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/cvs/deliantra/server/server/player.C
Revision: 1.18
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +3081 -2566 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.18
2 elmex 1.1 /*
3     * static char *rcsid_player_c =
4 root 1.18 * "$Id: player.C,v 1.17 2006-09-07 10:01:58 pippijn Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The author can be reached via e-mail to crossfire-devel@real-time.com
28     */
29    
30     #include <global.h>
31 root 1.18 #ifndef WIN32 /* ---win32 remove headers */
32     # include <pwd.h>
33 elmex 1.1 #endif
34     #ifndef __CEXTRACT__
35 root 1.18 # include <sproto.h>
36 elmex 1.1 #endif
37     #include <sounds.h>
38     #include <living.h>
39     #include <object.h>
40     #include <spells.h>
41     #include <skills.h>
42     #include <newclient.h>
43    
44     #ifdef COZY_SERVER
45     extern int same_party (partylist *a, partylist *b);
46     #endif
47    
48 root 1.18 player *
49     find_player (const char *plname)
50 elmex 1.1 {
51     player *pl;
52 root 1.18
53     for (pl = first_player; pl != NULL; pl = pl->next)
54     {
55     if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 elmex 1.1 return pl;
57 root 1.18 };
58 elmex 1.1 return NULL;
59     }
60    
61 root 1.18 player *
62     find_player_partial_name (const char *plname)
63     {
64     player *pl;
65     player *found = NULL;
66     size_t namelen = strlen (plname);
67    
68     for (pl = first_player; pl != NULL; pl = pl->next)
69 elmex 1.1 {
70 root 1.18 if ((size_t) strlen (pl->ob->name) < namelen)
71     continue;
72 elmex 1.1
73 root 1.18 if (!strcmp (pl->ob->name, plname))
74     return pl;
75 elmex 1.1
76 root 1.18 if (!strncasecmp (pl->ob->name, plname, namelen))
77     {
78     if (found)
79     return NULL;
80 elmex 1.1
81 root 1.18 found = pl;
82 elmex 1.1 }
83     }
84 root 1.18 return found;
85     }
86    
87     void
88     display_motd (const object *op)
89     {
90     char buf[MAX_BUF];
91     char motd[HUGE_BUF];
92     FILE *fp;
93     int comp;
94     int size;
95 elmex 1.1
96 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98     {
99     return;
100 elmex 1.1 }
101 root 1.18 motd[0] = '\0';
102     size = 0;
103     while (fgets (buf, MAX_BUF, fp) != NULL)
104     {
105     if (*buf == '#')
106     continue;
107     strncat (motd + size, buf, HUGE_BUF - size);
108     size += strlen (buf);
109 elmex 1.1 }
110 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111     close_and_delete (fp, comp);
112 elmex 1.1 }
113    
114 root 1.18 void
115     send_rules (const object *op)
116     {
117     char buf[MAX_BUF];
118     char rules[HUGE_BUF];
119     FILE *fp;
120     int comp;
121     int size;
122    
123     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125     {
126     return;
127 elmex 1.1 }
128 root 1.18 rules[0] = '\0';
129     size = 0;
130     while (fgets (buf, MAX_BUF, fp) != NULL)
131     {
132     if (*buf == '#')
133 elmex 1.1 continue;
134 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
135     {
136     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 elmex 1.1 break;
138 root 1.18 }
139     strncat (rules + size, buf, HUGE_BUF - size);
140     size += strlen (buf);
141 elmex 1.1 }
142 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143     close_and_delete (fp, comp);
144 elmex 1.1 }
145    
146 root 1.18 void
147     send_news (const object *op)
148     {
149     char buf[MAX_BUF];
150     char news[HUGE_BUF];
151     char subject[MAX_BUF];
152     FILE *fp;
153     int comp;
154     int size;
155    
156     sprintf (buf, "%s/%s", settings.confdir, settings.news);
157     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158     return;
159     news[0] = '\0';
160     subject[0] = '\0';
161     size = 0;
162     while (fgets (buf, MAX_BUF, fp) != NULL)
163     {
164     if (*buf == '#')
165     continue;
166     if (*buf == '%')
167     { /* send one news */
168     if (size > 0)
169     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
170     strcpy (subject, buf + 1);
171     strip_endline (subject);
172     size = 0;
173     news[0] = '\0';
174     }
175     else
176     {
177     if (size + strlen (buf) >= HUGE_BUF)
178     {
179     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
180 elmex 1.1 break;
181 root 1.18 }
182     strncat (news + size, buf, HUGE_BUF - size);
183     size += strlen (buf);
184     }
185 elmex 1.1 }
186 root 1.18
187     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
189     close_and_delete (fp, comp);
190 elmex 1.1 }
191    
192 root 1.18 int
193     playername_ok (const char *cp)
194     {
195     /* Don't allow - or _ as first character in the name */
196     if (*cp == '-' || *cp == '_')
197     return 0;
198 elmex 1.1
199 root 1.18 for (; *cp != '\0'; cp++)
200     if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201     return 0;
202     return 1;
203 elmex 1.1 }
204    
205     /* This no longer sets the player map. Also, it now updates
206     * all the pointers so the caller doesn't need to do that.
207     * Caller is responsible for setting the correct map.
208     */
209    
210     /* Redo this to do both get_player_ob and get_player.
211     * Hopefully this will be less bugfree and simpler.
212     * Returns the player structure. If 'p' is null,
213     * we create a new one. Otherwise, we recycle
214     * the one that is passed.
215     */
216 root 1.15 static player *
217 root 1.18 get_player (player *p)
218 root 1.15 {
219     object *op = arch_to_object (get_player_archetype (NULL));
220     int i;
221    
222     if (!p)
223     {
224     p = new player;
225    
226     /* This adds the player in the linked list. There is extra
227     * complexity here because we want to add the new player at the
228     * end of the list - there is in fact no compelling reason that
229     * that needs to be done except for things like output of
230     * 'who'.
231     */
232     player *tmp = first_player;
233 root 1.18
234 root 1.15 while (tmp != NULL && tmp->next != NULL)
235 root 1.18 tmp = tmp->next;
236 root 1.15 if (tmp != NULL)
237 root 1.18 tmp->next = p;
238 root 1.15 else
239 root 1.18 first_player = p;
240 elmex 1.1
241 root 1.15 p->next = NULL;
242 elmex 1.1 }
243    
244 root 1.15 /* Clears basically the entire player structure except
245     * for next and socket.
246     */
247 root 1.16 p->clear ();
248 root 1.15
249     /* There are some elements we want initialized to non zero value -
250     * we deal with that below this point.
251     */
252     p->party = NULL;
253 root 1.18 p->outputs_sync = 16; /* Every 2 seconds */
254     p->outputs_count = 8; /* Keeps present behaviour */
255 root 1.15 p->unapply = unapply_nochoice;
256     p->Swap_First = -1;
257 elmex 1.1
258     #ifdef AUTOSAVE
259 root 1.15 p->last_save_tick = 9999999;
260 elmex 1.1 #endif
261 root 1.15
262 root 1.18 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263 root 1.15
264 root 1.18 op->contr = p; /* this aren't yet in archetype */
265 root 1.15 p->ob = op;
266     op->speed_left = 0.5;
267     op->speed = 1.0;
268 root 1.18 op->direction = 5; /* So player faces south */
269 root 1.15 op->stats.wc = 2;
270 root 1.18 op->run_away = 25; /* Then we panick... */
271     p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272 root 1.15
273     roll_stats (op);
274     p->state = ST_ROLL_STAT;
275     clear_los (op);
276    
277     p->gen_sp_armour = 10;
278     p->last_speed = -1;
279     p->shoottype = range_none;
280     p->bowtype = bow_normal;
281     p->petmode = pet_normal;
282     p->listening = 10;
283     p->usekeys = containers;
284     p->last_weapon_sp = -1;
285 root 1.18 p->peaceful = 1; /* default peaceful */
286 root 1.15 p->do_los = 1;
287     p->explore = 0;
288 root 1.18 p->no_shout = 0; /* default can shout */
289 root 1.15
290     strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291     p->title[sizeof (p->title) - 1] = '\0';
292     op->race = op->arch->clone.race;
293    
294     CLEAR_FLAG (op, FLAG_READY_SKILL);
295    
296     /* we need to clear these to -1 and not zero - otherwise,
297     * if a player quits and starts a new character, we wont
298     * send new values to the client, as things like exp start
299     * at zero.
300     */
301     for (i = 0; i < NUM_SKILLS; i++)
302     {
303     p->last_skill_exp[i] = -1;
304     p->last_skill_ob[i] = NULL;
305     }
306     for (i = 0; i < NROFATTACKS; i++)
307     {
308     p->last_resist[i] = -1;
309     }
310     p->last_stats.exp = -1;
311     p->last_weight = (uint32) - 1;
312    
313     p->socket.update_look = 0;
314     p->socket.look_position = 0;
315     return p;
316 elmex 1.1 }
317    
318     /* This loads the first map an puts the player on it. */
319 root 1.18 static void
320     set_first_map (object *op)
321 elmex 1.1 {
322 root 1.18 strcpy (op->contr->maplevel, first_map_path);
323     op->x = -1;
324     op->y = -1;
325     enter_exit (op, NULL);
326 elmex 1.1 }
327    
328     /* Tries to add player on the connection passwd in ns.
329     * All we can really get in this is some settings like host and display
330     * mode.
331     */
332    
333 root 1.18 int
334     add_player (NewSocket * ns)
335     {
336     player *p;
337    
338     p = get_player (NULL);
339     p->socket = *ns;
340     p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
341     if (p->socket.faces_sent == NULL)
342     fatal (OUT_OF_MEMORY);
343     memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
344     /* Needed because the socket we just copied over needs to be cleared.
345     * Note that this can result in a client reset if there is partial data
346     * on the uncoming socket.
347     */
348     p->socket.inbuf.len = 0;
349     set_first_map (p->ob);
350 elmex 1.1
351 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352     add_friendly_object (p->ob);
353     send_rules (p->ob);
354     send_news (p->ob);
355     display_motd (p->ob);
356     get_name (p->ob);
357     return 0;
358 elmex 1.1 }
359    
360     /*
361     * get_player_archetype() return next player archetype from archetype
362     * list. Not very efficient routine, but used only creating new players.
363     * Note: there MUST be at least one player archetype!
364     */
365 root 1.18 archetype *
366     get_player_archetype (archetype *at)
367 elmex 1.1 {
368 root 1.18 archetype *start = at;
369    
370     for (;;)
371     {
372     if (at == NULL || at->next == NULL)
373     at = first_archetype;
374     else
375     at = at->next;
376     if (at->clone.type == PLAYER)
377     return at;
378     if (at == start)
379     {
380     LOG (llevError, "No Player archetypes\n");
381     exit (-1);
382 root 1.11 }
383 elmex 1.1 }
384     }
385    
386    
387 root 1.18 object *
388     get_nearest_player (object *mon)
389     {
390     object *op = NULL;
391     player *pl = NULL;
392     objectlink *ol;
393     unsigned lastdist;
394     rv_vector rv;
395    
396     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397     {
398     /* We should not find free objects on this friendly list, but it
399     * does periodically happen. Given that, lets deal with it.
400     * While unlikely, it is possible the next object on the friendly
401     * list is also free, so encapsulate this in a while loop.
402     */
403     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
404     {
405     object *tmp = ol->ob;
406    
407     /* Can't do much more other than log the fact, because the object
408     * itself will have been cleared.
409     */
410     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
411     ol = ol->next;
412     remove_friendly_object (tmp);
413     if (!ol)
414     return op;
415     }
416 root 1.11
417 root 1.18 /* Remove special check for player from this. First, it looks to cause
418     * some crashes (ol->ob->contr not set properly?), but secondly, a more
419     * complicated method of state checking would be needed in any case -
420     * as it was, a clever player could type quit, and the function would
421     * skip them over while waiting for confirmation. Remove
422     * on_same_map check, as can_detect_enemy also does this
423     */
424     if (!can_detect_enemy (mon, ol->ob, &rv))
425     continue;
426 root 1.11
427 root 1.18 if (lastdist > rv.distance)
428     {
429     op = ol->ob;
430     lastdist = rv.distance;
431 root 1.11 }
432 elmex 1.1 }
433 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
434     {
435     if (can_detect_enemy (mon, pl->ob, &rv))
436     {
437 elmex 1.1
438 root 1.18 if (lastdist > rv.distance)
439     {
440     op = pl->ob;
441     lastdist = rv.distance;
442 root 1.11 }
443     }
444 elmex 1.1 }
445     #if 0
446 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447 elmex 1.1 #endif
448 root 1.18 return op;
449 elmex 1.1 }
450    
451     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
452     * result in a monster paths backtracking. It basically determines how large a
453     * detour a monster will take from the direction path when looking
454     * for a path to the player. The values are in the amount of direction
455     * the deviation is
456     */
457     #define DETOUR_AMOUNT 2
458    
459     /* This is used to prevent infinite loops. Consider a case where the
460     * player is in a chamber (with gate closed), and monsters are outside.
461     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
462     * find a path into the chamber. This is a good thing, but since there
463     * is no real path, it will just keep circling the chamber for
464     * ever (this could be a nice effect for monsters, but not for the function
465     * to get stuck in. I think for the monsters, if max is reached and
466     * we return the first direction the creature could move would result in the
467     * circling behaviour. Unfortunately, this function is also used to determined
468     * if the creature should cast a spell, so returning a direction in that case
469     * is probably not a good thing.
470     */
471     #define MAX_SPACES 50
472    
473    
474     /*
475     * Returns the direction to the player, if valid. Returns 0 otherwise.
476     * modified to verify there is a path to the player. Does this by stepping towards
477     * player and if path is blocked then see if blockage is close enough to player that
478     * direction to player is changed (ie zig or zag). Continue zig zag until either
479     * reach player or path is blocked. Thus, will only return true if there is a free
480     * path to player. Though path may not be a straight line. Note that it will find
481     * player hiding along a corridor at right angles to the corridor with the monster.
482     *
483     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
484     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
485     * down corriders.
486     * 2) I think the old code was broken if the first direction the monster
487     * should move was blocked - the code would store the first direction without
488     * verifying that the player can actually move in that direction. The new
489     * code does not store anything in firstdir until we have verified that the
490     * monster can in fact move one space in that direction.
491     * 3) I'm not sure how good this code will be for moving multipart monsters,
492     * since only simple checks to blocked are being called, which could mean the monster
493     * is blocking itself.
