ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.19
Committed: Mon Sep 11 23:53:30 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +11 -19 lines
Log Message:
fixed crash on quit

File Contents

# User Rev Content
1 root 1.18
2 elmex 1.1 /*
3     * static char *rcsid_player_c =
4 root 1.19 * "$Id: player.C,v 1.18 2006-09-10 15:59:57 root 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     int
762     receive_play_again (object *op, char key)
763     {
764     if (key == 'q' || key == 'Q')
765     {
766     remove_friendly_object (op);
767     leave (op->contr, 0); /* ericserver will draw the message */
768     return 2;
769     }
770     else if (key == 'a' || key == 'A')
771     {
772     player *pl = op->contr;
773     shstr name = op->name;
774    
775 root 1.19 op->contr = 0;
776     op->type = 0;
777     op->free (1);
778 root 1.18 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 root 1.19 /* user pressed something else so just ask again... */
791     play_again (op);
792    
793 root 1.18 return 0;
794 elmex 1.1 }
795    
796 root 1.18 void
797     confirm_password (object *op)
798     {
799 elmex 1.1
800 root 1.18 op->contr->write_buf[0] = '\0';
801     op->contr->state = ST_CONFIRM_PASSWORD;
802     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803 elmex 1.1 }
804    
805 root 1.18 void
806     get_party_password (object *op, partylist *party)
807     {
808     if (party == NULL)
809     {
810     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
811     return;
812 elmex 1.1 }
813 root 1.18 op->contr->write_buf[0] = '\0';
814     op->contr->state = ST_GET_PARTY_PASSWORD;
815     op->contr->party_to_join = party;
816     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817 elmex 1.1 }
818    
819    
820     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821 root 1.18 int
822     roll_stat (void)
823     {
824     int a[4], i, j, k;
825    
826     for (i = 0; i < 4; i++)
827     a[i] = (int) RANDOM () % 6 + 1;
828    
829     for (i = 0, j = 0, k = 7; i < 4; i++)
830     if (a[i] < k)
831     k = a[i], j = i;
832    
833     for (i = 0, k = 0; i < 4; i++)
834     {
835     if (i != j)
836     k += a[i];
837     }
838     return k;
839     }
840    
841     void
842     roll_stats (object *op)
843     {
844     int sum = 0;
845     int i = 0, j = 0;
846     int statsort[7];
847    
848     do
849     {
850     op->stats.Str = roll_stat ();
851     op->stats.Dex = roll_stat ();
852     op->stats.Int = roll_stat ();
853     op->stats.Con = roll_stat ();
854     op->stats.Wis = roll_stat ();
855     op->stats.Pow = roll_stat ();
856     op->stats.Cha = roll_stat ();
857     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858     }
859     while (sum < 82 || sum > 116);
860    
861     /* Sort the stats so that rerolling is easier... */
862     statsort[0] = op->stats.Str;
863     statsort[1] = op->stats.Dex;
864     statsort[2] = op->stats.Int;
865     statsort[3] = op->stats.Con;
866     statsort[4] = op->stats.Wis;
867     statsort[5] = op->stats.Pow;
868     statsort[6] = op->stats.Cha;
869    
870     /* a quick and dirty bubblesort? */
871     do
872     {
873     if (statsort[i] < statsort[i + 1])
874     {
875     j = statsort[i];
876     statsort[i] = statsort[i + 1];
877     statsort[i + 1] = j;
878     i = 0;
879     }
880     else
881     {
882     i++;
883     }
884     }
885     while (i < 6);
886    
887     op->stats.Str = statsort[0];
888     op->stats.Dex = statsort[1];
889     op->stats.Con = statsort[2];
890     op->stats.Int = statsort[3];
891     op->stats.Wis = statsort[4];
892     op->stats.Pow = statsort[5];
893     op->stats.Cha = statsort[6];
894    
895    
896     op->contr->orig_stats.Str = op->stats.Str;
897     op->contr->orig_stats.Dex = op->stats.Dex;
898     op->contr->orig_stats.Int = op->stats.Int;
899     op->contr->orig_stats.Con = op->stats.Con;
900     op->contr->orig_stats.Wis = op->stats.Wis;
901     op->contr->orig_stats.Pow = op->stats.Pow;
902     op->contr->orig_stats.Cha = op->stats.Cha;
903    
904     op->level = 1;
905     op->stats.exp = 0;
906     op->stats.ac = 0;
907    
908     op->contr->levhp[1] = 9;
909     op->contr->levsp[1] = 6;
910     op->contr->levgrace[1] = 3;
911    
912     fix_player (op);
913     op->stats.hp = op->stats.maxhp;
914     op->stats.sp = op->stats.maxsp;
915     op->stats.grace = op->stats.maxgrace;
916     op->contr->orig_stats = op->stats;
917     }
918    
919     void
920     Roll_Again (object *op)
921     {
922     esrv_new_player (op->contr, 0);
923     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
924     "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
925     }
926 elmex 1.1
927 root 1.18 void
928     Swap_Stat (object *op, int Swap_Second)
929     {
930     signed char tmp;
931     char buf[MAX_BUF];
932 elmex 1.1
933 root 1.18 if (op->contr->Swap_First == -1)
934     {
935     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938     return;
939 elmex 1.1 }
940    
941 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942 elmex 1.1
943 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944 elmex 1.1
945 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946 elmex 1.1
947 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948     new_draw_info (NDI_UNIQUE, 0, op, buf);
949     op->stats.Str = op->contr->orig_stats.Str;
950     op->stats.Dex = op->contr->orig_stats.Dex;
951     op->stats.Con = op->contr->orig_stats.Con;
952     op->stats.Int = op->contr->orig_stats.Int;
953     op->stats.Wis = op->contr->orig_stats.Wis;
954     op->stats.Pow = op->contr->orig_stats.Pow;
955     op->stats.Cha = op->contr->orig_stats.Cha;
956     op->stats.ac = 0;
957    
958     op->level = 1;
959     op->stats.exp = 0;
960     op->stats.ac = 0;
961    
962     op->contr->levhp[1] = 9;
963     op->contr->levsp[1] = 6;
964     op->contr->levgrace[1] = 3;
965    
966     fix_player (op);
967     op->stats.hp = op->stats.maxhp;
968     op->stats.sp = op->stats.maxsp;
969     op->stats.grace = op->stats.maxgrace;
970     op->contr->orig_stats = op->stats;
971     op->contr->Swap_First = -1;
972 elmex 1.1 }
973    
974    
975     /* This code has been greatly reduced, because with set_attr_value
976     * and get_attr_value, the stats can be accessed just numeric
977     * ids. stat_trans is a table that translate the number entered
978     * into the actual stat. It is needed because the order the stats
979     * are displayed in the stat window is not the same as how
980     * the number's access that stat. The table does that translation.
981     */
982 root 1.18 int
983     key_roll_stat (object *op, char key)
984 elmex 1.1 {
985 root 1.18 int keynum = key - '0';
986     char buf[MAX_BUF];
987     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988    
989     if (keynum > 0 && keynum <= 7)
990     {
991     if (op->contr->Swap_First == -1)
992     {
993     op->contr->Swap_First = stat_trans[keynum];
994     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995     new_draw_info (NDI_UNIQUE, 0, op, buf);
996 root 1.11 }
997 root 1.18 else
998     Swap_Stat (op, stat_trans[keynum]);
999 elmex 1.1
1000 root 1.18 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001     return 1;
1002 elmex 1.1 }
1003 root 1.18 switch (key)
1004     {
1005 root 1.11 case 'n':
1006 root 1.18 case 'N':
1007     {
1008     SET_FLAG (op, FLAG_WIZ);
1009     if (op->map == NULL)
1010     {
1011     LOG (llevError, "Map == NULL in state 2\n");
1012 root 1.11 break;
1013 root 1.18 }
1014 elmex 1.1
1015     #if 0
1016 root 1.11 /* So that enter_exit will put us at startx/starty */
1017 root 1.18 op->x = -1;
1018 elmex 1.1
1019 root 1.18 enter_exit (op, NULL);
1020 elmex 1.1 #endif
1021 root 1.18 SET_ANIMATION (op, 2); /* So player faces south */
1022 root 1.11 /* Enter exit adds a player otherwise */
1023 root 1.18 add_statbonus (op);
1024     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025     "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 root 1.11 op->contr->state = ST_CHANGE_CLASS;
1027     if (op->msg)
1028 root 1.18 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 root 1.11 return 0;
1030 root 1.18 }
1031     case 'y':
1032     case 'Y':
1033     roll_stats (op);
1034     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035     return 1;
1036    
1037     case 'q':
1038     case 'Q':
1039     play_again (op);
1040     return 1;
1041 elmex 1.1
1042 root 1.18 default:
1043     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044     return 0;
1045 elmex 1.1 }
1046 root 1.18 return 0;
1047 elmex 1.1 }
1048    
1049     /* This function takes the key that is passed, and does the
1050     * appropriate action with it (change race, or other things).
