 tmp=present_arch_in_ob(at,op);
2800 if (tmp) {
2801 remove_ob(tmp);
2802 free_object(tmp);
2803 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2804 }
2805 cure_disease(op,0); /* remove any disease */
2806
2807 /*add_exp(op, (op->stats.exp * -0.20)); */
2808 apply_death_exp_penalty(op);
2809 if(op->stats.food < 100) op->stats.food = 900;
2810 op->stats.hp = op->stats.maxhp;
2811 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2812 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2813
2814 /*
2815 * Check to see if the player is in a shop. IF so, then check to see if
2816 * the player has any unpaid items. If so, remove them and put them back
2817 * in the map.
2818 */
2819
2820 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2821 if (tmp->type == SHOP_FLOOR) {
2822 remove_unpaid_objects(op->inv, op);
2823 break;
2824 }
2825 }
2826
2827
2828 /****************************************/
2829 /* */
2830 /* Move player to his current respawn- */
2831 /* position (usually last savebed) */
2832 /* */
2833 /****************************************/
2834
2835 enter_player_savebed(op);
2836
2837 /* Save the player before inserting the force to reduce
2838 * chance of abuse.
2839 */
2840 op->contr->braced=0;
2841 save_player(op,1);
2842
2843 /* it is possible that the player has blown something up
2844 * at his savebed location, and that can have long lasting
2845 * spell effects. So first see if there is a spell effect
2846 * on the space that might harm the player.
2847 */
2848 will_kill_again=0;
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850 if (tmp->type ==SPELL_EFFECT)
2851 will_kill_again|=tmp->attacktype;
2852 }
2853 if (will_kill_again) {
2854 object *force;
2855 int at;
2856
2857 force=get_archetype(FORCE_NAME);
2858 /* 50 ticks should be enough time for the spell to abate */
2859 force->speed=0.1;
2860 force->speed_left=-5.0;
2861 SET_FLAG(force, FLAG_APPLIED);
2862 for (at=0; at<NROFATTACKS; at++) {
2863 if (will_kill_again & (1 << at))
2864 force->resist[at] = 100;
2865 }
2866 insert_ob_in_ob(force, op);
2867 fix_player(op);
2868
2869 }
2870 /**************************************/
2871 /* */
2872 /* Repaint the characters inv, and */
2873 /* stats, and show a nasty message ;) */
2874 /* */
2875 /**************************************/
2876
2877 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2878 return;
2879 } /* NOT_PERMADETH */
2880 else {
2881 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2882 * should probably be embedded in an else statement.
2883 */
2884
2885 op->contr->party=NULL;
2886 if (settings.set_title == TRUE)
2887 op->contr->own_title[0]='\0';
2888 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2889 check_score(op);
2890 if(op->contr->ranges[range_golem]!=NULL) {
2891 remove_friendly_object(op->contr->ranges[range_golem]);
2892 remove_ob(op->contr->ranges[range_golem]);
2893 free_object(op->contr->ranges[range_golem]);
2894 op->contr->ranges[range_golem]=NULL;
2895 op->contr->golem_count=0;
2896 }
2897 loot_object(op); /* Remove some of the items for good */
2898 remove_ob(op);
2899 op->direction=0;
2900
2901 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2902 delete_character(op->name,0);
2903 if (settings.resurrection == TRUE) {
2904 /* save playerfile sans equipment when player dies
2905 ** then save it as player.pl.dead so that future resurrection
2906 ** type spells will work on them nicely
2907 */
2908 delete_character(op->name,0);
2909 op->stats.hp = op->stats.maxhp;
2910 op->stats.food = 999;
2911
2912 /* set the location of where the person will reappear when */
2913 /* maybe resurrection code should fix map also */
2914 strcpy(op->contr->maplevel, settings.emergency_mapname);
2915 if(op->map!=NULL)
2916 op->map = NULL;
2917 op->x = settings.emergency_x;
2918 op->y = settings.emergency_y;