494     */
495 root 1.18 int
496     path_to_player (object *mon, object *pl, unsigned mindiff)
497     {
498     rv_vector rv;
499     sint16 x, y;
500     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501     mapstruct *m, *lastmap;
502    
503     get_rangevector (mon, pl, &rv, 0);
504    
505     if (rv.distance < mindiff)
506     return 0;
507    
508     x = mon->x;
509     y = mon->y;
510     m = mon->map;
511     dir = rv.direction;
512     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
514     /* If we can't solve it within the search distance, return now. */
515     if (diff > max)
516     return 0;
517     while (diff > 1 && max > 0)
518     {
519     lastx = x;
520     lasty = y;
521     lastmap = m;
522     x = lastx + freearr_x[dir];
523     y = lasty + freearr_y[dir];
524    
525     mflags = get_map_flags (m, &m, x, y, &x, &y);
526     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
527    
528     /* Space is blocked - try changing direction a little */
529     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
530     && (m == mon->map && blocked_link (mon, m, x, y))))
531     {
532     /* recalculate direction from last good location. Possible
533     * we were not traversing ideal location before.
534     */
535     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
536     if (rv.direction != dir)
537     {
538     /* OK - says direction should be different - lets reset the
539     * the values so it will try again.
540     */
541     x = lastx;
542     y = lasty;
543     m = lastmap;
544     dir = firstdir = rv.direction;
545     }
546     else
547     {
548     /* direct path is blocked - try taking a side step to
549     * either the left or right.
550     * Note increase the values in the loop below to be
551     * more than -1/1 respectively will mean the monster takes
552     * bigger detour. Have to be careful about these values getting
553     * too big (3 or maybe 4 or higher) as the monster may just try
554     * stepping back and forth
555     */
556     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557     {
558     if (i == 0)
559     continue; /* already did this, so skip it */
560     /* Use lastdir here - otherwise,
561     * since the direction that the creature should move in
562     * may change, you could get infinite loops.
563     * ie, player is northwest, but monster can only
564     * move west, so it does that. It goes some distance,
565     * gets blocked, finds that it should move north,
566     * can't do that, but now finds it can move east, and
567     * gets back to its original point. lastdir contains
568     * the last direction the creature has successfully
569     * moved.
570     */
571    
572     x = lastx + freearr_x[absdir (lastdir + i)];
573     y = lasty + freearr_y[absdir (lastdir + i)];
574     m = lastmap;
575     mflags = get_map_flags (m, &m, x, y, &x, &y);
576     if (mflags & P_OUT_OF_MAP)
577     continue;
578     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
579     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
580     continue;
581     if (mflags & P_BLOCKSVIEW)
582     continue;
583    
584     if (m == mon->map && blocked_link (mon, m, x, y))
585     break;
586     }
587     /* go through entire loop without finding a valid
588     * sidestep to take - thus, no valid path.
589     */
590     if (i == (DETOUR_AMOUNT + 1))
591     return 0;
592     diff--;
593     lastdir = dir;
594     max--;
595     if (!firstdir)
596     firstdir = dir + i;
597     } /* else check alternate directions */
598     } /* if blocked */
599     else
600     {
601     /* we moved towards creature, so diff is less */
602     diff--;
603     max--;
604     lastdir = dir;
605     if (!firstdir)
606     firstdir = dir;
607     }
608     if (diff <= 1)
609     {
610     /* Recalculate diff (distance) because we may not have actually
611     * headed toward player for entire distance.
612     */
613     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
615     }
616     if (diff > max)
617     return 0;
618     }
619     /* If we reached the max, didn't find a direction in time */
620     if (!max)
621     return 0;
622    
623     return firstdir;
624     }
625    
626     void
627     give_initial_items (object *pl, treasurelist * items)
628     {
629     object *op, *next = NULL;
630    
631     if (pl->randomitems != NULL)
632     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633    
634     for (op = pl->inv; op; op = next)
635     {
636     next = op->below;
637    
638     /* Forces get applied per default, unless they have the
639     * flag "neutral" set. Sorry but I can't think of a better way
640     */
641     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
642     SET_FLAG (op, FLAG_APPLIED);
643    
644     /* we never give weapons/armour if these cannot be used
645     * by this player due to race restrictions
646     */
647     if (pl->type == PLAYER)
648     {
649     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
650     (op->type == ARMOUR || op->type == BOOTS ||
651     op->type == CLOAK || op->type == HELMET ||
652     op->type == SHIELD || op->type == GLOVES ||
653     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654     {
655     remove_ob (op);
656     free_object (op);
657     continue;
658     }
659 root 1.11 }
660    
661 root 1.18 /* This really needs to be better - we should really give
662     * a substitute spellbook. The problem is that we don't really
663     * have a good idea what to replace it with (need something like
664     * a first level treasurelist for each skill.)
665     * remove duplicate skills also
666     */
667     if (op->type == SPELLBOOK || op->type == SKILL)
668     {
669     object *tmp;
670 elmex 1.1
671 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
672     if (tmp->type == op->type && tmp->name == op->name)
673     break;
674 root 1.11
675 root 1.18 if (tmp)
676     {
677     remove_ob (op);
678     free_object (op);
679     LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680     continue;
681 root 1.11 }
682 root 1.18 if (op->nrof > 1)
683     op->nrof = 1;
684 root 1.11 }
685 elmex 1.1
686 root 1.18 if (op->type == SPELLBOOK && op->inv)
687     {
688     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
689 root 1.11 }
690    
691 root 1.18 /* Give starting characters identified, uncursed, and undamned
692     * items. Just don't identify gold or silver, or it won't be
693     * merged properly.
694     */
695     if (need_identify (op))
696     {
697     SET_FLAG (op, FLAG_IDENTIFIED);
698     CLEAR_FLAG (op, FLAG_CURSED);
699     CLEAR_FLAG (op, FLAG_DAMNED);
700     }
701     if (op->type == SPELL)
702     {
703     remove_ob (op);
704     free_object (op);
705     continue;
706     }
707     else if (op->type == SKILL)
708     {
709     SET_FLAG (op, FLAG_CAN_USE_SKILL);
710     op->stats.exp = 0;
711     op->level = 1;
712 root 1.11 }
713 root 1.18 /* lock all 'normal items by default */
714     else
715     SET_FLAG (op, FLAG_INV_LOCKED);
716     } /* for loop of objects in player inv */
717    
718     /* Need to set up the skill pointers */
719     link_player_skills (pl);
720     }
721    
722     void
723     get_name (object *op)
724     {
725     op->contr->write_buf[0] = '\0';
726     op->contr->state = ST_GET_NAME;
727     send_query (&op->contr->socket, 0, "What is your name?\n:");
728     }
729    
730     void
731     get_password (object *op)
732     {
733     op->contr->write_buf[0] = '\0';
734     op->contr->state = ST_GET_PASSWORD;
735     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736     }
737    
738     void
739     play_again (object *op)
740     {
741     op->contr->state = ST_PLAY_AGAIN;
742     op->chosen_skill = NULL;
743     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744     /* a bit of a hack, but there are various places early in th
745     * player creation process that a user can quit (eg, roll
746     * stats) that isn't removing the player. Taking a quick
747     * look, there are many places that call play_again without
748     * removing the player - it probably makes more sense
749     * to leave it to play_again to remove the object in all
750     * cases.
751     */
752     if (!QUERY_FLAG (op, FLAG_REMOVED))
753     remove_ob (op);
754     /* Need to set this to null - otherwise, it could point to garbage,
755     * and draw() doesn't check to see if the player is removed, only if
756     * the map is null or not swapped out.
757     */
758     op->map = NULL;
759     }
760    
761    
762     int
763     receive_play_again (object *op, char key)
764     {
765     if (key == 'q' || key == 'Q')
766     {
767     remove_friendly_object (op);
768     leave (op->contr, 0); /* ericserver will draw the message */
769     return 2;
770     }
771     else if (key == 'a' || key == 'A')
772     {
773     player *pl = op->contr;
774     shstr name = op->name;
775    
776     remove_friendly_object (op);
777     free_object (op);
778     pl = get_player (pl);
779     op = pl->ob;
780     add_friendly_object (op);
781     op->contr->password[0] = '~';
782     op->name = op->name_pl = 0;
783     /* Lets put a space in here */
784     new_draw_info (NDI_UNIQUE, 0, op, "\n");
785     get_name (op);
786     op->name = op->name_pl = name;
787     set_first_map (op);
788     }
789     else
790     {
791     /* user pressed something else so just ask again... */
792     play_again (op);
793 elmex 1.1 }
794 root 1.18 return 0;
795 elmex 1.1 }
796    
797 root 1.18 void
798     confirm_password (object *op)
799     {
800 elmex 1.1
801 root 1.18 op->contr->write_buf[0] = '\0';
802     op->contr->state = ST_CONFIRM_PASSWORD;
803     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804 elmex 1.1 }
805    
806 root 1.18 void
807     get_party_password (object *op, partylist *party)
808     {
809     if (party == NULL)
810     {
811     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812     return;
813 elmex 1.1 }
814 root 1.18 op->contr->write_buf[0] = '\0';
815     op->contr->state = ST_GET_PARTY_PASSWORD;
816     op->contr->party_to_join = party;
817     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818 elmex 1.1 }
819    
820    
821     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822 root 1.18 int
823     roll_stat (void)
824     {
825     int a[4], i, j, k;
826    
827     for (i = 0; i < 4; i++)
828     a[i] = (int) RANDOM () % 6 + 1;
829    
830     for (i = 0, j = 0, k = 7; i < 4; i++)
831     if (a[i] < k)
832     k = a[i], j = i;
833    
834     for (i = 0, k = 0; i < 4; i++)
835     {
836     if (i != j)
837     k += a[i];
838     }
839     return k;
840     }
841    
842     void
843     roll_stats (object *op)
844     {
845     int sum = 0;
846     int i = 0, j = 0;
847     int statsort[7];
848    
849     do
850     {
851     op->stats.Str = roll_stat ();
852     op->stats.Dex = roll_stat ();
853     op->stats.Int = roll_stat ();
854     op->stats.Con = roll_stat ();
855     op->stats.Wis = roll_stat ();
856     op->stats.Pow = roll_stat ();
857     op->stats.Cha = roll_stat ();
858     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859     }
860     while (sum < 82 || sum > 116);
861    
862     /* Sort the stats so that rerolling is easier... */
863     statsort[0] = op->stats.Str;
864     statsort[1] = op->stats.Dex;
865     statsort[2] = op->stats.Int;
866     statsort[3] = op->stats.Con;
867     statsort[4] = op->stats.Wis;
868     statsort[5] = op->stats.Pow;
869     statsort[6] = op->stats.Cha;
870    
871     /* a quick and dirty bubblesort? */
872     do
873     {
874     if (statsort[i] < statsort[i + 1])
875     {
876     j = statsort[i];
877     statsort[i] = statsort[i + 1];
878     statsort[i + 1] = j;
879     i = 0;
880     }
881     else
882     {
883     i++;
884     }
885     }
886     while (i < 6);
887    
888     op->stats.Str = statsort[0];
889     op->stats.Dex = statsort[1];
890     op->stats.Con = statsort[2];
891     op->stats.Int = statsort[3];
892     op->stats.Wis = statsort[4];
893     op->stats.Pow = statsort[5];
894     op->stats.Cha = statsort[6];
895    
896    
897     op->contr->orig_stats.Str = op->stats.Str;
898     op->contr->orig_stats.Dex = op->stats.Dex;
899     op->contr->orig_stats.Int = op->stats.Int;
900     op->contr->orig_stats.Con = op->stats.Con;
901     op->contr->orig_stats.Wis = op->stats.Wis;
902     op->contr->orig_stats.Pow = op->stats.Pow;
903     op->contr->orig_stats.Cha = op->stats.Cha;
904    
905     op->level = 1;
906     op->stats.exp = 0;
907     op->stats.ac = 0;
908    
909     op->contr->levhp[1] = 9;
910     op->contr->levsp[1] = 6;
911     op->contr->levgrace[1] = 3;
912    
913     fix_player (op);
914     op->stats.hp = op->stats.maxhp;
915     op->stats.sp = op->stats.maxsp;
916     op->stats.grace = op->stats.maxgrace;
917     op->contr->orig_stats = op->stats;
918     }
919    
920     void
921     Roll_Again (object *op)
922     {
923     esrv_new_player (op->contr, 0);
924     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
925     "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
926     }
927 elmex 1.1
928 root 1.18 void
929     Swap_Stat (object *op, int Swap_Second)
930     {
931     signed char tmp;
932     char buf[MAX_BUF];
933 elmex 1.1
934 root 1.18 if (op->contr->Swap_First == -1)
935     {
936     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939     return;
940 elmex 1.1 }
941    
942 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943 elmex 1.1
944 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945 elmex 1.1
946 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947 elmex 1.1
948 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949     new_draw_info (NDI_UNIQUE, 0, op, buf);
950     op->stats.Str = op->contr->orig_stats.Str;
951     op->stats.Dex = op->contr->orig_stats.Dex;
952     op->stats.Con = op->contr->orig_stats.Con;
953     op->stats.Int = op->contr->orig_stats.Int;
954     op->stats.Wis = op->contr->orig_stats.Wis;
955     op->stats.Pow = op->contr->orig_stats.Pow;
956     op->stats.Cha = op->contr->orig_stats.Cha;
957     op->stats.ac = 0;
958    
959     op->level = 1;
960     op->stats.exp = 0;
961     op->stats.ac = 0;
962    
963     op->contr->levhp[1] = 9;
964     op->contr->levsp[1] = 6;
965     op->contr->levgrace[1] = 3;
966    
967     fix_player (op);
968     op->stats.hp = op->stats.maxhp;
969     op->stats.sp = op->stats.maxsp;
970     op->stats.grace = op->stats.maxgrace;
971     op->contr->orig_stats = op->stats;
972     op->contr->Swap_First = -1;
973 elmex 1.1 }
974    
975    
976     /* This code has been greatly reduced, because with set_attr_value
977     * and get_attr_value, the stats can be accessed just numeric
978     * ids. stat_trans is a table that translate the number entered
979     * into the actual stat. It is needed because the order the stats
980     * are displayed in the stat window is not the same as how
981     * the number's access that stat. The table does that translation.