1051     * The function name is for historical reasons - now we have
1052     * separate race and class; this actually changes the RACE,
1053     * not the class.
1054     */
1055    
1056 root 1.18 int
1057     key_change_class (object *op, char key)
1058 elmex 1.1 {
1059 root 1.18 int tmp_loop;
1060 elmex 1.1
1061 root 1.18 if (key == 'q' || key == 'Q')
1062     {
1063     remove_ob (op);
1064     play_again (op);
1065 elmex 1.1 return 0;
1066     }
1067 root 1.18 if (key == 'd' || key == 'D')
1068     {
1069     char buf[MAX_BUF];
1070 elmex 1.1
1071 root 1.18 /* this must before then initial items are given */
1072     esrv_new_player (op->contr, op->weight + op->carrying);
1073     create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1074 elmex 1.1
1075 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1076     INVOKE_PLAYER (LOGIN, op->contr);
1077 elmex 1.1
1078 root 1.18 op->contr->state = ST_PLAYING;
1079 root 1.11
1080 root 1.18 if (op->msg)
1081     op->msg = NULL;
1082 elmex 1.1
1083 root 1.18 /* We create this now because some of the unique maps will need it
1084     * to save here.
1085     */
1086     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1087     make_path_to_file (buf);
1088 elmex 1.1
1089     #ifdef AUTOSAVE
1090 root 1.18 op->contr->last_save_tick = pticks;
1091 elmex 1.1 #endif
1092 root 1.18 start_info (op);
1093     CLEAR_FLAG (op, FLAG_WIZ);
1094     give_initial_items (op, op->randomitems);
1095     link_player_skills (op);
1096     esrv_send_inventory (op, op);
1097     fix_player (op);
1098 elmex 1.1
1099 root 1.18 /* This moves the player to a different start map, if there
1100     * is one for this race
1101     */
1102     if (*first_map_ext_path)
1103     {
1104     object *tmp;
1105     char mapname[MAX_BUF];
1106    
1107     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1108     tmp = get_object ();
1109     EXIT_PATH (tmp) = mapname;
1110     EXIT_X (tmp) = op->x;
1111     EXIT_Y (tmp) = op->y;
1112     enter_exit (op, tmp); /* we don't really care if it succeeded;
1113 elmex 1.1 * if the map isn't there, then stay on the
1114     * default initial map */
1115 root 1.18 free_object (tmp);
1116 elmex 1.1 }
1117 root 1.18 else
1118     {
1119     LOG (llevDebug, "first_map_ext_path not set\n");
1120     }
1121     return 0;
1122 elmex 1.1 }
1123    
1124 root 1.18 /* Following actually changes the race - this is the default command
1125     * if we don't match with one of the options above.
1126     */
1127    
1128     tmp_loop = 0;
1129     while (!tmp_loop)
1130     {
1131     shstr name = op->name;
1132     int x = op->x, y = op->y;
1133    
1134     remove_statbonus (op);
1135     remove_ob (op);
1136     op->arch = get_player_archetype (op->arch);
1137     copy_object (&op->arch->clone, op);
1138     op->instantiate ();
1139     op->stats = op->contr->orig_stats;
1140     op->name = op->name_pl = name;
1141     op->x = x;
1142     op->y = y;
1143     SET_ANIMATION (op, 2); /* So player faces south */
1144     insert_ob_in_map (op, op->map, op, 0);
1145     strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1);
1146     op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147     add_statbonus (op);
1148     tmp_loop = allowed_class (op);
1149     }
1150 root 1.19
1151 root 1.18 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 1.19
1208 root 1.18 play_again (op);
1209     return 1;
1210 elmex 1.1 }
1211    
1212 root 1.18 void
1213     flee_player (object *op)
1214     {
1215     int dir, diff;
1216     rv_vector rv;
1217    
1218     if (op->stats.hp < 0)
1219     {
1220     LOG (llevDebug, "Fleeing player is dead.\n");
1221     CLEAR_FLAG (op, FLAG_SCARED);
1222     return;
1223 elmex 1.1 }
1224    
1225 root 1.18 if (op->enemy == NULL)
1226     {
1227     LOG (llevDebug, "Fleeing player had no enemy.\n");
1228     CLEAR_FLAG (op, FLAG_SCARED);
1229     return;
1230 elmex 1.1 }
1231    
1232 root 1.18 /* Seen some crashes here. Since we don't store an
1233     * op->enemy_count, it is possible that something destroys the
1234     * actual enemy, and the object is recycled.
1235     */
1236     if (op->enemy->map == NULL)
1237     {
1238     CLEAR_FLAG (op, FLAG_SCARED);
1239     op->enemy = NULL;
1240     return;
1241 elmex 1.1 }
1242    
1243 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1244     {
1245     op->enemy = NULL;
1246     CLEAR_FLAG (op, FLAG_SCARED);
1247     return;
1248 elmex 1.1 }
1249 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1250    
1251     dir = absdir (4 + rv.direction);
1252     for (diff = 0; diff < 3; diff++)
1253     {
1254     int m = 1 - (RANDOM () & 2);
1255 elmex 1.1
1256 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257     {
1258     return;
1259 root 1.11 }
1260 elmex 1.1 }
1261 root 1.18 /* Cornered, get rid of scared */
1262     CLEAR_FLAG (op, FLAG_SCARED);
1263     op->enemy = NULL;
1264 elmex 1.1 }
1265    
1266    
1267     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1268     * IT returns 1 if the player should keep on moving, 0 if he should
1269     * stop.
