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/cvs/deliantra/server/server/player.c
Revision: 1.20
Committed: Tue Jun 6 02:45:28 2006 UTC (17 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: difficulty_fix_merge_060810_2300
Branch point for: difficulty_fix
Changes since 1.19: +2 -0 lines
Log Message:
disable nonfunctional class (that have Edit me. as description)

File Contents

# Content
1 /*
2 * static char *rcsid_player_c =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #ifndef WIN32 /* ---win32 remove headers */
31 #include <pwd.h>
32 #endif
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <sounds.h>
37 #include <living.h>
38 #include <object.h>
39 #include <spells.h>
40 #include <skills.h>
41 #include <newclient.h>
42
43 #ifdef COZY_SERVER
44 extern int same_party (partylist *a, partylist *b);
45 #endif
46
47 player *find_player(const char *plname)
48 {
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56 }
57
58 player* find_player_partial_name( const char* plname )
59 {
60 player* pl;
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82 void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103 }
104
105 void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131 }
132
133 void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179 }
180
181 int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189 }
190
191 /* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196 /* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202 static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235
236 /* There are some elements we want initialized to non zero value -
237 * we deal with that below this point.
238 */
239 p->party=NULL;
240 p->outputs_sync=16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice;
243 p->Swap_First = -1;
244
245 #ifdef AUTOSAVE
246 p->last_save_tick = 9999999;
247 #endif
248
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
250
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301 }
302
303
304 /* This loads the first map an puts the player on it. */
305 static void set_first_map(object *op)
306 {
307 strcpy(op->contr->maplevel, first_map_path);
308 op->x = -1;
309 op->y = -1;
310 enter_exit(op, NULL);
311 }
312
313 /* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317
318 int add_player(NewSocket *ns) {
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341 }
342
343 /*
344 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype!
347 */
348 archetype *get_player_archetype(archetype* at)
349 {
350 archetype *start = at;
351 for (;;) {
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 }
363 }
364
365
366 object *get_nearest_player(object *mon) {
367 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol;
370 unsigned lastdist;
371 rv_vector rv;
372
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) {
374 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv))
399 continue;
400
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) {
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 }
414 }
415 #if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)");
417 #endif
418 return op;
419 }
420
421 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking
424 * for a path to the player. The values are in the amount of direction
425 * the deviation is
426 */
427 #define DETOUR_AMOUNT 2
428
429 /* This is used to prevent infinite loops. Consider a case where the
430 * player is in a chamber (with gate closed), and monsters are outside.
431 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
432 * find a path into the chamber. This is a good thing, but since there
433 * is no real path, it will just keep circling the chamber for
434 * ever (this could be a nice effect for monsters, but not for the function
435 * to get stuck in. I think for the monsters, if max is reached and
436 * we return the first direction the creature could move would result in the
437 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing.
440 */
441 #define MAX_SPACES 50
442
443
444 /*
445 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that
448 * direction to player is changed (ie zig or zag). Continue zig zag until either
449 * reach player or path is blocked. Thus, will only return true if there is a free
450 * path to player. Though path may not be a straight line. Note that it will find
451 * player hiding along a corridor at right angles to the corridor with the monster.
452 *
453 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
454 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
455 * down corriders.
456 * 2) I think the old code was broken if the first direction the monster
457 * should move was blocked - the code would store the first direction without
458 * verifying that the player can actually move in that direction. The new
459 * code does not store anything in firstdir until we have verified that the
460 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself.
464 */
465 int path_to_player(object *mon, object *pl, unsigned mindiff) {
466 rv_vector rv;
467 sint16 x,y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap;
470
471 get_rangevector(mon, pl, &rv, 0);
472
473 if (rv.distance<mindiff) return 0;
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572 }
573
574 void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656 }
657
658 void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662 }
663
664 void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668 }
669
670 void play_again(object *op)
671 {
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690 }
691
692
693 int receive_play_again(object *op, char key)
694 {
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0;
725 }
726
727 void confirm_password(object *op) {
728
729 op->contr->write_buf[0]='\0';
730 op->contr->state=ST_CONFIRM_PASSWORD;
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732 }
733
734 void get_party_password(object *op, partylist *party) {
735 if (party == NULL) {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
737 return;
738 }
739 op->contr->write_buf[0]='\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743 }
744
745
746 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747 int roll_stat(void) {
748 int a[4],i,j,k;
749
750 for(i=0;i<4;i++)
751 a[i]=(int)RANDOM()%6+1;
752
753 for(i=0,j=0,k=7;i<4;i++)
754 if(a[i]<k)
755 k=a[i],j=i;
756
757 for(i=0,k=0;i<4;i++) {
758 if(i!=j)
759 k+=a[i];
760 }
761 return k;
762 }
763
764 void roll_stats(object *op) {
765 int sum=0;
766 int i = 0, j = 0;
767 int statsort[7];
768
769 do {
770 op->stats.Str=roll_stat();
771 op->stats.Dex=roll_stat();
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781
782 /* Sort the stats so that rerolling is easier... */
783 statsort[0] = op->stats.Str;
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790
791 /* a quick and dirty bubblesort? */
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0;
822 op->stats.ac=0;
823
824 op->contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3;
827
828 fix_player(op);
829 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats;
833 }
834
835 void Roll_Again(object *op)
836 {
837 esrv_new_player(op->contr, 0);
838 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839 }
840
841 void Swap_Stat(object *op,int Swap_Second)
842 {
843 signed char tmp;
844 char buf[MAX_BUF];
845
846 if ( op->contr->Swap_First == -1 ) {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf);
862 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885 }
886
887
888 /* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895 int key_roll_stat(object *op, char key)
896 {
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922 #if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927 #endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953 }
954
955 /* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE,
959 * not the class.
960 */
961
962 int key_change_class(object *op, char key)
963 {
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977
978 /* Lauwenmark : Here we handle the BORN global event */
979 execute_global_event(EVENT_BORN, op);
980
981 /* Lauwenmark : We then generate a LOGIN event */
982 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
983 op->contr->state=ST_PLAYING;
984
985 if (op->msg) {
986 free_string(op->msg);
987 op->msg=NULL;
988 }
989
990 /* We create this now because some of the unique maps will need it
991 * to save here.
