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/cvs/deliantra/server/server/player.c
Revision: 1.22
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.21: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

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) || (mflags&P_BLOCKSVIEW))
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 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573 }
574
575 void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657 }
658
659 void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663 }
664
665 void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669 }
670
671 void play_again(object *op)
672 {
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691 }
692
693
694 int receive_play_again(object *op, char key)
695 {
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0;
726 }
727
728 void confirm_password(object *op) {
729
730 op->contr->write_buf[0]='\0';
731 op->contr->state=ST_CONFIRM_PASSWORD;
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733 }
734
735 void get_party_password(object *op, partylist *party) {
736 if (party == NULL) {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name);
738 return;
739 }
740 op->contr->write_buf[0]='\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744 }
745
746
747 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
748 int roll_stat(void) {
749 int a[4],i,j,k;
750
751 for(i=0;i<4;i++)
752 a[i]=(int)RANDOM()%6+1;
753
754 for(i=0,j=0,k=7;i<4;i++)
755 if(a[i]<k)
756 k=a[i],j=i;
757
758 for(i=0,k=0;i<4;i++) {
759 if(i!=j)
760 k+=a[i];
761 }
762 return k;
763 }
764
765 void roll_stats(object *op) {
766 int sum=0;
767 int i = 0, j = 0;
768 int statsort[7];
769
770 do {
771 op->stats.Str=roll_stat();
772 op->stats.Dex=roll_stat();
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782
783 /* Sort the stats so that rerolling is easier... */
784 statsort[0] = op->stats.Str;
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791
792 /* a quick and dirty bubblesort? */
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0;
823 op->stats.ac=0;
824
825 op->contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3;
828
829 fix_player(op);
830 op->stats.hp = op->stats.maxhp;
831 op->stats.sp = op->stats.maxsp;
832 op->stats.grace = op->stats.maxgrace;
833 op->contr->orig_stats=op->stats;
834 }
835
836 void Roll_Again(object *op)
837 {
838 esrv_new_player(op->contr, 0);
839 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)? ");
840 }
841
842 void Swap_Stat(object *op,int Swap_Second)
843 {
844 signed char tmp;
845 char buf[MAX_BUF];
846
847 if ( op->contr->Swap_First == -1 ) {
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886 }
887
888
889 /* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896 int key_roll_stat(object *op, char key)
897 {
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923 #if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928 #endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 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");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954 }
955
956 /* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE,
960 * not the class.
961 */
962
963 int key_change_class(object *op, char key)
964 {
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978
979 /* Lauwenmark : Here we handle the BORN global event */
980 execute_global_event(EVENT_BORN, op);
981
982 /* Lauwenmark : We then generate a LOGIN event */
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host);
984 op->contr->state=ST_PLAYING;
985
986 if (op->msg) {
987 free_string(op->msg);
988 op->msg=NULL;
989 }
990
991 /* We create this now because some of the unique maps will need it
992 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997 #ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999 #endif
1000 start_info(op);
1001 CLEAR_FLAG(op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op);
1005 fix_player(op);
1006
1007 /* This moves the player to a different start map, if there
1008 * is one for this race
1009 */
1010 if(*first_map_ext_path) {
1011 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029
1030 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above.
1032 */
1033
1034 tmp_loop = 0;
1035 while(!tmp_loop) {
1036 const char *name = add_string (op->name);
1037 int x = op->x, y = op->y;
1038 remove_statbonus(op);
1039 remove_ob (op);
1040 op->arch = get_player_archetype(op->arch);
1041 copy_object (&op->arch->clone, op);
1042 op->stats = op->contr->orig_stats;
1043 free_string (op->name);
1044 op->name = name;
1045 free_string(op->name_pl);
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 }
1058 update_object(op,UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op);
1060 fix_player(op);
1061 op->stats.hp=op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp;
1063 op->stats.grace=0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068 }
1069
1070 int key_confirm_quit(object *op, char key)
1071 {
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1;
1112 }
1113
1114 void flee_player(object *op) {
1115 int dir,diff;
1116 rv_vector rv;
1117
1118 if(op->stats.hp < 0) {
1119 LOG(llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 return;
1122 }
1123
1124 if(op->enemy==NULL) {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED);
1127 return;
1128 }
1129
1130 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled.
