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/cvs/deliantra/server/server/player.c
Revision: 1.8
Committed: Thu Mar 16 22:47:22 2006 UTC (18 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +1 -1 lines
Log Message:
less hardcoded constants

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