992 */
993 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
994 make_path_to_file(buf);
995
996 #ifdef AUTOSAVE
997 op->contr->last_save_tick = pticks;
998 #endif
999 start_info(op);
1000 CLEAR_FLAG(op, FLAG_WIZ);
1001 give_initial_items(op,op->randomitems);
1002 link_player_skills(op);
1003 esrv_send_inventory(op, op);
1004 fix_player(op);
1005
1006 /* This moves the player to a different start map, if there
1007 * is one for this race
1008 */
1009 if(*first_map_ext_path) {
1010 object *tmp;
1011 mapstruct *oldmap = op->map;
1012 char mapname[MAX_BUF];
1013 snprintf(mapname, MAX_BUF-1, "%s/%s",
1014 first_map_ext_path, op->arch->name);
1015 tmp=get_object();
1016 EXIT_PATH(tmp) = add_string(mapname);
1017 EXIT_X(tmp) = op->x;
1018 EXIT_Y(tmp) = op->y;
1019 enter_exit(op,tmp); /* we don't really care if it succeeded;
1020 * if the map isn't there, then stay on the
1021 * default initial map */
1022 free_object(tmp);
1023 } else {
1024 LOG(llevDebug,"first_map_ext_path not set\n");
1025 }
1026 return 0;
1027 }
1028
1029 /* Following actually changes the race - this is the default command
1030 * if we don't match with one of the options above.
1031 */
1032
1033 tmp_loop = 0;
1034 while(!tmp_loop) {
1035 const char *name = add_string (op->name);
1036 int x = op->x, y = op->y;
1037 remove_statbonus(op);
1038 remove_ob (op);
1039 op->arch = get_player_archetype(op->arch);
1040 copy_object (&op->arch->clone, op);
1041 op->stats = op->contr->orig_stats;
1042 free_string (op->name);
1043 op->name = name;
1044 free_string(op->name_pl);
1045 op->name_pl = add_string(name);
1046 op->x = x;
1047 op->y = y;
1048 SET_ANIMATION(op, 2); /* So player faces south */
1049 insert_ob_in_map (op, op->map, op,0);
1050 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1051 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1052 add_statbonus(op);
1053 tmp_loop=allowed_class(op);
1054
1055 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1056 }
1057 update_object(op,UP_OBJ_FACE);
1058 esrv_update_item(UPD_FACE,op,op);
1059 fix_player(op);
1060 op->stats.hp=op->stats.maxhp;
1061 op->stats.sp=op->stats.maxsp;
1062 op->stats.grace=0;
1063 if (op->msg)
1064 new_draw_info(NDI_BLUE, 0, op, op->msg);
1065 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1066 return 0;
1067 }
1068
1069 int key_confirm_quit(object *op, char key)
1070 {
1071 char buf[MAX_BUF];
1072
1073 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1074 op->contr->state=ST_PLAYING;
1075 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1076 return 1;
1077 }
1078
1079 /* Lauwenmark : Here we handle the REMOVE global event */
1080 execute_global_event(EVENT_REMOVE, op);
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111 }
1112
1113 void flee_player(object *op) {
1114 int dir,diff;
1115 rv_vector rv;
1116
1117 if(op->stats.hp < 0) {
1118 LOG(llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED);
1120 return;
1121 }
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED);
1126 return;
1127 }
1128
1129 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled.
1132 */
1133 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL;
1136 return;
1137 }
1138
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1140 op->enemy=NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED);
1142 return;
1143 }
1144 get_rangevector(op, op->enemy, &rv, 0);
1145
1146 dir=absdir(4+rv.direction);
1147 for(diff=0;diff<3;diff++) {
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 }
1154 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED);
1156 op->enemy=NULL;
1157 }
1158
1159
1160 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop.
1163 */
1164 int check_pick(object *op) {
1165 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0;
1168 int j, k, wvratio;
1169 char putstring[128], tmpstr[16];
1170
1171
1172 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING)
1174 return 1;
1175
1176 op_tag = op->count;
1177
1178 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181
1182 /* loop while there are items on the floor that are not marked as
1183 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag))
1185 {
1186 tmp = next;
1187 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190
1191 if (was_destroyed (op, op_tag))
1192 return 0;
1193
1194 if ( ! can_pick (op, tmp))
1195 continue;
1196
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1198 {
1199 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp);
1209 return 1;
1210 case 2: pick_up (op, tmp);
1211 return 0;
1212 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp);
1214 break;
1215 case 5: pick_up (op, tmp);
1216 stop = 1;
1217 break;
1218 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp);
1222 break;
1223
1224 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp);
1227 break;
1228
1229 default:
1230 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode)
1235 pick_up(op,tmp);
1236 }
1237 }
1238 else { /* old model */
1239 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG)
1241 {
1242 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type,
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type,
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252
1253 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++)
1255 {
1256 for(j=0;j<32;j++)
1257 {
1258 if((tmp->flags[k]>>j)&0x01)
1259 {
1260 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr);
1262 }
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266
1267 #if 0
1268 /* print the flags too */
1269 for(k=0;k<4;k++)
1270 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++)
1273 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," ");
1276 }
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279 #endif
1280 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429 #if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437 #endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop;
1444 }
1445
1446 /*
1447 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the
1449 * found object is returned.