1133 */
1134 if (op->enemy->map == NULL) {
1135 CLEAR_FLAG(op, FLAG_SCARED);
1136 op->enemy=NULL;
1137 return;
1138 }
1139
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1141 op->enemy=NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED);
1143 return;
1144 }
1145 get_rangevector(op, op->enemy, &rv, 0);
1146
1147 dir=absdir(4+rv.direction);
1148 for(diff=0;diff<3;diff++) {
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 }
1155 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED);
1157 op->enemy=NULL;
1158 }
1159
1160
1161 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should
1163 * stop.
1164 */
1165 int check_pick(object *op) {
1166 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0;
1169 int j, k, wvratio;
1170 char putstring[128], tmpstr[16];
1171
1172
1173 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING)
1175 return 1;
1176
1177 op_tag = op->count;
1178
1179 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182
1183 /* loop while there are items on the floor that are not marked as
1184 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag))
1186 {
1187 tmp = next;
1188 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191
1192 if (was_destroyed (op, op_tag))
1193 return 0;
1194
1195 if ( ! can_pick (op, tmp))
1196 continue;
1197
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE)
1199 {
1200 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) {
1207 switch (op->contr->mode) {
1208 case 0: return 1; /* don't pick up */
1209 case 1: pick_up (op, tmp);
1210 return 1;
1211 case 2: pick_up (op, tmp);
1212 return 0;
1213 case 3: return 0; /* stop before pickup */
1214 case 4: pick_up (op, tmp);
1215 break;
1216 case 5: pick_up (op, tmp);
1217 stop = 1;
1218 break;
1219 case 6:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1222 pick_up(op, tmp);
1223 break;
1224
1225 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp);
1228 break;
1229
1230 default:
1231 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100
1234 / (tmp->weight * MAX (tmp->nrof, 1)))
1235 >= op->contr->mode)
1236 pick_up(op,tmp);
1237 }
1238 }
1239 else { /* old model */
1240 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG)
1242 {
1243 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type,
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1253
1254 sprintf(putstring,"...flags: ");
1255 for(k=0;k<4;k++)
1256 {
1257 for(j=0;j<32;j++)
1258 {
1259 if((tmp->flags[k]>>j)&0x01)
1260 {
1261 sprintf(tmpstr,"%d ",k*32+j);
1262 strcat(putstring, tmpstr);
1263 }
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267
1268 #if 0
1269 /* print the flags too */
1270 for(k=0;k<4;k++)
1271 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31);
1273 for(j=0;j<32;j++)
1274 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1276 if(!((j+1)%4))fprintf(stderr," ");
1277 }
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280 #endif
1281 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430 #if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438 #endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop;
1445 }
1446
1447 /*
1448 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the
1450 * found object is returned.
1451 */
1452 object *find_arrow(object *op, const char *type)
1453 {
1454 object *tmp = NULL;
1455
1456 for(op=op->inv; op; op=op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type &&
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type)
1461 return op;
1462 return tmp;
1463 }
1464
1465 /*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */
1471
1472 object *find_better_arrow(object *op, object *target, const char *type, int *better)
1473 {
1474 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i;
1476
1477 if (!type)
1478 return NULL;
1479
1480 for (arrow=op->inv; arrow; arrow=arrow->below) {
1481 if (arrow->type==CONTAINER && arrow->race==type &&
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) {
1483 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i);
1485 if (i > betterby) {
1486 tmp = ntmp;
1487 betterby = i;
1488 }
1489 } else if (arrow->type==ARROW && arrow->race==type) {
1490 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL &&
1492 strstr(arrow->slaying, target->race)) {
1493 if (arrow->attacktype & AT_DEATH) {
1494 *better = 100;
1495 return arrow;
1496 } else {
1497 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 } else {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1502 attacktype = 1<<attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1505 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1507 }
1508 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1514 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 }
1517 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type);
1522
1523 *better = betterby;
1524 return tmp;
1525 }
1526
1527 /* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter
1530 * type = bow->race
1531 * dir = fire direction
1532 */
1533
1534 object *pick_arrow_target(object *op, const char *type, int dir)
1535 {
1536 object *tmp = NULL;
1537 mapstruct *m;
1538 int i, mflags, found, number;
1539 sint16 x, y;
1540
1541 if (op->map == NULL)
1542 return find_arrow(op, type);
1543
1544 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level)))
1547 return find_arrow(op, type);
1548
1549 m = op->map;
1550 x = op->x;
1551 y = op->y;
1552
1553 /* find the first target */
1554 for (i=0, found=0; i<20; i++) {
1555 x += freearr_x[dir];
1556 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) {
1559 tmp = NULL;
1560 break;
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption.