982     */
983 root 1.18 int
984     key_roll_stat (object *op, char key)
985 elmex 1.1 {
986 root 1.18 int keynum = key - '0';
987     char buf[MAX_BUF];
988     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989    
990     if (keynum > 0 && keynum <= 7)
991     {
992     if (op->contr->Swap_First == -1)
993     {
994     op->contr->Swap_First = stat_trans[keynum];
995     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996     new_draw_info (NDI_UNIQUE, 0, op, buf);
997 root 1.11 }
998 root 1.18 else
999     Swap_Stat (op, stat_trans[keynum]);
1000 elmex 1.1
1001 root 1.18 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002     return 1;
1003 elmex 1.1 }
1004 root 1.18 switch (key)
1005     {
1006 root 1.11 case 'n':
1007 root 1.18 case 'N':
1008     {
1009     SET_FLAG (op, FLAG_WIZ);
1010     if (op->map == NULL)
1011     {
1012     LOG (llevError, "Map == NULL in state 2\n");
1013 root 1.11 break;
1014 root 1.18 }
1015 elmex 1.1
1016     #if 0
1017 root 1.11 /* So that enter_exit will put us at startx/starty */
1018 root 1.18 op->x = -1;
1019 elmex 1.1
1020 root 1.18 enter_exit (op, NULL);
1021 elmex 1.1 #endif
1022 root 1.18 SET_ANIMATION (op, 2); /* So player faces south */
1023 root 1.11 /* Enter exit adds a player otherwise */
1024 root 1.18 add_statbonus (op);
1025     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026     "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 root 1.11 op->contr->state = ST_CHANGE_CLASS;
1028     if (op->msg)
1029 root 1.18 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 root 1.11 return 0;
1031 root 1.18 }
1032     case 'y':
1033     case 'Y':
1034     roll_stats (op);
1035     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036     return 1;
1037    
1038     case 'q':
1039     case 'Q':
1040     play_again (op);
1041     return 1;
1042 elmex 1.1
1043 root 1.18 default:
1044     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045     return 0;
1046 elmex 1.1 }
1047 root 1.18 return 0;
1048 elmex 1.1 }
1049    
1050     /* This function takes the key that is passed, and does the
1051     * appropriate action with it (change race, or other things).
1052     * The function name is for historical reasons - now we have
1053     * separate race and class; this actually changes the RACE,
1054     * not the class.
1055     */
1056    
1057 root 1.18 int
1058     key_change_class (object *op, char key)
1059 elmex 1.1 {
1060 root 1.18 int tmp_loop;
1061 elmex 1.1
1062 root 1.18 if (key == 'q' || key == 'Q')
1063     {
1064     remove_ob (op);
1065     play_again (op);
1066 elmex 1.1 return 0;
1067     }
1068 root 1.18 if (key == 'd' || key == 'D')
1069     {
1070     char buf[MAX_BUF];
1071 elmex 1.1
1072 root 1.18 /* this must before then initial items are given */
1073     esrv_new_player (op->contr, op->weight + op->carrying);
1074     create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1075 elmex 1.1
1076 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1077     INVOKE_PLAYER (LOGIN, op->contr);
1078 elmex 1.1
1079 root 1.18 op->contr->state = ST_PLAYING;
1080 root 1.11
1081 root 1.18 if (op->msg)
1082     op->msg = NULL;
1083 elmex 1.1
1084 root 1.18 /* We create this now because some of the unique maps will need it
1085     * to save here.
1086     */
1087     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1088     make_path_to_file (buf);
1089 elmex 1.1
1090     #ifdef AUTOSAVE
1091 root 1.18 op->contr->last_save_tick = pticks;
1092 elmex 1.1 #endif
1093 root 1.18 start_info (op);
1094     CLEAR_FLAG (op, FLAG_WIZ);
1095     give_initial_items (op, op->randomitems);
1096     link_player_skills (op);
1097     esrv_send_inventory (op, op);
1098     fix_player (op);
1099 elmex 1.1
1100 root 1.18 /* This moves the player to a different start map, if there
1101     * is one for this race
1102     */
1103     if (*first_map_ext_path)
1104     {
1105     object *tmp;
1106     char mapname[MAX_BUF];
1107    
1108     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1109     tmp = get_object ();
1110     EXIT_PATH (tmp) = mapname;
1111     EXIT_X (tmp) = op->x;
1112     EXIT_Y (tmp) = op->y;
1113     enter_exit (op, tmp); /* we don't really care if it succeeded;
1114 elmex 1.1 * if the map isn't there, then stay on the
1115     * default initial map */
1116 root 1.18 free_object (tmp);
1117 elmex 1.1 }
1118 root 1.18 else
1119     {
1120     LOG (llevDebug, "first_map_ext_path not set\n");
1121     }
1122     return 0;
1123 elmex 1.1 }
1124    
1125 root 1.18 /* Following actually changes the race - this is the default command
1126     * if we don't match with one of the options above.
1127     */
1128    
1129     tmp_loop = 0;
1130     while (!tmp_loop)
1131     {
1132     shstr name = op->name;
1133     int x = op->x, y = op->y;
1134    
1135     remove_statbonus (op);
1136     remove_ob (op);
1137     op->arch = get_player_archetype (op->arch);
1138     copy_object (&op->arch->clone, op);
1139     op->instantiate ();
1140     op->stats = op->contr->orig_stats;
1141     op->name = op->name_pl = name;
1142     op->x = x;
1143     op->y = y;
1144     SET_ANIMATION (op, 2); /* So player faces south */
1145     insert_ob_in_map (op, op->map, op, 0);
1146     strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1);
1147     op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148     add_statbonus (op);
1149     tmp_loop = allowed_class (op);
1150     }
1151     update_object (op, UP_OBJ_FACE);
1152     esrv_update_item (UPD_FACE, op, op);
1153     fix_player (op);
1154     op->stats.hp = op->stats.maxhp;
1155     op->stats.sp = op->stats.maxsp;
1156     op->stats.grace = 0;
1157     if (op->msg)
1158     new_draw_info (NDI_BLUE, 0, op, op->msg);
1159     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160     return 0;
1161 elmex 1.1 }
1162    
1163 root 1.18 int
1164     key_confirm_quit (object *op, char key)
1165 elmex 1.1 {
1166 root 1.18 char buf[MAX_BUF];
1167 elmex 1.1
1168 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169     {
1170     op->contr->state = ST_PLAYING;
1171     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172     return 1;
1173 elmex 1.1 }
1174    
1175 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1176     INVOKE_PLAYER (QUIT, op->contr);
1177 root 1.3
1178 root 1.18 terminate_all_pets (op);
1179     leave_map (op);
1180     op->direction = 0;
1181     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182    
1183     strcpy (op->contr->killer, "quit");
1184     check_score (op);
1185     op->contr->party = NULL;
1186     if (settings.set_title == TRUE)
1187     op->contr->own_title[0] = '\0';
1188    
1189     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190     {
1191     mapstruct *mp, *next;
1192    
1193     /* We need to hunt for any per player unique maps in memory and
1194     * get rid of them. The trailing slash in the path is intentional,
1195     * so that players named 'Ab' won't match against players 'Abe' pathname
1196     */
1197     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198     for (mp = first_map; mp != NULL; mp = next)
1199     {
1200     next = mp->next;
1201     if (!strncmp (mp->path, buf, strlen (buf)))
1202     delete_map (mp);
1203 root 1.11 }
1204 root 1.18
1205     delete_character (op->name, 1);
1206 elmex 1.1 }
1207 root 1.18 play_again (op);
1208     return 1;
1209 elmex 1.1 }
1210    
1211 root 1.18 void
1212     flee_player (object *op)
1213     {
1214     int dir, diff;
1215     rv_vector rv;
1216    
1217     if (op->stats.hp < 0)
1218     {
1219     LOG (llevDebug, "Fleeing player is dead.\n");
1220     CLEAR_FLAG (op, FLAG_SCARED);
1221     return;
1222 elmex 1.1 }
1223    
1224 root 1.18 if (op->enemy == NULL)
1225     {
1226     LOG (llevDebug, "Fleeing player had no enemy.\n");
1227     CLEAR_FLAG (op, FLAG_SCARED);
1228     return;
1229 elmex 1.1 }
1230    
1231 root 1.18 /* Seen some crashes here. Since we don't store an
1232     * op->enemy_count, it is possible that something destroys the
1233     * actual enemy, and the object is recycled.
1234     */
1235     if (op->enemy->map == NULL)
1236     {
1237     CLEAR_FLAG (op, FLAG_SCARED);
1238     op->enemy = NULL;
1239     return;
1240 elmex 1.1 }
1241    
1242 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1243     {
1244     op->enemy = NULL;
1245     CLEAR_FLAG (op, FLAG_SCARED);
1246     return;
1247 elmex 1.1 }
1248 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1249    
1250     dir = absdir (4 + rv.direction);
1251     for (diff = 0; diff < 3; diff++)
1252     {
1253     int m = 1 - (RANDOM () & 2);
1254 elmex 1.1
1255 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256     {
1257     return;
1258 root 1.11 }
1259 elmex 1.1 }
1260 root 1.18 /* Cornered, get rid of scared */
1261     CLEAR_FLAG (op, FLAG_SCARED);
1262     op->enemy = NULL;
1263 elmex 1.1 }
1264    
1265    
1266     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1267     * IT returns 1 if the player should keep on moving, 0 if he should
1268     * stop.
1269     */
1270 root 1.18 int
1271     check_pick (object *op)
1272     {
1273 elmex 1.1 object *tmp, *next;
1274 root 1.18 tag_t next_tag = 0, op_tag;
1275 elmex 1.1 int stop = 0;
1276     int j, k, wvratio;
1277     char putstring[128], tmpstr[16];
1278    
1279    
1280     /* if you're flying, you cna't pick up anything */
1281     if (op->move_type & MOVE_FLYING)
1282     return 1;
1283    
1284     op_tag = op->count;
1285    
1286     next = op->below;
1287     if (next)
1288     next_tag = next->count;
1289    
1290     /* loop while there are items on the floor that are not marked as
1291     * destroyed */
1292 root 1.18 while (next && !was_destroyed (next, next_tag))
1293     {
1294     tmp = next;
1295     next = tmp->below;
1296     if (next)
1297     next_tag = next->count;
1298 elmex 1.1
1299 root 1.18 if (was_destroyed (op, op_tag))
1300 elmex 1.1 return 0;
1301    
1302 root 1.18 if (!can_pick (op, tmp))
1303     continue;
1304 elmex 1.1
1305 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1306     {
1307     if (item_matched_string (op, tmp, op->contr->search_str))
1308     pick_up (op, tmp);
1309     continue;
1310 root 1.11 }
1311    
1312 root 1.18 /* high not bit set? We're using the old autopickup model */
1313     if (!(op->contr->mode & PU_NEWMODE))
1314 root 1.11 {
1315 root 1.18 switch (op->contr->mode)
1316 root 1.11 {
1317 root 1.18 case 0:
1318     return 1; /* don't pick up */
1319     case 1:
1320     pick_up (op, tmp);
1321     return 1;
1322     case 2:
1323     pick_up (op, tmp);
1324     return 0;
1325     case 3:
1326     return 0; /* stop before pickup */
1327     case 4:
1328     pick_up (op, tmp);
1329     break;
1330     case 5:
1331     pick_up (op, tmp);
1332     stop = 1;
1333     break;
1334     case 6:
1335     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336     pick_up (op, tmp);
1337     break;
1338    
1339     case 7:
1340     if (tmp->type == MONEY || tmp->type == GEM)
1341     pick_up (op, tmp);
1342     break;
1343    
1344     default:
1345     /* use value density */
1346     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348     pick_up (op, tmp);
1349 root 1.11 }
1350     }
1351 root 1.18 else
1352     { /* old model */
1353     /* NEW pickup handling */
1354     if (op->contr->mode & PU_DEBUG)
1355     {
1356     /* some debugging code to figure out item information */
1357     if (tmp->name != NULL)
1358     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360     else
1361     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1363     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364    
1365     sprintf (putstring, "...flags: ");
1366     for (k = 0; k < 4; k++)
1367     {
1368     for (j = 0; j < 32; j++)
1369     {
1370     if ((tmp->flags[k] >> j) & 0x01)
1371     {
1372     sprintf (tmpstr, "%d ", k * 32 + j);
1373     strcat (putstring, tmpstr);
1374     }
1375     }
1376     }
1377     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378 elmex 1.1
1379     #if 0
1380 root 1.18 /* print the flags too */
1381     for (k = 0; k < 4; k++)
1382     {
1383     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384     for (j = 0; j < 32; j++)
1385     {
1386     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387     if (!((j + 1) % 4))
1388     fprintf (stderr, " ");
1389     }
1390     fprintf (stderr, " [%d]\n", k * 32);
1391     }
1392 elmex 1.1 #endif
1393 root 1.18 }
1394     /* philosophy:
1395     * It's easy to grab an item type from a pile, as long as it's
1396     * generic. This takes no game-time. For more detailed pickups
1397     * and selections, select-items shoul dbe used. This is a
1398     * grab-as-you-run type mode that's really useful for arrows for
1399     * example.