1450 */
1451 object *find_arrow(object *op, const char *type)
1452 {
1453 object *tmp = NULL;
1454
1455 for(op=op->inv; op; op=op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type &&
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type)
1460 return op;
1461 return tmp;
1462 }
1463
1464 /*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */
1470
1471 object *find_better_arrow(object *op, object *target, const char *type, int *better)
1472 {
1473 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i;
1475
1476 if (!type)
1477 return NULL;
1478
1479 for (arrow=op->inv; arrow; arrow=arrow->below) {
1480 if (arrow->type==CONTAINER && arrow->race==type &&
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1482 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i);
1484 if (i > betterby) {
1485 tmp = ntmp;
1486 betterby = i;
1487 }
1488 } else if (arrow->type==ARROW && arrow->race==type) {
1489 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL &&
1491 strstr(arrow->slaying, target->race)) {
1492 if (arrow->attacktype & AT_DEATH) {
1493 *better = 100;
1494 return arrow;
1495 } else {
1496 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 }
1499 } else {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1501 attacktype = 1<<attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1504 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1506 }
1507 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1509 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1513 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 }
1516 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type);
1521
1522 *better = betterby;
1523 return tmp;
1524 }
1525
1526 /* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter
1529 * type = bow->race
1530 * dir = fire direction
1531 */
1532
1533 object *pick_arrow_target(object *op, const char *type, int dir)
1534 {
1535 object *tmp = NULL;
1536 mapstruct *m;
1537 int i, mflags, found, number;
1538 sint16 x, y;
1539
1540 if (op->map == NULL)
1541 return find_arrow(op, type);
1542
1543 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1546 return find_arrow(op, type);
1547
1548 m = op->map;
1549 x = op->x;
1550 y = op->y;
1551
1552 /* find the first target */
1553 for (i=0, found=0; i<20; i++) {
1554 x += freearr_x[dir];
1555 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1558 tmp = NULL;
1559 break;
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption.
1563 */
1564 tmp = NULL;
1565 break;
1566 }
1567 if (mflags & P_IS_ALIVE) {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1570 found++;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 }
1577 if (tmp == NULL)
1578 return find_arrow(op, type);
1579
1580 if (tmp->head)
1581 tmp = tmp->head;
1582
1583 return find_better_arrow(op, tmp, type, &i);
1584 }
1585
1586 /*
1587 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise.
1589 * op is the object firing the bow.
1590 * part is for multipart creatures - the part firing the bow.
1591 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes.
1595 */
1596 int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1597 sint16 sx, sint16 sy)
1598 {
1599 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags;
1602 mapstruct *m;
1603
1604 if (!dir) {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0;
1607 }
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons.
1614 */
1615 if(bow->type==BOW)
1616 break;
1617
1618 if (!bow) {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1620 return 0;
1621 }
1622 }
1623 if( !bow->race || !bow->skill) {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1625 return 0;
1626 }
1627
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1638 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op,
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW);
1644 return 0;
1645 }
1646 }
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) {
1649 return 0;
1650 }
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1653 return 0;
1654 }
1655
1656 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) {
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 }
1662
1663 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1);
1666 if (arrow == NULL) {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1668 bow->race);
1669 return 0;
1670 }
1671 set_owner(arrow, op);
1672 if (arrow->skill) free_string(arrow->skill);
1673 arrow->skill = add_refcount(bow->skill);
1674
1675 arrow->direction=dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690
1691 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper.
1693 */
1694
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698
1699 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) +
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704
1705 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0;
1709
1710 if (op->type == PLAYER) {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1717 } else {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720
1721 arrow->level = op->level;
1722 }
1723 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL)
1726 arrow->slaying = add_string(bow->slaying);
1727
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count;
1734 insert_ob_in_map(arrow, m, op, 0);
1735
1736 if (!was_destroyed(arrow, tag))
1737 move_arrow(arrow);
1738
1739 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag);
1742 else
1743 esrv_send_item(op, left);
1744 }
1745 return 1;
1746 }
1747
1748 /* Special fire code for players - this takes into
1749 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player,
1753 * hence the function name.
1754 */
1755 int player_fire_bow(object *op, int dir)
1756 {
1757 int ret=0, wcmod=0;
1758
1759 if (op->contr->bowtype == bow_bestarrow) {
1760 ret = fire_bow(op, op,
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1762 dir, 0, op->x, op->y);
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1767 op->x, op->y);
1768 } else if (op->contr->bowtype == bow_threewide) {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1772 } else if (op->contr->bowtype == bow_spreadshot) {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1776
1777 } else {
1778 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1780 }
1781 return ret;
1782 }
1783
1784
1785 /* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable.
1787 */
1788 void fire_misc_object(object *op, int dir)
1789 {
1790 object *item;
1791
1792 if (!op->contr->ranges[range_misc]) {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1794 return;
1795 }
1796
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name);
1800 return;
1801 }
1802 if (item->type == WAND) {
1803 if(item->stats.food<=0) {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return;
1807 }
1808 } else if (item->type == ROD || item->type==HORN) {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return;
1818 }
1819 }
1820
1821 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) {
1824 if (!(--item->stats.food)) {
1825 object *tmp;
1826 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face;
1829 item->speed = 0;
1830 update_ob_speed(item);
1831 }
1832 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item);
1834 }
1835 }
1836 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item);
1838 }
1839 }
1840 }
1841
1842 /* Received a fire command for the player - go and do it.
1843 */
1844 void fire(object *op,int dir) {
1845 int spellcost=0;
1846
1847 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op);
1849
1850 switch(op->contr->shoottype) {
1851 case range_none:
1852 return;
1853
1854 case range_bow:
1855 player_fire_bow(op, dir);
1856 return;
1857
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir );
1887 return;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892 }
1893
1894
1895
1896 /* find_key
1897 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic
1900 * for both is the same - just the specific key is different.
1901 * pl is the player,
1902 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers.
1905 */
1906
1907 object * find_key(object *pl, object *container, object *door)
1908 {
1909 object *tmp,*key;
1910
1911 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL;
1913
1914 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys
1919 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break;
1922 }
1923 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time.
1925 * otherwise, if we search all the inventories and still don't find
1926 * a key, return
1927 */
1928 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it
1939 */
1940 if (pl!=container) {
1941 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL;
1943 /* cases where this fails:
1944 * If we only search the player inventory, return now since we
1945 * are not in the players inventory.
1946 * If the container is not active, return now since only active
1947 * containers can be used.
1948 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active.
1952 *
1953 * Change the color so that the message doesn't disappear with
1954 * all the others.
1955 */
1956 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys")))
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container));
1964 return NULL;
1965 }
1966 }
1967 return tmp;
1968 }
1969
1970 /* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more,
1973 * 0 otherwise
1974 */
1975 static int player_attack_door(object *op, object *door)
1976 {
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code.