1564 */
1565 tmp = NULL;
1566 break;
1567 }
1568 if (mflags & P_IS_ALIVE) {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1571 found++;
1572 break;
1573 }
1574 if (found)
1575 break;
1576 }
1577 }
1578 if (tmp == NULL)
1579 return find_arrow(op, type);
1580
1581 if (tmp->head)
1582 tmp = tmp->head;
1583
1584 return find_better_arrow(op, tmp, type, &i);
1585 }
1586
1587 /*
1588 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise.
1590 * op is the object firing the bow.
1591 * part is for multipart creatures - the part firing the bow.
1592 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes.
1596 */
1597 int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod,
1598 sint16 sx, sint16 sy)
1599 {
1600 object *left, *bow;
1601 tag_t left_tag, tag;
1602 int bowspeed, mflags;
1603 mapstruct *m;
1604
1605 if (!dir) {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0;
1608 }
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons.
1615 */
1616 if(bow->type==BOW)
1617 break;
1618
1619 if (!bow) {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name);
1621 return 0;
1622 }
1623 }
1624 if( !bow->race || !bow->skill) {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name);
1626 return 0;
1627 }
1628
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) {
1639 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op,
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW);
1645 return 0;
1646 }
1647 }
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) {
1650 return 0;
1651 }
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1654 return 0;
1655 }
1656
1657 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) {
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 }
1663
1664 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1);
1667 if (arrow == NULL) {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.",
1669 bow->race);
1670 return 0;
1671 }
1672 set_owner(arrow, op);
1673 if (arrow->skill) free_string(arrow->skill);
1674 arrow->skill = add_refcount(bow->skill);
1675
1676 arrow->direction=dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying);
1691
1692 /* Note that this was different for monsters - they got their level
1693 * added to the damage. I think the strength bonus is more proper.
1694 */
1695
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699
1700 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) +
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705
1706 if (arrow->speed < 1.0)
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0;
1710
1711 if (op->type == PLAYER) {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level;
1718 } else {
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721
1722 arrow->level = op->level;
1723 }
1724 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL)
1727 arrow->slaying = add_string(bow->slaying);
1728
1729 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count;
1735 insert_ob_in_map(arrow, m, op, 0);
1736
1737 if (!was_destroyed(arrow, tag))
1738 move_arrow(arrow);
1739
1740 if (op->type == PLAYER) {
1741 if (was_destroyed (left, left_tag))
1742 esrv_del_item(op->contr, left_tag);
1743 else
1744 esrv_send_item(op, left);
1745 }
1746 return 1;
1747 }
1748
1749 /* Special fire code for players - this takes into
1750 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player,
1754 * hence the function name.
1755 */
1756 int player_fire_bow(object *op, int dir)
1757 {
1758 int ret=0, wcmod=0;
1759
1760 if (op->contr->bowtype == bow_bestarrow) {
1761 ret = fire_bow(op, op,
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir),
1763 dir, 0, op->x, op->y);
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod,
1768 op->x, op->y);
1769 } else if (op->contr->bowtype == bow_threewide) {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1773 } else if (op->contr->bowtype == bow_spreadshot) {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1777
1778 } else {
1779 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1781 }
1782 return ret;
1783 }
1784
1785
1786 /* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable.