1400     * The drawback: right now it has no frontend, so you need to
1401     * stick the bits you want into a calculator in hex mode and then
1402     * convert to decimal and then 'pickup <#>
1403     */
1404    
1405     /* the first two modes are exclusive: if NOTHING we return, if
1406     * STOP then we stop. All the rest are applied sequentially,
1407     * meaning if any test passes, the item gets picked up. */
1408    
1409     /* if mode is set to pick nothing up, return */
1410    
1411     if (op->contr->mode & PU_NOTHING)
1412     return 1;
1413    
1414     /* if mode is set to stop when encountering objects, return */
1415     /* take STOP before INHIBIT since it doesn't actually pick
1416     * anything up */
1417    
1418     if (op->contr->mode & PU_STOP)
1419     return 0;
1420    
1421     /* useful for going into stores and not losing your settings... */
1422     /* and for battles wher you don't want to get loaded down while
1423     * fighting */
1424     if (op->contr->mode & PU_INHIBIT)
1425     return 1;
1426    
1427     /* prevent us from turning into auto-thieves :) */
1428     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1429     continue;
1430    
1431     /* ignore known cursed objects */
1432     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1433     continue;
1434    
1435     /* all food and drink if desired */
1436     /* question: don't pick up known-poisonous stuff? */
1437     if (op->contr->mode & PU_FOOD)
1438     if (tmp->type == FOOD)
1439     {
1440     pick_up (op, tmp);
1441     if (0)
1442     fprintf (stderr, "FOOD\n");
1443     continue;
1444     }
1445     if (op->contr->mode & PU_DRINK)
1446     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447     {
1448     pick_up (op, tmp);
1449     if (0)
1450     fprintf (stderr, "DRINK\n");
1451     continue;
1452     }
1453    
1454     if (op->contr->mode & PU_POTION)
1455     if (tmp->type == POTION)
1456     {
1457     pick_up (op, tmp);
1458     if (0)
1459     fprintf (stderr, "POTION\n");
1460     continue;
1461     }
1462    
1463     /* spellbooks, skillscrolls and normal books/scrolls */
1464     if (op->contr->mode & PU_SPELLBOOK)
1465     if (tmp->type == SPELLBOOK)
1466     {
1467     pick_up (op, tmp);
1468     if (0)
1469     fprintf (stderr, "SPELLBOOK\n");
1470     continue;
1471     }
1472     if (op->contr->mode & PU_SKILLSCROLL)
1473     if (tmp->type == SKILLSCROLL)
1474     {
1475     pick_up (op, tmp);
1476     if (0)
1477     fprintf (stderr, "SKILLSCROLL\n");
1478     continue;
1479     }
1480     if (op->contr->mode & PU_READABLES)
1481     if (tmp->type == BOOK || tmp->type == SCROLL)
1482     {
1483     pick_up (op, tmp);
1484     if (0)
1485     fprintf (stderr, "READABLES\n");
1486     continue;
1487     }
1488    
1489     /* wands/staves/rods/horns */
1490     if (op->contr->mode & PU_MAGIC_DEVICE)
1491     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492     {
1493     pick_up (op, tmp);
1494     if (0)
1495     fprintf (stderr, "MAGIC_DEVICE\n");
1496     continue;
1497     }
1498    
1499     /* pick up all magical items */
1500     if (op->contr->mode & PU_MAGICAL)
1501     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502     {
1503     pick_up (op, tmp);
1504     if (0)
1505     fprintf (stderr, "MAGICAL\n");
1506     continue;
1507     }
1508    
1509     if (op->contr->mode & PU_VALUABLES)
1510     {
1511     if (tmp->type == MONEY || tmp->type == GEM)
1512     {
1513     pick_up (op, tmp);
1514     if (0)
1515     fprintf (stderr, "MONEY/GEM\n");
1516     continue;
1517     }
1518     }
1519    
1520     /* rings & amulets - talismans seems to be typed AMULET */
1521     if (op->contr->mode & PU_JEWELS)
1522     if (tmp->type == RING || tmp->type == AMULET)
1523     {
1524     pick_up (op, tmp);
1525     if (0)
1526     fprintf (stderr, "JEWELS\n");
1527     continue;
1528     }
1529    
1530     /* bows and arrows. Bows are good for selling! */
1531     if (op->contr->mode & PU_BOW)
1532     if (tmp->type == BOW)
1533     {
1534     pick_up (op, tmp);
1535     if (0)
1536     fprintf (stderr, "BOW\n");
1537     continue;
1538     }
1539     if (op->contr->mode & PU_ARROW)
1540     if (tmp->type == ARROW)
1541     {
1542     pick_up (op, tmp);
1543     if (0)
1544     fprintf (stderr, "ARROW\n");
1545     continue;
1546     }
1547    
1548     /* all kinds of armor etc. */
1549     if (op->contr->mode & PU_ARMOUR)
1550     if (tmp->type == ARMOUR)
1551     {
1552     pick_up (op, tmp);
1553     if (0)
1554     fprintf (stderr, "ARMOUR\n");
1555     continue;
1556     }
1557     if (op->contr->mode & PU_HELMET)
1558     if (tmp->type == HELMET)
1559     {
1560     pick_up (op, tmp);
1561     if (0)
1562     fprintf (stderr, "HELMET\n");
1563     continue;
1564     }
1565     if (op->contr->mode & PU_SHIELD)
1566     if (tmp->type == SHIELD)
1567     {
1568     pick_up (op, tmp);
1569     if (0)
1570     fprintf (stderr, "SHIELD\n");
1571     continue;
1572     }
1573     if (op->contr->mode & PU_BOOTS)
1574     if (tmp->type == BOOTS)
1575     {
1576     pick_up (op, tmp);
1577     if (0)
1578     fprintf (stderr, "BOOTS\n");
1579     continue;
1580     }
1581     if (op->contr->mode & PU_GLOVES)
1582     if (tmp->type == GLOVES)
1583     {
1584     pick_up (op, tmp);
1585     if (0)
1586     fprintf (stderr, "GLOVES\n");
1587     continue;
1588     }
1589     if (op->contr->mode & PU_CLOAK)
1590     if (tmp->type == CLOAK)
1591     {
1592     pick_up (op, tmp);
1593     if (0)
1594     fprintf (stderr, "GLOVES\n");
1595     continue;
1596     }
1597 elmex 1.1
1598 root 1.18 /* hoping to catch throwing daggers here */
1599     if (op->contr->mode & PU_MISSILEWEAPON)
1600     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601     {
1602     pick_up (op, tmp);
1603     if (0)
1604     fprintf (stderr, "MISSILEWEAPON\n");
1605     continue;
1606     }
1607 elmex 1.1
1608 root 1.18 /* careful: chairs and tables are weapons! */
1609     if (op->contr->mode & PU_ALLWEAPON)
1610     {
1611     if (tmp->type == WEAPON && tmp->name != NULL)
1612     {
1613     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1614     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615     {
1616     pick_up (op, tmp);
1617     if (0)
1618     fprintf (stderr, "WEAPON\n");
1619     continue;
1620     }
1621     }
1622     if (tmp->type == WEAPON && tmp->name == NULL)
1623     {
1624     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1625     {
1626     pick_up (op, tmp);
1627     if (0)
1628     fprintf (stderr, "WEAPON\n");
1629     continue;
1630     }
1631     }
1632     }
1633 elmex 1.1
1634 root 1.18 /* misc stuff that's useful */
1635     if (op->contr->mode & PU_KEY)
1636     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637     {
1638     pick_up (op, tmp);
1639     if (0)
1640     fprintf (stderr, "KEY\n");
1641     continue;
1642     }
1643 elmex 1.1
1644 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1645     * pickups */
1646     if (op->contr->mode & PU_RATIO)
1647     {
1648     /* use value density to decide what else to grab */
1649     /* >=7 was >= op->contr->mode */
1650     /* >=7 is the old standard setting. Now we take the last 4 bits
1651     * and multiply them by 5, giving 0..15*5== 5..75 */
1652     wvratio = (op->contr->mode & PU_RATIO) * 5;
1653     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1654     {
1655     pick_up (op, tmp);
1656 elmex 1.1 #if 0
1657 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1658     if (tmp->name != NULL)
1659     {
1660     fprintf (stderr, "%s", tmp->name);
1661     }
1662     else
1663     fprintf (stderr, "%s", tmp->arch->name);
1664     fprintf (stderr, ",%d] = ", tmp->type);
1665     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1666 elmex 1.1 #endif
1667 root 1.18 continue;
1668     }
1669     }
1670     } /* the new pickup model */
1671     }
1672     return !stop;
1673 elmex 1.1 }
1674    
1675     /*
1676     * Find an arrow in the inventory and after that
1677     * in the right type container (quiver). Pointer to the
1678     * found object is returned.
1679     */
1680 root 1.18 object *
1681     find_arrow (object *op, const char *type)
1682 elmex 1.1 {
1683 root 1.18 object *tmp = NULL;
1684 elmex 1.1
1685 root 1.18 for (op = op->inv; op; op = op->below)
1686     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687     tmp = find_arrow (op, type);
1688     else if (op->type == ARROW && op->race == type)
1689     return op;
1690     return tmp;
1691 elmex 1.1 }
1692    
1693     /*
1694     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695     * against the target. A full test is not performed, simply a basic test
1696     * of resistances. The archer is making a quick guess at what he sees down
1697     * the hall. Failing that it does it's best to pick the highest plus arrow.
1698     */
1699    
1700 root 1.18 object *
1701     find_better_arrow (object *op, object *target, const char *type, int *better)
1702 elmex 1.1 {
1703 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1704     int attacknum, attacktype, betterby = 0, i;
1705 elmex 1.1
1706 root 1.18 if (!type)
1707     return NULL;
1708 elmex 1.1
1709 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1710     {
1711     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1712     {
1713     i = 0;
1714     ntmp = find_better_arrow (arrow, target, type, &i);
1715     if (i > betterby)
1716     {
1717     tmp = ntmp;
1718     betterby = i;
1719     }
1720     }
1721     else if (arrow->type == ARROW && arrow->race == type)
1722     {
1723     /* allways prefer assasination/slaying */
1724     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1725     {
1726     if (arrow->attacktype & AT_DEATH)
1727     {
1728     *better = 100;
1729     return arrow;
1730     }
1731     else
1732     {
1733     tmp = arrow;
1734     betterby = (arrow->magic + arrow->stats.dam) * 2;
1735     }
1736     }
1737     else
1738     {
1739     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1740     {
1741     attacktype = 1 << attacknum;
1742     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1743     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1744     {
1745     tmp = arrow;
1746     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1747     }
1748 root 1.11 }
1749 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1750     {
1751     tmp = arrow;
1752     betterby = 2 + arrow->magic + arrow->stats.dam;
1753 root 1.11 }
1754 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1755     {
1756     tmp = arrow;
1757     betterby = 1 + arrow->magic + arrow->stats.dam;
1758 root 1.11 }
1759     }
1760     }
1761 elmex 1.1 }
1762 root 1.18 if (tmp == NULL && arrow == NULL)
1763     return find_arrow (op, type);
1764 elmex 1.1
1765 root 1.18 *better = betterby;
1766     return tmp;
1767 elmex 1.1 }
1768    
1769     /* looks in a given direction, finds the first valid target, and calls
1770     * find_better_arrow to find a decent arrow to use.
1771     * op = the shooter
1772     * type = bow->race
1773     * dir = fire direction
1774     */
1775    
1776 root 1.18 object *
1777     pick_arrow_target (object *op, const char *type, int dir)
1778 elmex 1.1 {
1779 root 1.18 object *tmp = NULL;
1780     mapstruct *m;
1781     int i, mflags, found, number;
1782     sint16 x, y;
1783    
1784     if (op->map == NULL)
1785     return find_arrow (op, type);
1786    
1787     /* do a dex check */
1788     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1789     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1790     return find_arrow (op, type);
1791    
1792     m = op->map;
1793     x = op->x;
1794     y = op->y;
1795    
1796     /* find the first target */
1797     for (i = 0, found = 0; i < 20; i++)
1798     {
1799     x += freearr_x[dir];
1800     y += freearr_y[dir];
1801     mflags = get_map_flags (m, &m, x, y, &x, &y);
1802     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1803     {
1804     tmp = NULL;
1805     break;
1806     }
1807     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1808     {
1809     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1810     * perhaps a bad assumption.
1811     */
1812     tmp = NULL;
1813     break;
1814 root 1.11 }
1815 root 1.18 if (mflags & P_IS_ALIVE)
1816     {
1817     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1818     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1819     {
1820     found++;
1821 root 1.11 break;
1822 root 1.18 }
1823     if (found)
1824     break;
1825 root 1.11 }
1826 elmex 1.1 }
1827 root 1.18 if (tmp == NULL)
1828     return find_arrow (op, type);
1829 elmex 1.1
1830 root 1.18 if (tmp->head)
1831     tmp = tmp->head;
1832 elmex 1.1
1833 root 1.18 return find_better_arrow (op, tmp, type, &i);
1834 elmex 1.1 }
1835    
1836     /*
1837     * Creature fires a bow - op can be monster or player. Returns
1838     * 1 if bow was actually fired, 0 otherwise.
1839     * op is the object firing the bow.
1840     * part is for multipart creatures - the part firing the bow.
1841     * dir is the direction of fire.
1842     * wc_mod is any special modifier to give (used in special player fire modes)
1843     * sx, sy are coordinates to fire arrow from - also used in some of the special
1844     * player fire modes.
1845     */
1846 root 1.18 int
1847     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848 elmex 1.1 {
1849 root 1.18 object *left, *bow;
1850     tag_t left_tag, tag;
1851     int bowspeed, mflags;
1852     mapstruct *m;
1853 elmex 1.1
1854 root 1.18 if (!dir)
1855     {
1856     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857     return 0;
1858 elmex 1.1 }
1859 root 1.18 if (op->type == PLAYER)
1860     bow = op->contr->ranges[range_bow];
1861     else
1862     {
1863     for (bow = op->inv; bow; bow = bow->below)
1864     /* Don't check for applied - monsters don't apply bows - in that way, they
1865     * don't need to switch back and forth between bows and weapons.
1866     */
1867     if (bow->type == BOW)
1868     break;
1869 root 1.11
1870 root 1.18 if (!bow)
1871     {
1872     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873     return 0;
1874 root 1.11 }
1875 elmex 1.1 }
1876 root 1.18 if (!bow->race || !bow->skill)
1877     {
1878     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879     return 0;
1880 elmex 1.1 }
1881    
1882 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883 elmex 1.1
1884 root 1.18 /* penalize ROF for bestarrow */
1885     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1887     if (bowspeed < 1)
1888     bowspeed = 1;
1889    
1890     if (arrow == NULL)
1891     {
1892     if ((arrow = find_arrow (op, bow->race)) == NULL)
1893     {
1894     if (op->type == PLAYER)
1895     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1896     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1897     else
1898     CLEAR_FLAG (op, FLAG_READY_BOW);
1899     return 0;
1900 root 1.11 }
1901 elmex 1.1 }
1902 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903     if (mflags & P_OUT_OF_MAP)
1904     {
1905     return 0;
1906     }
1907     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908     {
1909     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910     return 0;
1911     }
1912    
1913     /* this should not happen, but sometimes does */
1914     if (arrow->nrof == 0)
1915     {
1916     remove_ob (arrow);
1917     free_object (arrow);
1918     return 0;
1919     }
1920    
1921     left = arrow; /* these are arrows left to the player */
1922     left_tag = left->count;
1923     arrow = get_split_ob (arrow, 1);
1924     if (arrow == NULL)
1925     {
1926     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927     return 0;
1928 elmex 1.1 }
1929 root 1.18 set_owner (arrow, op);
1930     arrow->skill = bow->skill;
1931    
1932     arrow->direction = dir;
1933     arrow->x = sx;
1934     arrow->y = sy;
1935    
1936     if (op->type == PLAYER)
1937     {
1938     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939     fix_player (op);
1940 elmex 1.1 }
1941    
1942 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1943     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944     arrow->stats.hp = arrow->stats.dam;
1945     arrow->stats.grace = arrow->attacktype;
1946     if (arrow->slaying != NULL)
1947     arrow->spellarg = strdup_local (arrow->slaying);
1948    
1949     /* Note that this was different for monsters - they got their level
1950     * added to the damage. I think the strength bonus is more proper.