1270     */
1271 root 1.18 int
1272     check_pick (object *op)
1273     {
1274 elmex 1.1 object *tmp, *next;
1275 root 1.18 tag_t next_tag = 0, op_tag;
1276 elmex 1.1 int stop = 0;
1277     int j, k, wvratio;
1278     char putstring[128], tmpstr[16];
1279    
1280    
1281     /* if you're flying, you cna't pick up anything */
1282     if (op->move_type & MOVE_FLYING)
1283     return 1;
1284    
1285     op_tag = op->count;
1286    
1287     next = op->below;
1288     if (next)
1289     next_tag = next->count;
1290    
1291     /* loop while there are items on the floor that are not marked as
1292     * destroyed */
1293 root 1.18 while (next && !was_destroyed (next, next_tag))
1294     {
1295     tmp = next;
1296     next = tmp->below;
1297     if (next)
1298     next_tag = next->count;
1299 elmex 1.1
1300 root 1.18 if (was_destroyed (op, op_tag))
1301 elmex 1.1 return 0;
1302    
1303 root 1.18 if (!can_pick (op, tmp))
1304     continue;
1305 elmex 1.1
1306 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1307     {
1308     if (item_matched_string (op, tmp, op->contr->search_str))
1309     pick_up (op, tmp);
1310     continue;
1311 root 1.11 }
1312    
1313 root 1.18 /* high not bit set? We're using the old autopickup model */
1314     if (!(op->contr->mode & PU_NEWMODE))
1315 root 1.11 {
1316 root 1.18 switch (op->contr->mode)
1317 root 1.11 {
1318 root 1.18 case 0:
1319     return 1; /* don't pick up */
1320     case 1:
1321     pick_up (op, tmp);
1322     return 1;
1323     case 2:
1324     pick_up (op, tmp);
1325     return 0;
1326     case 3:
1327     return 0; /* stop before pickup */
1328     case 4:
1329     pick_up (op, tmp);
1330     break;
1331     case 5:
1332     pick_up (op, tmp);
1333     stop = 1;
1334     break;
1335     case 6:
1336     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337     pick_up (op, tmp);
1338     break;
1339    
1340     case 7:
1341     if (tmp->type == MONEY || tmp->type == GEM)
1342     pick_up (op, tmp);
1343     break;
1344    
1345     default:
1346     /* use value density */
1347     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349     pick_up (op, tmp);
1350 root 1.11 }
1351     }
1352 root 1.18 else
1353     { /* old model */
1354     /* NEW pickup handling */
1355     if (op->contr->mode & PU_DEBUG)
1356     {
1357     /* some debugging code to figure out item information */
1358     if (tmp->name != NULL)
1359     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361     else
1362     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1364     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365    
1366     sprintf (putstring, "...flags: ");
1367     for (k = 0; k < 4; k++)
1368     {
1369     for (j = 0; j < 32; j++)
1370     {
1371     if ((tmp->flags[k] >> j) & 0x01)
1372     {
1373     sprintf (tmpstr, "%d ", k * 32 + j);
1374     strcat (putstring, tmpstr);
1375     }
1376     }
1377     }
1378     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379 elmex 1.1
1380     #if 0
1381 root 1.18 /* print the flags too */
1382     for (k = 0; k < 4; k++)
1383     {
1384     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385     for (j = 0; j < 32; j++)
1386     {
1387     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388     if (!((j + 1) % 4))
1389     fprintf (stderr, " ");
1390     }
1391     fprintf (stderr, " [%d]\n", k * 32);
1392     }
1393 elmex 1.1 #endif
1394 root 1.18 }
1395     /* philosophy:
1396     * It's easy to grab an item type from a pile, as long as it's
1397     * generic. This takes no game-time. For more detailed pickups
1398     * and selections, select-items shoul dbe used. This is a
1399     * grab-as-you-run type mode that's really useful for arrows for
1400     * example.
1401     * The drawback: right now it has no frontend, so you need to
1402     * stick the bits you want into a calculator in hex mode and then
1403     * convert to decimal and then 'pickup <#>
1404     */
1405    
1406     /* the first two modes are exclusive: if NOTHING we return, if
1407     * STOP then we stop. All the rest are applied sequentially,
1408     * meaning if any test passes, the item gets picked up. */
1409    
1410     /* if mode is set to pick nothing up, return */
1411    
1412     if (op->contr->mode & PU_NOTHING)
1413     return 1;
1414    
1415     /* if mode is set to stop when encountering objects, return */
1416     /* take STOP before INHIBIT since it doesn't actually pick
1417     * anything up */
1418    
1419     if (op->contr->mode & PU_STOP)
1420     return 0;
1421    
1422     /* useful for going into stores and not losing your settings... */
1423     /* and for battles wher you don't want to get loaded down while
1424     * fighting */
1425     if (op->contr->mode & PU_INHIBIT)
1426     return 1;
1427    
1428     /* prevent us from turning into auto-thieves :) */
1429     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1430     continue;
1431    
1432     /* ignore known cursed objects */
1433     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1434     continue;
1435    
1436     /* all food and drink if desired */
1437     /* question: don't pick up known-poisonous stuff? */
1438     if (op->contr->mode & PU_FOOD)
1439     if (tmp->type == FOOD)
1440     {
1441     pick_up (op, tmp);
1442     if (0)
1443     fprintf (stderr, "FOOD\n");
1444     continue;
1445     }
1446     if (op->contr->mode & PU_DRINK)
1447     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1448     {
1449     pick_up (op, tmp);
1450     if (0)
1451     fprintf (stderr, "DRINK\n");
1452     continue;
1453     }
1454    
1455     if (op->contr->mode & PU_POTION)
1456     if (tmp->type == POTION)
1457     {
1458     pick_up (op, tmp);
1459     if (0)
1460     fprintf (stderr, "POTION\n");
1461     continue;
1462     }
1463    
1464     /* spellbooks, skillscrolls and normal books/scrolls */
1465     if (op->contr->mode & PU_SPELLBOOK)
1466     if (tmp->type == SPELLBOOK)
1467     {
1468     pick_up (op, tmp);
1469     if (0)
1470     fprintf (stderr, "SPELLBOOK\n");
1471     continue;
1472     }
1473     if (op->contr->mode & PU_SKILLSCROLL)
1474     if (tmp->type == SKILLSCROLL)
1475     {
1476     pick_up (op, tmp);
1477     if (0)
1478     fprintf (stderr, "SKILLSCROLL\n");
1479     continue;
1480     }
1481     if (op->contr->mode & PU_READABLES)
1482     if (tmp->type == BOOK || tmp->type == SCROLL)
1483     {
1484     pick_up (op, tmp);
1485     if (0)
1486     fprintf (stderr, "READABLES\n");
1487     continue;
1488     }
1489    
1490     /* wands/staves/rods/horns */
1491     if (op->contr->mode & PU_MAGIC_DEVICE)
1492     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493     {
1494     pick_up (op, tmp);
1495     if (0)
1496     fprintf (stderr, "MAGIC_DEVICE\n");
1497     continue;
1498     }
1499    
1500     /* pick up all magical items */
1501     if (op->contr->mode & PU_MAGICAL)
1502     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1503     {
1504     pick_up (op, tmp);
1505     if (0)
1506     fprintf (stderr, "MAGICAL\n");
1507     continue;
1508     }
1509    
1510     if (op->contr->mode & PU_VALUABLES)
1511     {
1512     if (tmp->type == MONEY || tmp->type == GEM)
1513     {
1514     pick_up (op, tmp);
1515     if (0)
1516     fprintf (stderr, "MONEY/GEM\n");
1517     continue;
1518     }
1519     }
1520    
1521     /* rings & amulets - talismans seems to be typed AMULET */
1522     if (op->contr->mode & PU_JEWELS)
1523     if (tmp->type == RING || tmp->type == AMULET)
1524     {
1525     pick_up (op, tmp);
1526     if (0)
1527     fprintf (stderr, "JEWELS\n");
1528     continue;
1529     }
1530    
1531     /* bows and arrows. Bows are good for selling! */
1532     if (op->contr->mode & PU_BOW)
1533     if (tmp->type == BOW)
1534     {
1535     pick_up (op, tmp);
1536     if (0)
1537     fprintf (stderr, "BOW\n");
1538     continue;
1539     }
1540     if (op->contr->mode & PU_ARROW)
1541     if (tmp->type == ARROW)
1542     {
1543     pick_up (op, tmp);
1544     if (0)
1545     fprintf (stderr, "ARROW\n");
1546     continue;
1547     }
1548    
1549     /* all kinds of armor etc. */
1550     if (op->contr->mode & PU_ARMOUR)
1551     if (tmp->type == ARMOUR)
1552     {
1553     pick_up (op, tmp);
1554     if (0)
1555     fprintf (stderr, "ARMOUR\n");
1556     continue;
1557     }
1558     if (op->contr->mode & PU_HELMET)
1559     if (tmp->type == HELMET)
1560     {
1561     pick_up (op, tmp);
1562     if (0)
1563     fprintf (stderr, "HELMET\n");
1564     continue;
1565     }
1566     if (op->contr->mode & PU_SHIELD)
1567     if (tmp->type == SHIELD)
1568     {
1569     pick_up (op, tmp);
1570     if (0)
1571     fprintf (stderr, "SHIELD\n");
1572     continue;
1573     }
1574     if (op->contr->mode & PU_BOOTS)
1575     if (tmp->type == BOOTS)
1576     {
1577     pick_up (op, tmp);
1578     if (0)
1579     fprintf (stderr, "BOOTS\n");