2919 save_player(op,0);
2920 op->map = map;
2921 /* please see resurrection.c: peterm */
2922 dead_player(op);
2923 } else {
2924 delete_character(op->name,1);
2925 }
2926 }
2927 play_again(op);
2928
2929 /* peterm: added to create a corpse at deathsite. */
2930 tmp=arch_to_object(find_archetype("corpse_pl"));
2931 sprintf(buf,"%s", op->name);
2932 FREE_AND_COPY(tmp->name, buf);
2933 FREE_AND_COPY(tmp->name_pl, buf);
2934 tmp->level=op->level;
2935 tmp->x=x;tmp->y=y;
2936 if (tmp->msg)
2937 free_string(tmp->msg);
2938 tmp->msg = add_string (gravestone_text(op));
2939 SET_FLAG (tmp, FLAG_UNIQUE);
2940 insert_ob_in_map (tmp, map, NULL,0);
2941 }
2942 }
2943
2944
2945 void loot_object(object *op) { /* Grab and destroy some treasure */
2946 object *tmp,*tmp2,*next;
2947
2948 if (op->container) { /* close open sack first */
2949 esrv_apply_container (op, op->container);
2950 }
2951
2952 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2953 next=tmp->below;
2954 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2955 remove_ob(tmp);
2956 tmp->x=op->x,tmp->y=op->y;
2957 if (tmp->type == CONTAINER) { /* empty container to ground */
2958 loot_object(tmp);
2959 }
2960 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2961 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2962 if(tmp->nrof>1) {
2963 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2964 free_object(tmp2);
2965 insert_ob_in_map(tmp,op->map,NULL,0);
2966 } else
2967 free_object(tmp);
2968 } else
2969 insert_ob_in_map(tmp,op->map,NULL,0);
2970 }
2971 }
2972
2973 /*
2974 * fix_weight(): Check recursively the weight of all players, and fix
2975 * what needs to be fixed. Refresh windows and fix speed if anything
2976 * was changed.
2977 */
2978
2979 void fix_weight(void) {
2980 player *pl;
2981 for (pl = first_player; pl != NULL; pl = pl->next) {
2982 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
2983 if(old == sum)
2984 continue;
2985 fix_player(pl->ob);
2986 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2987 pl->ob->name, old, sum);
2988 }
2989 }
2990
2991 void fix_luck(void) {
2992 player *pl;
2993 for (pl = first_player; pl != NULL; pl = pl->next)
2994 if (!pl->ob->contr->state)
2995 change_luck(pl->ob, 0);
2996 }
2997
2998
2999 /* cast_dust() - handles op throwing objects of type 'DUST'.
3000 * This is much simpler in the new spell code - we basically
3001 * just treat this as any other spell casting object.
3002 */
3003
3004 void cast_dust (object *op, object *throw_ob, int dir) {
3005 object *skop, *spob;
3006
3007 skop = find_skill_by_name(op, throw_ob->skill);
3008
3009 /* casting POTION 'dusts' is really a use_magic_item skill */
3010 if(op->type==PLAYER && throw_ob->type==POTION && !skop) {
3011 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n",
3012 op->name);
3013 return;
3014 }
3015 spob = throw_ob->inv;
3016 if (op->type==PLAYER && spob)
3017 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name);
3018
3019 cast_spell(op, throw_ob, dir, spob, NULL);
3020
3021 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3022 free_object(throw_ob);
3023 }
3024
3025 void make_visible (object *op) {
3026 op->hide = 0;
3027 op->invisible = 0;
3028 if(op->type==PLAYER) {
3029 op->contr->tmp_invis = 0;
3030 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3031 }
3032 update_object(op,UP_OBJ_FACE);
3033 }
3034
3035 int is_true_undead(object *op) {
3036 object *tmp=NULL;
3037
3038 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3039
3040 if(op->type==PLAYER)
3041 for(tmp=op->inv;tmp;tmp=tmp->below)
3042 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3043 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3044 return 0;
3045 }
3046
3047 /* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels
3049 * indicate greater hideability.