1788 */
1789 void fire_misc_object(object *op, int dir)
1790 {
1791 object *item;
1792
1793 if (!op->contr->ranges[range_misc]) {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied.");
1795 return;
1796 }
1797
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name);
1801 return;
1802 }
1803 if (item->type == WAND) {
1804 if(item->stats.food<=0) {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return;
1808 }
1809 } else if (item->type == ROD || item->type==HORN) {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1812 if (item->type== ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op,
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1815 else
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return;
1819 }
1820 }
1821
1822 if(cast_spell(op,item,dir,item->inv,NULL)) {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) {
1825 if (!(--item->stats.food)) {
1826 object *tmp;
1827 if (item->arch) {
1828 CLEAR_FLAG(item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face;
1830 item->speed = 0;
1831 update_ob_speed(item);
1832 }
1833 if ((tmp=is_player_inv(item)))
1834 esrv_update_item(UPD_ANIM, tmp, item);
1835 }
1836 }
1837 else if (item->type == ROD || item->type==HORN) {
1838 drain_rod_charge(item);
1839 }
1840 }
1841 }
1842
1843 /* Received a fire command for the player - go and do it.
1844 */
1845 void fire(object *op,int dir) {
1846 int spellcost=0;
1847
1848 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op);
1850
1851 switch(op->contr->shoottype) {
1852 case range_none:
1853 return;
1854
1855 case range_bow:
1856 player_fire_bow(op, dir);
1857 return;
1858
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir );
1888 return;
1889 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1891 return;
1892 }
1893 }
1894
1895
1896
1897 /* find_key
1898 * We try to find a key for the door as passed. If we find a key
1899 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic
1901 * for both is the same - just the specific key is different.
1902 * pl is the player,
1903 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers.
1906 */
1907
1908 object * find_key(object *pl, object *container, object *door)
1909 {
1910 object *tmp,*key;
1911
1912 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL;
1914
1915 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917 if (door->type==DOOR && tmp->type==KEY) break;
1918 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys
1920 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1922 tmp->slaying==door->slaying) break;
1923 }
1924 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find
1927 * a key, return
1928 */
1929 if (!tmp) {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1931 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) {
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1934 }
1935 }
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it
1940 */
1941 if (pl!=container) {
1942 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL;
1944 /* cases where this fails:
1945 * If we only search the player inventory, return now since we
1946 * are not in the players inventory.
1947 * If the container is not active, return now since only active
1948 * containers can be used.
1949 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active.
1953 *
1954 * Change the color so that the message doesn't disappear with
1955 * all the others.
1956 */
1957 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings &&
1960 (!container->race || strcmp(container->race, "keys")))
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door",
1964 query_name(tmp), query_name(container));
1965 return NULL;
1966 }
1967 }
1968 return tmp;
1969 }
1970
1971 /* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more,
1974 * 0 otherwise
1975 */
1976 static int player_attack_door(object *op, object *door)
1977 {
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code.
1982 */
1983 object *key=find_key(op, op, door);
1984
1985 /* IF we found a key, do some extra work */
1986 if (key) {
1987 object *container=key->env;
1988
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op);
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op);
1992 if (door->type == DOOR) {
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) {
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op,
1997 "You open the door with the %s", query_short_name(key));
1998 remove_door2(door); /* remove door without violence ;-) */
1999 }
2000 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */
2003 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */
2006 } else if (door->type==LOCKED_DOOR) {
2007 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1;
2010 }
2011 return 0;
2012 }
2013
2014 /* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons).
2019 */
2020
2021 void move_player_attack(object *op, int dir)
2022 {
2023 object *tmp, *mon, *tpl;
2024 sint16 nx, ny;
2025 int on_battleground;
2026 mapstruct *m;
2027
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x;
2031 ny=freearr_y[dir]+tpl->y;
2032
2033 on_battleground = op_on_battleground(tpl, NULL, NULL);
2034
2035 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses.
2043 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) {
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055
2056 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space
2061 */
2062 while (tmp!=NULL) {
2063 if (tmp == op) {
2064 tmp=tmp->above;
2065 continue;
2066 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */
2077 return; /* into a wall */
2078
2079 if(mon->head != NULL)
2080 mon = mon->head;
2081
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return;
2084
2085 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them.
2091 */
2092
2093 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive.
2096 */
2097 if ((op->type==PLAYER)
2098 #if COZY_SERVER
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party))
2103 || get_owner(mon) == op
2104 )
2105 #else
2106 && get_owner(mon)==op
2107 #endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2109 {
2110 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return;
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't
2121 * attack them either.