1981 */
1982 object *key=find_key(op, op, door);
1983
1984 /* IF we found a key, do some extra work */
1985 if (key) {
1986 object *container=key->env;
1987
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1991 if (door->type == DOOR) {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) {
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1996 "You open the door with the %s", query_short_name(key));
1997 remove_door2(door); /* remove door without violence ;-) */
1998 }
1999 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */
2005 } else if (door->type==LOCKED_DOOR) {
2006 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1;
2009 }
2010 return 0;
2011 }
2012
2013 /* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons).
2018 */
2019
2020 void move_player_attack(object *op, int dir)
2021 {
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground;
2025 mapstruct *m;
2026
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x;
2030 ny=freearr_y[dir]+tpl->y;
2031
2032 on_battleground = op_on_battleground(tpl, NULL, NULL);
2033
2034 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses.
2042 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space
2060 */
2061 while (tmp!=NULL) {
2062 if (tmp == op) {
2063 tmp=tmp->above;
2064 continue;
2065 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */
2077
2078 if(mon->head != NULL)
2079 mon = mon->head;
2080
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return;
2083
2084 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them.
2090 */
2091
2092 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive.
2095 */
2096 if ((op->type==PLAYER)
2097 #if COZY_SERVER
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party))
2102 || get_owner(mon) == op
2103 )
2104 #else
2105 && get_owner(mon)==op
2106 #endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116
2117 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't
2120 * attack them either.
2121 */
2122 if ((mon->type==PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2124 (
2125 #ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2127 #else
2128 op->contr->peaceful &&
2129 #endif
2130 !on_battleground
2131 )) {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op);
2135 } else {
2136 new_draw_info(0, 0,op,"You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced.
2143 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2145 recursive_roll(mon,dir,op);
2146 if(action_makes_visible(op)) make_visible(op);
2147 }
2148
2149 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen.
2154 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL ||
2158 op->contr->party!=mon->contr->party))) {
2159
2160 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 }
2170
2171 skill_attack(mon, op, 0, NULL, NULL);
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188 }
2189
2190 int move_player(object *op,int dir) {
2191 int pick;
2192 object *transport = op->contr->transport;
2193
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0;
2256 }
2257
2258 /* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands.
2262 *
2263 * Returns true if there are more actions we can do.
2264 */
2265 int handle_newcs_player(object *op)
2266 {
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) {
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 }
2303
2304 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here.
2307 */
2308 HandleClient(&op->contr->socket, op->contr);
2309 if (op->speed_left<0) return 0;
2310
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction);
2320 if (op->speed_left>0) return 1;
2321 else return 0;
2322 }
2323 return 0;
2324 }
2325
2326 int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op,
2336 "Your %s vibrates violently, then evaporates.",
2337 query_name(tmp));
2338 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0)
2344 op->stats.hp = op->stats.maxhp;
2345 if(op->stats.food<0)
2346 op->stats.food = 999;
2347 fix_player(op);
2348 return 1;
2349 }
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */
2353 return 0;
2354 }
2355
2356 /* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search
2359 * from.
2360 */
2361 void remove_unpaid_objects(object *op, object *env)
2362 {
2363 object *next;
2364
2365 while (op) {
2366 next=op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op'
2368 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2370 remove_ob(op);
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380 }
2381
2382
2383 /*
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390 char *gravestone_text (object *op)
2391 {
2392 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 return buf2;
2418 }
2419
2420
2421
2422 void do_some_living(object *op) {
2423 int last_food=op->stats.food;
2424 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace;
2426 int i;
2427 int rate_hp = 1200;
2428 int rate_sp = 2500;
2429 int rate_grace = 2000;
2430 const int max_hp = 1;
2431 const int max_sp = 1;
2432 const int max_grace = 1;
2433
2434 if (op->contr->outputs_sync) {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL &&
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]);
2439 }
2440
2441 if(op->contr->state==ST_PLAYING) {
2442
2443 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548 #ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552 #else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555 #endif
2556
2557 if(op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2559 else
2560 op->last_eat=25*(1+bonus)/(penalty +1);
2561 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2563 }
2564 }
2565
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2567 object *tmp, *flesh=NULL;
2568
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0);
2574 if(op->stats.food>=0||op->stats.hp<0)
2575 break;
2576 }
2577 else if (tmp->type==FLESH) flesh=tmp;
2578 } /* End if paid for object */
2579 } /* end of for loop */
2580 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead.
2582 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0);
2586 }
2587 } /* end if player is starving */
2588
2589 while(op->stats.food<0&&op->stats.hp>0)
2590 op->stats.food++,op->stats.hp--;
2591
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2593 kill_player(op);
2594 }
2595
2596
2597
2598 /* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player
2601 * file.
2602 */
2603 void kill_player(object *op)
2604 {
2605 char buf[MAX_BUF];
2606 int x,y,i;
2607 mapstruct *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again;
2614 archetype *at;
2615 object *tmp;
2616
2617 if(save_life(op))
2618 return;
2619
2620
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV
2624 */
2625 if (op_on_battleground(op, &x, &y)) {
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2627 "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life...");
2630
2631 /* restore player */
2632 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op);
2634 if (tmp) {
2635 remove_ob(tmp);
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 }
2639
2640 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op);
2642 if (tmp) {
2643 remove_ob(tmp);
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 }
2647
2648 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999;
2651
2652 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger"));
2654 if (tmp != NULL)
2655 {
2656 sprintf(buf,"%s's finger",op->name);
2657 tmp->name = add_string(buf);
2658 sprintf(buf," This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level),
2661 op->contr->killer);
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668
2669 /* teleport defeated player to new destination*/
2670 transfer_ob(op, x, y, 0, NULL);
2671 op->contr->braced=0;
2672 return;
2673 }
2674
2675 /* Lauwenmark: Handle for plugin death event */
2676 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2677 return;
2678
2679 command_kill_pets (op, 0);
2680
2681 /* Lauwenmark: Handle for the global death event */
2682 execute_global_event(EVENT_PLAYER_DEATH, op);
2683 if(op->stats.food<0) {
2684 if (op->contr->explore) {
2685 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2686 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2687 op->stats.food=999;
2688 return;
2689 }
2690 sprintf(buf,"%s starved to death.",op->name);
2691 strcpy(op->contr->killer,"starvation");
2692 }
2693 else {
2694 if (op->contr->explore) {
2695 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2696 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2697 op->stats.hp=op->stats.maxhp;
2698 return;
2699 }
2700 sprintf(buf,"%s died.",op->name);
2701 }
2702 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2703
2704 /* save the map location for corpse, gravestone*/
2705 x=op->x;y=op->y;map=op->map;
2706
2707
2708 if (settings.not_permadeth == TRUE) {
2709 /* NOT_PERMADEATH code. This basically brings the character back to
2710 * life if they are dead - it takes some exp and a random stat.