3050 */
3051
3052 int hideability(object *ob) {
3053 int i,level=0, mflag;
3054 sint16 x,y;
3055
3056 if(!ob||!ob->map) return 0;
3057
3058 /* so, on normal lighted maps, its hard to hide */
3059 level=ob->map->darkness - 2;
3060
3061 /* this also picks up whether the object is glowing.
3062 * If you carry a light on a non-dark map, its not
3063 * as bad as carrying a light on a pitch dark map */
3064 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3065
3066 /* scan through all nearby squares for terrain to hide in */
3067 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3068 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3069 if (mflag & P_OUT_OF_MAP) { continue; }
3070 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3071 level += 2;
3072 else /* open terrain! */
3073 level -= 1;
3074 }
3075
3076 #if 0
3077 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3078 #endif
3079 return level;
3080 }
3081
3082 /* For Hidden creatures - a chance of becoming 'unhidden'
3083 * every time they move - as we subtract off 'invisibility'
3084 * AND, for players, if they move into a ridiculously unhideable
3085 * spot (surrounded by clear terrain in broad daylight). -b.t.
3086 */
3087
3088 void do_hidden_move (object *op) {
3089 int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3090 object *skop;
3091
3092 if(!op || !op->map) return;
3093
3094 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3095
3096 /* its *extremely* hard to run and sneak/hide at the same time! */
3097 if(op->type==PLAYER && op->contr->run_on) {
3098 if(!skop || num >= skop->level) {
3099 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3100 make_visible(op);
3101 return;
3102 } else num += 20;
3103 }
3104 num += op->map->difficulty;
3105 hide = hideability(op); /* modify by terrain hidden level */
3106 num -= hide;
3107 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3108 make_visible(op);
3109 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3110 "You moved out of hiding! You are visible!");
3111 }
3112 else if (op->type == PLAYER && skop) {
3113 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3114 }
3115 }
3116
3117 /* determine if who is standing near a hostile creature. */
3118
3119 int stand_near_hostile( object *who ) {
3120 object *tmp=NULL;
3121 int i,friendly=0,player=0, mflags;
3122 mapstruct *m;
3123 sint16 x,y;
3124
3125 if(!who) return 0;
3126
3127 if(who->type==PLAYER) player=1;
3128 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3129
3130 /* search adjacent squares */
3131 for(i=1;i<9;i++) {
3132 x = who->x+freearr_x[i];
3133 y = who->y+freearr_y[i];
3134 m = who->map;
3135 mflags = get_map_flags(m, &m, x, y, &x, &y);
3136 /* space must be blocked if there is a monster. If not
3137 * blocked, don't need to check this space.
3138 */
3139 if (mflags & P_OUT_OF_MAP) continue;
3140 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3141
3142 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3143 if((player||friendly)
3144 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3145 return 1;
3146 else if(tmp->type==PLAYER)
3147 {
3148 /*don't let a hidden DM prevent you from hiding*/
3149 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3150 return 1;
3151 }
3152 }
3153 }
3154 return 0;
3155 }
3156
3157 /* check the player los field for viewability of the
3158 * object op. This function works fine for monsters,
3159 * but we dont worry if the object isnt the top one in
3160 * a pile (say a coin under a table would return "viewable"
3161 * by this routine). Another question, should we be
3162 * concerned with the direction the player is looking
3163 * in? Realistically, most of use cant see stuff behind
3164 * our backs...on the other hand, does the "facing" direction
3165 * imply the way your head, or body is facing? Its possible
3166 * for them to differ. Sigh, this fctn could get a bit more complex.
3167 * -b.t.
3168 * This function is now map tiling safe.
