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/cvs/deliantra/server/server/player.c
Revision: 1.1.1.2 (vendor branch)
Committed: Wed Feb 22 18:03:23 2006 UTC (18 years, 3 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_22
Changes since 1.1.1.1: +48 -17 lines
Log Message:
cvs -z7 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_02_22

File Contents

# Content
1 /*
2 * static char *rcsid_player_c =
3 * "$Id: player.c,v 1.193 2006/02/10 23:59:27 akirschbaum 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
255 roll_stats(op);
256 p->state=ST_ROLL_STAT;
257 clear_los(op);
258
259 p->gen_sp_armour=10;
260 p->last_speed= -1;
261 p->shoottype=range_none;
262 p->bowtype=bow_normal;
263 p->petmode=pet_normal;
264 p->listening=9;
265 p->last_weapon_sp= -1;
266 p->peaceful=1; /* default peaceful */
267 p->do_los=1;
268 p->explore=0;
269 p->no_shout=0; /* default can shout */
270
271 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
272 p->title[sizeof(p->title)-1] = '\0';
273 op->race = add_string (op->arch->clone.race);
274
275 CLEAR_FLAG(op,FLAG_READY_SKILL);
276
277 /* we need to clear these to -1 and not zero - otherwise,
278 * if a player quits and starts a new character, we wont
279 * send new values to the client, as things like exp start
280 * at zero.
281 */
282 for (i=0; i < NUM_SKILLS; i++) {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286 for (i=0; i < NROFATTACKS; i++) {
287 p->last_resist[i] = -1;
288 }
289 p->last_stats.exp = -1;
290 p->last_weight = (uint32)-1;
291
292 p->socket.update_look=0;
293 p->socket.look_position=0;
294 return p;
295 }
296
297
298 /* This loads the first map an puts the player on it. */
299 static void set_first_map(object *op)
300 {
301 strcpy(op->contr->maplevel, first_map_path);
302 op->x = -1;
303 op->y = -1;
304 enter_exit(op, NULL);
305 }
306
307 /* Tries to add player on the connection passwd in ns.
308 * All we can really get in this is some settings like host and display
309 * mode.
310 */
311
312 int add_player(NewSocket *ns) {
313 player *p;
314
315 p=get_player(NULL);
316 memcpy(&p->socket, ns, sizeof(NewSocket));
317 p->socket.faces_sent = malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
318 if(p->socket.faces_sent == NULL)
319 fatal(OUT_OF_MEMORY);
320 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
321 /* Needed because the socket we just copied over needs to be cleared.
322 * Note that this can result in a client reset if there is partial data
323 * on the uncoming socket.
324 */
325 p->socket.inbuf.len = 0;
326 set_first_map(p->ob);
327
328 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
329 add_friendly_object(p->ob);
330 send_rules(p->ob);
331 send_news(p->ob);
332 display_motd(p->ob);
333 get_name(p->ob);
334 return 0;
335 }
336
337 /*
338 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players.
340 * Note: there MUST be at least one player archetype!
341 */
342 archetype *get_player_archetype(archetype* at)
343 {
344 archetype *start = at;
345 for (;;) {
346 if (at==NULL || at->next==NULL)
347 at=first_archetype;
348 else
349 at=at->next;
350 if(at->clone.type==PLAYER)
351 return at;
352 if (at == start) {
353 LOG (llevError, "No Player archetypes\n");
354 exit (-1);
355 }
356 }
357 }
358
359
360 object *get_nearest_player(object *mon) {
361 object *op = NULL;
362 player *pl = NULL;
363 objectlink *ol;
364 unsigned lastdist;
365 rv_vector rv;
366
367 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
368 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop.
372 */
373 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
374 object *tmp=ol->ob;
375
376 /* Can't do much more other than log the fact, because the object
377 * itself will have been cleared.
378 */
379 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
380 ol = ol->next;
381 remove_friendly_object(tmp);
382 if (!ol) return op;
383 }
384
385 /* Remove special check for player from this. First, it looks to cause
386 * some crashes (ol->ob->contr not set properly?), but secondly, a more
387 * complicated method of state checking would be needed in any case -
388 * as it was, a clever player could type quit, and the function would
389 * skip them over while waiting for confirmation. Remove
390 * on_same_map check, as can_detect_enemy also does this
391 */
392 if (!can_detect_enemy(mon,ol->ob,&rv))
393 continue;
394
395 if(lastdist>rv.distance) {
396 op=ol->ob;
397 lastdist=rv.distance;
398 }
399 }
400 for (pl=first_player; pl != NULL; pl=pl->next) {
401 if (on_same_map(mon, pl->ob)&& can_detect_enemy(mon, pl->ob,&rv)) {
402
403 if(lastdist>rv.distance) {
404 op=pl->ob;
405 lastdist=rv.distance;
406 }
407 }
408 }
409 #if 0
410 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
411 #endif
412 return op;
413 }
414
415 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
416 * result in a monster paths backtracking. It basically determines how large a
417 * detour a monster will take from the direction path when looking
418 * for a path to the player. The values are in the amount of direction
419 * the deviation is
420 */
421 #define DETOUR_AMOUNT 2
422
423 /* This is used to prevent infinite loops. Consider a case where the
424 * player is in a chamber (with gate closed), and monsters are outside.
425 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
426 * find a path into the chamber. This is a good thing, but since there
427 * is no real path, it will just keep circling the chamber for
428 * ever (this could be a nice effect for monsters, but not for the function
429 * to get stuck in. I think for the monsters, if max is reached and
430 * we return the first direction the creature could move would result in the
431 * circling behaviour. Unfortunately, this function is also used to determined
432 * if the creature should cast a spell, so returning a direction in that case
433 * is probably not a good thing.
434 */
435 #define MAX_SPACES 50
436
437
438 /*
439 * Returns the direction to the player, if valid. Returns 0 otherwise.
440 * modified to verify there is a path to the player. Does this by stepping towards
441 * player and if path is blocked then see if blockage is close enough to player that
442 * direction to player is changed (ie zig or zag). Continue zig zag until either
443 * reach player or path is blocked. Thus, will only return true if there is a free
444 * path to player. Though path may not be a straight line. Note that it will find
445 * player hiding along a corridor at right angles to the corridor with the monster.
446 *
447 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
448 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
449 * down corriders.
450 * 2) I think the old code was broken if the first direction the monster
451 * should move was blocked - the code would store the first direction without
452 * verifying that the player can actually move in that direction. The new
453 * code does not store anything in firstdir until we have verified that the
454 * monster can in fact move one space in that direction.
455 * 3) I'm not sure how good this code will be for moving multipart monsters,
456 * since only simple checks to blocked are being called, which could mean the monster
457 * is blocking itself.
458 */
459 int path_to_player(object *mon, object *pl, unsigned mindiff) {
460 rv_vector rv;
461 sint16 x,y;
462 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
463 mapstruct *m ,*lastmap;
464
465 get_rangevector(mon, pl, &rv, 0);
466
467 if (rv.distance<mindiff) return 0;
468
469 x=mon->x;
470 y=mon->y;
471 m=mon->map;
472 dir = rv.direction;
473 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
474 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
475 /* If we can't solve it within the search distance, return now. */
476 if (diff>max) return 0;
477 while (diff >1 && max>0) {
478 lastx = x;
479 lasty = y;
480 lastmap = m;
481 x = lastx + freearr_x[dir];
482 y = lasty + freearr_y[dir];
483
484 mflags = get_map_flags(m, &m, x, y, &x, &y);
485 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
486
487 /* Space is blocked - try changing direction a little */
488 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked))
489 && (m == mon->map && blocked_link(mon, m, x, y)))) {
490 /* recalculate direction from last good location. Possible
491 * we were not traversing ideal location before.
492 */
493 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
494 if (rv.direction != dir) {
495 /* OK - says direction should be different - lets reset the
496 * the values so it will try again.
497 */
498 x = lastx;
499 y = lasty;
500 m = lastmap;
501 dir = firstdir = rv.direction;
502 } else {
503 /* direct path is blocked - try taking a side step to
504 * either the left or right.
505 * Note increase the values in the loop below to be
506 * more than -1/1 respectively will mean the monster takes
507 * bigger detour. Have to be careful about these values getting
508 * too big (3 or maybe 4 or higher) as the monster may just try
509 * stepping back and forth
510 */
511 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
512 if (i==0) continue; /* already did this, so skip it */
513 /* Use lastdir here - otherwise,
514 * since the direction that the creature should move in
515 * may change, you could get infinite loops.
516 * ie, player is northwest, but monster can only
517 * move west, so it does that. It goes some distance,
518 * gets blocked, finds that it should move north,
519 * can't do that, but now finds it can move east, and
520 * gets back to its original point. lastdir contains
521 * the last direction the creature has successfully
522 * moved.
523 */
524
525 x = lastx + freearr_x[absdir(lastdir+i)];
526 y = lasty + freearr_y[absdir(lastdir+i)];
527 m = lastmap;
528 mflags = get_map_flags(m, &m, x, y, &x, &y);
529 if (mflags & P_OUT_OF_MAP) continue;
530 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
531 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
532
533 if (m == mon->map && blocked_link(mon, m, x, y)) break;
534 }
535 /* go through entire loop without finding a valid
536 * sidestep to take - thus, no valid path.
537 */
538 if (i==(DETOUR_AMOUNT+1))
539 return 0;
540 diff--;
541 lastdir=dir;
542 max--;
543 if (!firstdir) firstdir = dir+i;
544 } /* else check alternate directions */
545 } /* if blocked */
546 else {
547 /* we moved towards creature, so diff is less */
548 diff--;
549 max--;
550 lastdir=dir;
551 if (!firstdir) firstdir = dir;
552 }
553 if (diff<=1) {
554 /* Recalculate diff (distance) because we may not have actually
555 * headed toward player for entire distance.
556 */
557 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
558 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
559 }
560 if (diff>max) return 0;
561 }
562 /* If we reached the max, didn't find a direction in time */
563 if (!max) return 0;
564
565 return firstdir;
566 }
567
568 void give_initial_items(object *pl,treasurelist *items) {
569 object *op,*next=NULL;
570
571 if(pl->randomitems!=NULL)
572 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
573
574 for (op=pl->inv; op; op=next) {
575 next = op->below;
576
577 /* Forces get applied per default, unless they have the
578 * flag "neutral" set. Sorry but I can't think of a better way
579 */
580 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
581 SET_FLAG(op,FLAG_APPLIED);
582
583 /* we never give weapons/armour if these cannot be used
584 * by this player due to race restrictions
585 */
586 if (pl->type == PLAYER) {
587 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
588 (op->type == ARMOUR || op->type == BOOTS ||
589 op->type == CLOAK || op->type == HELMET ||
590 op->type == SHIELD || op->type == GLOVES ||
591 op->type == BRACERS || op->type == GIRDLE)) ||
592 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
593 remove_ob (op);
594 free_object (op);
595 continue;
596 }
597 }
598
599 /* This really needs to be better - we should really give
600 * a substitute spellbook. The problem is that we don't really
601 * have a good idea what to replace it with (need something like
602 * a first level treasurelist for each skill.)
603 * remove duplicate skills also
604 */
605 if(op->type==SPELLBOOK || op->type == SKILL) {
606 object *tmp;
607
608 for (tmp=op->below; tmp; tmp=tmp->below)
609 if (tmp->type == op->type && tmp->name == op->name) break;
610
611 if (tmp) {
612 remove_ob(op);
613 free_object(op);
614 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
615 tmp->name);
616 continue;
617 }
618 if (op->nrof > 1) op->nrof = 1;
619 }
620
621 if (op->type == SPELLBOOK && op->inv) {
622 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
623 }
624
625 /* Give starting characters identified, uncursed, and undamned
626 * items. Just don't identify gold or silver, or it won't be
627 * merged properly.