2122 */
2123 if ((mon->type==PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2125 (
2126 #ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2128 #else
2129 op->contr->peaceful &&
2130 #endif
2131 !on_battleground
2132 )) {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op);
2136 } else {
2137 new_draw_info(0, 0,op,"You withhold your attack");
2138 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced.
2144 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2146 recursive_roll(mon,dir,op);
2147 if(action_makes_visible(op)) make_visible(op);
2148 }
2149
2150 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen.
2155 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL ||
2159 op->contr->party!=mon->contr->party))) {
2160
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 }
2171
2172 skill_attack(mon, op, 0, NULL, NULL);
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189 }
2190
2191 int move_player(object *op,int dir) {
2192 int pick;
2193 object *transport = op->contr->transport;
2194
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0;
2257 }
2258
2259 /* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands.
2263 *
2264 * Returns true if there are more actions we can do.
2265 */
2266 int handle_newcs_player(object *op)
2267 {
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) {
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 }
2292
2293 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer.
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 }
2304
2305 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here.
2308 */
2309 HandleClient(&op->contr->socket, op->contr);
2310 if (op->speed_left<0) return 0;
2311
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction);
2321 if (op->speed_left>0) return 1;
2322 else return 0;
2323 }
2324 return 0;
2325 }
2326
2327 int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op,
2337 "Your %s vibrates violently, then evaporates.",
2338 query_name(tmp));
2339 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE);
2344 if(op->stats.hp<0)
2345 op->stats.hp = op->stats.maxhp;
2346 if(op->stats.food<0)
2347 op->stats.food = 999;
2348 fix_player(op);
2349 return 1;
2350 }
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */
2354 return 0;
2355 }
2356
2357 /* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search
2360 * from.
2361 */
2362 void remove_unpaid_objects(object *op, object *env)
2363 {
2364 object *next;
2365
2366 while (op) {
2367 next=op->below; /* Make sure we have a good value, in case
2368 * we remove object 'op'
2369 */
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2371 remove_ob(op);
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381 }
2382
2383
2384 /*
2385 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory.
2390 */
2391 char *gravestone_text (object *op)
2392 {
2393 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL);
2396
2397 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2400 else
2401 sprintf (buf, "%s\n", op->name);
2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2408 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf);
2410 if (op->type == PLAYER) {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 }
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf);
2418 return buf2;
2419 }
2420
2421
2422
2423 void do_some_living(object *op) {
2424 int last_food=op->stats.food;
2425 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace;
2427 int i;
2428 int rate_hp = 1200;
2429 int rate_sp = 2500;
2430 int rate_grace = 2000;
2431 const int max_hp = 1;
2432 const int max_sp = 1;
2433 const int max_grace = 1;
2434
2435 if (op->contr->outputs_sync) {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++)
2437 if (op->contr->outputs[i].buf!=NULL &&
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]);
2440 }
2441
2442 if(op->contr->state==ST_PLAYING) {
2443
2444 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549 #ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553 #else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556 #endif
2557
2558 if(op->contr->gen_hp > 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2560 else
2561 op->last_eat=25*(1+bonus)/(penalty +1);
2562 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2564 }
2565 }
2566
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2568 object *tmp, *flesh=NULL;
2569
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0);
2575 if(op->stats.food>=0||op->stats.hp<0)
2576 break;
2577 }
2578 else if (tmp->type==FLESH) flesh=tmp;
2579 } /* End if paid for object */
2580 } /* end of for loop */
2581 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead.
2583 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0);
2587 }
2588 } /* end if player is starving */
2589
2590 while(op->stats.food<0&&op->stats.hp>0)
2591 op->stats.food++,op->stats.hp--;
2592
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2594 kill_player(op);
2595 }
2596
2597
2598
2599 /* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player
2602 * file.