2711 * See the config.h file for a little more in depth detail about this.
2712 */
2713
2714 /* Basically two ways to go - remove a stat permanently, or just
2715 * make it depletion. This bunch of code deals with that aspect
2716 * of death.
2717 */
2718 #ifndef COZY_SERVER
2719 if (settings.balanced_stat_loss) {
2720 /* If stat loss is permanent, lose one stat only. */
2721 /* Lower level chars don't lose as many stats because they suffer
2722 more if they do. */
2723 /* Higher level characters can afford things such as potions of
2724 restoration, or better, stat potions. So we slug them that
2725 little bit harder. */
2726 /* GD */
2727 if (settings.stat_loss_on_death)
2728 num_stats_lose = 1;
2729 else
2730 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2731 } else {
2732 num_stats_lose = 1;
2733 }
2734 lost_a_stat = 0;
2735
2736 for (z=0; z<num_stats_lose; z++) {
2737 i = RANDOM() % NUM_STATS;
2738
2739 if (settings.stat_loss_on_death) {
2740 /* Pick a random stat and take a point off it. Tell the player
2741 * what he lost.
2742 */
2743 change_attr_value(&(op->stats), i,-1);
2744 check_stat_bounds(&(op->stats));
2745 change_attr_value(&(op->contr->orig_stats), i,-1);
2746 check_stat_bounds(&(op->contr->orig_stats));
2747 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2748 lost_a_stat = 1;
2749 } else {
2750 /* deplete a stat */
2751 archetype *deparch=find_archetype("depletion");
2752 object *dep;
2753
2754 dep = present_arch_in_ob(deparch,op);
2755 if(!dep) {
2756 dep = arch_to_object(deparch);
2757 insert_ob_in_ob(dep, op);
2758 }
2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) {
2761 /* GD */
2762 /* Get the stat that we're about to deplete. */
2763 this_stat = get_attr_value(&(dep->stats), i);
2764 if (this_stat < 0) {
2765 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2766 int keep_chance = this_stat * this_stat;
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2773 lose_this_stat = 0;
2774 /* Take loss chance vs keep chance to see if we
2775 retain the stat. */
2776 } else {
2777 if (random_roll(0, loss_chance + keep_chance-1,
2778 op, PREFER_LOW) < keep_chance)
2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
2783 }
2784 }
2785 }
2786
2787 if (lose_this_stat) {
2788 this_stat = get_attr_value(&(dep->stats), i);
2789 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a
2793 * difference.
2794 */
2795 if (this_stat>=-50) {
2796 change_attr_value(&(dep->stats), i, -1);
2797 SET_FLAG(dep, FLAG_APPLIED);
2798 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2799 fix_player(op);
2800 lost_a_stat = 1;
2801 }
2802 }
2803 }
2804 }
2805 /* If no stat lost, tell the player. */
2806 if (!lost_a_stat)
2807 {
2808 /* determine_god() seems to not work sometimes... why is this?
2809 Should I be using something else? GD */
2810 const char *god = determine_god(op);
2811 if (god && (strcmp(god, "none")))
2812 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2813 "moment you feel the holy presence of %s protecting"
2814 " you.", god);
2815 else
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you.");
2818 }
2819 #endif
2820 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2821 " feel a holy presence protecting you from losing yourself completely.");
2822
2823 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone.
2825 */
2826 tmp=arch_to_object(find_archetype("gravestone"));
2827 sprintf(buf,"%s's gravestone",op->name);
2828 FREE_AND_COPY(tmp->name, buf);
2829 sprintf(buf,"%s's gravestones",op->name);
2830 FREE_AND_COPY(tmp->name_pl, buf);
2831 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2832 "who was killed\n"
2833 "by %s.\n",
2834 op->name, op->contr->title,
2835 op->contr->killer);
2836 tmp->msg = add_string(buf);
2837 tmp->x=op->x,tmp->y=op->y;
2838 insert_ob_in_map (tmp, op->map, NULL,0);
2839
2840 /**************************************/
2841 /* */
2842 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */
2845 /* */
2846 /**************************************/
2847
2848 /* remove any poisoning and confusion the character may be suffering.*/
2849 /* restore player */
2850 at = find_archetype("poisoning");
2851 tmp=present_arch_in_ob(at,op);
2852 if (tmp) {
2853 remove_ob(tmp);
2854 free_object(tmp);
2855 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2856 }
2857
2858 at = find_archetype("confusion");
2859 tmp=present_arch_in_ob(at,op);
2860 if (tmp) {
2861 remove_ob(tmp);
2862 free_object(tmp);
2863 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2864 }
2865 cure_disease(op,0); /* remove any disease */
2866
2867 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty(op);
2869 if(op->stats.food < 100) op->stats.food = 900;
2870 op->stats.hp = op->stats.maxhp;
2871 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2872 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2873
2874 /*
2875 * Check to see if the player is in a shop. IF so, then check to see if
2876 * the player has any unpaid items. If so, remove them and put them back
2877 * in the map.