628 */
629 if (need_identify(op)) {
630 SET_FLAG(op, FLAG_IDENTIFIED);
631 CLEAR_FLAG(op, FLAG_CURSED);
632 CLEAR_FLAG(op, FLAG_DAMNED);
633 }
634 if(op->type==SPELL) {
635 remove_ob(op);
636 free_object(op);
637 continue;
638 }
639 else if(op->type==SKILL) {
640 SET_FLAG(op, FLAG_CAN_USE_SKILL);
641 op->stats.exp = 0;
642 op->level = 1;
643 }
644 /* lock all 'normal items by default */
645 else SET_FLAG(op, FLAG_INV_LOCKED);
646 } /* for loop of objects in player inv */
647
648 /* Need to set up the skill pointers */
649 link_player_skills(pl);
650 }
651
652 void get_name(object *op) {
653 op->contr->write_buf[0]='\0';
654 op->contr->state=ST_GET_NAME;
655 send_query(&op->contr->socket,0,"What is your name?\n:");
656 }
657
658 void get_password(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_PASSWORD;
661 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
662 }
663
664 void play_again(object *op)
665 {
666 op->contr->state=ST_PLAY_AGAIN;
667 op->chosen_skill = NULL;
668 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
669 /* a bit of a hack, but there are various places early in th
670 * player creation process that a user can quit (eg, roll
671 * stats) that isn't removing the player. Taking a quick
672 * look, there are many places that call play_again without
673 * removing the player - it probably makes more sense
674 * to leave it to play_again to remove the object in all
675 * cases.
676 */
677 if (!QUERY_FLAG(op, FLAG_REMOVED))
678 remove_ob(op);
679 /* Need to set this to null - otherwise, it could point to garbage,
680 * and draw() doesn't check to see if the player is removed, only if
681 * the map is null or not swapped out.
682 */
683 op->map = NULL;
684 }
685
686
687 int receive_play_again(object *op, char key)
688 {
689 if(key=='q'||key=='Q') {
690 remove_friendly_object(op);
691 leave(op->contr,0); /* ericserver will draw the message */
692 return 2;
693 }
694 else if(key=='a'||key=='A') {
695 player *pl = op->contr;
696 const char *name = op->name;
697
698 add_refcount(name);
699 remove_friendly_object(op);
700 free_object(op);
701 pl = get_player(pl);
702 op = pl->ob;
703 add_friendly_object(op);
704 op->contr->password[0]='~';
705 FREE_AND_CLEAR_STR(op->name);
706 FREE_AND_CLEAR_STR(op->name_pl);
707
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = name; /* Alrady added a refcount above */
712 op->name_pl = add_string(name);
713 set_first_map(op);
714 } else {
715 /* user pressed something else so just ask again... */
716 play_again(op);
717 }
718 return 0;
719 }
720
721 void confirm_password(object *op) {
722
723 op->contr->write_buf[0]='\0';
724 op->contr->state=ST_CONFIRM_PASSWORD;
725 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
726 }
727
728 void get_party_password(object *op, partylist *party) {
729 if (party == NULL) {
730 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
731 return;
732 }
733 op->contr->write_buf[0]='\0';
734 op->contr->state=ST_GET_PARTY_PASSWORD;
735 op->contr->party_to_join = party;
736 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
737 }
738
739
740 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
741 int roll_stat(void) {
742 int a[4],i,j,k;
743
744 for(i=0;i<4;i++)
745 a[i]=(int)RANDOM()%6+1;
746
747 for(i=0,j=0,k=7;i<4;i++)
748 if(a[i]<k)
749 k=a[i],j=i;
750
751 for(i=0,k=0;i<4;i++) {
752 if(i!=j)
753 k+=a[i];
754 }
755 return k;
756 }
757
758 void roll_stats(object *op) {
759 int sum=0;
760 int i = 0, j = 0;
761 int statsort[7];
762
763 do {
764 op->stats.Str=roll_stat();
765 op->stats.Dex=roll_stat();
766 op->stats.Int=roll_stat();
767 op->stats.Con=roll_stat();
768 op->stats.Wis=roll_stat();
769 op->stats.Pow=roll_stat();
770 op->stats.Cha=roll_stat();
771 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
772 op->stats.Con+op->stats.Wis+op->stats.Pow+
773 op->stats.Cha;
774 } while(sum<82||sum>116);
775
776 /* Sort the stats so that rerolling is easier... */
777 statsort[0] = op->stats.Str;
778 statsort[1] = op->stats.Dex;
779 statsort[2] = op->stats.Int;
780 statsort[3] = op->stats.Con;
781 statsort[4] = op->stats.Wis;
782 statsort[5] = op->stats.Pow;
783 statsort[6] = op->stats.Cha;
784
785 /* a quick and dirty bubblesort? */
786 do {
787 if (statsort[i] < statsort[i + 1]) {
788 j = statsort[i];
789 statsort[i] = statsort[i + 1];
790 statsort[i + 1] = j;
791 i = 0;
792 } else {
793 i++;
794 }
795 } while (i < 6);
796
797 op->stats.Str = statsort[0];
798 op->stats.Dex = statsort[1];
799 op->stats.Con = statsort[2];
800 op->stats.Int = statsort[3];
801 op->stats.Wis = statsort[4];
802 op->stats.Pow = statsort[5];
803 op->stats.Cha = statsort[6];
804
805
806 op->contr->orig_stats.Str=op->stats.Str;
807 op->contr->orig_stats.Dex=op->stats.Dex;
808 op->contr->orig_stats.Int=op->stats.Int;
809 op->contr->orig_stats.Con=op->stats.Con;
810 op->contr->orig_stats.Wis=op->stats.Wis;
811 op->contr->orig_stats.Pow=op->stats.Pow;
812 op->contr->orig_stats.Cha=op->stats.Cha;
813
814 op->level=1;
815 op->stats.exp=0;
816 op->stats.ac=0;
817
818 op->contr->levhp[1] = 9;
819 op->contr->levsp[1] = 6;
820 op->contr->levgrace[1] = 3;
821
822 fix_player(op);
823 op->stats.hp = op->stats.maxhp;
824 op->stats.sp = op->stats.maxsp;
825 op->stats.grace = op->stats.maxgrace;
826 op->contr->orig_stats=op->stats;
827 }
828
829 void Roll_Again(object *op)
830 {
831 esrv_new_player(op->contr, 0);
832 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
833 }
834
835 void Swap_Stat(object *op,int Swap_Second)
836 {
837 signed char tmp;
838 char buf[MAX_BUF];
839
840 if ( op->contr->Swap_First == -1 ) {
841 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
842 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
843 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
844 return;
845 }
846
847 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
848
849 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
850 get_attr_value(&op->contr->orig_stats, Swap_Second));
851
852 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
853
854 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
855 new_draw_info(NDI_UNIQUE, 0,op, buf);
856 op->stats.Str = op->contr->orig_stats.Str;
857 op->stats.Dex = op->contr->orig_stats.Dex;
858 op->stats.Con = op->contr->orig_stats.Con;
859 op->stats.Int = op->contr->orig_stats.Int;
860 op->stats.Wis = op->contr->orig_stats.Wis;
861 op->stats.Pow = op->contr->orig_stats.Pow;
862 op->stats.Cha = op->contr->orig_stats.Cha;
863 op->stats.ac=0;
864
865 op->level=1;
866 op->stats.exp=0;
867 op->stats.ac=0;
868
869 op->contr->levhp[1] = 9;
870 op->contr->levsp[1] = 6;
871 op->contr->levgrace[1] = 3;
872
873 fix_player(op);
874 op->stats.hp = op->stats.maxhp;
875 op->stats.sp = op->stats.maxsp;
876 op->stats.grace = op->stats.maxgrace;
877 op->contr->orig_stats=op->stats;
878 op->contr->Swap_First=-1;
879 }
880
881
882 /* This code has been greatly reduced, because with set_attr_value
883 * and get_attr_value, the stats can be accessed just numeric
884 * ids. stat_trans is a table that translate the number entered
885 * into the actual stat. It is needed because the order the stats
886 * are displayed in the stat window is not the same as how
887 * the number's access that stat. The table does that translation.
888 */
889 int key_roll_stat(object *op, char key)
890 {
891 int keynum = key -'0';
892 char buf[MAX_BUF];
893 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
894
895 if (keynum>0 && keynum<=7) {
896 if (op->contr->Swap_First==-1) {
897 op->contr->Swap_First=stat_trans[keynum];
898 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
899 new_draw_info(NDI_UNIQUE, 0,op,buf);
900 }
901 else
902 Swap_Stat(op,stat_trans[keynum]);
903
904 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
905 return 1;
906 }
907 switch (key) {
908 case 'n':
909 case 'N': {
910 SET_FLAG(op, FLAG_WIZ);
911 if(op->map==NULL) {
912 LOG(llevError,"Map == NULL in state 2\n");
913 break;
914 }
915
916 #if 0
917 /* So that enter_exit will put us at startx/starty */
918 op->x= -1;
919
920 enter_exit(op,NULL);
921 #endif
922 SET_ANIMATION(op, 2); /* So player faces south */
923 /* Enter exit adds a player otherwise */
924 add_statbonus(op);
925 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
926 op->contr->state = ST_CHANGE_CLASS;
927 if (op->msg)
928 new_draw_info(NDI_BLUE, 0, op, op->msg);
929 return 0;
930 }
931 case 'y':
932 case 'Y':
933 roll_stats(op);
934 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
935 return 1;
936
937 case 'q':
938 case 'Q':
939 play_again(op);
940 return 1;
941
942 default:
943 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
944 return 0;
945 }
946 return 0;
947 }
948
949 /* This function takes the key that is passed, and does the
950 * appropriate action with it (change class, or other things.
951 */
952
953 int key_change_class(object *op, char key)
954 {
955 int tmp_loop;
956
957 if(key=='q'||key=='Q') {
958 remove_ob(op);
959 play_again(op);
960 return 0;
961 }
962 if(key=='d'||key=='D') {
963 char buf[MAX_BUF];
964
965 /* this must before then initial items are given */
966 esrv_new_player(op->contr, op->weight+op->carrying);
967 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
968
969 /* Lauwenmark : Here we handle the BORN global event */
970 execute_global_event(EVENT_BORN, op);
971
972 /* Lauwenmark : We then generate a LOGIN event */
973 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
974 op->contr->state=ST_PLAYING;
975
976 if (op->msg) {
977 free_string(op->msg);
978 op->msg=NULL;
979 }
980
981 /* We create this now because some of the unique maps will need it
982 * to save here.
983 */
984 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
985 make_path_to_file(buf);
986
987 #ifdef AUTOSAVE
988 op->contr->last_save_tick = pticks;
989 #endif
990 start_info(op);
991 CLEAR_FLAG(op, FLAG_WIZ);
992 give_initial_items(op,op->randomitems);
993 link_player_skills(op);
994 esrv_send_inventory(op, op);
995 fix_player(op);
996 return 0;
997 }
998
999 /* Following actually changes the class - this is the default command
1000 * if we don't match with one of the options above.