1951     */
1952    
1953     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1954    
1955     /* update the speed */
1956     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958    
1959     if (arrow->speed < 1.0)
1960     arrow->speed = 1.0;
1961     update_ob_speed (arrow);
1962     arrow->speed_left = 0;
1963    
1964     if (op->type == PLAYER)
1965     {
1966     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1967     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1968     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1969    
1970     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1971 elmex 1.1 }
1972 root 1.18 else
1973     {
1974     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975 elmex 1.1
1976 root 1.18 arrow->level = op->level;
1977 elmex 1.1 }
1978 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1979     arrow->attacktype |= bow->attacktype;
1980     if (bow->slaying != NULL)
1981     arrow->slaying = bow->slaying;
1982    
1983     arrow->map = m;
1984     arrow->move_type = MOVE_FLY_LOW;
1985     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986    
1987     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988     tag = arrow->count;
1989     insert_ob_in_map (arrow, m, op, 0);
1990    
1991     if (!was_destroyed (arrow, tag))
1992     move_arrow (arrow);
1993 elmex 1.1
1994 root 1.18 if (op->type == PLAYER)
1995     {
1996     if (was_destroyed (left, left_tag))
1997     esrv_del_item (op->contr, left_tag);
1998     else
1999     esrv_send_item (op, left);
2000 elmex 1.1 }
2001 root 1.18 return 1;
2002 elmex 1.1 }
2003    
2004     /* Special fire code for players - this takes into
2005     * account the special fire modes players can have
2006     * but monsters can't. Putting that code here
2007     * makes the fire_bow code much cleaner.
2008     * this function should only be called if 'op' is a player,
2009     * hence the function name.
2010     */
2011 root 1.18 int
2012     player_fire_bow (object *op, int dir)
2013 elmex 1.1 {
2014 root 1.18 int ret = 0, wcmod = 0;
2015    
2016     if (op->contr->bowtype == bow_bestarrow)
2017     {
2018     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
2019     }
2020     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021     {
2022     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023     wcmod = -1;
2024     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025     }
2026     else if (op->contr->bowtype == bow_threewide)
2027     {
2028     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2029     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2030     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2031     }
2032     else if (op->contr->bowtype == bow_spreadshot)
2033     {
2034     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2036     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2037 elmex 1.1
2038     }
2039 root 1.18 else
2040     {
2041     /* Simple case */
2042     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043     }
2044     return ret;
2045 elmex 1.1 }
2046    
2047    
2048     /* Fires a misc (wand/rod/horn) object in 'dir'.
2049     * Broken apart from 'fire' to keep it more readable.
2050     */
2051 root 1.18 void
2052     fire_misc_object (object *op, int dir)
2053 elmex 1.1 {
2054 root 1.18 object *item;
2055 elmex 1.1
2056 root 1.18 if (!op->contr->ranges[range_misc])
2057     {
2058     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2059     return;
2060 elmex 1.1 }
2061    
2062 root 1.18 item = op->contr->ranges[range_misc];
2063     if (!item->inv)
2064     {
2065     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2066     return;
2067 elmex 1.1 }
2068 root 1.18 if (item->type == WAND)
2069     {
2070     if (item->stats.food <= 0)
2071     {
2072     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2073     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2074     return;
2075 root 1.11 }
2076 root 1.18 }
2077     else if (item->type == ROD || item->type == HORN)
2078     {
2079     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2080     {
2081     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2082     if (item->type == ROD)
2083     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2084     else
2085     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2086     return;
2087 root 1.11 }
2088 elmex 1.1 }
2089    
2090 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2091     {
2092     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2093     if (item->type == WAND)
2094     {
2095     if (!(--item->stats.food))
2096     {
2097     object *tmp;
2098    
2099     if (item->arch)
2100     {
2101     CLEAR_FLAG (item, FLAG_ANIMATE);
2102     item->face = item->arch->clone.face;
2103     item->speed = 0;
2104     update_ob_speed (item);
2105 root 1.11 }
2106 root 1.18 if ((tmp = is_player_inv (item)))
2107     esrv_update_item (UPD_ANIM, tmp, item);
2108 root 1.11 }
2109     }
2110 root 1.18 else if (item->type == ROD || item->type == HORN)
2111     {
2112     drain_rod_charge (item);
2113 root 1.11 }
2114 elmex 1.1 }
2115     }
2116    
2117     /* Received a fire command for the player - go and do it.
2118     */
2119 root 1.18 void
2120     fire (object *op, int dir)
2121     {
2122     int spellcost = 0;
2123 elmex 1.1
2124 root 1.18 /* check for loss of invisiblity/hide */
2125     if (action_makes_visible (op))
2126     make_visible (op);
2127 elmex 1.1
2128 root 1.18 switch (op->contr->shoottype)
2129     {
2130 root 1.11 case range_none:
2131 root 1.18 return;
2132 elmex 1.1
2133 root 1.11 case range_bow:
2134 root 1.18 player_fire_bow (op, dir);
2135     return;
2136 elmex 1.1
2137 root 1.18 case range_magic: /* Casting spells */
2138     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL));
2139     return;
2140 elmex 1.1
2141 root 1.11 case range_misc:
2142 root 1.18 fire_misc_object (op, dir);
2143     return;
2144 root 1.11
2145 root 1.18 case range_golem: /* Control summoned monsters from scrolls */
2146     if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2147     {
2148     op->contr->ranges[range_golem] = NULL;
2149     op->contr->shoottype = range_none;
2150     op->contr->golem_count = 0;
2151     }
2152     else
2153     control_golem (op->contr->ranges[range_golem], dir);
2154     return;
2155 root 1.11
2156     case range_skill:
2157 root 1.18 if (!op->chosen_skill)
2158     {
2159     if (op->type == PLAYER)
2160     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161     return;
2162     }
2163     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2164     return;
2165     case range_builder:
2166     apply_map_builder (op, dir);
2167     return;
2168 root 1.11 default:
2169 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2170     return;
2171 elmex 1.1 }
2172     }
2173    
2174    
2175    
2176     /* find_key
2177     * We try to find a key for the door as passed. If we find a key
2178     * and successfully use it, we return the key, otherwise NULL
2179     * This function merges both normal and locked door, since the logic
2180     * for both is the same - just the specific key is different.
2181     * pl is the player,
2182     * inv is the objects inventory to searched
2183     * door is the door we are trying to match against.
2184     * This function can be called recursively to search containers.
2185     */
2186    
2187 root 1.18 object *
2188     find_key (object *pl, object *container, object *door)
2189 elmex 1.1 {
2190 root 1.18 object *tmp, *key;
2191 elmex 1.1
2192 root 1.18 /* Should not happen, but sanity checking is never bad */
2193     if (container->inv == NULL)
2194     return NULL;
2195 elmex 1.1
2196 root 1.18 /* First, lets try to find a key in the top level inventory */
2197     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2198     {
2199     if (door->type == DOOR && tmp->type == KEY)
2200     break;
2201     /* For sanity, we should really check door type, but other stuff
2202     * (like containers) can be locked with special keys
2203     */
2204     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205     break;
2206     }
2207     /* No key found - lets search inventories now */
2208     /* If we find and use a key in an inventory, return at that time.
2209     * otherwise, if we search all the inventories and still don't find
2210     * a key, return
2211     */
2212     if (!tmp)
2213     {
2214     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2215     {
2216     /* No reason to search empty containers */
2217     if (tmp->type == CONTAINER && tmp->inv)
2218     {
2219     if ((key = find_key (pl, tmp, door)) != NULL)
2220     return key;
2221     }
2222     }
2223     if (!tmp)
2224     return NULL;
2225 elmex 1.1 }
2226 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2227     * see if we actually want to use it
2228     */
2229     if (pl != container)
2230     {
2231     /* Only let players use keys in containers */
2232     if (!pl->contr)
2233     return NULL;
2234     /* cases where this fails:
2235     * If we only search the player inventory, return now since we
2236     * are not in the players inventory.
2237     * If the container is not active, return now since only active
2238     * containers can be used.
2239     * If we only search keyrings and the container does not have
2240     * a race/isn't a keyring.
2241     * No checking for all containers - to fall through past here,
2242     * inv must have been an container and must have been active.
2243     *
2244     * Change the color so that the message doesn't disappear with
2245     * all the others.
2246     */
2247     if (pl->contr->usekeys == key_inventory ||
2248     !QUERY_FLAG (container, FLAG_APPLIED) ||
2249     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2250     {
2251     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253     return NULL;
2254 root 1.11 }
2255 elmex 1.1 }
2256 root 1.18 return tmp;
2257 elmex 1.1 }
2258    
2259     /* moved door processing out of move_player_attack.
2260     * returns 1 if player has opened the door with a key
2261     * such that the caller should not do anything more,
2262     * 0 otherwise
2263     */
2264 root 1.18 static int
2265     player_attack_door (object *op, object *door)
2266 elmex 1.1 {
2267    
2268 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2269     * might as well return immediately as there is nothing more to do -
2270     * otherwise, we fall through to the rest of the code.
2271     */
2272     object *key = find_key (op, op, door);
2273    
2274     /* IF we found a key, do some extra work */
2275     if (key)
2276     {
2277     object *container = key->env;
2278    
2279     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2280     if (action_makes_visible (op))
2281     make_visible (op);
2282     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283     spring_trap (door->inv, op);
2284     if (door->type == DOOR)
2285     {
2286     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287     }
2288     else if (door->type == LOCKED_DOOR)
2289     {
2290     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2291     remove_door2 (door); /* remove door without violence ;-) */
2292     }
2293     /* Do this after we print the message */
2294     decrease_ob (key); /* Use up one of the keys */
2295     /* Need to update the weight the container the key was in */
2296     if (container != op)
2297     esrv_update_item (UPD_WEIGHT, op, container);
2298     return 1; /* Nothing more to do below */
2299     }
2300     else if (door->type == LOCKED_DOOR)
2301     {
2302     /* Might as well return now - no other way to open this */
2303     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2304     return 1;
2305 elmex 1.1 }
2306 root 1.18 return 0;
2307 elmex 1.1 }
2308    
2309     /* This function is just part of a breakup from move_player.
2310     * It should keep the code cleaner.
2311     * When this is called, the players direction has been updated
2312     * (taking into account confusion.) The player is also actually
2313     * going to try and move (not fire weapons).
2314     */
2315    
2316 root 1.18 void
2317     move_player_attack (object *op, int dir)
2318 elmex 1.1 {
2319 root 1.18 object *tmp, *mon;
2320     sint16 nx, ny;
2321     int on_battleground;
2322     mapstruct *m;
2323    
2324     nx = freearr_x[dir] + op->x;
2325     ny = freearr_y[dir] + op->y;
2326    
2327     on_battleground = op_on_battleground (op, NULL, NULL);
2328    
2329     /* If braced, or can't move to the square, and it is not out of the
2330     * map, attack it. Note order of if statement is important - don't
2331     * want to be calling move_ob if braced, because move_ob will move the
2332     * player. This is a pretty nasty hack, because if we could
2333     * move to some space, it then means that if we are braced, we should
2334     * do nothing at all. As it is, if we are braced, we go through
2335     * quite a bit of processing. However, it probably is less than what
2336     * move_ob uses.
2337     */
2338     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2339     {
2340     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341     {
2342     m = get_map_from_coord (op->map, &nx, &ny);
2343     if (!m)
2344     return; /* Don't think this should happen */
2345     }
2346     else
2347     m = op->map;
2348    
2349     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2350     {
2351     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352     return;
2353 root 1.11 }
2354    
2355 root 1.18 mon = NULL;
2356     /* Go through all the objects, and find ones of interest. Only stop if
2357     * we find a monster - that is something we know we want to attack.
2358     * if its a door or barrel (can roll) see if there may be monsters
2359     * on the space
2360     */
2361     while (tmp != NULL)
2362     {
2363     if (tmp == op)
2364     {
2365     tmp = tmp->above;
2366     continue;
2367 root 1.11 }
2368 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369     {
2370     mon = tmp;
2371     break;
2372 root 1.11 }
2373 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374     mon = tmp;
2375     tmp = tmp->above;
2376     }
2377    
2378     if (mon == NULL) /* This happens anytime the player tries to move */
2379     return; /* into a wall */
2380    
2381     if (mon->head != NULL)
2382     mon = mon->head;
2383    
2384     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385     if (player_attack_door (op, mon))
2386     return;
2387    
2388     /* The following deals with possibly attacking peaceful
2389     * or frienddly creatures. Basically, all players are considered
2390     * unaggressive. If the moving player has peaceful set, then the
2391     * object should be pushed instead of attacked. It is assumed that
2392     * if you are braced, you will not attack friends accidently,
2393     * and thus will not push them.
2394     */
2395 root 1.11
2396 root 1.18 /* If the creature is a pet, push it even if the player is not
2397     * peaceful. Our assumption is the creature is a pet if the
2398     * player owns it and it is either friendly or unagressive.
2399     */
2400     if ((op->type == PLAYER)
2401 elmex 1.1 #if COZY_SERVER
2402 root 1.18 &&
2403     ((get_owner (mon) && get_owner (mon)->contr
2404     && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2405 elmex 1.1 #else
2406 root 1.18 && get_owner (mon) == op
2407 elmex 1.1 #endif
2408 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 root 1.11 {
2410 root 1.18 /* If we're braced, we don't want to switch places with it */
2411     if (op->contr->braced)
2412 root 1.11 return;
2413 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414     (void) push_ob (mon, dir, op);
2415     if (op->contr->tmp_invis || op->hide)
2416     make_visible (op);
2417     return;
2418 root 1.11 }
2419    
2420 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2421     * creatures. Note that if you are braced, you can't push
2422     * someone, but put it inside this loop so that you won't
2423     * attack them either.
2424     */
2425     if ((mon->type == PLAYER || mon->enemy != op) &&
2426     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2427 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2428 root 1.18 (op->contr->peaceful
2429     || (mon->type == PLAYER
2430     && mon->contr->
2431     peaceful)) &&
2432 elmex 1.1 #else
2433 root 1.18 op->contr->peaceful &&
2434 elmex 1.1 #endif
2435 root 1.18 !on_battleground))
2436     {
2437     if (!op->contr->braced)
2438     {
2439     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440     (void) push_ob (mon, dir, op);
2441     }
2442     else
2443     {
2444     new_draw_info (0, 0, op, "You withhold your attack");
2445 root 1.11 }
2446 root 1.18 if (op->contr->tmp_invis || op->hide)
2447     make_visible (op);
2448 root 1.11 }
2449 elmex 1.1
2450 root 1.18 /* If the object is a boulder or other rollable object, then
2451     * roll it if not braced. You can't roll it if you are braced.
2452     */
2453     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2454     {
2455     recursive_roll (mon, dir, op);
2456     if (action_makes_visible (op))
2457     make_visible (op);
2458 root 1.11 }
2459    
2460 root 1.18 /* Any generic living creature. Including things like doors.
2461     * Way it works is like this: First, it must have some hit points
2462     * and be living. Then, it must be one of the following:
2463     * 1) Not a player, 2) A player, but of a different party. Note
2464     * that party_number -1 is no party, so attacks can still happen.
2465     */
2466 root 1.11
2467 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469     {
2470 elmex 1.1
2471 root 1.18 /* If the player hasn't hit something this tick, and does
2472     * so, give them speed boost based on weapon speed. Doing
2473     * it here is better than process_players2, which basically
2474     * incurred a 1 tick offset.