2878 */
2879
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type == SHOP_FLOOR) {
2882 remove_unpaid_objects(op->inv, op);
2883 break;
2884 }
2885 }
2886
2887
2888 /****************************************/
2889 /* */
2890 /* Move player to his current respawn- */
2891 /* position (usually last savebed) */
2892 /* */
2893 /****************************************/
2894
2895 enter_player_savebed(op);
2896
2897 /* Save the player before inserting the force to reduce
2898 * chance of abuse.
2899 */
2900 op->contr->braced=0;
2901 save_player(op,1);
2902
2903 /* it is possible that the player has blown something up
2904 * at his savebed location, and that can have long lasting
2905 * spell effects. So first see if there is a spell effect
2906 * on the space that might harm the player.
2907 */
2908 will_kill_again=0;
2909 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2910 if (tmp->type ==SPELL_EFFECT)
2911 will_kill_again|=tmp->attacktype;
2912 }
2913 if (will_kill_again) {
2914 object *force;
2915 int at;
2916
2917 force=get_archetype(FORCE_NAME);
2918 /* 50 ticks should be enough time for the spell to abate */
2919 force->speed=0.1;
2920 force->speed_left=-5.0;
2921 SET_FLAG(force, FLAG_APPLIED);
2922 for (at=0; at<NROFATTACKS; at++) {
2923 if (will_kill_again & (1 << at))
2924 force->resist[at] = 100;
2925 }
2926 insert_ob_in_ob(force, op);
2927 fix_player(op);
2928
2929 }
2930 /**************************************/
2931 /* */
2932 /* Repaint the characters inv, and */
2933 /* stats, and show a nasty message ;) */
2934 /* */
2935 /**************************************/
2936
2937 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2938 return;
2939 } /* NOT_PERMADETH */
2940 else {
2941 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2942 * should probably be embedded in an else statement.
2943 */
2944
2945 op->contr->party=NULL;
2946 if (settings.set_title == TRUE)
2947 op->contr->own_title[0]='\0';
2948 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2949 check_score(op);
2950 if(op->contr->ranges[range_golem]!=NULL) {
2951 remove_friendly_object(op->contr->ranges[range_golem]);
2952 remove_ob(op->contr->ranges[range_golem]);
2953 free_object(op->contr->ranges[range_golem]);
2954 op->contr->ranges[range_golem]=NULL;
2955 op->contr->golem_count=0;
2956 }
2957 loot_object(op); /* Remove some of the items for good */
2958 remove_ob(op);
2959 op->direction=0;
2960
2961 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2962 delete_character(op->name,0);
2963 if (settings.resurrection == TRUE) {
2964 /* save playerfile sans equipment when player dies
2965 ** then save it as player.pl.dead so that future resurrection
2966 ** type spells will work on them nicely
2967 */
2968 delete_character(op->name,0);
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.food = 999;
2971
2972 /* set the location of where the person will reappear when */
2973 /* maybe resurrection code should fix map also */
2974 strcpy(op->contr->maplevel, settings.emergency_mapname);
2975 if(op->map!=NULL)
2976 op->map = NULL;
2977 op->x = settings.emergency_x;
2978 op->y = settings.emergency_y;
2979 save_player(op,0);
2980 op->map = map;
2981 /* please see resurrection.c: peterm */
2982 dead_player(op);
2983 } else {
2984 delete_character(op->name,1);
2985 }
2986 }
2987 play_again(op);
2988
2989 /* peterm: added to create a corpse at deathsite. */
2990 tmp=arch_to_object(find_archetype("corpse_pl"));
2991 sprintf(buf,"%s", op->name);
2992 FREE_AND_COPY(tmp->name, buf);
2993 FREE_AND_COPY(tmp->name_pl, buf);
2994 tmp->level=op->level;
2995 tmp->x=x;tmp->y=y;
2996 if (tmp->msg)
2997 free_string(tmp->msg);
2998 tmp->msg = add_string (gravestone_text(op));
2999 SET_FLAG (tmp, FLAG_UNIQUE);
3000 insert_ob_in_map (tmp, map, NULL,0);
3001 }
3002 }
3003
3004
3005 void loot_object(object *op) { /* Grab and destroy some treasure */
3006 object *tmp,*tmp2,*next;
3007
3008 if (op->container) { /* close open sack first */
3009 esrv_apply_container (op, op->container);
3010 }
3011
3012 for(tmp=op->inv;tmp!=NULL;tmp=next) {
3013 next=tmp->below;
3014 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3015 remove_ob(tmp);
3016 tmp->x=op->x,tmp->y=op->y;
3017 if (tmp->type == CONTAINER) { /* empty container to ground */
3018 loot_object(tmp);
3019 }
3020 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3021 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3022 if(tmp->nrof>1) {
3023 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3024 free_object(tmp2);
3025 insert_ob_in_map(tmp,op->map,NULL,0);
3026 } else
3027 free_object(tmp);
3028 } else
3029 insert_ob_in_map(tmp,op->map,NULL,0);
3030 }
3031 }
3032
3033 /*
3034 * fix_weight(): Check recursively the weight of all players, and fix
3035 * what needs to be fixed. Refresh windows and fix speed if anything
3036 * was changed.
3037 */
3038
3039 void fix_weight(void) {
3040 player *pl;
3041 for (pl = first_player; pl != NULL; pl = pl->next) {
3042 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3043 if(old == sum)
3044 continue;
3045 fix_player(pl->ob);
3046 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3047 pl->ob->name, old, sum);
3048 }
3049 }
3050
3051 void fix_luck(void) {
3052 player *pl;
3053 for (pl = first_player; pl != NULL; pl = pl->next)
3054 if (!pl->ob->contr->state)
3055 change_luck(pl->ob, 0);
3056 }
3057
3058
3059 /* cast_dust() - handles op throwing objects of type 'DUST'.
3060 * This is much simpler in the new spell code - we basically
3061 * just treat this as any other spell casting object.