1580     continue;
1581     }
1582     if (op->contr->mode & PU_GLOVES)
1583     if (tmp->type == GLOVES)
1584     {
1585     pick_up (op, tmp);
1586     if (0)
1587     fprintf (stderr, "GLOVES\n");
1588     continue;
1589     }
1590     if (op->contr->mode & PU_CLOAK)
1591     if (tmp->type == CLOAK)
1592     {
1593     pick_up (op, tmp);
1594     if (0)
1595     fprintf (stderr, "GLOVES\n");
1596     continue;
1597     }
1598 elmex 1.1
1599 root 1.18 /* hoping to catch throwing daggers here */
1600     if (op->contr->mode & PU_MISSILEWEAPON)
1601     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602     {
1603     pick_up (op, tmp);
1604     if (0)
1605     fprintf (stderr, "MISSILEWEAPON\n");
1606     continue;
1607     }
1608 elmex 1.1
1609 root 1.18 /* careful: chairs and tables are weapons! */
1610     if (op->contr->mode & PU_ALLWEAPON)
1611     {
1612     if (tmp->type == WEAPON && tmp->name != NULL)
1613     {
1614     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1615     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616     {
1617     pick_up (op, tmp);
1618     if (0)
1619     fprintf (stderr, "WEAPON\n");
1620     continue;
1621     }
1622     }
1623     if (tmp->type == WEAPON && tmp->name == NULL)
1624     {
1625     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1626     {
1627     pick_up (op, tmp);
1628     if (0)
1629     fprintf (stderr, "WEAPON\n");
1630     continue;
1631     }
1632     }
1633     }
1634 elmex 1.1
1635 root 1.18 /* misc stuff that's useful */
1636     if (op->contr->mode & PU_KEY)
1637     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638     {
1639     pick_up (op, tmp);
1640     if (0)
1641     fprintf (stderr, "KEY\n");
1642     continue;
1643     }
1644 elmex 1.1
1645 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1646     * pickups */
1647     if (op->contr->mode & PU_RATIO)
1648     {
1649     /* use value density to decide what else to grab */
1650     /* >=7 was >= op->contr->mode */
1651     /* >=7 is the old standard setting. Now we take the last 4 bits
1652     * and multiply them by 5, giving 0..15*5== 5..75 */
1653     wvratio = (op->contr->mode & PU_RATIO) * 5;
1654     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1655     {
1656     pick_up (op, tmp);
1657 elmex 1.1 #if 0
1658 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1659     if (tmp->name != NULL)
1660     {
1661     fprintf (stderr, "%s", tmp->name);
1662     }
1663     else
1664     fprintf (stderr, "%s", tmp->arch->name);
1665     fprintf (stderr, ",%d] = ", tmp->type);
1666     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1667 elmex 1.1 #endif
1668 root 1.18 continue;
1669     }
1670     }
1671     } /* the new pickup model */
1672     }
1673     return !stop;
1674 elmex 1.1 }
1675    
1676     /*
1677     * Find an arrow in the inventory and after that
1678     * in the right type container (quiver). Pointer to the
1679     * found object is returned.
1680     */
1681 root 1.18 object *
1682     find_arrow (object *op, const char *type)
1683 elmex 1.1 {
1684 root 1.18 object *tmp = NULL;
1685 elmex 1.1
1686 root 1.18 for (op = op->inv; op; op = op->below)
1687     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1688     tmp = find_arrow (op, type);
1689     else if (op->type == ARROW && op->race == type)
1690     return op;
1691     return tmp;
1692 elmex 1.1 }
1693    
1694     /*
1695     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1696     * against the target. A full test is not performed, simply a basic test
1697     * of resistances. The archer is making a quick guess at what he sees down
1698     * the hall. Failing that it does it's best to pick the highest plus arrow.
1699     */
1700    
1701 root 1.18 object *
1702     find_better_arrow (object *op, object *target, const char *type, int *better)
1703 elmex 1.1 {
1704 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1705     int attacknum, attacktype, betterby = 0, i;
1706 elmex 1.1
1707 root 1.18 if (!type)
1708     return NULL;
1709 elmex 1.1
1710 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1711     {
1712     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1713     {
1714     i = 0;
1715     ntmp = find_better_arrow (arrow, target, type, &i);
1716     if (i > betterby)
1717     {
1718     tmp = ntmp;
1719     betterby = i;
1720     }
1721     }
1722     else if (arrow->type == ARROW && arrow->race == type)
1723     {
1724     /* allways prefer assasination/slaying */
1725     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1726     {
1727     if (arrow->attacktype & AT_DEATH)
1728     {
1729     *better = 100;
1730     return arrow;
1731     }
1732     else
1733     {
1734     tmp = arrow;
1735     betterby = (arrow->magic + arrow->stats.dam) * 2;
1736     }
1737     }
1738     else
1739     {
1740     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1741     {
1742     attacktype = 1 << attacknum;
1743     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1744     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1745     {
1746     tmp = arrow;
1747     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1748     }
1749 root 1.11 }
1750 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1751     {
1752     tmp = arrow;
1753     betterby = 2 + arrow->magic + arrow->stats.dam;
1754 root 1.11 }
1755 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1756     {
1757     tmp = arrow;
1758     betterby = 1 + arrow->magic + arrow->stats.dam;
1759 root 1.11 }
1760     }
1761     }
1762 elmex 1.1 }
1763 root 1.18 if (tmp == NULL && arrow == NULL)
1764     return find_arrow (op, type);
1765 elmex 1.1
1766 root 1.18 *better = betterby;
1767     return tmp;
1768 elmex 1.1 }
1769    
1770     /* looks in a given direction, finds the first valid target, and calls
1771     * find_better_arrow to find a decent arrow to use.
1772     * op = the shooter
1773     * type = bow->race
1774     * dir = fire direction
1775     */
1776    
1777 root 1.18 object *
1778     pick_arrow_target (object *op, const char *type, int dir)
1779 elmex 1.1 {
1780 root 1.18 object *tmp = NULL;
1781     mapstruct *m;
1782     int i, mflags, found, number;
1783     sint16 x, y;
1784    
1785     if (op->map == NULL)
1786     return find_arrow (op, type);
1787    
1788     /* do a dex check */
1789     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1790     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1791     return find_arrow (op, type);
1792    
1793     m = op->map;
1794     x = op->x;
1795     y = op->y;
1796    
1797     /* find the first target */
1798     for (i = 0, found = 0; i < 20; i++)
1799     {
1800     x += freearr_x[dir];
1801     y += freearr_y[dir];
1802     mflags = get_map_flags (m, &m, x, y, &x, &y);
1803     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1804     {
1805     tmp = NULL;
1806     break;
1807     }
1808     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1809     {
1810     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1811     * perhaps a bad assumption.
1812     */
1813     tmp = NULL;
1814     break;
1815 root 1.11 }
1816 root 1.18 if (mflags & P_IS_ALIVE)
1817     {
1818     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1819     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1820     {
1821     found++;
1822 root 1.11 break;
1823 root 1.18 }
1824     if (found)
1825     break;
1826 root 1.11 }
1827 elmex 1.1 }
1828 root 1.18 if (tmp == NULL)
1829     return find_arrow (op, type);
1830 elmex 1.1
1831 root 1.18 if (tmp->head)
1832     tmp = tmp->head;
1833 elmex 1.1
1834 root 1.18 return find_better_arrow (op, tmp, type, &i);
1835 elmex 1.1 }
1836    
1837     /*
1838     * Creature fires a bow - op can be monster or player. Returns
1839     * 1 if bow was actually fired, 0 otherwise.
1840     * op is the object firing the bow.
1841     * part is for multipart creatures - the part firing the bow.
1842     * dir is the direction of fire.
1843     * wc_mod is any special modifier to give (used in special player fire modes)
1844     * sx, sy are coordinates to fire arrow from - also used in some of the special
1845     * player fire modes.
1846     */
1847 root 1.18 int
1848     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849 elmex 1.1 {
1850 root 1.18 object *left, *bow;
1851     tag_t left_tag, tag;
1852     int bowspeed, mflags;
1853     mapstruct *m;
1854 elmex 1.1
1855 root 1.18 if (!dir)
1856     {
1857     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858     return 0;
1859 elmex 1.1 }
1860 root 1.18 if (op->type == PLAYER)
1861     bow = op->contr->ranges[range_bow];
1862     else
1863     {
1864     for (bow = op->inv; bow; bow = bow->below)
1865     /* Don't check for applied - monsters don't apply bows - in that way, they
1866     * don't need to switch back and forth between bows and weapons.