2475     */
2476     if (!op->contr->has_hit)
2477     {
2478     op->speed_left += op->speed / op->contr->weapon_sp;
2479 root 1.11
2480 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 root 1.11 }
2482    
2483 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2484 root 1.11
2485 root 1.18 /* If attacking another player, that player gets automatic
2486     * hitback, and doesn't loose luck either.
2487     * Disable hitback on the battleground or if the target is
2488     * the wiz.
2489     */
2490     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491     {
2492     short luck = mon->stats.luck;
2493    
2494     mon->contr->has_hit = 1;
2495     skill_attack (op, mon, 0, NULL, NULL);
2496     mon->stats.luck = luck;
2497 root 1.11 }
2498 root 1.18 if (action_makes_visible (op))
2499     make_visible (op);
2500 root 1.11 }
2501 root 1.18 } /* if player should attack something */
2502 elmex 1.1 }
2503    
2504 root 1.18 int
2505     move_player (object *op, int dir)
2506     {
2507     int pick;
2508 elmex 1.1
2509 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2510     return 0;
2511 elmex 1.1
2512 root 1.18 /* Sanity check: make sure dir is valid */
2513     if ((dir < 0) || (dir >= 9))
2514     {
2515     LOG (llevError, "move_player: invalid direction %d\n", dir);
2516     return 0;
2517 elmex 1.1 }
2518    
2519 root 1.18 /* peterm: added following line */
2520     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2522    
2523     op->facing = dir;
2524    
2525     if (op->hide)
2526     do_hidden_move (op);
2527    
2528     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2529     /*nop */ ;
2530     else if (op->contr->fire_on)
2531     fire (op, dir);
2532     else
2533     {
2534     move_player_attack (op, dir);
2535     pick = check_pick (op);
2536     }
2537 elmex 1.1
2538 root 1.18 /* Add special check for newcs players and fire on - this way, the
2539     * server can handle repeat firing.
2540     */
2541     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542     {
2543     op->direction = dir;
2544     }
2545     else
2546     {
2547     op->direction = 0;
2548     }
2549     /* Update how the player looks. Use the facing, so direction may
2550     * get reset to zero. This allows for full animation capabilities
2551     * for players.
2552     */
2553     animate_object (op, op->facing);
2554     return 0;
2555 elmex 1.1 }
2556    
2557     /* This is similar to handle_player, below, but is only used by the
2558     * new client/server stuff.
2559     * This is sort of special, in that the new client/server actually uses
2560     * the new speed values for commands.
2561     *
2562     * Returns true if there are more actions we can do.
2563     */
2564 root 1.18 int
2565     handle_newcs_player (object *op)
2566 elmex 1.1 {
2567 root 1.18 if (op->contr->hidden)
2568     {
2569     op->invisible = 1000;
2570     /* the socket code flashes the player visible/invisible
2571     * depending on the value of invisible, so we need to
2572     * alternate it here for it to work correctly.
2573     */
2574     if (pticks & 2)
2575 root 1.11 op->invisible--;
2576 root 1.18 }
2577     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2578     {
2579     op->invisible--;
2580     if (!op->invisible)
2581     {
2582     make_visible (op);
2583     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2584 root 1.11 }
2585 elmex 1.1 }
2586    
2587 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2588     {
2589     flee_player (op);
2590     /* If player is still scared, that is his action for this tick */
2591     if (QUERY_FLAG (op, FLAG_SCARED))
2592     {
2593     op->speed_left--;
2594     return 0;
2595 root 1.11 }
2596 elmex 1.1 }
2597    
2598 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2599     * the player object still points to the defunct golem. The code that
2600     * destroys the golem looks correct, and it doesn't always happen, so
2601     * put this in a a workaround to clean up the golem pointer.
2602     */
2603     if (op->contr->ranges[range_golem] &&
2604     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2605     {
2606     op->contr->ranges[range_golem] = NULL;
2607     op->contr->golem_count = 0;
2608 elmex 1.1 }
2609 root 1.18
2610     /* call this here - we also will call this in do_ericserver, but
2611     * the players time has been increased when doericserver has been
2612     * called, so we recheck it here.
2613     */
2614     HandleClient (&op->contr->socket, op->contr);
2615     if (op->speed_left < 0)
2616 elmex 1.1 return 0;
2617    
2618 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619     {
2620     /* All move commands take 1 tick, at least for now */
2621     op->speed_left--;
2622 elmex 1.1
2623 root 1.18 /* Instead of all the stuff below, let move_player take care
2624     * of it. Also, some of the skill stuff is only put in
2625     * there, as well as the confusion stuff.
2626     */
2627     move_player (op, op->direction);
2628     if (op->speed_left > 0)
2629     return 1;
2630     else
2631 root 1.11 return 0;
2632 root 1.18 }
2633     return 0;
2634     }
2635    
2636     int
2637     save_life (object *op)
2638     {
2639     object *tmp;
2640 elmex 1.1
2641 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 elmex 1.1 return 0;
2643 root 1.18
2644     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2645     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646     {
2647     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2649     if (op->contr)
2650     esrv_del_item (op->contr, tmp->count);
2651     remove_ob (tmp);
2652     free_object (tmp);
2653     CLEAR_FLAG (op, FLAG_LIFESAVE);
2654     if (op->stats.hp < 0)
2655     op->stats.hp = op->stats.maxhp;
2656     if (op->stats.food < 0)
2657     op->stats.food = 999;
2658     fix_player (op);
2659     return 1;
2660     }
2661     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662     CLEAR_FLAG (op, FLAG_LIFESAVE);
2663     enter_player_savebed (op); /* bring him home. */
2664     return 0;
2665 elmex 1.1 }
2666    
2667     /* This goes throws the inventory and removes unpaid objects, and puts them
2668     * back in the map (location and map determined by values of env). This
2669     * function will descend into containers. op is the object to start the search
2670     * from.
2671     */
2672 root 1.18 void
2673     remove_unpaid_objects (object *op, object *env)
2674 elmex 1.1 {
2675 root 1.18 object *next;
2676 elmex 1.1
2677 root 1.18 while (op)
2678     {
2679     next = op->below; /* Make sure we have a good value, in case
2680     * we remove object 'op'
2681     */
2682     if (QUERY_FLAG (op, FLAG_UNPAID))
2683     {
2684     remove_ob (op);
2685     op->x = env->x;
2686     op->y = env->y;
2687     if (env->type == PLAYER)
2688     esrv_del_item (env->contr, op->count);
2689     insert_ob_in_map (op, env->map, NULL, 0);
2690     }
2691     else if (op->inv)
2692     remove_unpaid_objects (op->inv, env);
2693     op = next;
2694 elmex 1.1 }
2695     }
2696    
2697    
2698     /*
2699     * Returns pointer a static string containing gravestone text
2700     * Moved from apply.c to player.c - player.c is what
2701     * actually uses this function. player.c may not be quite the
2702     * best, a misc file for object actions is probably better,
2703     * but there isn't one in the server directory.
2704     */
2705 root 1.18 char *
2706     gravestone_text (object *op)
2707 elmex 1.1 {
2708 root 1.18 static char buf2[MAX_BUF];
2709     char buf[MAX_BUF];
2710     time_t now = time (NULL);
2711    
2712     strcpy (buf2, " R.I.P.\n\n");
2713     if (op->type == PLAYER)
2714     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715     else
2716     sprintf (buf, "%s\n", &op->name);
2717     strncat (buf2, " ", 20 - strlen (buf) / 2);
2718     strcat (buf2, buf);
2719     if (op->type == PLAYER)
2720     sprintf (buf, "who was in level %d when killed\n", op->level);
2721     else
2722     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2723     strncat (buf2, " ", 20 - strlen (buf) / 2);
2724     strcat (buf2, buf);
2725     if (op->type == PLAYER)
2726     {
2727     sprintf (buf, "by %s.\n\n", op->contr->killer);
2728     strncat (buf2, " ", 21 - strlen (buf) / 2);
2729     strcat (buf2, buf);
2730     }
2731     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732     strncat (buf2, " ", 20 - strlen (buf) / 2);
2733     strcat (buf2, buf);
2734     return buf2;
2735 elmex 1.1 }
2736    
2737    
2738    
2739 root 1.18 void
2740     do_some_living (object *op)
2741     {
2742     int last_food = op->stats.food;
2743 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2744     int over_hp, over_sp, over_grace;
2745     int i;
2746     int rate_hp = 1200;
2747     int rate_sp = 2500;
2748     int rate_grace = 2000;
2749     const int max_hp = 1;
2750     const int max_sp = 1;
2751     const int max_grace = 1;
2752    
2753 pippijn 1.17 if (op->contr->outputs_sync)
2754 root 1.18 {
2755     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2757     flush_output_element (op, &op->contr->outputs[i]);
2758     }
2759    
2760     if (op->contr->state == ST_PLAYING)
2761     {
2762    
2763     /* these next three if clauses make it possible to SLOW DOWN
2764     hp/grace/spellpoint regeneration. */
2765     if (op->contr->gen_hp >= 0)
2766     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767     else
2768     {
2769     gen_hp = op->stats.maxhp;
2770     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771     }
2772     if (op->contr->gen_sp >= 0)
2773     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774     else
2775     {
2776     gen_sp = op->stats.maxsp;
2777     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778     }
2779     if (op->contr->gen_grace >= 0)
2780     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781     else
2782     {
2783     gen_grace = op->stats.maxgrace;
2784     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2785     }
2786    
2787     /* Regenerate Spell Points */
2788     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2789     {
2790     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2791     if (op->stats.sp < op->stats.maxsp)
2792     {
2793     op->stats.sp++;
2794     /* dms do not consume food */
2795     if (!QUERY_FLAG (op, FLAG_WIZ))
2796     {
2797     op->stats.food--;
2798     if (op->contr->digestion < 0)
2799     op->stats.food += op->contr->digestion;
2800     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2801     op->stats.food = last_food;
2802     }
2803     }
2804     if (max_sp > 1)
2805     {
2806     over_sp = (gen_sp + 10) / rate_sp;
2807     if (over_sp > 0)
2808     {
2809     if (op->stats.sp < op->stats.maxsp)
2810     {
2811     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2812     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2813     op->stats.sp--;
2814     if (op->stats.sp > op->stats.maxsp)
2815     op->stats.sp = op->stats.maxsp;
2816     }
2817     op->last_sp = 0;
2818     }
2819     else
2820     {
2821     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822     }
2823     }
2824     else
2825     {
2826     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2827     }
2828     }
2829    
2830     /* Regenerate Grace */
2831     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2832     if (--op->last_grace < 0)
2833     {
2834     if (op->stats.grace < op->stats.maxgrace / 2)
2835     op->stats.grace++; /* no penalty in food for regaining grace */
2836     if (max_grace > 1)
2837     {
2838     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839     if (over_grace > 0)
2840     {
2841     op->stats.sp += over_grace
2842     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2843     op->last_grace = 0;
2844     }
2845     else
2846     {
2847     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2848     }
2849     }
2850     else
2851     {
2852     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2853     }
2854     /* wearing stuff doesn't detract from grace generation. */
2855     }
2856    
2857     /* Regenerate Hit Points */
2858     if (--op->last_heal < 0)
2859     {
2860     if (op->stats.hp < op->stats.maxhp)
2861     {
2862     op->stats.hp++;
2863     /* dms do not consume food */
2864     if (!QUERY_FLAG (op, FLAG_WIZ))
2865     {
2866     op->stats.food--;
2867     if (op->contr->digestion < 0)
2868     op->stats.food += op->contr->digestion;
2869     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2870     op->stats.food = last_food;
2871     }
2872     }
2873     if (max_hp > 1)
2874     {
2875     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876     if (over_hp > 0)
2877     {
2878     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2879     op->last_heal = 0;
2880     }
2881     else
2882     {
2883     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884     }
2885     }
2886     else
2887     {
2888     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2889     }
2890 root 1.11 }
2891 elmex 1.1
2892 root 1.18 /* Digestion */
2893     if (--op->last_eat < 0)
2894     {
2895     #ifdef COZY_SERVER
2896     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2897     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2898     #else
2899     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2900     #endif
2901    
2902     if (op->contr->gen_hp > 0)
2903     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2904     else
2905     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2906     /* dms do not consume food */
2907     if (!QUERY_FLAG (op, FLAG_WIZ))
2908     op->stats.food--;
2909 root 1.11 }
2910 elmex 1.1 }
2911    
2912 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2913     {
2914     object *tmp, *flesh = NULL;
2915    
2916     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2917     {
2918     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919     {
2920     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921     {
2922     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923     manual_apply (op, tmp, 0);
2924     if (op->stats.food >= 0 || op->stats.hp < 0)
2925     break;
2926     }
2927     else if (tmp->type == FLESH)
2928     flesh = tmp;
2929     } /* End if paid for object */
2930     } /* end of for loop */
2931     /* If player is still starving, it means they don't have any food, so
2932     * eat flesh instead.
2933     */
2934     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935     {
2936     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2937     manual_apply (op, flesh, 0);
2938 root 1.11 }
2939 root 1.18 } /* end if player is starving */
2940 elmex 1.1
2941 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2942     op->stats.food++, op->stats.hp--;
2943 elmex 1.1
2944 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2945     kill_player (op);
2946 elmex 1.1 }
2947    
2948 root 1.18
2949 elmex 1.1
2950     /* If the player should die (lack of hp, food, etc), we call this.
2951     * op is the player in jeopardy. If the player can not be saved (not
2952     * permadeath, no lifesave), this will take care of removing the player
2953     * file.
2954     */
2955 root 1.18 void
2956     kill_player (object *op)
2957 elmex 1.1 {
2958 root 1.18 char buf[MAX_BUF];
2959     int x, y;
2960    
2961     //int i;
2962     mapstruct *map; /* this is for resurrection */
2963    
2964     /* int z;
2965     int num_stats_lose;
2966     int lost_a_stat;
2967     int lose_this_stat;
2968     int this_stat; */
2969     int will_kill_again;
2970     archetype *at;
2971     object *tmp;
2972    
2973     if (save_life (op))
2974     return;
2975    
2976    
2977     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2978     * in cities ONLY!!! It is very important that this doesn't get abused.