3062 */
3063
3064 void cast_dust (object *op, object *throw_ob, int dir) {
3065 object *skop, *spob;
3066
3067 skop = find_skill_by_name(op, throw_ob->skill);
3068
3069 /* casting POTION 'dusts' is really a use_magic_item skill */
3070 if(op->type==PLAYER && throw_ob->type==POTION && !skop) {
3071 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n",
3072 op->name);
3073 return;
3074 }
3075 spob = throw_ob->inv;
3076 if (op->type==PLAYER && spob)
3077 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name);
3078
3079 cast_spell(op, throw_ob, dir, spob, NULL);
3080
3081 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3082 free_object(throw_ob);
3083 }
3084
3085 void make_visible (object *op) {
3086 op->hide = 0;
3087 op->invisible = 0;
3088 if(op->type==PLAYER) {
3089 op->contr->tmp_invis = 0;
3090 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3091 }
3092 update_object(op,UP_OBJ_FACE);
3093 }
3094
3095 int is_true_undead(object *op) {
3096 object *tmp=NULL;
3097
3098 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3099
3100 if(op->type==PLAYER)
3101 for(tmp=op->inv;tmp;tmp=tmp->below)
3102 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3103 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3104 return 0;
3105 }
3106
3107 /* look at the surrounding terrain to determine
3108 * the hideability of this object. Positive levels
3109 * indicate greater hideability.
3110 */
3111
3112 int hideability(object *ob) {
3113 int i,level=0, mflag;
3114 sint16 x,y;
3115
3116 if(!ob||!ob->map) return 0;
3117
3118 /* so, on normal lighted maps, its hard to hide */
3119 level=ob->map->darkness - 2;
3120
3121 /* this also picks up whether the object is glowing.
3122 * If you carry a light on a non-dark map, its not
3123 * as bad as carrying a light on a pitch dark map */
3124 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3125
3126 /* scan through all nearby squares for terrain to hide in */
3127 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3128 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3129 if (mflag & P_OUT_OF_MAP) { continue; }
3130 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3131 level += 2;
3132 else /* open terrain! */
3133 level -= 1;
3134 }
3135
3136 #if 0
3137 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3138 #endif
3139 return level;
3140 }
3141
3142 /* For Hidden creatures - a chance of becoming 'unhidden'
3143 * every time they move - as we subtract off 'invisibility'
3144 * AND, for players, if they move into a ridiculously unhideable
3145 * spot (surrounded by clear terrain in broad daylight). -b.t.
3146 */
3147
3148 void do_hidden_move (object *op) {
3149 int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3150 object *skop;
3151
3152 if(!op || !op->map) return;
3153
3154 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3155
3156 /* its *extremely* hard to run and sneak/hide at the same time! */
3157 if(op->type==PLAYER && op->contr->run_on) {
3158 if(!skop || num >= skop->level) {
3159 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3160 make_visible(op);
3161 return;
3162 } else num += 20;
3163 }
3164 num += op->map->difficulty;
3165 hide = hideability(op); /* modify by terrain hidden level */
3166 num -= hide;
3167 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3168 make_visible(op);
3169 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3170 "You moved out of hiding! You are visible!");
3171 }
3172 else if (op->type == PLAYER && skop) {
3173 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3174 }
3175 }
3176
3177 /* determine if who is standing near a hostile creature. */
3178
3179 int stand_near_hostile( object *who ) {
3180 object *tmp=NULL;
3181 int i,friendly=0,player=0, mflags;
3182 mapstruct *m;
3183 sint16 x,y;
3184
3185 if(!who) return 0;
3186
3187 if(who->type==PLAYER) player=1;
3188 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3189
3190 /* search adjacent squares */
3191 for(i=1;i<9;i++) {
3192 x = who->x+freearr_x[i];
3193 y = who->y+freearr_y[i];
3194 m = who->map;
3195 mflags = get_map_flags(m, &m, x, y, &x, &y);
3196 /* space must be blocked if there is a monster. If not
3197 * blocked, don't need to check this space.
3198 */
3199 if (mflags & P_OUT_OF_MAP) continue;
3200 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3201
3202 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3203 if((player||friendly)
3204 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3205 return 1;
3206 else if(tmp->type==PLAYER)
3207 {
3208 /*don't let a hidden DM prevent you from hiding*/
3209 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3210 return 1;
3211 }
3212 }
3213 }
3214 return 0;
3215 }
3216
3217 /* check the player los field for viewability of the
3218 * object op. This function works fine for monsters,
3219 * but we dont worry if the object isnt the top one in
3220 * a pile (say a coin under a table would return "viewable"
3221 * by this routine). Another question, should we be
3222 * concerned with the direction the player is looking
3223 * in? Realistically, most of use cant see stuff behind
3224 * our backs...on the other hand, does the "facing" direction
3225 * imply the way your head, or body is facing? Its possible
3226 * for them to differ. Sigh, this fctn could get a bit more complex.
3227 * -b.t.
3228 * This function is now map tiling safe.
3229 */
3230
3231 int player_can_view (object *pl,object *op) {
3232 rv_vector rv;
3233 int dx,dy;
3234
3235 if(pl->type!=PLAYER) {
3236 LOG(llevError,"player_can_view() called for non-player object\n");
3237 return -1;
3238 }
3239 if (!pl || !op) return 0;
3240
3241 if(op->head) { op = op->head; }
3242 get_rangevector(pl, op, &rv, 0x1);
3243
3244 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any
3246 * part that is in the los array but isnt on
3247 * a blocked los square.
3248 * we use the archetype to figure out offsets.
3249 */
3250 while(op) {
3251 dx = rv.distance_x + op->arch->clone.x;
3252 dy = rv.distance_y + op->arch->clone.y;
3253
3254 /* only the viewable area the player sees is updated by LOS
3255 * code, so we need to restrict ourselves to that range of values
3256 * for any meaningful values.
3257 */
3258 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3259 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3260 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3261 return 1;
3262 op = op->more;
3263 }
3264 return 0;
3265 }
3266
3267 /* routine for both players and monsters. We call this when
3268 * there is a possibility for our action distrubing our hiding
3269 * place or invisiblity spell. Artefact invisiblity is not
3270 * effected by this. If we arent invisible to begin with, we
3271 * return 0.