3169 */
3170
3171 int player_can_view (object *pl,object *op) {
3172 rv_vector rv;
3173 int dx,dy;
3174
3175 if(pl->type!=PLAYER) {
3176 LOG(llevError,"player_can_view() called for non-player object\n");
3177 return -1;
3178 }
3179 if (!pl || !op) return 0;
3180
3181 if(op->head) { op = op->head; }
3182 get_rangevector(pl, op, &rv, 0x1);
3183
3184 /* starting with the 'head' part, lets loop
3185 * through the object and find if it has any
3186 * part that is in the los array but isnt on
3187 * a blocked los square.
3188 * we use the archetype to figure out offsets.
3189 */
3190 while(op) {
3191 dx = rv.distance_x + op->arch->clone.x;
3192 dy = rv.distance_y + op->arch->clone.y;
3193
3194 /* only the viewable area the player sees is updated by LOS
3195 * code, so we need to restrict ourselves to that range of values
3196 * for any meaningful values.
3197 */
3198 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3199 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3200 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3201 return 1;
3202 op = op->more;
3203 }
3204 return 0;
3205 }
3206
3207 /* routine for both players and monsters. We call this when
3208 * there is a possibility for our action distrubing our hiding
3209 * place or invisiblity spell. Artefact invisiblity is not
3210 * effected by this. If we arent invisible to begin with, we
3211 * return 0.
3212 */
3213 int action_makes_visible (object *op) {
3214
3215 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3216 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3217 return 0;
3218
3219 if (op->contr && op->contr->tmp_invis == 0) return 0;
3220
3221 /* If monsters, they should become visible */
3222 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3223 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3224 return 1;
3225 }
3226 }
3227 return 0;
3228 }
3229
3230 /* op_on_battleground - checks if the given object op (usually
3231 * a player) is standing on a valid battleground-tile,
3232 * function returns TRUE/FALSE. If true x, y returns the battleground
3233 * -exit-coord. (and if x, y not NULL)
3234 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3235 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3236 * Default is to do the same as before, so only people wanting to have different points need worry about this
3237 */
3238 int op_on_battleground (object *op, int *x, int *y) {
3239 object *tmp;
3240
3241 /* A battleground-tile needs the following attributes to be valid:
3242 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3243 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3244 * and the exit-coordinates sp/hp must both be > 0.
3245 * => The intention here is to prevent abuse of the battleground-
3246 * feature (like pickable or hidden battleground tiles). */
3247 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3248 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3249 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3250 strcmp(tmp->name, "battleground")==0 &&
3251 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3252 /*before we assign the exit, check if this is a teambattle*/
3253 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3254 object *invtmp;
3255 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3256 if(invtmp->type==FORCE && invtmp->slaying &&
3257 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3258 if (x != NULL && y != NULL)
3259 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3260 return 1;
3261 }
3262 }
3263 }
3264 if (x != NULL && y != NULL)
3265 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3266 return 1;
3267 }
3268 }
3269 }
3270 /* If we got here, did not find a battleground */
3271 return 0;
3272 }
3273
3274 /*
3275 * When a dragon-player gains a new stage of evolution,
3276 * he gets some treasure
3277 *
3278 * attributes:
3279 * object *who the dragon player
3280 * int atnr the attack-number of the ability focus
3281 * int level ability level
3282 */
3283 void dragon_ability_gain(object *who, int atnr, int level) {
3284 treasurelist *trlist = NULL; /* treasurelist */
3285 treasure *tr; /* treasure */
3286 object *tmp,*skop; /* tmp. object */
3287 object *item; /* treasure object */
3288 char buf[MAX_BUF]; /* tmp. string buffer */
3289 int i=0, j=0;
3290