1001 */
1002
1003 tmp_loop = 0;
1004 while(!tmp_loop) {
1005 const char *name = add_string (op->name);
1006 int x = op->x, y = op->y;
1007 remove_statbonus(op);
1008 remove_ob (op);
1009 op->arch = get_player_archetype(op->arch);
1010 copy_object (&op->arch->clone, op);
1011 op->stats = op->contr->orig_stats;
1012 free_string (op->name);
1013 op->name = name;
1014 free_string(op->name_pl);
1015 op->name_pl = add_string(name);
1016 op->x = x;
1017 op->y = y;
1018 SET_ANIMATION(op, 2); /* So player faces south */
1019 insert_ob_in_map (op, op->map, op,0);
1020 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1021 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1022 add_statbonus(op);
1023 tmp_loop=allowed_class(op);
1024 }
1025 update_object(op,UP_OBJ_FACE);
1026 esrv_update_item(UPD_FACE,op,op);
1027 fix_player(op);
1028 op->stats.hp=op->stats.maxhp;
1029 op->stats.sp=op->stats.maxsp;
1030 op->stats.grace=0;
1031 if (op->msg)
1032 new_draw_info(NDI_BLUE, 0, op, op->msg);
1033 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1034 return 0;
1035 }
1036
1037 int key_confirm_quit(object *op, char key)
1038 {
1039 char buf[MAX_BUF];
1040
1041 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1042 op->contr->state=ST_PLAYING;
1043 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1044 return 1;
1045 }
1046
1047 /* Lauwenmark : Here we handle the REMOVE global event */
1048 execute_global_event(EVENT_REMOVE, op);
1049 terminate_all_pets(op);
1050 leave_map(op);
1051 op->direction=0;
1052 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1053 "%s quits the game.",op->name);
1054
1055 strcpy(op->contr->killer,"quit");
1056 check_score(op);
1057 op->contr->party=NULL;
1058 if (settings.set_title == TRUE)
1059 op->contr->own_title[0]='\0';
1060
1061 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1062 mapstruct *mp, *next;
1063
1064 /* We need to hunt for any per player unique maps in memory and
1065 * get rid of them. The trailing slash in the path is intentional,
1066 * so that players named 'Ab' won't match against players 'Abe' pathname
1067 */
1068 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1069 for (mp=first_map; mp!=NULL; mp=next) {
1070 next = mp->next;
1071 if (!strncmp(mp->path, buf, strlen(buf)))
1072 delete_map(mp);
1073 }
1074
1075 delete_character(op->name, 1);
1076 }
1077 play_again(op);
1078 return 1;
1079 }
1080
1081 void flee_player(object *op) {
1082 int dir,diff;
1083 rv_vector rv;
1084
1085 if(op->stats.hp < 0) {
1086 LOG(llevDebug, "Fleeing player is dead.\n");
1087 CLEAR_FLAG(op, FLAG_SCARED);
1088 return;
1089 }
1090
1091 if(op->enemy==NULL) {
1092 LOG(llevDebug,"Fleeing player had no enemy.\n");
1093 CLEAR_FLAG(op, FLAG_SCARED);
1094 return;
1095 }
1096
1097 /* Seen some crashes here. Since we don't store an
1098 * op->enemy_count, it is possible that something destroys the
1099 * actual enemy, and the object is recycled.
1100 */
1101 if (op->enemy->map == NULL) {
1102 CLEAR_FLAG(op, FLAG_SCARED);
1103 op->enemy=NULL;
1104 return;
1105 }
1106
1107 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1108 op->enemy=NULL;
1109 CLEAR_FLAG(op, FLAG_SCARED);
1110 return;
1111 }
1112 get_rangevector(op, op->enemy, &rv, 0);
1113
1114 dir=absdir(4+rv.direction);
1115 for(diff=0;diff<3;diff++) {
1116 int m=1-(RANDOM()&2);
1117 if(move_ob(op,absdir(dir+diff*m),op)||
1118 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1119 return;
1120 }
1121 }
1122 /* Cornered, get rid of scared */
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 }
1126
1127
1128 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1129 * IT returns 1 if the player should keep on moving, 0 if he should
1130 * stop.
1131 */
1132 int check_pick(object *op) {
1133 object *tmp, *next;
1134 tag_t next_tag=0, op_tag;
1135 int stop = 0;
1136 int j, k, wvratio;
1137 char putstring[128], tmpstr[16];
1138
1139
1140 /* if you're flying, you cna't pick up anything */
1141 if (op->move_type & MOVE_FLYING)
1142 return 1;
1143
1144 op_tag = op->count;
1145
1146 next = op->below;
1147 if (next)
1148 next_tag = next->count;
1149
1150 /* loop while there are items on the floor that are not marked as
1151 * destroyed */
1152 while (next && ! was_destroyed (next, next_tag))
1153 {
1154 tmp = next;
1155 next = tmp->below;
1156 if (next)
1157 next_tag = next->count;
1158
1159 if (was_destroyed (op, op_tag))
1160 return 0;
1161
1162 if ( ! can_pick (op, tmp))
1163 continue;
1164
1165 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1166 {
1167 if (item_matched_string (op, tmp, op->contr->search_str))
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* high not bit set? We're using the old autopickup model */
1173 if(!(op->contr->mode & PU_NEWMODE)) {
1174 switch (op->contr->mode) {
1175 case 0: return 1; /* don't pick up */
1176 case 1: pick_up (op, tmp);
1177 return 1;
1178 case 2: pick_up (op, tmp);
1179 return 0;
1180 case 3: return 0; /* stop before pickup */
1181 case 4: pick_up (op, tmp);
1182 break;
1183 case 5: pick_up (op, tmp);
1184 stop = 1;
1185 break;
1186 case 6:
1187 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1188 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1189 pick_up(op, tmp);
1190 break;
1191
1192 case 7:
1193 if (tmp->type == MONEY || tmp->type == GEM)
1194 pick_up(op, tmp);
1195 break;
1196
1197 default:
1198 /* use value density */
1199 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1200 && (query_cost (tmp, op, F_TRUE) * 100
1201 / (tmp->weight * MAX (tmp->nrof, 1)))
1202 >= op->contr->mode)
1203 pick_up(op,tmp);
1204 }
1205 }
1206 else { /* old model */
1207 /* NEW pickup handling */
1208 if(op->contr->mode & PU_DEBUG)
1209 {
1210 /* some debugging code to figure out item information */
1211 if(tmp->name!=NULL)
1212 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1213 tmp->name, tmp->type,
1214 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1215 else
1216 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1217 tmp->arch->name, tmp->type,
1218 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1219 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1220
1221 sprintf(putstring,"...flags: ");
1222 for(k=0;k<4;k++)
1223 {
1224 for(j=0;j<32;j++)
1225 {
1226 if((tmp->flags[k]>>j)&0x01)
1227 {
1228 sprintf(tmpstr,"%d ",k*32+j);
1229 strcat(putstring, tmpstr);
1230 }
1231 }
1232 }
1233 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1234
1235 #if 0
1236 /* print the flags too */
1237 for(k=0;k<4;k++)
1238 {
1239 fprintf(stderr,"%d [%d] ", k, k*32+31);
1240 for(j=0;j<32;j++)
1241 {
1242 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1243 if(!((j+1)%4))fprintf(stderr," ");
1244 }
1245 fprintf(stderr," [%d]\n", k*32);
1246 }
1247 #endif
1248 }
1249 /* philosophy:
1250 * It's easy to grab an item type from a pile, as long as it's
1251 * generic. This takes no game-time. For more detailed pickups
1252 * and selections, select-items shoul dbe used. This is a
1253 * grab-as-you-run type mode that's really useful for arrows for
1254 * example.
1255 * The drawback: right now it has no frontend, so you need to
1256 * stick the bits you want into a calculator in hex mode and then
1257 * convert to decimal and then 'pickup <#>
1258 */
1259
1260 /* the first two modes are exclusive: if NOTHING we return, if
1261 * STOP then we stop. All the rest are applied sequentially,
1262 * meaning if any test passes, the item gets picked up. */
1263
1264 /* if mode is set to pick nothing up, return */
1265
1266 if(op->contr->mode & PU_NOTHING) return 1;
1267
1268 /* if mode is set to stop when encountering objects, return */
1269 /* take STOP before INHIBIT since it doesn't actually pick
1270 * anything up */
1271
1272 if(op->contr->mode & PU_STOP) return 0;
1273
1274 /* useful for going into stores and not losing your settings... */
1275 /* and for battles wher you don't want to get loaded down while
1276 * fighting */
1277 if(op->contr->mode & PU_INHIBIT) return 1;
1278
1279 /* prevent us from turning into auto-thieves :) */
1280 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1281
1282 /* ignore known cursed objects */
1283 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1284
1285 /* all food and drink if desired */
1286 /* question: don't pick up known-poisonous stuff? */
1287 if(op->contr->mode & PU_FOOD)
1288 if (tmp->type == FOOD)
1289 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1290 if(op->contr->mode & PU_DRINK)
1291 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1292 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1293
1294 if(op->contr->mode & PU_POTION)
1295 if (tmp->type == POTION)
1296 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1297
1298 /* spellbooks, skillscrolls and normal books/scrolls */
1299 if(op->contr->mode & PU_SPELLBOOK)
1300 if (tmp->type == SPELLBOOK)
1301 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1302 if(op->contr->mode & PU_SKILLSCROLL)
1303 if (tmp->type == SKILLSCROLL)
1304 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1305 if(op->contr->mode & PU_READABLES)
1306 if (tmp->type == BOOK || tmp->type == SCROLL)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1308
1309 /* wands/staves/rods/horns */
1310 if (op->contr->mode & PU_MAGIC_DEVICE)
1311 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1313
1314 /* pick up all magical items */
1315 if(op->contr->mode & PU_MAGICAL)
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1318
1319 if(op->contr->mode & PU_VALUABLES)
1320 {
1321 if (tmp->type == MONEY || tmp->type == GEM)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1323 }
1324
1325 /* rings & amulets - talismans seems to be typed AMULET */
1326 if(op->contr->mode & PU_JEWELS)
1327 if (tmp->type == RING || tmp->type == AMULET)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1329
1330 /* bows and arrows. Bows are good for selling! */
1331 if(op->contr->mode & PU_BOW)
1332 if (tmp->type == BOW)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1334 if(op->contr->mode & PU_ARROW)
1335 if (tmp->type == ARROW)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1337
1338 /* all kinds of armor etc. */
1339 if(op->contr->mode & PU_ARMOUR)
1340 if (tmp->type == ARMOUR)
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1342 if(op->contr->mode & PU_HELMET)
1343 if (tmp->type == HELMET)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1345 if(op->contr->mode & PU_SHIELD)
1346 if (tmp->type == SHIELD)
1347 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1348 if(op->contr->mode & PU_BOOTS)
1349 if (tmp->type == BOOTS)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1351 if(op->contr->mode & PU_GLOVES)
1352 if (tmp->type == GLOVES)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1354 if(op->contr->mode & PU_CLOAK)
1355 if (tmp->type == CLOAK)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1357
1358 /* hoping to catch throwing daggers here */
1359 if(op->contr->mode & PU_MISSILEWEAPON)
1360 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1362
1363 /* careful: chairs and tables are weapons! */
1364 if(op->contr->mode & PU_ALLWEAPON)
1365 {
1366 if(tmp->type == WEAPON && tmp->name!=NULL)
1367 {
1368 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1369 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1371 }
1372 if(tmp->type == WEAPON && tmp->name==NULL)
1373 {
1374 if(strstr(tmp->arch->name,"table")==NULL &&
1375 strstr(tmp->arch->name,"chair")==NULL)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1377 }
1378 }
1379
1380 /* misc stuff that's useful */
1381 if(op->contr->mode & PU_KEY)
1382 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1384
1385 /* any of the last 4 bits set means we use the ratio for value
1386 * pickups */
1387 if(op->contr->mode & PU_RATIO)
1388 {
1389 /* use value density to decide what else to grab */
1390 /* >=7 was >= op->contr->mode */
1391 /* >=7 is the old standard setting. Now we take the last 4 bits
1392 * and multiply them by 5, giving 0..15*5== 5..75 */
1393 wvratio=(op->contr->mode & PU_RATIO) * 5;
1394 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1395 {
1396 pick_up(op, tmp);
1397 #if 0
1398 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1399 if(tmp->name!=NULL) {
1400 fprintf(stderr,"%s", tmp->name);
1401 }
1402 else fprintf(stderr,"%s",tmp->arch->name);
1403 fprintf(stderr,",%d] = ", tmp->type);
1404 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1405 #endif
1406 continue;
1407 }
1408 }
1409 } /* the new pickup model */
1410 }
1411 return ! stop;
1412 }
1413
1414 /*
1415 * Find an arrow in the inventory and after that
1416 * in the right type container (quiver). Pointer to the
1417 * found object is returned.
1418 */
1419 object *find_arrow(object *op, const char *type)
1420 {
1421 object *tmp = NULL;
1422
1423 for(op=op->inv; op; op=op->below)
1424 if(!tmp && op->type==CONTAINER && op->race==type &&
1425 QUERY_FLAG(op,FLAG_APPLIED))
1426 tmp = find_arrow (op, type);
1427 else if (op->type==ARROW && op->race==type)
1428 return op;
1429 return tmp;
1430 }
1431
1432 /*
1433 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1434 * against the target. A full test is not performed, simply a basic test
1435 * of resistances. The archer is making a quick guess at what he sees down
1436 * the hall. Failing that it does it's best to pick the highest plus arrow.