1867     */
1868     if (bow->type == BOW)
1869     break;
1870 root 1.11
1871 root 1.18 if (!bow)
1872     {
1873     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874     return 0;
1875 root 1.11 }
1876 elmex 1.1 }
1877 root 1.18 if (!bow->race || !bow->skill)
1878     {
1879     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880     return 0;
1881 elmex 1.1 }
1882    
1883 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884 elmex 1.1
1885 root 1.18 /* penalize ROF for bestarrow */
1886     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1888     if (bowspeed < 1)
1889     bowspeed = 1;
1890    
1891     if (arrow == NULL)
1892     {
1893     if ((arrow = find_arrow (op, bow->race)) == NULL)
1894     {
1895     if (op->type == PLAYER)
1896     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1897     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1898     else
1899     CLEAR_FLAG (op, FLAG_READY_BOW);
1900     return 0;
1901 root 1.11 }
1902 elmex 1.1 }
1903 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904     if (mflags & P_OUT_OF_MAP)
1905     {
1906     return 0;
1907     }
1908     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909     {
1910     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911     return 0;
1912     }
1913    
1914     /* this should not happen, but sometimes does */
1915     if (arrow->nrof == 0)
1916     {
1917     remove_ob (arrow);
1918     free_object (arrow);
1919     return 0;
1920     }
1921    
1922     left = arrow; /* these are arrows left to the player */
1923     left_tag = left->count;
1924     arrow = get_split_ob (arrow, 1);
1925     if (arrow == NULL)
1926     {
1927     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928     return 0;
1929 elmex 1.1 }
1930 root 1.18 set_owner (arrow, op);
1931     arrow->skill = bow->skill;
1932    
1933     arrow->direction = dir;
1934     arrow->x = sx;
1935     arrow->y = sy;
1936    
1937     if (op->type == PLAYER)
1938     {
1939     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940     fix_player (op);
1941 elmex 1.1 }
1942    
1943 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1944     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945     arrow->stats.hp = arrow->stats.dam;
1946     arrow->stats.grace = arrow->attacktype;
1947     if (arrow->slaying != NULL)
1948     arrow->spellarg = strdup_local (arrow->slaying);
1949    
1950     /* Note that this was different for monsters - they got their level
1951     * added to the damage. I think the strength bonus is more proper.
1952     */
1953    
1954     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1955    
1956     /* update the speed */
1957     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959    
1960     if (arrow->speed < 1.0)
1961     arrow->speed = 1.0;
1962     update_ob_speed (arrow);
1963     arrow->speed_left = 0;
1964    
1965     if (op->type == PLAYER)
1966     {
1967     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1968     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1969     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1970    
1971     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1972 elmex 1.1 }
1973 root 1.18 else
1974     {
1975     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976 elmex 1.1
1977 root 1.18 arrow->level = op->level;
1978 elmex 1.1 }
1979 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1980     arrow->attacktype |= bow->attacktype;
1981     if (bow->slaying != NULL)
1982     arrow->slaying = bow->slaying;
1983    
1984     arrow->map = m;
1985     arrow->move_type = MOVE_FLY_LOW;
1986     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987    
1988     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1989     tag = arrow->count;
1990     insert_ob_in_map (arrow, m, op, 0);
1991    
1992     if (!was_destroyed (arrow, tag))
1993     move_arrow (arrow);
1994 elmex 1.1
1995 root 1.18 if (op->type == PLAYER)
1996     {
1997     if (was_destroyed (left, left_tag))
1998     esrv_del_item (op->contr, left_tag);
1999     else
2000     esrv_send_item (op, left);
2001 elmex 1.1 }
2002 root 1.18 return 1;
2003 elmex 1.1 }
2004    
2005     /* Special fire code for players - this takes into
2006     * account the special fire modes players can have
2007     * but monsters can't. Putting that code here
2008     * makes the fire_bow code much cleaner.
2009     * this function should only be called if 'op' is a player,
2010     * hence the function name.
2011     */
2012 root 1.18 int
2013     player_fire_bow (object *op, int dir)
2014 elmex 1.1 {
2015 root 1.18 int ret = 0, wcmod = 0;
2016    
2017     if (op->contr->bowtype == bow_bestarrow)
2018     {
2019     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
2020     }
2021     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2022     {
2023     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024     wcmod = -1;
2025     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2026     }
2027     else if (op->contr->bowtype == bow_threewide)
2028     {
2029     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2031     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2032     }
2033     else if (op->contr->bowtype == bow_spreadshot)
2034     {
2035     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2037     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2038 elmex 1.1
2039     }
2040 root 1.18 else
2041     {
2042     /* Simple case */
2043     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2044     }
2045     return ret;
2046 elmex 1.1 }
2047    
2048    
2049     /* Fires a misc (wand/rod/horn) object in 'dir'.
2050     * Broken apart from 'fire' to keep it more readable.
2051     */
2052 root 1.18 void
2053     fire_misc_object (object *op, int dir)
2054 elmex 1.1 {
2055 root 1.18 object *item;
2056 elmex 1.1
2057 root 1.18 if (!op->contr->ranges[range_misc])
2058     {
2059     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2060     return;
2061 elmex 1.1 }
2062    
2063 root 1.18 item = op->contr->ranges[range_misc];
2064     if (!item->inv)
2065     {
2066     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2067     return;
2068 elmex 1.1 }
2069 root 1.18 if (item->type == WAND)
2070     {
2071     if (item->stats.food <= 0)
2072     {
2073     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2074     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2075     return;
2076 root 1.11 }
2077 root 1.18 }
2078     else if (item->type == ROD || item->type == HORN)
2079     {
2080     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2081     {
2082     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2083     if (item->type == ROD)
2084     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2085     else
2086     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2087     return;
2088 root 1.11 }
2089 elmex 1.1 }
2090    
2091 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2092     {
2093     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2094     if (item->type == WAND)
2095     {
2096     if (!(--item->stats.food))
2097     {
2098     object *tmp;
2099    
2100     if (item->arch)
2101     {
2102     CLEAR_FLAG (item, FLAG_ANIMATE);
2103     item->face = item->arch->clone.face;
2104     item->speed = 0;
2105     update_ob_speed (item);
2106 root 1.11 }
2107 root 1.18 if ((tmp = is_player_inv (item)))
2108     esrv_update_item (UPD_ANIM, tmp, item);
2109 root 1.11 }
2110     }
2111 root 1.18 else if (item->type == ROD || item->type == HORN)
2112     {
2113     drain_rod_charge (item);
2114 root 1.11 }
2115 elmex 1.1 }
2116     }
2117    
2118     /* Received a fire command for the player - go and do it.
2119     */
2120 root 1.18 void
2121     fire (object *op, int dir)
2122     {
2123     int spellcost = 0;
2124 elmex 1.1
2125 root 1.18 /* check for loss of invisiblity/hide */
2126     if (action_makes_visible (op))
2127     make_visible (op);
2128 elmex 1.1
2129 root 1.18 switch (op->contr->shoottype)
2130     {
2131 root 1.11 case range_none:
2132 root 1.18 return;
2133 elmex 1.1
2134 root 1.11 case range_bow:
2135 root 1.18 player_fire_bow (op, dir);
2136     return;
2137 elmex 1.1
2138 root 1.18 case range_magic: /* Casting spells */
2139     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL));
2140     return;
2141 elmex 1.1
2142 root 1.11 case range_misc:
2143 root 1.18 fire_misc_object (op, dir);
2144     return;
2145 root 1.11
2146 root 1.18 case range_golem: /* Control summoned monsters from scrolls */
2147     if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2148     {
2149     op->contr->ranges[range_golem] = NULL;
2150     op->contr->shoottype = range_none;
2151     op->contr->golem_count = 0;
2152     }
2153     else
2154     control_golem (op->contr->ranges[range_golem], dir);
2155     return;
2156 root 1.11
2157     case range_skill:
2158 root 1.18 if (!op->chosen_skill)
2159     {
2160     if (op->type == PLAYER)
2161     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162     return;
2163     }
2164     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2165     return;
2166     case range_builder:
2167     apply_map_builder (op, dir);
2168     return;
2169 root 1.11 default:
2170 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2171     return;
2172 elmex 1.1 }
2173     }
2174    
2175    
2176    
2177     /* find_key
2178     * We try to find a key for the door as passed. If we find a key
2179     * and successfully use it, we return the key, otherwise NULL
2180     * This function merges both normal and locked door, since the logic
2181     * for both is the same - just the specific key is different.