2979     * Look at op_on_battleground() for more info --AndreasV
2980     */
2981     if (op_on_battleground (op, &x, &y))
2982     {
2983     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2984     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2985    
2986     /* restore player */
2987     at = find_archetype ("poisoning");
2988     tmp = present_arch_in_ob (at, op);
2989     if (tmp)
2990     {
2991     remove_ob (tmp);
2992     free_object (tmp);
2993     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994     }
2995 elmex 1.1
2996 root 1.18 at = find_archetype ("confusion");
2997     tmp = present_arch_in_ob (at, op);
2998     if (tmp)
2999     {
3000     remove_ob (tmp);
3001     free_object (tmp);
3002     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003     }
3004    
3005     cure_disease (op, 0); /* remove any disease */
3006     op->stats.hp = op->stats.maxhp;
3007     if (op->stats.food <= 0)
3008     op->stats.food = 999;
3009 elmex 1.1
3010 root 1.18 /* create a bodypart-trophy to make the winner happy */
3011     tmp = arch_to_object (find_archetype ("finger"));
3012     if (tmp != NULL)
3013     {
3014     sprintf (buf, "%s's finger", &op->name);
3015     tmp->name = buf;
3016     sprintf (buf, " This finger has been cut off %s\n"
3017     " the %s, when he was defeated at\n level %d by %s.\n",
3018     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019     tmp->msg = buf;
3020     tmp->value = 0, tmp->material = 0, tmp->type = 0;
3021     tmp->materialname = NULL;
3022     tmp->x = op->x, tmp->y = op->y;
3023     insert_ob_in_map (tmp, op->map, op, 0);
3024     }
3025 elmex 1.1
3026 root 1.18 /* teleport defeated player to new destination */
3027     transfer_ob (op, x, y, 0, NULL);
3028     op->contr->braced = 0;
3029     return;
3030 elmex 1.1 }
3031    
3032 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
3033 root 1.3
3034 root 1.18 command_kill_pets (op, 0);
3035 elmex 1.1
3036 root 1.18 if (op->stats.food < 0)
3037     {
3038     if (op->contr->explore)
3039     {
3040     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042     op->stats.food = 999;
3043     return;
3044 root 1.11 }
3045 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3046     strcpy (op->contr->killer, "starvation");
3047 elmex 1.1 }
3048 root 1.18 else
3049     {
3050     if (op->contr->explore)
3051     {
3052     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054     op->stats.hp = op->stats.maxhp;
3055     return;
3056 root 1.11 }
3057 root 1.18 sprintf (buf, "%s died.", &op->name);
3058 elmex 1.1 }
3059 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3060 elmex 1.1
3061 root 1.18 /* save the map location for corpse, gravestone */
3062     x = op->x;
3063     y = op->y;
3064     map = op->map;
3065 elmex 1.1
3066    
3067 root 1.18 if (settings.not_permadeth == TRUE)
3068     {
3069     /* NOT_PERMADEATH code. This basically brings the character back to
3070     * life if they are dead - it takes some exp and a random stat.
3071     * See the config.h file for a little more in depth detail about this.
3072     */
3073 root 1.11
3074 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3075     * make it depletion. This bunch of code deals with that aspect
3076     * of death.
3077     */
3078 elmex 1.1 #ifndef COZY_SERVER
3079 root 1.18 if (settings.balanced_stat_loss)
3080     {
3081     /* If stat loss is permanent, lose one stat only. */
3082     /* Lower level chars don't lose as many stats because they suffer
3083     more if they do. */
3084     /* Higher level characters can afford things such as potions of
3085     restoration, or better, stat potions. So we slug them that
3086     little bit harder. */
3087     /* GD */
3088     if (settings.stat_loss_on_death)
3089 root 1.11 num_stats_lose = 1;
3090 root 1.18 else
3091     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092     }
3093     else
3094     {
3095     num_stats_lose = 1;
3096 root 1.11 }
3097 root 1.18 lost_a_stat = 0;
3098 root 1.11
3099 root 1.18 for (z = 0; z < num_stats_lose; z++)
3100     {
3101     i = RANDOM () % NUM_STATS;
3102 root 1.11
3103 root 1.18 if (settings.stat_loss_on_death)
3104     {
3105     /* Pick a random stat and take a point off it. Tell the player
3106     * what he lost.
3107     */
3108     change_attr_value (&(op->stats), i, -1);
3109     check_stat_bounds (&(op->stats));
3110     change_attr_value (&(op->contr->orig_stats), i, -1);
3111     check_stat_bounds (&(op->contr->orig_stats));
3112     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113     lost_a_stat = 1;
3114     }
3115     else
3116     {
3117     /* deplete a stat */
3118     archetype *deparch = find_archetype ("depletion");
3119     object *dep;
3120    
3121     dep = present_arch_in_ob (deparch, op);
3122     if (!dep)
3123     {
3124     dep = arch_to_object (deparch);
3125     insert_ob_in_ob (dep, op);
3126     }
3127     lose_this_stat = 1;
3128     if (settings.balanced_stat_loss)
3129     {
3130     /* GD */
3131     /* Get the stat that we're about to deplete. */
3132     this_stat = get_attr_value (&(dep->stats), i);
3133     if (this_stat < 0)
3134     {
3135     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136     int keep_chance = this_stat * this_stat;
3137    
3138     /* Yes, I am paranoid. Sue me. */
3139     if (keep_chance < 1)
3140     keep_chance = 1;
3141    
3142     /* There is a maximum depletion total per level. */
3143     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144     {
3145     lose_this_stat = 0;
3146     /* Take loss chance vs keep chance to see if we
3147     retain the stat. */
3148     }
3149     else
3150     {
3151     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 root 1.11 lose_this_stat = 0;
3153 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154     this_stat, keep_chance, loss_chance,
3155     lose_this_stat?"LOSE":"KEEP"); */
3156 root 1.11 }
3157     }
3158     }
3159 root 1.18
3160     if (lose_this_stat)
3161     {
3162     this_stat = get_attr_value (&(dep->stats), i);
3163     /* We could try to do something clever like find another
3164     * stat to reduce if this fails. But chances are, if
3165     * stats have been depleted to -50, all are pretty low
3166     * and should be roughly the same, so it shouldn't make a
3167     * difference.
3168     */
3169     if (this_stat >= -50)
3170     {
3171     change_attr_value (&(dep->stats), i, -1);
3172     SET_FLAG (dep, FLAG_APPLIED);
3173     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174     fix_player (op);
3175     lost_a_stat = 1;
3176 root 1.11 }
3177     }
3178     }
3179     }
3180 root 1.18 /* If no stat lost, tell the player. */
3181     if (!lost_a_stat)
3182     {
3183     /* determine_god() seems to not work sometimes... why is this?
3184     Should I be using something else? GD */
3185     const char *god = determine_god (op);
3186    
3187     if (god && (strcmp (god, "none")))
3188     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
3189     else
3190     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
3191     }
3192 elmex 1.1 #endif
3193 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 elmex 1.1
3195 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3196     * exp loss on the stone.
3197     */
3198     tmp = arch_to_object (find_archetype ("gravestone"));
3199     sprintf (buf, "%s's gravestone", &op->name);
3200     tmp->name = buf;
3201     sprintf (buf, "%s's gravestones", &op->name);
3202     tmp->name_pl = buf;
3203     sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3204     tmp->msg = buf;
3205     tmp->x = op->x, tmp->y = op->y;
3206     insert_ob_in_map (tmp, op->map, NULL, 0);
3207 root 1.11
3208     /**************************************/
3209 root 1.18 /* */
3210     /* Subtract the experience points, */
3211     /* if we died cause of food, give us */
3212     /* food, and reset HP's... */
3213     /* */
3214    
3215 root 1.11 /**************************************/
3216    
3217 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3218     /* restore player */
3219     at = find_archetype ("poisoning");
3220     tmp = present_arch_in_ob (at, op);
3221     if (tmp)
3222     {
3223     remove_ob (tmp);
3224     free_object (tmp);
3225     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226     }
3227    
3228     at = find_archetype ("confusion");
3229     tmp = present_arch_in_ob (at, op);
3230     if (tmp)
3231     {
3232     remove_ob (tmp);
3233     free_object (tmp);
3234     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235     }
3236     cure_disease (op, 0); /* remove any disease */
3237    
3238     /*add_exp(op, (op->stats.exp * -0.20)); */
3239     apply_death_exp_penalty (op);
3240     if (op->stats.food < 100)
3241     op->stats.food = 900;
3242     op->stats.hp = op->stats.maxhp;
3243     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245    
3246     /*
3247     * Check to see if the player is in a shop. IF so, then check to see if
3248     * the player has any unpaid items. If so, remove them and put them back
3249     * in the map.
3250     */
3251 root 1.11
3252 root 1.18 if (is_in_shop (op))
3253     remove_unpaid_objects (op->inv, op);
3254 elmex 1.1
3255 root 1.11 /****************************************/
3256 root 1.18 /* */
3257     /* Move player to his current respawn- */
3258     /* position (usually last savebed) */
3259     /* */
3260    
3261 root 1.11 /****************************************/
3262    
3263 root 1.18 enter_player_savebed (op);
3264    
3265     /* Save the player before inserting the force to reduce
3266     * chance of abuse.
3267     */
3268     op->contr->braced = 0;
3269     save_player (op, 1);
3270    
3271     /* it is possible that the player has blown something up
3272     * at his savebed location, and that can have long lasting
3273     * spell effects. So first see if there is a spell effect
3274     * on the space that might harm the player.
3275     */
3276     will_kill_again = 0;
3277     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3278     {
3279     if (tmp->type == SPELL_EFFECT)
3280     will_kill_again |= tmp->attacktype;
3281     }
3282     if (will_kill_again)
3283     {
3284     object *force;
3285     int at;
3286 root 1.11
3287 root 1.18 force = get_archetype (FORCE_NAME);
3288     /* 50 ticks should be enough time for the spell to abate */
3289     force->speed = 0.1;
3290     force->speed_left = -5.0;
3291     SET_FLAG (force, FLAG_APPLIED);
3292     for (at = 0; at < NROFATTACKS; at++)
3293     {
3294     if (will_kill_again & (1 << at))
3295     force->resist[at] = 100;
3296     }
3297     insert_ob_in_ob (force, op);
3298     fix_player (op);
3299 elmex 1.1
3300 root 1.11 }
3301 root 1.18
3302 root 1.11 /**************************************/
3303 root 1.18 /* */
3304     /* Repaint the characters inv, and */
3305     /* stats, and show a nasty message ;) */
3306     /* */
3307    
3308 root 1.11 /**************************************/
3309    
3310 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311     return;
3312     } /* NOT_PERMADETH */
3313     else
3314     {
3315     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316     * should probably be embedded in an else statement.
3317     */
3318    
3319     op->contr->party = NULL;
3320     if (settings.set_title == TRUE)
3321     op->contr->own_title[0] = '\0';
3322     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323     check_score (op);
3324     if (op->contr->ranges[range_golem] != NULL)
3325     {
3326     remove_friendly_object (op->contr->ranges[range_golem]);
3327     remove_ob (op->contr->ranges[range_golem]);
3328     free_object (op->contr->ranges[range_golem]);
3329     op->contr->ranges[range_golem] = NULL;
3330     op->contr->golem_count = 0;
3331     }
3332     loot_object (op); /* Remove some of the items for good */
3333     remove_ob (op);
3334     op->direction = 0;
3335    
3336     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337     {
3338     delete_character (op->name, 0);
3339     if (settings.resurrection == TRUE)
3340     {
3341     /* save playerfile sans equipment when player dies
3342     ** then save it as player.pl.dead so that future resurrection
3343     ** type spells will work on them nicely
3344     */
3345     delete_character (op->name, 0);
3346     op->stats.hp = op->stats.maxhp;
3347     op->stats.food = 999;
3348    
3349     /* set the location of where the person will reappear when */
3350     /* maybe resurrection code should fix map also */
3351     strcpy (op->contr->maplevel, settings.emergency_mapname);
3352     if (op->map != NULL)
3353     op->map = NULL;
3354     op->x = settings.emergency_x;
3355     op->y = settings.emergency_y;
3356     save_player (op, 0);
3357     op->map = map;
3358     /* please see resurrection.c: peterm */
3359     dead_player (op);
3360     }
3361     else
3362     {
3363     delete_character (op->name, 1);
3364     }
3365     }
3366     play_again (op);
3367 root 1.11
3368 root 1.18 /* peterm: added to create a corpse at deathsite. */
3369     tmp = arch_to_object (find_archetype ("corpse_pl"));
3370     sprintf (buf, "%s", &op->name);
3371     tmp->name = tmp->name_pl = buf;
3372     tmp->level = op->level;
3373     tmp->x = x;
3374     tmp->y = y;
3375     tmp->msg = gravestone_text (op);
3376     SET_FLAG (tmp, FLAG_UNIQUE);
3377     insert_ob_in_map (tmp, map, NULL, 0);
3378 elmex 1.1 }
3379     }
3380    
3381    
3382 root 1.18 void
3383     loot_object (object *op)
3384     { /* Grab and destroy some treasure */
3385     object *tmp, *tmp2, *next;
3386 elmex 1.1
3387 root 1.18 if (op->container)
3388     { /* close open sack first */
3389 elmex 1.1 esrv_apply_container (op, op->container);
3390 root 1.18 }
3391 elmex 1.1
3392 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3393     {
3394     next = tmp->below;
3395     if (tmp->type == EXPERIENCE || tmp->invisible)
3396     continue;
3397     remove_ob (tmp);
3398     tmp->x = op->x, tmp->y = op->y;
3399     if (tmp->type == CONTAINER)
3400     { /* empty container to ground */
3401     loot_object (tmp);
3402     }
3403     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3404     {
3405     if (tmp->nrof > 1)
3406     {
3407     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408     free_object (tmp2);
3409     insert_ob_in_map (tmp, op->map, NULL, 0);
3410     }
3411     else
3412     free_object (tmp);
3413     }
3414     else
3415     insert_ob_in_map (tmp, op->map, NULL, 0);
3416     }
3417 elmex 1.1 }
3418    
3419     /*
3420     * fix_weight(): Check recursively the weight of all players, and fix
3421     * what needs to be fixed. Refresh windows and fix speed if anything
3422     * was changed.
3423     */
3424    
3425 root 1.18 void
3426     fix_weight (void)
3427     {
3428 elmex 1.1 player *pl;
3429 root 1.18
3430     for (pl = first_player; pl != NULL; pl = pl->next)
3431     {
3432     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433    
3434     if (old == sum)
3435     continue;
3436     fix_player (pl->ob);
3437     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438     }
3439 elmex 1.1 }
3440    
3441 root 1.18 void
3442     fix_luck (void)
3443     {
3444 elmex 1.1 player *pl;
3445 root 1.18
3446 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3447     if (!pl->ob->contr->state)
3448 root 1.18 change_luck (pl->ob, 0);
3449 elmex 1.1 }
3450    
3451    
3452     /* cast_dust() - handles op throwing objects of type 'DUST'.
3453     * This is much simpler in the new spell code - we basically
3454     * just treat this as any other spell casting object.