3272 */
3273 int action_makes_visible (object *op) {
3274
3275 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3276 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3277 return 0;
3278
3279 if (op->contr && op->contr->tmp_invis == 0) return 0;
3280
3281 /* If monsters, they should become visible */
3282 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3283 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3284 return 1;
3285 }
3286 }
3287 return 0;
3288 }
3289
3290 /* op_on_battleground - checks if the given object op (usually
3291 * a player) is standing on a valid battleground-tile,
3292 * function returns TRUE/FALSE. If true x, y returns the battleground
3293 * -exit-coord. (and if x, y not NULL)
3294 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3295 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3296 * Default is to do the same as before, so only people wanting to have different points need worry about this
3297 */
3298 int op_on_battleground (object *op, int *x, int *y) {
3299 object *tmp;
3300
3301 /* A battleground-tile needs the following attributes to be valid:
3302 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3303 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3304 * and the exit-coordinates sp/hp must both be > 0.
3305 * => The intention here is to prevent abuse of the battleground-
3306 * feature (like pickable or hidden battleground tiles). */
3307 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3308 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3309 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3310 strcmp(tmp->name, "battleground")==0 &&
3311 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3312 /*before we assign the exit, check if this is a teambattle*/
3313 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3314 object *invtmp;
3315 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3316 if(invtmp->type==FORCE && invtmp->slaying &&
3317 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3318 if (x != NULL && y != NULL)
3319 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3320 return 1;
3321 }
3322 }
3323 }
3324 if (x != NULL && y != NULL)
3325 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3326 return 1;
3327 }
3328 }
3329 }
3330 /* If we got here, did not find a battleground */
3331 return 0;
3332 }
3333
3334 /*
3335 * When a dragon-player gains a new stage of evolution,
3336 * he gets some treasure
3337 *
3338 * attributes:
3339 * object *who the dragon player
3340 * int atnr the attack-number of the ability focus
3341 * int level ability level
3342 */
3343 void dragon_ability_gain(object *who, int atnr, int level) {
3344 treasurelist *trlist = NULL; /* treasurelist */
3345 treasure *tr; /* treasure */
3346 object *tmp,*skop; /* tmp. object */
3347 object *item; /* treasure object */
3348 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i=0, j=0;
3350
3351 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE)
3353 trlist = find_treasurelist("dragon_ability_fire");
3354 else if (atnr == ATNR_COLD)
3355 trlist = find_treasurelist("dragon_ability_cold");
3356 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = find_treasurelist("dragon_ability_elec");
3358 else if (atnr == ATNR_POISON)
3359 trlist = find_treasurelist("dragon_ability_poison");
3360
3361 if (trlist == NULL || who->type != PLAYER)
3362 return;
3363
3364 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3365 tr = tr->next, i++);
3366
3367 if (tr == NULL || tr->item == NULL) {
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return;
3370 }
3371
3372 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone);
3374
3375 if (item->type == SPELL) {
3376 if (check_spell_known (who, item->name))
3377 return;
3378
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3380 do_learn_spell (who, item, 0);
3381 return;
3382 }
3383
3384 /* grant direct spell */
3385 if (item->type == SPELLBOOK) {
3386 if (!item->inv) {
3387 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3388 item->name);
3389 return;
3390 }
3391 if (check_spell_known (who, item->inv->name))
3392 return;
3393 if (item->invisible) {
3394 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3395 do_learn_spell (who, item->inv, 0);
3396 return;
3397 }
3398 }
3399 else if (item->type == SKILL_TOOL && item->invisible) {
3400 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3401
3402 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3403 * in this way, if the player is missing any of the attacktypes, he gets
3404 * them. As it is now, if the player has any that match the granted skill,
3405 * but not all of them, he gets nothing.
3406 */
3407 if (!(skop->attacktype & item->attacktype)) {
3408 /* Give new attacktype */
3409 skop->attacktype |= item->attacktype;
3410
3411 /* always add physical if there's none */
3412 skop->attacktype |= AT_PHYSICAL;
3413
3414 if (item->msg != NULL)
3415 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3416
3417 /* Give player new face */
3418 if (item->animation_id) {
3419 who->face = skop->face;
3420 who->animation_id = item->animation_id;
3421 who->anim_speed = item->anim_speed;
3422 who->last_anim = 0;
3423 who->state = 0;
3424 animate_object(who, who->direction);
3425 }
3426 }
3427 }
3428 }
3429 else if (item->type == FORCE) {
3430 /* forces in the treasurelist can alter the player's stats */
3431 object *skin;
3432 /* first get the dragon skin force */
3433 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3434 skin=skin->below);
3435 if (skin == NULL) return;
3436
3437 /* adding new spellpath attunements */
3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3439 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3440
3441 /* print message */
3442 sprintf(buf, "You feel attuned to ");
3443 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3444 if(item->path_attuned & (1<<i)) {
3445 if (j)
3446 strcat(buf," and ");
3447 else
3448 j = 1;
3449 strcat(buf, spellpathnames[i]);
3450 }
3451 }
3452 strcat(buf,".");
3453 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3454 }
3455
3456 /* evtl. adding flags: */
3457 if(QUERY_FLAG(item, FLAG_XRAYS))
3458 SET_FLAG(skin, FLAG_XRAYS);
3459 if(QUERY_FLAG(item, FLAG_STEALTH))
3460 SET_FLAG(skin, FLAG_STEALTH);
3461 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3462 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3463
3464 /* print message if there is one */
3465 if (item->msg != NULL)
3466 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3467 }
3468 else {
3469 /* generate misc. treasure */
3470 tmp = arch_to_object (tr->item);
3471 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3472 tmp = insert_ob_in_ob (tmp, who);
3473 if (who->type == PLAYER)
3474 esrv_send_item(who, tmp);
3475 }
3476 }
3477
3478 /**
3479 * Unready an object for a player. This function does nothing if the object was
3480 * not readied.
3481 */
3482 void player_unready_range_ob(player *pl, object *ob) {
3483 rangetype i;
3484
3485 for (i = 0; i < range_size; i++) {
3486 if (pl->ranges[i] == ob) {
3487 pl->ranges[i] = NULL;
3488 if (pl->shoottype == i) {
3489 pl->shoottype = range_none;
3490 }
3491 }
3492 }
3493 }