1437 */
1438
1439 object *find_better_arrow(object *op, object *target, const char *type, int *better)
1440 {
1441 object *tmp = NULL, *arrow, *ntmp;
1442 int attacknum, attacktype, betterby=0, i;
1443
1444 if (!type)
1445 return NULL;
1446
1447 for (arrow=op->inv; arrow; arrow=arrow->below) {
1448 if (arrow->type==CONTAINER && arrow->race==type &&
1449 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1450 i = 0;
1451 ntmp = find_better_arrow(arrow, target, type, &i);
1452 if (i > betterby) {
1453 tmp = ntmp;
1454 betterby = i;
1455 }
1456 } else if (arrow->type==ARROW && arrow->race==type) {
1457 /* allways prefer assasination/slaying */
1458 if (target->race != NULL && arrow->slaying != NULL &&
1459 strstr(arrow->slaying, target->race)) {
1460 if (arrow->attacktype & AT_DEATH) {
1461 *better = 100;
1462 return arrow;
1463 } else {
1464 tmp = arrow;
1465 betterby = (arrow->magic + arrow->stats.dam) * 2;
1466 }
1467 } else {
1468 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1469 attacktype = 1<<attacknum;
1470 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1471 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1472 tmp = arrow;
1473 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1474 }
1475 }
1476 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1477 tmp = arrow;
1478 betterby = 2 + arrow->magic + arrow->stats.dam;
1479 }
1480 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1481 tmp = arrow;
1482 betterby = 1 + arrow->magic + arrow->stats.dam;
1483 }
1484 }
1485 }
1486 }
1487 if (tmp == NULL && arrow == NULL)
1488 return find_arrow(op, type);
1489
1490 *better = betterby;
1491 return tmp;
1492 }
1493
1494 /* looks in a given direction, finds the first valid target, and calls
1495 * find_better_arrow to find a decent arrow to use.
1496 * op = the shooter
1497 * type = bow->race
1498 * dir = fire direction
1499 */
1500
1501 object *pick_arrow_target(object *op, const char *type, int dir)
1502 {
1503 object *tmp = NULL;
1504 mapstruct *m;
1505 int i, mflags, found, number;
1506 sint16 x, y;
1507
1508 if (op->map == NULL)
1509 return find_arrow(op, type);
1510
1511 /* do a dex check */
1512 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1513 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1514 return find_arrow(op, type);
1515
1516 m = op->map;
1517 x = op->x;
1518 y = op->y;
1519
1520 /* find the first target */
1521 for (i=0, found=0; i<20; i++) {
1522 x += freearr_x[dir];
1523 y += freearr_y[dir];
1524 mflags = get_map_flags(m, &m, x, y, &x, &y);
1525 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1526 tmp = NULL;
1527 break;
1528 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1529 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1530 * perhaps a bad assumption.
1531 */
1532 tmp = NULL;
1533 break;
1534 }
1535 if (mflags & P_IS_ALIVE) {
1536 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1537 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1538 found++;
1539 break;
1540 }
1541 if (found)
1542 break;
1543 }
1544 }
1545 if (tmp == NULL)
1546 return find_arrow(op, type);
1547
1548 if (tmp->head)
1549 tmp = tmp->head;
1550
1551 return find_better_arrow(op, tmp, type, &i);
1552 }
1553
1554 /*
1555 * Creature fires a bow - op can be monster or player. Returns
1556 * 1 if bow was actually fired, 0 otherwise.
1557 * op is the object firing the bow.
1558 * part is for multipart creatures - the part firing the bow.
1559 * dir is the direction of fire.
1560 * wc_mod is any special modifier to give (used in special player fire modes)
1561 * sx, sy are coordinates to fire arrow from - also used in some of the special
1562 * player fire modes.
1563 */
1564 int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1565 sint16 sx, sint16 sy)
1566 {
1567 object *left, *bow;
1568 tag_t left_tag, tag;
1569 int bowspeed, mflags;
1570 mapstruct *m;
1571
1572 if (!dir) {
1573 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1574 return 0;
1575 }
1576 if (op->type == PLAYER)
1577 bow=op->contr->ranges[range_bow];
1578 else {
1579 for(bow=op->inv; bow; bow=bow->below)
1580 /* Don't check for applied - monsters don't apply bows - in that way, they
1581 * don't need to switch back and forth between bows and weapons.
1582 */
1583 if(bow->type==BOW)
1584 break;
1585
1586 if (!bow) {
1587 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1588 return 0;
1589 }
1590 }
1591 if( !bow->race || !bow->skill) {
1592 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1593 return 0;
1594 }
1595
1596 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1597
1598 /* penalize ROF for bestarrow */
1599 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1600 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1601 if (bowspeed < 1)
1602 bowspeed = 1;
1603
1604 if (arrow == NULL) {
1605 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1606 if (op->type == PLAYER)
1607 new_draw_info_format(NDI_UNIQUE, 0, op,
1608 "You have no %s left.", bow->race);
1609 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1610 else
1611 CLEAR_FLAG(op, FLAG_READY_BOW);
1612 return 0;
1613 }
1614 }
1615 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1616 if (mflags & P_OUT_OF_MAP) {
1617 return 0;
1618 }
1619 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1620 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1621 return 0;
1622 }
1623
1624 /* this should not happen, but sometimes does */
1625 if (arrow->nrof==0) {
1626 remove_ob(arrow);
1627 free_object(arrow);
1628 return 0;
1629 }
1630
1631 left = arrow; /* these are arrows left to the player */
1632 left_tag = left->count;
1633 arrow = get_split_ob(arrow, 1);
1634 if (arrow == NULL) {
1635 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1636 bow->race);
1637 return 0;
1638 }
1639 set_owner(arrow, op);
1640 if (arrow->skill) free_string(arrow->skill);
1641 arrow->skill = add_refcount(bow->skill);
1642
1643 arrow->direction=dir;
1644 arrow->x = sx;
1645 arrow->y = sy;
1646
1647 if (op->type == PLAYER) {
1648 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1649 fix_player(op);
1650 }
1651
1652 SET_ANIMATION(arrow, arrow->direction);
1653 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1654 arrow->stats.hp = arrow->stats.dam;
1655 arrow->stats.grace = arrow->attacktype;
1656 if (arrow->slaying != NULL)
1657 arrow->spellarg = strdup_local(arrow->slaying);
1658
1659 /* Note that this was different for monsters - they got their level
1660 * added to the damage. I think the strength bonus is more proper.
1661 */
1662
1663 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1664 0 : dam_bonus[op->stats.Str]) +
1665 bow->stats.dam + bow->magic + arrow->magic;
1666
1667 /* update the speed */
1668 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1669 0 : dam_bonus[op->stats.Str]) +
1670 bow->magic + arrow->magic) / 5.0 +
1671 (float)bow->stats.dam / 7.0;
1672
1673 if (arrow->speed < 1.0)
1674 arrow->speed = 1.0;
1675 update_ob_speed(arrow);
1676 arrow->speed_left = 0;
1677
1678 if (op->type == PLAYER) {
1679 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1680 (op->chosen_skill?op->chosen_skill->level:op->level) -
1681 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1682 arrow->stats.wc - bow->stats.wc + wc_mod;
1683
1684 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1685 } else {
1686 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1687 arrow->stats.wc + wc_mod;
1688
1689 arrow->level = op->level;
1690 }
1691 if (arrow->attacktype == AT_PHYSICAL)
1692 arrow->attacktype |= bow->attacktype;
1693 if (bow->slaying != NULL)
1694 arrow->slaying = add_string(bow->slaying);
1695
1696 arrow->map = m;
1697 arrow->move_type = MOVE_FLY_LOW;
1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1699
1700 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1701 tag = arrow->count;
1702 insert_ob_in_map(arrow, m, op, 0);
1703
1704 if (!was_destroyed(arrow, tag))
1705 move_arrow(arrow);
1706
1707 if (op->type == PLAYER) {
1708 if (was_destroyed (left, left_tag))
1709 esrv_del_item(op->contr, left_tag);
1710 else
1711 esrv_send_item(op, left);
1712 }
1713 return 1;
1714 }
1715
1716 /* Special fire code for players - this takes into
1717 * account the special fire modes players can have
1718 * but monsters can't. Putting that code here
1719 * makes the fire_bow code much cleaner.
1720 * this function should only be called if 'op' is a player,
1721 * hence the function name.
1722 */
1723 int player_fire_bow(object *op, int dir)
1724 {
1725 int ret=0, wcmod=0;
1726
1727 if (op->contr->bowtype == bow_bestarrow) {
1728 ret = fire_bow(op, op,
1729 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1730 dir, 0, op->x, op->y);
1731 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1732 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1733 wcmod =-1;
1734 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1735 op->x, op->y);
1736 } else if (op->contr->bowtype == bow_threewide) {
1737 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1739 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1740 } else if (op->contr->bowtype == bow_spreadshot) {
1741 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1742 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1743 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1744
1745 } else {
1746 /* Simple case */
1747 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1748 }
1749 return ret;
1750 }
1751
1752
1753 /* Fires a misc (wand/rod/horn) object in 'dir'.
1754 * Broken apart from 'fire' to keep it more readable.
1755 */
1756 void fire_misc_object(object *op, int dir)
1757 {
1758 object *item;
1759
1760 if (!op->contr->ranges[range_misc]) {
1761 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1762 return;
1763 }
1764
1765 item = op->contr->ranges[range_misc];
1766 if (!item->inv) {
1767 LOG(llevError,"Object %s lacks a spell\n", item->name);
1768 return;
1769 }
1770 if (item->type == WAND) {
1771 if(item->stats.food<=0) {
1772 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1773 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1774 return;
1775 }
1776 } else if (item->type == ROD || item->type==HORN) {
1777 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1778 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1779 if (item->type== ROD)
1780 new_draw_info_format(NDI_UNIQUE, 0,op,
1781 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1782 else
1783 new_draw_info_format(NDI_UNIQUE, 0,op,
1784 "The %s needs more time to charge.", query_base_name(item,0));
1785 return;
1786 }
1787 }
1788
1789 if(cast_spell(op,item,dir,item->inv,NULL)) {
1790 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1791 if (item->type == WAND) {
1792 if (!(--item->stats.food)) {
1793 object *tmp;
1794 if (item->arch) {
1795 CLEAR_FLAG(item, FLAG_ANIMATE);
1796 item->face = item->arch->clone.face;
1797 item->speed = 0;
1798 update_ob_speed(item);
1799 }
1800 if ((tmp=is_player_inv(item)))
1801 esrv_update_item(UPD_ANIM, tmp, item);
1802 }
1803 }
1804 else if (item->type == ROD || item->type==HORN) {
1805 drain_rod_charge(item);
1806 }
1807 }
1808 }
1809
1810 /* Received a fire command for the player - go and do it.
1811 */
1812 void fire(object *op,int dir) {
1813 int spellcost=0;
1814
1815 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible(op)) make_visible(op);
1817
1818 switch(op->contr->shoottype) {
1819 case range_none:
1820 return;
1821
1822 case range_bow:
1823 player_fire_bow(op, dir);
1824 return;
1825
1826 case range_magic: /* Casting spells */
1827 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1828 return;
1829
1830 case range_misc:
1831 fire_misc_object(op, dir);
1832 return;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 if(op->contr->ranges[range_golem]==NULL ||
1836 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1837 op->contr->ranges[range_golem] = NULL;
1838 op->contr->shoottype=range_none;
1839 op->contr->golem_count = 0;
1840 }
1841 else
1842 control_golem(op->contr->ranges[range_golem], dir);
1843 return;
1844
1845 case range_skill:
1846 if(!op->chosen_skill) {
1847 if(op->type==PLAYER)
1848 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1849 return;
1850 }
1851 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1852 return;
1853 case range_builder:
1854 apply_map_builder( op, dir );
1855 return;
1856 default:
1857 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1858 return;
1859 }
1860 }
1861
1862
1863
1864 /* find_key
1865 * We try to find a key for the door as passed. If we find a key
1866 * and successfully use it, we return the key, otherwise NULL
1867 * This function merges both normal and locked door, since the logic
1868 * for both is the same - just the specific key is different.