2603 */
2604 void kill_player(object *op)
2605 {
2606 char buf[MAX_BUF];
2607 int x,y,i;
2608 mapstruct *map; /* this is for resurrection */
2609 int z;
2610 int num_stats_lose;
2611 int lost_a_stat;
2612 int lose_this_stat;
2613 int this_stat;
2614 int will_kill_again;
2615 archetype *at;
2616 object *tmp;
2617
2618 if(save_life(op))
2619 return;
2620
2621
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV
2625 */
2626 if (op_on_battleground(op, &x, &y)) {
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2628 "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2630 "Local medics have saved your life...");
2631
2632 /* restore player */
2633 at = find_archetype("poisoning");
2634 tmp=present_arch_in_ob(at,op);
2635 if (tmp) {
2636 remove_ob(tmp);
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2639 }
2640
2641 at = find_archetype("confusion");
2642 tmp=present_arch_in_ob(at,op);
2643 if (tmp) {
2644 remove_ob(tmp);
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2647 }
2648
2649 cure_disease(op,0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999;
2652
2653 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger"));
2655 if (tmp != NULL)
2656 {
2657 sprintf(buf,"%s's finger",op->name);
2658 tmp->name = add_string(buf);
2659 sprintf(buf," This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level),
2662 op->contr->killer);
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0;
2665 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669
2670 /* teleport defeated player to new destination*/
2671 transfer_ob(op, x, y, 0, NULL);
2672 op->contr->braced=0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return;
2679
2680 command_kill_pets (op, 0);
2681
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) {
2685 if (op->contr->explore) {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name);
2692 strcpy(op->contr->killer,"starvation");
2693 }
2694 else {
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name);
2702 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2704
2705 /* save the map location for corpse, gravestone*/
2706 x=op->x;y=op->y;map=op->map;
2707
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this.
2713 */
2714
2715 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect
2717 * of death.
2718 */
2719 #ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) {
2721 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */
2724 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */
2727 /* GD */
2728 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1;
2730 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2732 } else {
2733 num_stats_lose = 1;
2734 }
2735 lost_a_stat = 0;
2736
2737 for (z=0; z<num_stats_lose; z++) {
2738 i = RANDOM() % NUM_STATS;
2739
2740 if (settings.stat_loss_on_death) {
2741 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost.
2743 */
2744 change_attr_value(&(op->stats), i,-1);
2745 check_stat_bounds(&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1);
2747 check_stat_bounds(&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2749 lost_a_stat = 1;
2750 } else {
2751 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion");
2753 object *dep;
2754
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch);
2758 insert_ob_in_ob(dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787
2788 if (lose_this_stat) {
2789 this_stat = get_attr_value(&(dep->stats), i);
2790 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a
2794 * difference.
2795 */
2796 if (this_stat>=-50) {
2797 change_attr_value(&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2800 fix_player(op);
2801 lost_a_stat = 1;
2802 }
2803 }
2804 }
2805 }
2806 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat)
2808 {
2809 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */
2811 const char *god = determine_god(op);
2812 if (god && (strcmp(god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief "
2814 "moment you feel the holy presence of %s protecting"
2815 " you.", god);
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 }
2820 #endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823
2824 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone.
2826 */
2827 tmp=arch_to_object(find_archetype("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name);
2829 FREE_AND_COPY(tmp->name, buf);
2830 sprintf(buf,"%s's gravestones",op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf);
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2833 "who was killed\n"
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0);
2840
2841 /**************************************/
2842 /* */
2843 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */
2847 /**************************************/
2848
2849 /* remove any poisoning and confusion the character may be suffering.*/
2850 /* restore player */
2851 at = find_archetype("poisoning");
2852 tmp=present_arch_in_ob(at,op);
2853 if (tmp) {
2854 remove_ob(tmp);
2855 free_object(tmp);
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2857 }
2858
2859 at = find_archetype("confusion");
2860 tmp=present_arch_in_ob(at,op);
2861 if (tmp) {
2862 remove_ob(tmp);
2863 free_object(tmp);
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2865 }
2866 cure_disease(op,0); /* remove any disease */
2867
2868 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op);
2870 if(op->stats.food < 100) op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2874
2875 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if
2877 * the player has any unpaid items. If so, remove them and put them back
2878 * in the map.
2879 */
2880
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op);
2884 break;
2885 }
2886 }
2887
2888
2889 /****************************************/
2890 /* */
2891 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */
2893 /* */
2894 /****************************************/
2895
2896 enter_player_savebed(op);
2897
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0;
2902 save_player(op,1);
2903
2904 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player.