2182     * pl is the player,
2183     * inv is the objects inventory to searched
2184     * door is the door we are trying to match against.
2185     * This function can be called recursively to search containers.
2186     */
2187    
2188 root 1.18 object *
2189     find_key (object *pl, object *container, object *door)
2190 elmex 1.1 {
2191 root 1.18 object *tmp, *key;
2192 elmex 1.1
2193 root 1.18 /* Should not happen, but sanity checking is never bad */
2194     if (container->inv == NULL)
2195     return NULL;
2196 elmex 1.1
2197 root 1.18 /* First, lets try to find a key in the top level inventory */
2198     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2199     {
2200     if (door->type == DOOR && tmp->type == KEY)
2201     break;
2202     /* For sanity, we should really check door type, but other stuff
2203     * (like containers) can be locked with special keys
2204     */
2205     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2206     break;
2207     }
2208     /* No key found - lets search inventories now */
2209     /* If we find and use a key in an inventory, return at that time.
2210     * otherwise, if we search all the inventories and still don't find
2211     * a key, return
2212     */
2213     if (!tmp)
2214     {
2215     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2216     {
2217     /* No reason to search empty containers */
2218     if (tmp->type == CONTAINER && tmp->inv)
2219     {
2220     if ((key = find_key (pl, tmp, door)) != NULL)
2221     return key;
2222     }
2223     }
2224     if (!tmp)
2225     return NULL;
2226 elmex 1.1 }
2227 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2228     * see if we actually want to use it
2229     */
2230     if (pl != container)
2231     {
2232     /* Only let players use keys in containers */
2233     if (!pl->contr)
2234     return NULL;
2235     /* cases where this fails:
2236     * If we only search the player inventory, return now since we
2237     * are not in the players inventory.
2238     * If the container is not active, return now since only active
2239     * containers can be used.
2240     * If we only search keyrings and the container does not have
2241     * a race/isn't a keyring.
2242     * No checking for all containers - to fall through past here,
2243     * inv must have been an container and must have been active.
2244     *
2245     * Change the color so that the message doesn't disappear with
2246     * all the others.
2247     */
2248     if (pl->contr->usekeys == key_inventory ||
2249     !QUERY_FLAG (container, FLAG_APPLIED) ||
2250     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2251     {
2252     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2253     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2254     return NULL;
2255 root 1.11 }
2256 elmex 1.1 }
2257 root 1.18 return tmp;
2258 elmex 1.1 }
2259    
2260     /* moved door processing out of move_player_attack.
2261     * returns 1 if player has opened the door with a key
2262     * such that the caller should not do anything more,
2263     * 0 otherwise
2264     */
2265 root 1.18 static int
2266     player_attack_door (object *op, object *door)
2267 elmex 1.1 {
2268    
2269 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2270     * might as well return immediately as there is nothing more to do -
2271     * otherwise, we fall through to the rest of the code.
2272     */
2273     object *key = find_key (op, op, door);
2274    
2275     /* IF we found a key, do some extra work */
2276     if (key)
2277     {
2278     object *container = key->env;
2279    
2280     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2281     if (action_makes_visible (op))
2282     make_visible (op);
2283     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2284     spring_trap (door->inv, op);
2285     if (door->type == DOOR)
2286     {
2287     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2288     }
2289     else if (door->type == LOCKED_DOOR)
2290     {
2291     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2292     remove_door2 (door); /* remove door without violence ;-) */
2293     }
2294     /* Do this after we print the message */
2295     decrease_ob (key); /* Use up one of the keys */
2296     /* Need to update the weight the container the key was in */
2297     if (container != op)
2298     esrv_update_item (UPD_WEIGHT, op, container);
2299     return 1; /* Nothing more to do below */
2300     }
2301     else if (door->type == LOCKED_DOOR)
2302     {
2303     /* Might as well return now - no other way to open this */
2304     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2305     return 1;
2306 elmex 1.1 }
2307 root 1.18 return 0;
2308 elmex 1.1 }
2309    
2310     /* This function is just part of a breakup from move_player.
2311     * It should keep the code cleaner.
2312     * When this is called, the players direction has been updated
2313     * (taking into account confusion.) The player is also actually
2314     * going to try and move (not fire weapons).
2315     */
2316    
2317 root 1.18 void
2318     move_player_attack (object *op, int dir)
2319 elmex 1.1 {
2320 root 1.18 object *tmp, *mon;
2321     sint16 nx, ny;
2322     int on_battleground;
2323     mapstruct *m;
2324    
2325     nx = freearr_x[dir] + op->x;
2326     ny = freearr_y[dir] + op->y;
2327    
2328     on_battleground = op_on_battleground (op, NULL, NULL);
2329    
2330     /* If braced, or can't move to the square, and it is not out of the
2331     * map, attack it. Note order of if statement is important - don't
2332     * want to be calling move_ob if braced, because move_ob will move the
2333     * player. This is a pretty nasty hack, because if we could
2334     * move to some space, it then means that if we are braced, we should
2335     * do nothing at all. As it is, if we are braced, we go through
2336     * quite a bit of processing. However, it probably is less than what
2337     * move_ob uses.
2338     */
2339     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2340     {
2341     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342     {
2343     m = get_map_from_coord (op->map, &nx, &ny);
2344     if (!m)
2345     return; /* Don't think this should happen */
2346     }
2347     else
2348     m = op->map;
2349    
2350     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2351     {
2352     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353     return;
2354 root 1.11 }
2355    
2356 root 1.18 mon = NULL;
2357     /* Go through all the objects, and find ones of interest. Only stop if
2358     * we find a monster - that is something we know we want to attack.
2359     * if its a door or barrel (can roll) see if there may be monsters
2360     * on the space
2361     */
2362     while (tmp != NULL)
2363     {
2364     if (tmp == op)
2365     {
2366     tmp = tmp->above;
2367     continue;
2368 root 1.11 }
2369 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370     {
2371     mon = tmp;
2372     break;
2373 root 1.11 }
2374 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375     mon = tmp;
2376     tmp = tmp->above;
2377     }
2378    
2379     if (mon == NULL) /* This happens anytime the player tries to move */
2380     return; /* into a wall */
2381    
2382     if (mon->head != NULL)
2383     mon = mon->head;
2384    
2385     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2386     if (player_attack_door (op, mon))
2387     return;
2388    
2389     /* The following deals with possibly attacking peaceful
2390     * or frienddly creatures. Basically, all players are considered
2391     * unaggressive. If the moving player has peaceful set, then the
2392     * object should be pushed instead of attacked. It is assumed that
2393     * if you are braced, you will not attack friends accidently,
2394     * and thus will not push them.
2395     */
2396 root 1.11
2397 root 1.18 /* If the creature is a pet, push it even if the player is not
2398     * peaceful. Our assumption is the creature is a pet if the
2399     * player owns it and it is either friendly or unagressive.
2400     */
2401     if ((op->type == PLAYER)
2402 elmex 1.1 #if COZY_SERVER
2403 root 1.18 &&
2404     ((get_owner (mon) && get_owner (mon)->contr
2405     && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2406 elmex 1.1 #else
2407 root 1.18 && get_owner (mon) == op
2408 elmex 1.1 #endif
2409 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 root 1.11 {
2411 root 1.18 /* If we're braced, we don't want to switch places with it */
2412     if (op->contr->braced)
2413 root 1.11 return;
2414 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2415     (void) push_ob (mon, dir, op);
2416     if (op->contr->tmp_invis || op->hide)
2417     make_visible (op);
2418     return;
2419 root 1.11 }
2420    
2421 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2422     * creatures. Note that if you are braced, you can't push
2423     * someone, but put it inside this loop so that you won't
2424     * attack them either.