1869 * pl is the player,
1870 * inv is the objects inventory to searched
1871 * door is the door we are trying to match against.
1872 * This function can be called recursively to search containers.
1873 */
1874
1875 object * find_key(object *pl, object *container, object *door)
1876 {
1877 object *tmp,*key;
1878
1879 /* Should not happen, but sanity checking is never bad */
1880 if (container->inv == NULL) return NULL;
1881
1882 /* First, lets try to find a key in the top level inventory */
1883 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1884 if (door->type==DOOR && tmp->type==KEY) break;
1885 /* For sanity, we should really check door type, but other stuff
1886 * (like containers) can be locked with special keys
1887 */
1888 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1889 tmp->slaying==door->slaying) break;
1890 }
1891 /* No key found - lets search inventories now */
1892 /* If we find and use a key in an inventory, return at that time.
1893 * otherwise, if we search all the inventories and still don't find
1894 * a key, return
1895 */
1896 if (!tmp) {
1897 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1898 /* No reason to search empty containers */
1899 if (tmp->type==CONTAINER && tmp->inv) {
1900 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1901 }
1902 }
1903 if (!tmp) return NULL;
1904 }
1905 /* We get down here if we have found a key. Now if its in a container,
1906 * see if we actually want to use it
1907 */
1908 if (pl!=container) {
1909 /* Only let players use keys in containers */
1910 if (!pl->contr) return NULL;
1911 /* cases where this fails:
1912 * If we only search the player inventory, return now since we
1913 * are not in the players inventory.
1914 * If the container is not active, return now since only active
1915 * containers can be used.
1916 * If we only search keyrings and the container does not have
1917 * a race/isn't a keyring.
1918 * No checking for all containers - to fall through past here,
1919 * inv must have been an container and must have been active.
1920 *
1921 * Change the color so that the message doesn't disappear with
1922 * all the others.
1923 */
1924 if (pl->contr->usekeys == key_inventory ||
1925 !QUERY_FLAG(container, FLAG_APPLIED) ||
1926 (pl->contr->usekeys == keyrings &&
1927 (!container->race || strcmp(container->race, "keys")))
1928 ) {
1929 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1930 "The %s in your %s vibrates as you approach the door",
1931 query_name(tmp), query_name(container));
1932 return NULL;
1933 }
1934 }
1935 return tmp;
1936 }
1937
1938 /* moved door processing out of move_player_attack.
1939 * returns 1 if player has opened the door with a key
1940 * such that the caller should not do anything more,
1941 * 0 otherwise
1942 */
1943 static int player_attack_door(object *op, object *door)
1944 {
1945
1946 /* If its a door, try to find a use a key. If we do destroy the door,
1947 * might as well return immediately as there is nothing more to do -
1948 * otherwise, we fall through to the rest of the code.
1949 */
1950 object *key=find_key(op, op, door);
1951
1952 /* IF we found a key, do some extra work */
1953 if (key) {
1954 object *container=key->env;
1955
1956 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1957 if(action_makes_visible(op)) make_visible(op);
1958 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1959 if (door->type == DOOR) {
1960 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1961 }
1962 else if(door->type==LOCKED_DOOR) {
1963 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1964 "You open the door with the %s", query_short_name(key));
1965 remove_door2(door); /* remove door without violence ;-) */
1966 }
1967 /* Do this after we print the message */
1968 decrease_ob(key); /* Use up one of the keys */
1969 /* Need to update the weight the container the key was in */
1970 if (container != op)
1971 esrv_update_item(UPD_WEIGHT, op, container);
1972 return 1; /* Nothing more to do below */
1973 } else if (door->type==LOCKED_DOOR) {
1974 /* Might as well return now - no other way to open this */
1975 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1976 return 1;
1977 }
1978 return 0;
1979 }
1980
1981 /* This function is just part of a breakup from move_player.
1982 * It should keep the code cleaner.
1983 * When this is called, the players direction has been updated
1984 * (taking into account confusion.) The player is also actually
1985 * going to try and move (not fire weapons).
1986 */
1987
1988 void move_player_attack(object *op, int dir)
1989 {
1990 object *tmp, *mon, *tpl;
1991 sint16 nx, ny;
1992 int on_battleground;
1993 mapstruct *m;
1994
1995 if (op->contr->transport) tpl = op->contr->transport;
1996 else tpl = op;
1997 nx=freearr_x[dir]+tpl->x;
1998 ny=freearr_y[dir]+tpl->y;
1999
2000 on_battleground = op_on_battleground(tpl, NULL, NULL);
2001
2002 /* If braced, or can't move to the square, and it is not out of the
2003 * map, attack it. Note order of if statement is important - don't
2004 * want to be calling move_ob if braced, because move_ob will move the
2005 * player. This is a pretty nasty hack, because if we could
2006 * move to some space, it then means that if we are braced, we should
2007 * do nothing at all. As it is, if we are braced, we go through
2008 * quite a bit of processing. However, it probably is less than what
2009 * move_ob uses.
2010 */
2011 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2012 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2013 m = get_map_from_coord(tpl->map, &nx, &ny);
2014 if (!m) return; /* Don't think this should happen */
2015 }
2016 else m =tpl->map;
2017
2018 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2019 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2020 return;
2021 }
2022
2023 mon = NULL;
2024 /* Go through all the objects, and find ones of interest. Only stop if
2025 * we find a monster - that is something we know we want to attack.
2026 * if its a door or barrel (can roll) see if there may be monsters
2027 * on the space
2028 */
2029 while (tmp!=NULL) {
2030 if (tmp == op) {
2031 tmp=tmp->above;
2032 continue;
2033 }
2034 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2035 mon = tmp;
2036 break;
2037 }
2038 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2039 mon = tmp;
2040 tmp=tmp->above;
2041 }
2042
2043 if (mon==NULL) /* This happens anytime the player tries to move */
2044 return; /* into a wall */
2045
2046 if(mon->head != NULL)
2047 mon = mon->head;
2048
2049 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2050 if (player_attack_door(op, mon)) return;
2051
2052 /* The following deals with possibly attacking peaceful
2053 * or frienddly creatures. Basically, all players are considered
2054 * unaggressive. If the moving player has peaceful set, then the
2055 * object should be pushed instead of attacked. It is assumed that
2056 * if you are braced, you will not attack friends accidently,
2057 * and thus will not push them.
2058 */
2059
2060 /* If the creature is a pet, push it even if the player is not
2061 * peaceful. Our assumption is the creature is a pet if the
2062 * player owns it and it is either friendly or unagressive.
2063 */
2064 if ((op->type==PLAYER) && get_owner(mon)==op &&
2065 (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2066 {
2067 /* If we're braced, we don't want to switch places with it */
2068 if (op->contr->braced) return;
2069 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2070 (void) push_ob(mon,dir,op);
2071 if(op->contr->tmp_invis||op->hide) make_visible(op);
2072 return;
2073 }
2074
2075 /* in certain circumstances, you shouldn't attack friendly
2076 * creatures. Note that if you are braced, you can't push
2077 * someone, but put it inside this loop so that you won't
2078 * attack them either.
2079 */
2080 if ((mon->type==PLAYER || mon->enemy != op) &&
2081 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2082 (op->contr->peaceful && !on_battleground)) {
2083 if (!op->contr->braced) {
2084 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2085 (void) push_ob(mon,dir,op);
2086 } else {
2087 new_draw_info(0, 0,op,"You withhold your attack");
2088 }
2089 if(op->contr->tmp_invis||op->hide) make_visible(op);
2090 }
2091
2092 /* If the object is a boulder or other rollable object, then
2093 * roll it if not braced. You can't roll it if you are braced.
2094 */
2095 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2096 recursive_roll(mon,dir,op);
2097 if(action_makes_visible(op)) make_visible(op);
2098 }
2099
2100 /* Any generic living creature. Including things like doors.
2101 * Way it works is like this: First, it must have some hit points
2102 * and be living. Then, it must be one of the following:
2103 * 1) Not a player, 2) A player, but of a different party. Note
2104 * that party_number -1 is no party, so attacks can still happen.
2105 */
2106
2107 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2108 ((mon->type!=PLAYER || op->contr->party==NULL ||
2109 op->contr->party!=mon->contr->party))) {
2110
2111 /* If the player hasn't hit something this tick, and does
2112 * so, give them speed boost based on weapon speed. Doing
2113 * it here is better than process_players2, which basically
2114 * incurred a 1 tick offset.
2115 */
2116 if (!op->contr->has_hit) {
2117 op->speed_left += op->speed / op->contr->weapon_sp;
2118
2119 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2120 }
2121
2122 skill_attack(mon, op, 0, NULL, NULL);
2123
2124 /* If attacking another player, that player gets automatic
2125 * hitback, and doesn't loose luck either.
2126 * Disable hitback on the battleground or if the target is
2127 * the wiz.
2128 */
2129 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2130 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2131 short luck = mon->stats.luck;
2132 mon->contr->has_hit = 1;
2133 skill_attack(op, mon, 0, NULL, NULL);
2134 mon->stats.luck = luck;
2135 }
2136 if(action_makes_visible(op)) make_visible(op);
2137 }
2138 } /* if player should attack something */
2139 }
2140
2141 int move_player(object *op,int dir) {
2142 int pick;
2143 object *transport = op->contr->transport;
2144
2145 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2146 return 0;
2147
2148 /* Sanity check: make sure dir is valid */
2149 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2150 LOG( llevError, "move_player: invalid direction %d\n", dir);
2151 return 0;
2152 }
2153
2154 /* peterm: added following line */
2155 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2156 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2157
2158 op->facing = dir;
2159
2160 if(!transport && op->hide) do_hidden_move(op);
2161
2162 if (transport) {
2163 /* transport->contr is set up for the person in charge of the boat.
2164 * if that isn't this person, he can't steer it, etc
2165 */
2166 if (transport->contr != op->contr) return 0;
2167
2168 /* Transport can't move. But update dir so it at least
2169 * will point in the same direction if player is running.
2170 */
2171 if (transport->speed_left < 0.0) {
2172 transport->direction = dir;
2173 op->direction = dir;
2174 return 0;
2175 }
2176 /* Remove transport speed. Give player just a little speed -
2177 * enough so that they will get an action again quickly.
2178 *
2179 */
2180 transport->speed_left -= 1.0;
2181 if (op->speed_left < 0.0) op->speed_left = -0.01;
2182
2183 }
2184
2185 if(op->contr->fire_on) {
2186 fire(op,dir);
2187 }
2188 else move_player_attack(op,dir);
2189
2190 pick = check_pick(op);
2191
2192
2193 /* Add special check for newcs players and fire on - this way, the
2194 * server can handle repeat firing.
2195 */
2196 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2197 op->direction = dir;
2198 } else {
2199 op->direction=0;
2200 }
2201 /* Update how the player looks. Use the facing, so direction may
2202 * get reset to zero. This allows for full animation capabilities
2203 * for players.
2204 */
2205 if (!transport) animate_object(op, op->facing);
2206 return 0;
2207 }
2208
2209 /* This is similar to handle_player, below, but is only used by the
2210 * new client/server stuff.
2211 * This is sort of special, in that the new client/server actually uses
2212 * the new speed values for commands.
2213 *
2214 * Returns true if there are more actions we can do.
2215 */
2216 int handle_newcs_player(object *op)
2217 {
2218 if (op->contr->hidden) {
2219 op->invisible = 1000;
2220 /* the socket code flasehs the player visible/invisible
2221 * depending on the value if invisible, so we need to
2222 * alternate it here for it to work correctly.
2223 */
2224 if (pticks & 2) op->invisible--;
2225 }
2226 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2227 op->invisible--;
2228 if(!op->invisible) {
2229 make_visible(op);
2230 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2231 }
2232 }
2233
2234 if (QUERY_FLAG(op, FLAG_SCARED)) {
2235 flee_player(op);
2236 /* If player is still scared, that is his action for this tick */
2237 if (QUERY_FLAG(op, FLAG_SCARED)) {
2238 op->speed_left--;
2239 return 0;
2240 }
2241 }
2242
2243 /* I've been seeing crashes where the golem has been destroyed, but
2244 * the player object still points to the defunct golem. The code that
2245 * destroys the golem looks correct, and it doesn't always happen, so
2246 * put this in a a workaround to clean up the golem pointer.