3291 /* get the appropriate treasurelist */
3292 if (atnr == ATNR_FIRE)
3293 trlist = find_treasurelist("dragon_ability_fire");
3294 else if (atnr == ATNR_COLD)
3295 trlist = find_treasurelist("dragon_ability_cold");
3296 else if (atnr == ATNR_ELECTRICITY)
3297 trlist = find_treasurelist("dragon_ability_elec");
3298 else if (atnr == ATNR_POISON)
3299 trlist = find_treasurelist("dragon_ability_poison");
3300
3301 if (trlist == NULL || who->type != PLAYER)
3302 return;
3303
3304 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3305 tr = tr->next, i++);
3306
3307 if (tr == NULL || tr->item == NULL) {
3308 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3309 return;
3310 }
3311
3312 /* everything seems okay - now bring on the gift: */
3313 item = &(tr->item->clone);
3314
3315 if (item->type == SPELL) {
3316 if (check_spell_known (who, item->name))
3317 return;
3318
3319 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3320 do_learn_spell (who, item, 0);
3321 return;
3322 }
3323
3324 /* grant direct spell */
3325 if (item->type == SPELLBOOK) {
3326 if (!item->inv) {
3327 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3328 item->name);
3329 return;
3330 }
3331 if (check_spell_known (who, item->inv->name))
3332 return;
3333 if (item->invisible) {
3334 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3335 do_learn_spell (who, item->inv, 0);
3336 return;
3337 }
3338 }
3339 else if (item->type == SKILL_TOOL && item->invisible) {
3340 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3341
3342 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3343 * in this way, if the player is missing any of the attacktypes, he gets
3344 * them. As it is now, if the player has any that match the granted skill,
3345 * but not all of them, he gets nothing.
3346 */
3347 if (!(skop->attacktype & item->attacktype)) {
3348 /* Give new attacktype */
3349 skop->attacktype |= item->attacktype;
3350
3351 /* always add physical if there's none */
3352 skop->attacktype |= AT_PHYSICAL;
3353
3354 if (item->msg != NULL)
3355 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3356
3357 /* Give player new face */
3358 if (item->animation_id) {
3359 who->face = skop->face;
3360 who->animation_id = item->animation_id;
3361 who->anim_speed = item->anim_speed;
3362 who->last_anim = 0;
3363 who->state = 0;
3364 animate_object(who, who->direction);
3365 }
3366 }
3367 }
3368 }
3369 else if (item->type == FORCE) {
3370 /* forces in the treasurelist can alter the player's stats */
3371 object *skin;
3372 /* first get the dragon skin force */
3373 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3374 skin=skin->below);
3375 if (skin == NULL) return;
3376
3377 /* adding new spellpath attunements */
3378 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3379 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3380
3381 /* print message */
3382 sprintf(buf, "You feel attuned to ");
3383 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3384 if(item->path_attuned & (1<<i)) {
3385 if (j)
3386 strcat(buf," and ");
3387 else
3388 j = 1;
3389 strcat(buf, spellpathnames[i]);
3390 }
3391 }
3392 strcat(buf,".");
3393 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3394 }
3395
3396 /* evtl. adding flags: */
3397 if(QUERY_FLAG(item, FLAG_XRAYS))
3398 SET_FLAG(skin, FLAG_XRAYS);
3399 if(QUERY_FLAG(item, FLAG_STEALTH))
3400 SET_FLAG(skin, FLAG_STEALTH);
3401 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3402 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3403
3404 /* print message if there is one */
3405 if (item->msg != NULL)
3406 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3407 }
3408 else {
3409 /* generate misc. treasure */
3410 tmp = arch_to_object (tr->item);
3411 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3412 tmp = insert_ob_in_ob (tmp, who);
3413 if (who->type == PLAYER)
3414 esrv_send_item(who, tmp);
3415 }
3416 }
3417
3418 /**
3419 * Unready an object for a player. This function does nothing if the object was
3420 * not readied.
3421 */
3422 void player_unready_range_ob(player *pl, object *ob) {
3423 rangetype i;
3424
3425 for (i = 0; i < range_size; i++) {
3426 if (pl->ranges[i] == ob) {
3427 pl->ranges[i] = NULL;
3428 if (pl->shoottype == i) {
3429 pl->shoottype = range_none;
3430 }
3431 }
3432 }
3433 }