2425     */
2426     if ((mon->type == PLAYER || mon->enemy != op) &&
2427     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2428 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2429 root 1.18 (op->contr->peaceful
2430     || (mon->type == PLAYER
2431     && mon->contr->
2432     peaceful)) &&
2433 elmex 1.1 #else
2434 root 1.18 op->contr->peaceful &&
2435 elmex 1.1 #endif
2436 root 1.18 !on_battleground))
2437     {
2438     if (!op->contr->braced)
2439     {
2440     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2441     (void) push_ob (mon, dir, op);
2442     }
2443     else
2444     {
2445     new_draw_info (0, 0, op, "You withhold your attack");
2446 root 1.11 }
2447 root 1.18 if (op->contr->tmp_invis || op->hide)
2448     make_visible (op);
2449 root 1.11 }
2450 elmex 1.1
2451 root 1.18 /* If the object is a boulder or other rollable object, then
2452     * roll it if not braced. You can't roll it if you are braced.
2453     */
2454     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2455     {
2456     recursive_roll (mon, dir, op);
2457     if (action_makes_visible (op))
2458     make_visible (op);
2459 root 1.11 }
2460    
2461 root 1.18 /* Any generic living creature. Including things like doors.
2462     * Way it works is like this: First, it must have some hit points
2463     * and be living. Then, it must be one of the following:
2464     * 1) Not a player, 2) A player, but of a different party. Note
2465     * that party_number -1 is no party, so attacks can still happen.
2466     */
2467 root 1.11
2468 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2469     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2470     {
2471 elmex 1.1
2472 root 1.18 /* If the player hasn't hit something this tick, and does
2473     * so, give them speed boost based on weapon speed. Doing
2474     * it here is better than process_players2, which basically
2475     * incurred a 1 tick offset.
2476     */
2477     if (!op->contr->has_hit)
2478     {
2479     op->speed_left += op->speed / op->contr->weapon_sp;
2480 root 1.11
2481 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 root 1.11 }
2483    
2484 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2485 root 1.11
2486 root 1.18 /* If attacking another player, that player gets automatic
2487     * hitback, and doesn't loose luck either.
2488     * Disable hitback on the battleground or if the target is
2489     * the wiz.
2490     */
2491     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492     {
2493     short luck = mon->stats.luck;
2494    
2495     mon->contr->has_hit = 1;
2496     skill_attack (op, mon, 0, NULL, NULL);
2497     mon->stats.luck = luck;
2498 root 1.11 }
2499 root 1.18 if (action_makes_visible (op))
2500     make_visible (op);
2501 root 1.11 }
2502 root 1.18 } /* if player should attack something */
2503 elmex 1.1 }
2504    
2505 root 1.18 int
2506     move_player (object *op, int dir)
2507     {
2508     int pick;
2509 elmex 1.1
2510 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2511     return 0;
2512 elmex 1.1
2513 root 1.18 /* Sanity check: make sure dir is valid */
2514     if ((dir < 0) || (dir >= 9))
2515     {
2516     LOG (llevError, "move_player: invalid direction %d\n", dir);
2517     return 0;
2518 elmex 1.1 }
2519    
2520 root 1.18 /* peterm: added following line */
2521     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2523    
2524     op->facing = dir;
2525    
2526     if (op->hide)
2527     do_hidden_move (op);
2528    
2529     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2530     /*nop */ ;
2531     else if (op->contr->fire_on)
2532     fire (op, dir);
2533     else
2534     {
2535     move_player_attack (op, dir);
2536     pick = check_pick (op);
2537     }
2538 elmex 1.1
2539 root 1.18 /* Add special check for newcs players and fire on - this way, the
2540     * server can handle repeat firing.
2541     */
2542     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543     {
2544     op->direction = dir;
2545     }
2546     else
2547     {
2548     op->direction = 0;
2549     }
2550     /* Update how the player looks. Use the facing, so direction may
2551     * get reset to zero. This allows for full animation capabilities
2552     * for players.
2553     */
2554     animate_object (op, op->facing);
2555     return 0;
2556 elmex 1.1 }
2557    
2558     /* This is similar to handle_player, below, but is only used by the
2559     * new client/server stuff.
2560     * This is sort of special, in that the new client/server actually uses
2561     * the new speed values for commands.
2562     *
2563     * Returns true if there are more actions we can do.
2564     */
2565 root 1.18 int
2566     handle_newcs_player (object *op)
2567 elmex 1.1 {
2568 root 1.18 if (op->contr->hidden)
2569     {
2570     op->invisible = 1000;
2571     /* the socket code flashes the player visible/invisible
2572     * depending on the value of invisible, so we need to
2573     * alternate it here for it to work correctly.
2574     */
2575     if (pticks & 2)
2576 root 1.11 op->invisible--;
2577 root 1.18 }
2578     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2579     {
2580     op->invisible--;
2581     if (!op->invisible)
2582     {
2583     make_visible (op);
2584     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2585 root 1.11 }
2586 elmex 1.1 }
2587    
2588 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2589     {
2590     flee_player (op);
2591     /* If player is still scared, that is his action for this tick */
2592     if (QUERY_FLAG (op, FLAG_SCARED))
2593     {
2594     op->speed_left--;
2595     return 0;
2596 root 1.11 }
2597 elmex 1.1 }
2598    
2599 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2600     * the player object still points to the defunct golem. The code that
2601     * destroys the golem looks correct, and it doesn't always happen, so
2602     * put this in a a workaround to clean up the golem pointer.
2603     */
2604     if (op->contr->ranges[range_golem] &&
2605     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2606     {
2607     op->contr->ranges[range_golem] = NULL;
2608     op->contr->golem_count = 0;
2609 elmex 1.1 }
2610 root 1.18
2611     /* call this here - we also will call this in do_ericserver, but
2612     * the players time has been increased when doericserver has been
2613     * called, so we recheck it here.
2614     */
2615     HandleClient (&op->contr->socket, op->contr);
2616     if (op->speed_left < 0)
2617 elmex 1.1 return 0;
2618    
2619 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620     {
2621     /* All move commands take 1 tick, at least for now */
2622     op->speed_left--;
2623 elmex 1.1
2624 root 1.18 /* Instead of all the stuff below, let move_player take care
2625     * of it. Also, some of the skill stuff is only put in
2626     * there, as well as the confusion stuff.
2627     */
2628     move_player (op, op->direction);
2629     if (op->speed_left > 0)
2630     return 1;
2631     else
2632 root 1.11 return 0;
2633 root 1.18 }
2634     return 0;
2635     }
2636    
2637     int
2638     save_life (object *op)
2639     {
2640     object *tmp;
2641 elmex 1.1
2642 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 elmex 1.1 return 0;
2644 root 1.18
2645     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2646     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647     {
2648     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2649     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2650     if (op->contr)
2651     esrv_del_item (op->contr, tmp->count);
2652     remove_ob (tmp);
2653     free_object (tmp);
2654     CLEAR_FLAG (op, FLAG_LIFESAVE);
2655     if (op->stats.hp < 0)
2656     op->stats.hp = op->stats.maxhp;
2657     if (op->stats.food < 0)
2658     op->stats.food = 999;
2659     fix_player (op);
2660     return 1;
2661     }
2662     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663     CLEAR_FLAG (op, FLAG_LIFESAVE);
2664     enter_player_savebed (op); /* bring him home. */
2665     return 0;
2666 elmex 1.1 }
2667    
2668     /* This goes throws the inventory and removes unpaid objects, and puts them
2669     * back in the map (location and map determined by values of env). This
2670     * function will descend into containers. op is the object to start the search
2671     * from.
2672     */
2673 root 1.18 void
2674     remove_unpaid_objects (object *op, object *env)
2675 elmex 1.1 {
2676 root 1.18 object *next;
2677 elmex 1.1
2678 root 1.18 while (op)
2679     {
2680     next = op->below; /* Make sure we have a good value, in case
2681     * we remove object 'op'
2682     */
2683     if (QUERY_FLAG (op, FLAG_UNPAID))
2684     {
2685     remove_ob (op);
2686     op->x = env->x;
2687     op->y = env->y;
2688     if (env->type == PLAYER)
2689     esrv_del_item (env->contr, op->count);
2690     insert_ob_in_map (op, env->map, NULL, 0);
2691     }
2692     else if (op->inv)
2693     remove_unpaid_objects (op->inv, env);
2694     op = next;
2695 elmex 1.1 }
2696     }
2697    
2698    
2699     /*
2700     * Returns pointer a static string containing gravestone text
2701     * Moved from apply.c to player.c - player.c is what
2702     * actually uses this function. player.c may not be quite the
2703     * best, a misc file for object actions is probably better,
2704     * but there isn't one in the server directory.