2247 */
2248 if (op->contr->ranges[range_golem] &&
2249 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2250 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2251 op->contr->ranges[range_golem] = NULL;
2252 op->contr->golem_count = 0;
2253 }
2254
2255 /* call this here - we also will call this in do_ericserver, but
2256 * the players time has been increased when doericserver has been
2257 * called, so we recheck it here.
2258 */
2259 HandleClient(&op->contr->socket, op->contr);
2260 if (op->speed_left<0) return 0;
2261
2262 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2263 /* All move commands take 1 tick, at least for now */
2264 op->speed_left--;
2265
2266 /* Instead of all the stuff below, let move_player take care
2267 * of it. Also, some of the skill stuff is only put in
2268 * there, as well as the confusion stuff.
2269 */
2270 move_player(op, op->direction);
2271 if (op->speed_left>0) return 1;
2272 else return 0;
2273 }
2274 return 0;
2275 }
2276
2277 int save_life(object *op) {
2278 object *tmp;
2279
2280 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2281 return 0;
2282
2283 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2284 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2285 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2286 new_draw_info_format(NDI_UNIQUE, 0,op,
2287 "Your %s vibrates violently, then evaporates.",
2288 query_name(tmp));
2289 if (op->contr)
2290 esrv_del_item(op->contr, tmp->count);
2291 remove_ob(tmp);
2292 free_object(tmp);
2293 CLEAR_FLAG(op, FLAG_LIFESAVE);
2294 if(op->stats.hp<0)
2295 op->stats.hp = op->stats.maxhp;
2296 if(op->stats.food<0)
2297 op->stats.food = 999;
2298 fix_player(op);
2299 return 1;
2300 }
2301 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 enter_player_savebed(op); /* bring him home. */
2304 return 0;
2305 }
2306
2307 /* This goes throws the inventory and removes unpaid objects, and puts them
2308 * back in the map (location and map determined by values of env). This
2309 * function will descend into containers. op is the object to start the search
2310 * from.
2311 */
2312 void remove_unpaid_objects(object *op, object *env)
2313 {
2314 object *next;
2315
2316 while (op) {
2317 next=op->below; /* Make sure we have a good value, in case
2318 * we remove object 'op'
2319 */
2320 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2321 remove_ob(op);
2322 op->x = env->x;
2323 op->y = env->y;
2324 if (env->type == PLAYER)
2325 esrv_del_item(env->contr, op->count);
2326 insert_ob_in_map(op, env->map, NULL,0);
2327 }
2328 else if (op->inv) remove_unpaid_objects(op->inv, env);
2329 op=next;
2330 }
2331 }
2332
2333
2334 /*
2335 * Returns pointer a static string containing gravestone text
2336 * Moved from apply.c to player.c - player.c is what
2337 * actually uses this function. player.c may not be quite the
2338 * best, a misc file for object actions is probably better,
2339 * but there isn't one in the server directory.
2340 */
2341 char *gravestone_text (object *op)
2342 {
2343 static char buf2[MAX_BUF];
2344 char buf[MAX_BUF];
2345 time_t now = time (NULL);
2346
2347 strcpy (buf2, " R.I.P.\n\n");
2348 if (op->type == PLAYER)
2349 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2350 else
2351 sprintf (buf, "%s\n", op->name);
2352 strncat (buf2, " ", 20 - strlen (buf) / 2);
2353 strcat (buf2, buf);
2354 if (op->type == PLAYER)
2355 sprintf (buf, "who was in level %d when killed\n", op->level);
2356 else
2357 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER) {
2361 sprintf (buf, "by %s.\n\n", op->contr->killer);
2362 strncat (buf2, " ", 21 - strlen (buf) / 2);
2363 strcat (buf2, buf);
2364 }
2365 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 return buf2;
2369 }
2370
2371
2372
2373 void do_some_living(object *op) {
2374 int last_food=op->stats.food;
2375 int gen_hp, gen_sp, gen_grace;
2376 int over_hp, over_sp, over_grace;
2377 int i;
2378 int rate_hp = 1200;
2379 int rate_sp = 2500;
2380 int rate_grace = 2000;
2381 const int max_hp = 1;
2382 const int max_sp = 1;
2383 const int max_grace = 1;
2384
2385 if (op->contr->outputs_sync) {
2386 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2387 if (op->contr->outputs[i].buf!=NULL &&
2388 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2389 flush_output_element(op, &op->contr->outputs[i]);
2390 }
2391
2392 if(op->contr->state==ST_PLAYING) {
2393
2394 /* these next three if clauses make it possible to SLOW DOWN
2395 hp/grace/spellpoint regeneration. */
2396 if(op->contr->gen_hp >= 0 )
2397 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2398 else {
2399 gen_hp = op->stats.maxhp;
2400 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2401 }
2402 if(op->contr->gen_sp >= 0 )
2403 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2404 else {
2405 gen_sp = op->stats.maxsp;
2406 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2407 }
2408 if(op->contr->gen_grace >= 0)
2409 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2410 else {
2411 gen_grace = op->stats.maxgrace;
2412 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2413 }
2414
2415 /* Regenerate Spell Points */
2416 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2417 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2418 if(op->stats.sp<op->stats.maxsp) {
2419 op->stats.sp++;
2420 /* dms do not consume food */
2421 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2422 op->stats.food--;
2423 if(op->contr->digestion<0)
2424 op->stats.food+=op->contr->digestion;
2425 else if(op->contr->digestion>0 &&
2426 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2427 op->stats.food=last_food;
2428 }
2429 }
2430 if (max_sp>1) {
2431 over_sp = (gen_sp+10)/rate_sp;
2432 if (over_sp > 0) {
2433 if(op->stats.sp<op->stats.maxsp) {
2434 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2435 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2436 op->stats.sp--;
2437 if(op->stats.sp>op->stats.maxsp)
2438 op->stats.sp=op->stats.maxsp;
2439 }
2440 op->last_sp=0;
2441 } else {
2442 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2443 }
2444 } else {
2445 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2446 }
2447 }
2448
2449 /* Regenerate Grace */
2450 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2451 if(--op->last_grace<0) {
2452 if(op->stats.grace<op->stats.maxgrace/2)
2453 op->stats.grace++; /* no penalty in food for regaining grace */
2454 if(max_grace>1) {
2455 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2456 if (over_grace > 0) {
2457 op->stats.sp += over_grace
2458 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2459 op->last_grace=0;
2460 } else {
2461 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2462 }
2463 } else {
2464 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2465 }
2466 /* wearing stuff doesn't detract from grace generation. */
2467 }
2468
2469 /* Regenerate Hit Points */
2470 if(--op->last_heal<0) {
2471 if(op->stats.hp<op->stats.maxhp) {
2472 op->stats.hp++;
2473 /* dms do not consume food */
2474 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2475 op->stats.food--;
2476 if(op->contr->digestion<0)
2477 op->stats.food+=op->contr->digestion;
2478 else if(op->contr->digestion>0 &&
2479 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2480 op->stats.food=last_food;
2481 }
2482 }
2483 if(max_hp>1) {
2484 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2485 if (over_hp > 0) {
2486 op->stats.sp += over_hp
2487 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2488 op->last_heal=0;
2489 } else {
2490 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2491 }
2492 } else {
2493 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2494 }
2495 }
2496
2497 /* Digestion */
2498 if(--op->last_eat<0) {
2499 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2500 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2501 if(op->contr->gen_hp > 0)
2502 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2503 else
2504 op->last_eat=25*(1+bonus)/(penalty +1);
2505 /* dms do not consume food */
2506 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2507 }
2508 }
2509
2510 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2511 object *tmp, *flesh=NULL;
2512
2513 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2514 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2515 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2516 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2517 manual_apply(op,tmp,0);
2518 if(op->stats.food>=0||op->stats.hp<0)
2519 break;
2520 }
2521 else if (tmp->type==FLESH) flesh=tmp;
2522 } /* End if paid for object */
2523 } /* end of for loop */
2524 /* If player is still starving, it means they don't have any food, so
2525 * eat flesh instead.
2526 */
2527 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2528 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2529 manual_apply(op,flesh,0);
2530 }
2531 } /* end if player is starving */
2532
2533 while(op->stats.food<0&&op->stats.hp>0)
2534 op->stats.food++,op->stats.hp--;
2535
2536 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2537 kill_player(op);
2538 }
2539
2540
2541
2542 /* If the player should die (lack of hp, food, etc), we call this.
2543 * op is the player in jeopardy. If the player can not be saved (not
2544 * permadeath, no lifesave), this will take care of removing the player
2545 * file.
2546 */
2547 void kill_player(object *op)
2548 {
2549 char buf[MAX_BUF];
2550 int x,y,i;
2551 mapstruct *map; /* this is for resurrection */
2552 int z;
2553 int num_stats_lose;
2554 int lost_a_stat;
2555 int lose_this_stat;
2556 int this_stat;
2557 int will_kill_again;
2558 archetype *at;
2559 object *tmp;
2560
2561 if(save_life(op))
2562 return;
2563
2564
2565 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2566 * in cities ONLY!!! It is very important that this doesn't get abused.
2567 * Look at op_on_battleground() for more info --AndreasV
2568 */
2569 if (op_on_battleground(op, &x, &y)) {
2570 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2571 "You have been defeated in combat!");
2572 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2573 "Local medics have saved your life...");
2574
2575 /* restore player */
2576 at = find_archetype("poisoning");
2577 tmp=present_arch_in_ob(at,op);
2578 if (tmp) {
2579 remove_ob(tmp);
2580 free_object(tmp);
2581 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2582 }
2583
2584 at = find_archetype("confusion");
2585 tmp=present_arch_in_ob(at,op);
2586 if (tmp) {
2587 remove_ob(tmp);
2588 free_object(tmp);
2589 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2590 }
2591
2592 cure_disease(op,0); /* remove any disease */
2593 op->stats.hp=op->stats.maxhp;
2594 if (op->stats.food<=0) op->stats.food=999;
2595
2596 /* create a bodypart-trophy to make the winner happy */
2597 tmp=arch_to_object(find_archetype("finger"));
2598 if (tmp != NULL)
2599 {
2600 sprintf(buf,"%s's finger",op->name);
2601 tmp->name = add_string(buf);
2602 sprintf(buf," This finger has been cut off %s\n"
2603 " the %s, when he was defeated at\n level %d by %s.\n",
2604 op->name, op->contr->title, (int)(op->level),
2605 op->contr->killer);
2606 tmp->msg=add_string(buf);
2607 tmp->value=0, tmp->material=0, tmp->type=0;
2608 tmp->materialname = NULL;
2609 tmp->x = op->x, tmp->y = op->y;
2610 insert_ob_in_map(tmp,op->map,op,0);
2611 }
2612
2613 /* teleport defeated player to new destination*/
2614 transfer_ob(op, x, y, 0, NULL);
2615 op->contr->braced=0;
2616 return;
2617 }
2618
2619 /* Lauwenmark: Handle for plugin death event */
2620 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2621 return;
2622
2623 /* Lauwenmark: Handle for the global death event */
2624 execute_global_event(EVENT_PLAYER_DEATH, op);
2625 if(op->stats.food<0) {
2626 if (op->contr->explore) {
2627 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2628 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2629 op->stats.food=999;
2630 return;
2631 }
2632 sprintf(buf,"%s starved to death.",op->name);
2633 strcpy(op->contr->killer,"starvation");
2634 }
2635 else {
2636 if (op->contr->explore) {
2637 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2638 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2639 op->stats.hp=op->stats.maxhp;
2640 return;
2641 }
2642 sprintf(buf,"%s died.",op->name);
2643 }
2644 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2645
2646 /* save the map location for corpse, gravestone*/
2647 x=op->x;y=op->y;map=op->map;
2648
2649
2650 if (settings.not_permadeth == TRUE) {
2651 /* NOT_PERMADEATH code. This basically brings the character back to
2652 * life if they are dead - it takes some exp and a random stat.
2653 * See the config.h file for a little more in depth detail about this.