2908 */
2909 will_kill_again=0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2911 if (tmp->type ==SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype;
2913 }
2914 if (will_kill_again) {
2915 object *force;
2916 int at;
2917
2918 force=get_archetype(FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1;
2921 force->speed_left=-5.0;
2922 SET_FLAG(force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) {
2924 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100;
2926 }
2927 insert_ob_in_ob(force, op);
2928 fix_player(op);
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003 }
3004
3005
3006 void loot_object(object *op) { /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next;
3008
3009 if (op->container) { /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) {
3014 next=tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
3016 remove_ob(tmp);
3017 tmp->x=op->x,tmp->y=op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */
3019 loot_object(tmp);
3020 }
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
3023 if(tmp->nrof>1) {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
3025 free_object(tmp2);
3026 insert_ob_in_map(tmp,op->map,NULL,0);
3027 } else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0);
3031 }
3032 }
3033
3034 /*
3035 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed.
3038 */
3039
3040 void fix_weight(void) {
3041 player *pl;
3042 for (pl = first_player; pl != NULL; pl = pl->next) {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob);
3044 if(old == sum)
3045 continue;
3046 fix_player(pl->ob);
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3048 pl->ob->name, old, sum);
3049 }
3050 }
3051
3052 void fix_luck(void) {
3053 player *pl;
3054 for (pl = first_player; pl != NULL; pl = pl->next)
3055 if (!pl->ob->contr->state)
3056 change_luck(pl->ob, 0);
3057 }
3058
3059
3060 /* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object.
3063 */
3064
3065 void cast_dust (object *op, object *throw_ob, int dir) {
3066 object *skop, *spob;
3067
3068 skop = find_skill_by_name(op, throw_ob->skill);
3069
3070 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n",
3073 op->name);
3074 return;
3075 }
3076 spob = throw_ob->inv;
3077 if (op->type==PLAYER && spob)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name);
3079
3080 cast_spell(op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084 }
3085
3086 void make_visible (object *op) {
3087 op->hide = 0;
3088 op->invisible = 0;
3089 if(op->type==PLAYER) {
3090 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3092 }
3093 update_object(op,UP_OBJ_FACE);
3094 }
3095
3096 int is_true_undead(object *op) {
3097 object *tmp=NULL;
3098
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3100
3101 if(op->type==PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below)
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3105 return 0;
3106 }
3107
3108 /* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels
3110 * indicate greater hideability.
3111 */
3112
3113 int hideability(object *ob) {
3114 int i,level=0, mflag;
3115 sint16 x,y;
3116
3117 if(!ob||!ob->map) return 0;
3118
3119 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2;
3121
3122 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness));
3126
3127 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; }
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2;
3133 else /* open terrain! */
3134 level -= 1;
3135 }
3136
3137 #if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level);
3139 #endif
3140 return level;
3141 }
3142
3143 /* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */
3148
3149 void do_hidden_move (object *op) {
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW);
3151 object *skop;
3152
3153 if(!op || !op->map) return;
3154
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING);
3156
3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) {
3159 if(!skop || num >= skop->level) {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!");
3161 make_visible(op);
3162 return;
3163 } else num += 20;
3164 }
3165 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */
3167 num -= hide;
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3169 make_visible(op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op,
3171 "You moved out of hiding! You are visible!");
3172 }
3173 else if (op->type == PLAYER && skop) {
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
3175 }
3176 }
3177
3178 /* determine if who is standing near a hostile creature. */
3179
3180 int stand_near_hostile( object *who ) {
3181 object *tmp=NULL;
3182 int i,friendly=0,player=0, mflags;
3183 mapstruct *m;
3184 sint16 x,y;
3185
3186 if(!who) return 0;
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0;
3216 }
3217
3218 /* check the player los field for viewability of the
3219 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in
3221 * a pile (say a coin under a table would return "viewable"
3222 * by this routine). Another question, should we be
3223 * concerned with the direction the player is looking
3224 * in? Realistically, most of use cant see stuff behind
3225 * our backs...on the other hand, does the "facing" direction
3226 * imply the way your head, or body is facing? Its possible
3227 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t.