3455     */
3456    
3457 elmex 1.2 void
3458 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3459 elmex 1.2 {
3460     object *skop, *spob;
3461    
3462     skop = find_skill_by_name (op, throw_ob->skill);
3463    
3464     /* casting POTION 'dusts' is really a use_magic_item skill */
3465     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3466     {
3467 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3468 elmex 1.2 return;
3469     }
3470    
3471     spob = throw_ob->inv;
3472    
3473     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3474     // not pass NULL to cast_spell (which did indeed check itself, but
3475     // errors should be reported as early as possible IMHO)
3476     if (!spob)
3477     {
3478 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3479 elmex 1.2 return;
3480 elmex 1.1 }
3481    
3482 elmex 1.2 if (op->type == PLAYER)
3483 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 elmex 1.2
3485     cast_spell (op, throw_ob, dir, spob, NULL);
3486    
3487     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3488     remove_ob (throw_ob);
3489     free_object (throw_ob);
3490 elmex 1.1 }
3491    
3492 root 1.18 void
3493     make_visible (object *op)
3494     {
3495     op->hide = 0;
3496     op->invisible = 0;
3497     if (op->type == PLAYER)
3498     {
3499     op->contr->tmp_invis = 0;
3500     op->contr->invis_race = 0;
3501     }
3502     update_object (op, UP_OBJ_FACE);
3503     }
3504    
3505     int
3506     is_true_undead (object *op)
3507     {
3508     object *tmp = NULL;
3509    
3510     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511     return 1;
3512    
3513     if (op->type == PLAYER)
3514     for (tmp = op->inv; tmp; tmp = tmp->below)
3515     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517     return 1;
3518 elmex 1.1 return 0;
3519     }
3520    
3521     /* look at the surrounding terrain to determine
3522     * the hideability of this object. Positive levels
3523     * indicate greater hideability.
3524     */
3525    
3526 root 1.18 int
3527     hideability (object *ob)
3528     {
3529     int i, level = 0, mflag;
3530     sint16 x, y;
3531    
3532     if (!ob || !ob->map)
3533     return 0;
3534    
3535     /* so, on normal lighted maps, its hard to hide */
3536     level = ob->map->darkness - 2;
3537    
3538     /* this also picks up whether the object is glowing.
3539     * If you carry a light on a non-dark map, its not
3540     * as bad as carrying a light on a pitch dark map */
3541     if (has_carried_lights (ob))
3542     level = -(10 + (2 * ob->map->darkness));
3543    
3544     /* scan through all nearby squares for terrain to hide in */
3545     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3546     {
3547     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3548     if (mflag & P_OUT_OF_MAP)
3549     {
3550     continue;
3551     }
3552     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3553     level += 2;
3554     else /* open terrain! */
3555     level -= 1;
3556 elmex 1.1 }
3557 root 1.18
3558 elmex 1.1 #if 0
3559 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3560 elmex 1.1 #endif
3561 root 1.18 return level;
3562 elmex 1.1 }
3563    
3564     /* For Hidden creatures - a chance of becoming 'unhidden'
3565     * every time they move - as we subtract off 'invisibility'
3566     * AND, for players, if they move into a ridiculously unhideable
3567     * spot (surrounded by clear terrain in broad daylight). -b.t.
3568     */
3569    
3570 root 1.18 void
3571     do_hidden_move (object *op)
3572     {
3573     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3574     object *skop;
3575    
3576     if (!op || !op->map)
3577     return;
3578    
3579     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580    
3581     /* its *extremely* hard to run and sneak/hide at the same time! */
3582     if (op->type == PLAYER && op->contr->run_on)
3583     {
3584     if (!skop || num >= skop->level)
3585     {
3586     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587     make_visible (op);
3588     return;
3589     }
3590     else
3591     num += 20;
3592 elmex 1.1 }
3593 root 1.18 num += op->map->difficulty;
3594     hide = hideability (op); /* modify by terrain hidden level */
3595     num -= hide;
3596     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597     {
3598     make_visible (op);
3599     if (op->type == PLAYER)
3600     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 elmex 1.1 }
3602 root 1.18 else if (op->type == PLAYER && skop)
3603     {
3604     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 elmex 1.1 }
3606     }
3607    
3608     /* determine if who is standing near a hostile creature. */
3609    
3610 root 1.18 int
3611     stand_near_hostile (object *who)
3612     {
3613     object *tmp = NULL;
3614     int i, friendly = 0, player = 0, mflags;
3615     mapstruct *m;
3616     sint16 x, y;
3617    
3618     if (!who)
3619     return 0;
3620    
3621     if (who->type == PLAYER)
3622     player = 1;
3623    
3624     else
3625     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3626    
3627     /* search adjacent squares */
3628     for (i = 1; i < 9; i++)
3629     {
3630     x = who->x + freearr_x[i];
3631     y = who->y + freearr_y[i];
3632     m = who->map;
3633     mflags = get_map_flags (m, &m, x, y, &x, &y);
3634     /* space must be blocked if there is a monster. If not
3635     * blocked, don't need to check this space.
3636     */
3637     if (mflags & P_OUT_OF_MAP)
3638     continue;
3639     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640     continue;
3641    
3642     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3643     {
3644     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645     return 1;
3646     else if (tmp->type == PLAYER)
3647     {
3648     /*don't let a hidden DM prevent you from hiding */
3649     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3650 root 1.11 return 1;
3651 root 1.18 }
3652 root 1.11 }
3653 elmex 1.1 }
3654 root 1.18 return 0;
3655 elmex 1.1 }
3656    
3657     /* check the player los field for viewability of the
3658     * object op. This function works fine for monsters,
3659     * but we dont worry if the object isnt the top one in
3660     * a pile (say a coin under a table would return "viewable"
3661     * by this routine). Another question, should we be
3662     * concerned with the direction the player is looking
3663     * in? Realistically, most of use cant see stuff behind
3664     * our backs...on the other hand, does the "facing" direction
3665     * imply the way your head, or body is facing? Its possible
3666     * for them to differ. Sigh, this fctn could get a bit more complex.
3667     * -b.t.
3668     * This function is now map tiling safe.
3669     */
3670    
3671 root 1.18 int
3672     player_can_view (object *pl, object *op)
3673     {
3674     rv_vector rv;
3675     int dx, dy;
3676    
3677     if (pl->type != PLAYER)
3678     {
3679     LOG (llevError, "player_can_view() called for non-player object\n");
3680     return -1;
3681 elmex 1.1 }
3682 root 1.18 if (!pl || !op)
3683 elmex 1.1 return 0;
3684 root 1.18
3685     if (op->head)
3686     {
3687     op = op->head;
3688     }
3689     get_rangevector (pl, op, &rv, 0x1);
3690    
3691     /* starting with the 'head' part, lets loop
3692     * through the object and find if it has any
3693     * part that is in the los array but isnt on
3694     * a blocked los square.
3695     * we use the archetype to figure out offsets.
3696     */
3697     while (op)
3698     {
3699     dx = rv.distance_x + op->arch->clone.x;
3700     dy = rv.distance_y + op->arch->clone.y;
3701    
3702     /* only the viewable area the player sees is updated by LOS
3703     * code, so we need to restrict ourselves to that range of values
3704     * for any meaningful values.
3705     */
3706     if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3707     FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3708     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3709     return 1;
3710     op = op->more;
3711     }
3712     return 0;
3713 elmex 1.1 }
3714    
3715     /* routine for both players and monsters. We call this when
3716     * there is a possibility for our action distrubing our hiding
3717     * place or invisiblity spell. Artefact invisiblity is not
3718     * effected by this. If we arent invisible to begin with, we
3719     * return 0.
3720     */
3721 root 1.18 int
3722     action_makes_visible (object *op)
3723     {
3724    
3725     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3726     {
3727     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3728     return 0;
3729    
3730     if (op->contr && op->contr->tmp_invis == 0)
3731     return 0;
3732 elmex 1.1
3733 root 1.18 /* If monsters, they should become visible */
3734     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3735     {
3736     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3737     return 1;
3738 root 1.11 }
3739 elmex 1.1 }
3740 root 1.18 return 0;
3741 elmex 1.1 }
3742    
3743     /* op_on_battleground - checks if the given object op (usually
3744     * a player) is standing on a valid battleground-tile,
3745     * function returns TRUE/FALSE. If true x, y returns the battleground
3746     * -exit-coord. (and if x, y not NULL)
3747     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3748     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3749     * Default is to do the same as before, so only people wanting to have different points need worry about this
3750     */
3751 root 1.18 int
3752     op_on_battleground (object *op, int *x, int *y)
3753     {
3754 elmex 1.1 object *tmp;
3755 root 1.18
3756 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3757     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3758     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3759     * and the exit-coordinates sp/hp must both be > 0.
3760     * => The intention here is to prevent abuse of the battleground-
3761     * feature (like pickable or hidden battleground tiles). */
3762 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3763     {
3764     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3765     {
3766     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3767     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3768     {
3769     /*before we assign the exit, check if this is a teambattle */
3770     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3771     {
3772     object *invtmp;
3773    
3774     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3775     {
3776     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3777     {
3778     if (x != NULL && y != NULL)
3779     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3780     return 1;
3781     }
3782     }
3783     }
3784     if (x != NULL && y != NULL)
3785     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3786     return 1;
3787     }
3788     }
3789 elmex 1.1 }
3790     /* If we got here, did not find a battleground */
3791     return 0;
3792     }
3793    
3794     /*
3795     * When a dragon-player gains a new stage of evolution,
3796     * he gets some treasure
3797     *
3798     * attributes:
3799     * object *who the dragon player
3800     * int atnr the attack-number of the ability focus
3801     * int level ability level
3802     */
3803 root 1.18 void
3804     dragon_ability_gain (object *who, int atnr, int level)
3805     {
3806     treasurelist *trlist = NULL; /* treasurelist */
3807     treasure *tr; /* treasure */
3808     object *tmp, *skop; /* tmp. object */
3809     object *item; /* treasure object */
3810     char buf[MAX_BUF]; /* tmp. string buffer */
3811     int i = 0, j = 0;
3812    
3813     /* get the appropriate treasurelist */
3814     if (atnr == ATNR_FIRE)
3815     trlist = find_treasurelist ("dragon_ability_fire");
3816     else if (atnr == ATNR_COLD)
3817     trlist = find_treasurelist ("dragon_ability_cold");
3818     else if (atnr == ATNR_ELECTRICITY)
3819     trlist = find_treasurelist ("dragon_ability_elec");
3820     else if (atnr == ATNR_POISON)
3821     trlist = find_treasurelist ("dragon_ability_poison");
3822    
3823     if (trlist == NULL || who->type != PLAYER)
3824     return;
3825    
3826     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827    
3828     if (tr == NULL || tr->item == NULL)
3829     {
3830     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831     return;
3832 elmex 1.1 }
3833    
3834 root 1.18 /* everything seems okay - now bring on the gift: */
3835     item = &(tr->item->clone);
3836 elmex 1.1
3837 root 1.18 if (item->type == SPELL)
3838     {
3839     if (check_spell_known (who, item->name))
3840 root 1.11 return;
3841 root 1.18
3842     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3843     do_learn_spell (who, item, 0);
3844     return;
3845 elmex 1.1 }
3846    
3847 root 1.18 /* grant direct spell */
3848     if (item->type == SPELLBOOK)
3849     {
3850     if (!item->inv)
3851     {
3852     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3853     return;
3854     }
3855     if (check_spell_known (who, item->inv->name))
3856     return;
3857     if (item->invisible)
3858     {
3859     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3860     do_learn_spell (who, item->inv, 0);
3861     return;
3862 root 1.11 }
3863 root 1.18 }
3864     else if (item->type == SKILL_TOOL && item->invisible)
3865     {
3866     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3867     {
3868    
3869     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3870     * in this way, if the player is missing any of the attacktypes, he gets
3871     * them. As it is now, if the player has any that match the granted skill,
3872     * but not all of them, he gets nothing.
3873     */
3874     if (!(skop->attacktype & item->attacktype))
3875     {
3876     /* Give new attacktype */
3877     skop->attacktype |= item->attacktype;
3878    
3879     /* always add physical if there's none */
3880     skop->attacktype |= AT_PHYSICAL;
3881    
3882     if (item->msg != NULL)
3883     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3884    
3885     /* Give player new face */
3886     if (item->animation_id)
3887     {
3888     who->face = skop->face;
3889     who->animation_id = item->animation_id;
3890     who->anim_speed = item->anim_speed;
3891     who->last_anim = 0;
3892     who->state = 0;
3893     animate_object (who, who->direction);
3894     }
3895     }
3896 root 1.11 }
3897 elmex 1.1 }
3898 root 1.18 else if (item->type == FORCE)
3899     {
3900     /* forces in the treasurelist can alter the player's stats */
3901     object *skin;
3902 elmex 1.1
3903 root 1.18 /* first get the dragon skin force */
3904     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3905     if (skin == NULL)
3906     return;
3907    
3908     /* adding new spellpath attunements */
3909     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910     {
3911     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3912    
3913     /* print message */
3914     sprintf (buf, "You feel attuned to ");
3915     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3916     {
3917     if (item->path_attuned & (1 << i))
3918     {
3919     if (j)
3920     strcat (buf, " and ");
3921     else
3922     j = 1;
3923     strcat (buf, spellpathnames[i]);
3924     }
3925     }
3926     strcat (buf, ".");
3927     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3928     }
3929    
3930     /* evtl. adding flags: */
3931     if (QUERY_FLAG (item, FLAG_XRAYS))
3932     SET_FLAG (skin, FLAG_XRAYS);
3933     if (QUERY_FLAG (item, FLAG_STEALTH))
3934     SET_FLAG (skin, FLAG_STEALTH);
3935     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3936     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3937    
3938     /* print message if there is one */
3939     if (item->msg != NULL)
3940     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3941     }
3942     else
3943     {
3944     /* generate misc. treasure */
3945     tmp = arch_to_object (tr->item);
3946     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3947     tmp = insert_ob_in_ob (tmp, who);
3948     if (who->type == PLAYER)
3949     esrv_send_item (who, tmp);
3950 elmex 1.1 }
3951     }
3952    
3953     /**
3954     * Unready an object for a player. This function does nothing if the object was
3955     * not readied.
3956     */
3957 root 1.18 void
3958     player_unready_range_ob (player *pl, object *ob)
3959     {
3960     rangetype i;
3961 elmex 1.1
3962 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3963     {
3964     if (pl->ranges[i] == ob)
3965     {
3966     pl->ranges[i] = NULL;
3967     if (pl->shoottype == i)
3968     {
3969     pl->shoottype = range_none;
3970 elmex 1.1 }
3971     }
3972     }
3973     }