2654 */
2655
2656 /* Basically two ways to go - remove a stat permanently, or just
2657 * make it depletion. This bunch of code deals with that aspect
2658 * of death.
2659 */
2660
2661 if (settings.balanced_stat_loss) {
2662 /* If stat loss is permanent, lose one stat only. */
2663 /* Lower level chars don't lose as many stats because they suffer
2664 more if they do. */
2665 /* Higher level characters can afford things such as potions of
2666 restoration, or better, stat potions. So we slug them that
2667 little bit harder. */
2668 /* GD */
2669 if (settings.stat_loss_on_death)
2670 num_stats_lose = 1;
2671 else
2672 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2673 } else {
2674 num_stats_lose = 1;
2675 }
2676 lost_a_stat = 0;
2677
2678 for (z=0; z<num_stats_lose; z++) {
2679 if (settings.stat_loss_on_death) {
2680 /* Pick a random stat and take a point off it. Tell the player
2681 * what he lost.
2682 */
2683 i = RANDOM() % 7;
2684 change_attr_value(&(op->stats), i,-1);
2685 check_stat_bounds(&(op->stats));
2686 change_attr_value(&(op->contr->orig_stats), i,-1);
2687 check_stat_bounds(&(op->contr->orig_stats));
2688 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2689 lost_a_stat = 1;
2690 } else {
2691 /* deplete a stat */
2692 archetype *deparch=find_archetype("depletion");
2693 object *dep;
2694
2695 i = RANDOM() % 7;
2696 dep = present_arch_in_ob(deparch,op);
2697 if(!dep) {
2698 dep = arch_to_object(deparch);
2699 insert_ob_in_ob(dep, op);
2700 }
2701 lose_this_stat = 1;
2702 if (settings.balanced_stat_loss) {
2703 /* GD */
2704 /* Get the stat that we're about to deplete. */
2705 this_stat = get_attr_value(&(dep->stats), i);
2706 if (this_stat < 0) {
2707 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2708 int keep_chance = this_stat * this_stat;
2709 /* Yes, I am paranoid. Sue me. */
2710 if (keep_chance < 1)
2711 keep_chance = 1;
2712
2713 /* There is a maximum depletion total per level. */
2714 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2715 lose_this_stat = 0;
2716 /* Take loss chance vs keep chance to see if we
2717 retain the stat. */
2718 } else {
2719 if (random_roll(0, loss_chance + keep_chance-1,
2720 op, PREFER_LOW) < keep_chance)
2721 lose_this_stat = 0;
2722 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2723 this_stat, keep_chance, loss_chance,
2724 lose_this_stat?"LOSE":"KEEP"); */
2725 }
2726 }
2727 }
2728
2729 if (lose_this_stat) {
2730 this_stat = get_attr_value(&(dep->stats), i);
2731 /* We could try to do something clever like find another
2732 * stat to reduce if this fails. But chances are, if
2733 * stats have been depleted to -50, all are pretty low
2734 * and should be roughly the same, so it shouldn't make a
2735 * difference.
2736 */
2737 if (this_stat>=-50) {
2738 change_attr_value(&(dep->stats), i, -1);
2739 SET_FLAG(dep, FLAG_APPLIED);
2740 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2741 fix_player(op);
2742 lost_a_stat = 1;
2743 }
2744 }
2745 }
2746 }
2747 /* If no stat lost, tell the player. */
2748 if (!lost_a_stat)
2749 {
2750 /* determine_god() seems to not work sometimes... why is this?
2751 Should I be using something else? GD */
2752 const char *god = determine_god(op);
2753 if (god && (strcmp(god, "none")))
2754 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2755 "moment you feel the holy presence of %s protecting"
2756 " you.", god);
2757 else
2758 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2759 " feel a holy presence protecting you.");
2760 }
2761
2762 /* Put a gravestone up where the character 'almost' died. List the
2763 * exp loss on the stone.
2764 */
2765 tmp=arch_to_object(find_archetype("gravestone"));
2766 sprintf(buf,"%s's gravestone",op->name);
2767 FREE_AND_COPY(tmp->name, buf);
2768 sprintf(buf,"%s's gravestones",op->name);
2769 FREE_AND_COPY(tmp->name_pl, buf);
2770 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2771 "who was killed\n"
2772 "by %s.\n",
2773 op->name, op->contr->title,
2774 op->contr->killer);
2775 tmp->msg = add_string(buf);
2776 tmp->x=op->x,tmp->y=op->y;
2777 insert_ob_in_map (tmp, op->map, NULL,0);
2778
2779 /**************************************/
2780 /* */
2781 /* Subtract the experience points, */
2782 /* if we died cause of food, give us */
2783 /* food, and reset HP's... */
2784 /* */
2785 /**************************************/
2786
2787 /* remove any poisoning and confusion the character may be suffering.*/
2788 /* restore player */
2789 at = find_archetype("poisoning");
2790 tmp=present_arch_in_ob(at,op);
2791 if (tmp) {
2792 remove_ob(tmp);
2793 free_object(tmp);
2794 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2795 }
2796
2797 at = find_archetype("confusion");
2798 tmp=present_arch_in_ob(at,op);
2799 if (tmp) {
2800 remove_ob(tmp);
2801 free_object(tmp);
2802 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2803 }
2804 cure_disease(op,0); /* remove any disease */
2805
2806 /*add_exp(op, (op->stats.exp * -0.20)); */
2807 apply_death_exp_penalty(op);
2808 if(op->stats.food < 100) op->stats.food = 900;
2809 op->stats.hp = op->stats.maxhp;
2810 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2811 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2812
2813 /*
2814 * Check to see if the player is in a shop. IF so, then check to see if
2815 * the player has any unpaid items. If so, remove them and put them back
2816 * in the map.
2817 */
2818
2819 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2820 if (tmp->type == SHOP_FLOOR) {
2821 remove_unpaid_objects(op->inv, op);
2822 break;
2823 }
2824 }
2825
2826
2827 /****************************************/
2828 /* */
2829 /* Move player to his current respawn- */
2830 /* position (usually last savebed) */
2831 /* */
2832 /****************************************/
2833
2834 enter_player_savebed(op);
2835
2836 /* Save the player before inserting the force to reduce
2837 * chance of abuse.
2838 */
2839 op->contr->braced=0;
2840 save_player(op,1);
2841
2842 /* it is possible that the player has blown something up
2843 * at his savebed location, and that can have long lasting
2844 * spell effects. So first see if there is a spell effect
2845 * on the space that might harm the player.
2846 */
2847 will_kill_again=0;
2848 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2849 if (tmp->type ==SPELL_EFFECT)
2850 will_kill_again|=tmp->attacktype;
2851 }
2852 if (will_kill_again) {
2853 object *force;
2854 int at;
2855
2856 force=get_archetype(FORCE_NAME);
2857 /* 50 ticks should be enough time for the spell to abate */
2858 force->speed=0.1;
2859 force->speed_left=-5.0;
2860 SET_FLAG(force, FLAG_APPLIED);
2861 for (at=0; at<NROFATTACKS; at++) {
2862 if (will_kill_again & (1 << at))
2863 force->resist[at] = 100;
2864 }
2865 insert_ob_in_ob(force, op);
2866 fix_player(op);
2867
2868 }
2869 /**************************************/
2870 /* */
2871 /* Repaint the characters inv, and */
2872 /* stats, and show a nasty message ;) */
2873 /* */
2874 /**************************************/
2875
2876 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2877 return;
2878 } /* NOT_PERMADETH */
2879 else {
2880 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2881 * should probably be embedded in an else statement.
2882 */
2883
2884 op->contr->party=NULL;
2885 if (settings.set_title == TRUE)
2886 op->contr->own_title[0]='\0';
2887 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2888 check_score(op);
2889 if(op->contr->ranges[range_golem]!=NULL) {
2890 remove_friendly_object(op->contr->ranges[range_golem]);
2891 remove_ob(op->contr->ranges[range_golem]);
2892 free_object(op->contr->ranges[range_golem]);
2893 op->contr->ranges[range_golem]=NULL;
2894 op->contr->golem_count=0;
2895 }
2896 loot_object(op); /* Remove some of the items for good */
2897 remove_ob(op);
2898 op->direction=0;
2899
2900 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2901 delete_character(op->name,0);
2902 if (settings.resurrection == TRUE) {
2903 /* save playerfile sans equipment when player dies
2904 ** then save it as player.pl.dead so that future resurrection
2905 ** type spells will work on them nicely
2906 */
2907 delete_character(op->name,0);
2908 op->stats.hp = op->stats.maxhp;
2909 op->stats.food = 999;
2910
2911 /* set the location of where the person will reappear when */
2912 /* maybe resurrection code should fix map also */
2913 strcpy(op->contr->maplevel, settings.emergency_mapname);
2914 if(op->map!=NULL)
2915 op->map = NULL;
2916 op->x = settings.emergency_x;
2917 op->y = settings.emergency_y;
2918 save_player(op,0);
2919 op->map = map;
2920 /* please see resurrection.c: peterm */
2921 dead_player(op);
2922 } else {
2923 delete_character(op->name,1);
2924 }
2925 }
2926 play_again(op);
2927
2928 /* peterm: added to create a corpse at deathsite. */
2929 tmp=arch_to_object(find_archetype("corpse_pl"));
2930 sprintf(buf,"%s", op->name);
2931 FREE_AND_COPY(tmp->name, buf);
2932 FREE_AND_COPY(tmp->name_pl, buf);
2933 tmp->level=op->level;
2934 tmp->x=x;tmp->y=y;
2935 if (tmp->msg)
2936 free_string(tmp->msg);
2937 tmp->msg = add_string (gravestone_text(op));
2938 SET_FLAG (tmp, FLAG_UNIQUE);
2939 insert_ob_in_map (tmp, map, NULL,0);
2940 }
2941 }
2942
2943
2944 void loot_object(object *op) { /* Grab and destroy some treasure */
2945 object *tmp,*tmp2,*next;
2946
2947 if (op->container) { /* close open sack first */
2948 esrv_apply_container (op, op->container);
2949 }
2950
2951 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2952 next=tmp->below;
2953 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2954 remove_ob(tmp);
2955 tmp->x=op->x,tmp->y=op->y;
2956 if (tmp->type == CONTAINER) { /* empty container to ground */
2957 loot_object(tmp);
2958 }
2959 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2960 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2961 if(tmp->nrof>1) {
2962 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2963 free_object(tmp2);
2964 insert_ob_in_map(tmp,op->map,NULL,0);
2965 } else
2966 free_object(tmp);
2967 } else
2968 insert_ob_in_map(tmp,op->map,NULL,0);
2969 }
2970 }
2971
2972 /*
2973 * fix_weight(): Check recursively the weight of all players, and fix
2974 * what needs to be fixed. Refresh windows and fix speed if anything
2975 * was changed.
2976 */
2977
2978 void fix_weight(void) {
2979 player *pl;
2980 for (pl = first_player; pl != NULL; pl = pl->next) {
2981 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
2982 if(old == sum)
2983 continue;
2984 fix_player(pl->ob);
2985 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2986 pl->ob->name, old, sum);
2987 }
2988 }
2989
2990 void fix_luck(void) {
2991 player *pl;
2992 for (pl = first_player; pl != NULL; pl = pl->next)
2993 if (!pl->ob->contr->state)
2994 change_luck(pl->ob, 0);
2995 }
2996
2997
2998 /* cast_dust() - handles op throwing objects of type 'DUST'.
2999 * This is much simpler in the new spell code - we basically
3000 * just treat this as any other spell casting object.