3229 * This function is now map tiling safe.
3230 */
3231
3232 int player_can_view (object *pl,object *op) {
3233 rv_vector rv;
3234 int dx,dy;
3235
3236 if(pl->type!=PLAYER) {
3237 LOG(llevError,"player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1;
3263 op = op->more;
3264 }
3265 return 0;
3266 }
3267
3268 /* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we
3272 * return 0.
3273 */
3274 int action_makes_visible (object *op) {
3275
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3278 return 0;
3279
3280 if (op->contr && op->contr->tmp_invis == 0) return 0;
3281
3282 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3285 return 1;
3286 }
3287 }
3288 return 0;
3289 }
3290
3291 /* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */
3299 int op_on_battleground (object *op, int *x, int *y) {
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3311 strcmp(tmp->name, "battleground")==0 &&
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) {
3313 /*before we assign the exit, check if this is a teambattle*/
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){
3315 object *invtmp;
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) {
3317 if(invtmp->type==FORCE && invtmp->slaying &&
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){
3319 if (x != NULL && y != NULL)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp);
3321 return 1;
3322 }
3323 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 }
3329 }
3330 }
3331 /* If we got here, did not find a battleground */
3332 return 0;
3333 }
3334
3335 /*
3336 * When a dragon-player gains a new stage of evolution,
3337 * he gets some treasure
3338 *
3339 * attributes:
3340 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus
3342 * int level ability level
3343 */
3344 void dragon_ability_gain(object *who, int atnr, int level) {
3345 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */
3348 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0;
3351
3352 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire");
3355 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold");
3357 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec");
3359 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison");
3361
3362 if (trlist == NULL || who->type != PLAYER)
3363 return;
3364
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1;
3366 tr = tr->next, i++);
3367
3368 if (tr == NULL || tr->item == NULL) {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return;
3371 }
3372
3373 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone);
3375
3376 if (item->type == SPELL) {
3377 if (check_spell_known (who, item->name))
3378 return;
3379
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3381 do_learn_spell (who, item, 0);
3382 return;
3383 }
3384
3385 /* grant direct spell */
3386 if (item->type == SPELLBOOK) {
3387 if (!item->inv) {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3389 item->name);
3390 return;
3391 }
3392 if (check_spell_known (who, item->inv->name))
3393 return;
3394 if (item->invisible) {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name);
3396 do_learn_spell (who, item->inv, 0);
3397 return;
3398 }
3399 }
3400 else if (item->type == SKILL_TOOL && item->invisible) {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) {
3402
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing.
3407 */
3408 if (!(skop->attacktype & item->attacktype)) {
3409 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype;
3411
3412 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL;
3414
3415 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3417
3418 /* Give player new face */
3419 if (item->animation_id) {
3420 who->face = skop->face;
3421 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0;
3424 who->state = 0;
3425 animate_object(who, who->direction);
3426 }
3427 }
3428 }
3429 }
3430 else if (item->type == FORCE) {
3431 /* forces in the treasurelist can alter the player's stats */
3432 object *skin;
3433 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3435 skin=skin->below);
3436 if (skin == NULL) return;
3437
3438 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441
3442 /* print message */
3443 sprintf(buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3445 if(item->path_attuned & (1<<i)) {
3446 if (j)
3447 strcat(buf," and ");
3448 else
3449 j = 1;
3450 strcat(buf, spellpathnames[i]);
3451 }
3452 }
3453 strcat(buf,".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3455 }
3456
3457 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3464
3465 /* print message if there is one */
3466 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3468 }
3469 else {
3470 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3473 tmp = insert_ob_in_ob (tmp, who);
3474 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp);
3476 }
3477 }
3478
3479 /**
3480 * Unready an object for a player. This function does nothing if the object was
3481 * not readied.
3482 */
3483 void player_unready_range_ob(player *pl, object *ob) {
3484 rangetype i;
3485
3486 for (i = 0; i < range_size; i++) {
3487 if (pl->ranges[i] == ob) {
3488 pl->ranges[i] = NULL;
3489 if (pl->shoottype == i) {
3490 pl->shoottype = range_none;
3491 }
3492 }
3493 }
3494 }