3001 */
3002
3003 void cast_dust (object *op, object *throw_ob, int dir) {
3004 object *skop, *spob;
3005
3006 skop = find_skill_by_name(op, throw_ob->skill);
3007
3008 /* casting POTION 'dusts' is really a use_magic_item skill */
3009 if(op->type==PLAYER && throw_ob->type==POTION && !skop) {
3010 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n",
3011 op->name);
3012 return;
3013 }
3014 spob = throw_ob->inv;
3015 if (op->type==PLAYER && spob)
3016 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name);
3017
3018 cast_spell(op, throw_ob, dir, spob, NULL);
3019
3020 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3021 free_object(throw_ob);
3022 }
3023
3024 void make_visible (object *op) {
3025 op->hide = 0;
3026 op->invisible = 0;
3027 if(op->type==PLAYER) {
3028 op->contr->tmp_invis = 0;
3029 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3030 }
3031 update_object(op,UP_OBJ_FACE);
3032 }
3033
3034 int is_true_undead(object *op) {
3035 object *tmp=NULL;
3036
3037 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3038
3039 if(op->type==PLAYER)
3040 for(tmp=op->inv;tmp;tmp=tmp->below)
3041 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3042 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3043 return 0;
3044 }
3045
3046 /* look at the surrounding terrain to determine
3047 * the hideability of this object. Positive levels
3048 * indicate greater hideability.
3049 */
3050
3051 int hideability(object *ob) {
3052 int i,level=0, mflag;
3053 sint16 x,y;
3054
3055 if(!ob||!ob->map) return 0;
3056
3057 /* so, on normal lighted maps, its hard to hide */
3058 level=ob->map->darkness - 2;
3059
3060 /* this also picks up whether the object is glowing.
3061 * If you carry a light on a non-dark map, its not
3062 * as bad as carrying a light on a pitch dark map */
3063 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3064
3065 /* scan through all nearby squares for terrain to hide in */
3066 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3067 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3068 if (mflag & P_OUT_OF_MAP) { continue; }
3069 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3070 level += 2;
3071 else /* open terrain! */
3072 level -= 1;
3073 }
3074
3075 #if 0
3076 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3077 #endif
3078 return level;
3079 }
3080
3081 /* For Hidden creatures - a chance of becoming 'unhidden'
3082 * every time they move - as we subtract off 'invisibility'
3083 * AND, for players, if they move into a ridiculously unhideable
3084 * spot (surrounded by clear terrain in broad daylight). -b.t.
3085 */
3086
3087 void do_hidden_move (object *op) {
3088 int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3089 object *skop;
3090
3091 if(!op || !op->map) return;
3092
3093 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3094
3095 /* its *extremely* hard to run and sneak/hide at the same time! */
3096 if(op->type==PLAYER && op->contr->run_on) {
3097 if(!skop || num >= skop->level) {
3098 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3099 make_visible(op);
3100 return;
3101 } else num += 20;
3102 }
3103 num += op->map->difficulty;
3104 hide = hideability(op); /* modify by terrain hidden level */
3105 num -= hide;
3106 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3107 make_visible(op);
3108 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3109 "You moved out of hiding! You are visible!");
3110 }
3111 else if (op->type == PLAYER && skop) {
3112 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3113 }
3114 }
3115
3116 /* determine if who is standing near a hostile creature. */
3117
3118 int stand_near_hostile( object *who ) {
3119 object *tmp=NULL;
3120 int i,friendly=0,player=0, mflags;
3121 mapstruct *m;
3122 sint16 x,y;
3123
3124 if(!who) return 0;
3125
3126 if(who->type==PLAYER) player=1;
3127 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3128
3129 /* search adjacent squares */
3130 for(i=1;i<9;i++) {
3131 x = who->x+freearr_x[i];
3132 y = who->y+freearr_y[i];
3133 m = who->map;
3134 mflags = get_map_flags(m, &m, x, y, &x, &y);
3135 /* space must be blocked if there is a monster. If not
3136 * blocked, don't need to check this space.
3137 */
3138 if (mflags & P_OUT_OF_MAP) continue;
3139 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3140
3141 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3142 if((player||friendly)
3143 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3144 return 1;
3145 else if(tmp->type==PLAYER)
3146 {
3147 /*don't let a hidden DM prevent you from hiding*/
3148 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3149 return 1;
3150 }
3151 }
3152 }
3153 return 0;
3154 }
3155
3156 /* check the player los field for viewability of the
3157 * object op. This function works fine for monsters,
3158 * but we dont worry if the object isnt the top one in
3159 * a pile (say a coin under a table would return "viewable"
3160 * by this routine). Another question, should we be
3161 * concerned with the direction the player is looking
3162 * in? Realistically, most of use cant see stuff behind
3163 * our backs...on the other hand, does the "facing" direction
3164 * imply the way your head, or body is facing? Its possible
3165 * for them to differ. Sigh, this fctn could get a bit more complex.
3166 * -b.t.
3167 * This function is now map tiling safe.
3168 */
3169
3170 int player_can_view (object *pl,object *op) {
3171 rv_vector rv;
3172 int dx,dy;
3173
3174 if(pl->type!=PLAYER) {
3175 LOG(llevError,"player_can_view() called for non-player object\n");
3176 return -1;
3177 }
3178 if (!pl || !op) return 0;
3179
3180 if(op->head) { op = op->head; }
3181 get_rangevector(pl, op, &rv, 0x1);
3182
3183 /* starting with the 'head' part, lets loop
3184 * through the object and find if it has any
3185 * part that is in the los array but isnt on
3186 * a blocked los square.
3187 * we use the archetype to figure out offsets.
3188 */
3189 while(op) {
3190 dx = rv.distance_x + op->arch->clone.x;
3191 dy = rv.distance_y + op->arch->clone.y;
3192
3193 /* only the viewable area the player sees is updated by LOS
3194 * code, so we need to restrict ourselves to that range of values
3195 * for any meaningful values.
3196 */
3197 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3198 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3199 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3200 return 1;
3201 op = op->more;
3202 }
3203 return 0;
3204 }
3205
3206 /* routine for both players and monsters. We call this when
3207 * there is a possibility for our action distrubing our hiding
3208 * place or invisiblity spell. Artefact invisiblity is not
3209 * effected by this. If we arent invisible to begin with, we
3210 * return 0.
3211 */
3212 int action_makes_visible (object *op) {
3213
3214 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3215 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3216 return 0;
3217
3218 if (op->contr && op->contr->tmp_invis == 0) return 0;
3219
3220 /* If monsters, they should become visible */
3221 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3222 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3223 return 1;
3224 }
3225 }
3226 return 0;
3227 }
3228
3229 /* op_on_battleground - checks if the given object op (usually
3230 * a player) is standing on a valid battleground-tile,
3231 * function returns TRUE/FALSE. If true x, y returns the battleground
3232 * -exit-coord. (and if x, y not NULL)
3233 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3234 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3235 * Default is to do the same as before, so only people wanting to have different points need worry about this
3236 */
3237 int op_on_battleground (object *op, int *x, int *y) {
3238 object *tmp;
3239
3240 /* A battleground-tile needs the following attributes to be valid:
3241 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3242 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3243 * and the exit-coordinates sp/hp must both be > 0.
3244 * => The intention here is to prevent abuse of the battleground-
3245 * feature (like pickable or hidden battleground tiles). */
3246 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3247 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3248 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3249 strcmp(tmp->name, "battleground")==0 &&
3250 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3251 /*before we assign the exit, check if this is a teambattle*/
3252 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3253 object *invtmp;
3254 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3255 if(invtmp->type==FORCE && invtmp->slaying &&
3256 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3257 if (x != NULL && y != NULL)
3258 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3259 return 1;
3260 }
3261 }
3262 }
3263 if (x != NULL && y != NULL)
3264 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3265 return 1;
3266 }
3267 }
3268 }
3269 /* If we got here, did not find a battleground */
3270 return 0;
3271 }
3272
3273 /*
3274 * When a dragon-player gains a new stage of evolution,
3275 * he gets some treasure
3276 *
3277 * attributes:
3278 * object *who the dragon player
3279 * int atnr the attack-number of the ability focus
3280 * int level ability level
3281 */
3282 void dragon_ability_gain(object *who, int atnr, int level) {
3283 treasurelist *trlist = NULL; /* treasurelist */
3284 treasure *tr; /* treasure */
3285 object *tmp,*skop; /* tmp. object */
3286 object *item; /* treasure object */
3287 char buf[MAX_BUF]; /* tmp. string buffer */
3288 int i=0, j=0;
3289
3290 /* get the appropriate treasurelist */
3291 if (atnr == ATNR_FIRE)
3292 trlist = find_treasurelist("dragon_ability_fire");
3293 else if (atnr == ATNR_COLD)
3294 trlist = find_treasurelist("dragon_ability_cold");
3295 else if (atnr == ATNR_ELECTRICITY)
3296 trlist = find_treasurelist("dragon_ability_elec");
3297 else if (atnr == ATNR_POISON)
3298 trlist = find_treasurelist("dragon_ability_poison");
3299
3300 if (trlist == NULL || who->type != PLAYER)
3301 return;
3302
3303 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3304 tr = tr->next, i++);
3305
3306 if (tr == NULL || tr->item == NULL) {
3307 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3308 return;
3309 }
3310
3311 /* everything seems okay - now bring on the gift: */
3312 item = &(tr->item->clone);
3313
3314 if (item->type == SPELL) {
3315 if (check_spell_known (who, item->name))
3316 return;
3317
3318 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3319 do_learn_spell (who, item, 0);
3320 return;
3321 }
3322
3323 /* grant direct spell */
3324 if (item->type == SPELLBOOK) {
3325 if (!item->inv) {
3326 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3327 item->name);
3328 return;
3329 }
3330 if (check_spell_known (who, item->inv->name))
3331 return;
3332 if (item->invisible) {
3333 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3334 do_learn_spell (who, item->inv, 0);
3335 return;
3336 }
3337 }
3338 else if (item->type == SKILL_TOOL && item->invisible) {
3339 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3340
3341 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3342 * in this way, if the player is missing any of the attacktypes, he gets
3343 * them. As it is now, if the player has any that match the granted skill,
3344 * but not all of them, he gets nothing.
3345 */
3346 if (!(skop->attacktype & item->attacktype)) {
3347 /* Give new attacktype */
3348 skop->attacktype |= item->attacktype;
3349
3350 /* always add physical if there's none */
3351 skop->attacktype |= AT_PHYSICAL;
3352
3353 if (item->msg != NULL)
3354 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3355
3356 /* Give player new face */
3357 if (item->animation_id) {
3358 who->face = skop->face;
3359 who->animation_id = item->animation_id;
3360 who->anim_speed = item->anim_speed;
3361 who->last_anim = 0;
3362 who->state = 0;
3363 animate_object(who, who->direction);
3364 }
3365 }
3366 }
3367 }
3368 else if (item->type == FORCE) {
3369 /* forces in the treasurelist can alter the player's stats */
3370 object *skin;
3371 /* first get the dragon skin force */
3372 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3373 skin=skin->below);
3374 if (skin == NULL) return;
3375
3376 /* adding new spellpath attunements */
3377 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3378 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3379
3380 /* print message */
3381 sprintf(buf, "You feel attuned to ");
3382 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3383 if(item->path_attuned & (1<<i)) {
3384 if (j)
3385 strcat(buf," and ");
3386 else
3387 j = 1;
3388 strcat(buf, spellpathnames[i]);
3389 }
3390 }
3391 strcat(buf,".");
3392 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3393 }
3394
3395 /* evtl. adding flags: */
3396 if(QUERY_FLAG(item, FLAG_XRAYS))
3397 SET_FLAG(skin, FLAG_XRAYS);
3398 if(QUERY_FLAG(item, FLAG_STEALTH))
3399 SET_FLAG(skin, FLAG_STEALTH);
3400 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3401 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3402
3403 /* print message if there is one */
3404 if (item->msg != NULL)
3405 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3406 }
3407 else {
3408 /* generate misc. treasure */
3409 tmp = arch_to_object (tr->item);
3410 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3411 tmp = insert_ob_in_ob (tmp, who);
3412 if (who->type == PLAYER)
3413 esrv_send_item(who, tmp);
3414 }
3415 }
3416
3417 /**
3418 * Unready an object for a player. This function does nothing if the object was
3419 * not readied.
3420 */
3421 void player_unready_range_ob(player *pl, object *ob) {
3422 rangetype i;
3423
3424 for (i = 0; i < range_size; i++) {
3425 if (pl->ranges[i] == ob) {
3426 pl->ranges[i] = NULL;
3427 if (pl->shoottype == i) {
3428 pl->shoottype = range_none;
3429 }
3430 }
3431 }
3432 }