2705     */
2706 root 1.18 char *
2707     gravestone_text (object *op)
2708 elmex 1.1 {
2709 root 1.18 static char buf2[MAX_BUF];
2710     char buf[MAX_BUF];
2711     time_t now = time (NULL);
2712    
2713     strcpy (buf2, " R.I.P.\n\n");
2714     if (op->type == PLAYER)
2715     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716     else
2717     sprintf (buf, "%s\n", &op->name);
2718     strncat (buf2, " ", 20 - strlen (buf) / 2);
2719     strcat (buf2, buf);
2720     if (op->type == PLAYER)
2721     sprintf (buf, "who was in level %d when killed\n", op->level);
2722     else
2723     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2724     strncat (buf2, " ", 20 - strlen (buf) / 2);
2725     strcat (buf2, buf);
2726     if (op->type == PLAYER)
2727     {
2728     sprintf (buf, "by %s.\n\n", op->contr->killer);
2729     strncat (buf2, " ", 21 - strlen (buf) / 2);
2730     strcat (buf2, buf);
2731     }
2732     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733     strncat (buf2, " ", 20 - strlen (buf) / 2);
2734     strcat (buf2, buf);
2735     return buf2;
2736 elmex 1.1 }
2737    
2738    
2739    
2740 root 1.18 void
2741     do_some_living (object *op)
2742     {
2743     int last_food = op->stats.food;
2744 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2745     int over_hp, over_sp, over_grace;
2746     int i;
2747     int rate_hp = 1200;
2748     int rate_sp = 2500;
2749     int rate_grace = 2000;
2750     const int max_hp = 1;
2751     const int max_sp = 1;
2752     const int max_grace = 1;
2753    
2754 pippijn 1.17 if (op->contr->outputs_sync)
2755 root 1.18 {
2756     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758     flush_output_element (op, &op->contr->outputs[i]);
2759     }
2760    
2761     if (op->contr->state == ST_PLAYING)
2762     {
2763    
2764     /* these next three if clauses make it possible to SLOW DOWN
2765     hp/grace/spellpoint regeneration. */
2766     if (op->contr->gen_hp >= 0)
2767     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768     else
2769     {
2770     gen_hp = op->stats.maxhp;
2771     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772     }
2773     if (op->contr->gen_sp >= 0)
2774     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775     else
2776     {
2777     gen_sp = op->stats.maxsp;
2778     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779     }
2780     if (op->contr->gen_grace >= 0)
2781     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782     else
2783     {
2784     gen_grace = op->stats.maxgrace;
2785     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2786     }
2787    
2788     /* Regenerate Spell Points */
2789     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2790     {
2791     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2792     if (op->stats.sp < op->stats.maxsp)
2793     {
2794     op->stats.sp++;
2795     /* dms do not consume food */
2796     if (!QUERY_FLAG (op, FLAG_WIZ))
2797     {
2798     op->stats.food--;
2799     if (op->contr->digestion < 0)
2800     op->stats.food += op->contr->digestion;
2801     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802     op->stats.food = last_food;
2803     }
2804     }
2805     if (max_sp > 1)
2806     {
2807     over_sp = (gen_sp + 10) / rate_sp;
2808     if (over_sp > 0)
2809     {
2810     if (op->stats.sp < op->stats.maxsp)
2811     {
2812     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2813     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814     op->stats.sp--;
2815     if (op->stats.sp > op->stats.maxsp)
2816     op->stats.sp = op->stats.maxsp;
2817     }
2818     op->last_sp = 0;
2819     }
2820     else
2821     {
2822     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823     }
2824     }
2825     else
2826     {
2827     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828     }
2829     }
2830    
2831     /* Regenerate Grace */
2832     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833     if (--op->last_grace < 0)
2834     {
2835     if (op->stats.grace < op->stats.maxgrace / 2)
2836     op->stats.grace++; /* no penalty in food for regaining grace */
2837     if (max_grace > 1)
2838     {
2839     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840     if (over_grace > 0)
2841     {
2842     op->stats.sp += over_grace
2843     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2844     op->last_grace = 0;
2845     }
2846     else
2847     {
2848     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2849     }
2850     }
2851     else
2852     {
2853     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2854     }
2855     /* wearing stuff doesn't detract from grace generation. */
2856     }
2857    
2858     /* Regenerate Hit Points */
2859     if (--op->last_heal < 0)
2860     {
2861     if (op->stats.hp < op->stats.maxhp)
2862     {
2863     op->stats.hp++;
2864     /* dms do not consume food */
2865     if (!QUERY_FLAG (op, FLAG_WIZ))
2866     {
2867     op->stats.food--;
2868     if (op->contr->digestion < 0)
2869     op->stats.food += op->contr->digestion;
2870     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871     op->stats.food = last_food;
2872     }
2873     }
2874     if (max_hp > 1)
2875     {
2876     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877     if (over_hp > 0)
2878     {
2879     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2880     op->last_heal = 0;
2881     }
2882     else
2883     {
2884     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2885     }
2886     }
2887     else
2888     {
2889     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2890     }
2891 root 1.11 }
2892 elmex 1.1
2893 root 1.18 /* Digestion */
2894     if (--op->last_eat < 0)
2895     {
2896     #ifdef COZY_SERVER
2897     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2898     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2899     #else
2900     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2901     #endif
2902    
2903     if (op->contr->gen_hp > 0)
2904     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2905     else
2906     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2907     /* dms do not consume food */
2908     if (!QUERY_FLAG (op, FLAG_WIZ))
2909     op->stats.food--;
2910 root 1.11 }
2911 elmex 1.1 }
2912    
2913 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2914     {
2915     object *tmp, *flesh = NULL;
2916    
2917     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2918     {
2919     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920     {
2921     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922     {
2923     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2924     manual_apply (op, tmp, 0);
2925     if (op->stats.food >= 0 || op->stats.hp < 0)
2926     break;
2927     }
2928     else if (tmp->type == FLESH)
2929     flesh = tmp;
2930     } /* End if paid for object */
2931     } /* end of for loop */
2932     /* If player is still starving, it means they don't have any food, so
2933     * eat flesh instead.
2934     */
2935     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936     {
2937     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2938     manual_apply (op, flesh, 0);
2939 root 1.11 }
2940 root 1.18 } /* end if player is starving */
2941 elmex 1.1
2942 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2943     op->stats.food++, op->stats.hp--;
2944 elmex 1.1
2945 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2946     kill_player (op);
2947 elmex 1.1 }
2948    
2949 root 1.18
2950 elmex 1.1
2951     /* If the player should die (lack of hp, food, etc), we call this.
2952     * op is the player in jeopardy. If the player can not be saved (not
2953     * permadeath, no lifesave), this will take care of removing the player
2954     * file.
2955     */
2956 root 1.18 void
2957     kill_player (object *op)
2958 elmex 1.1 {
2959 root 1.18 char buf[MAX_BUF];
2960     int x, y;
2961    
2962     //int i;
2963     mapstruct *map; /* this is for resurrection */
2964    
2965     /* int z;
2966     int num_stats_lose;
2967     int lost_a_stat;
2968     int lose_this_stat;
2969     int this_stat; */
2970     int will_kill_again;
2971     archetype *at;
2972     object *tmp;
2973    
2974     if (save_life (op))
2975     return;
2976    
2977    
2978     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2979     * in cities ONLY!!! It is very important that this doesn't get abused.
2980     * Look at op_on_battleground() for more info --AndreasV
2981     */
2982     if (op_on_battleground (op, &x, &y))
2983     {
2984     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2985     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986    
2987     /* restore player */
2988     at = find_archetype ("poisoning");
2989     tmp = present_arch_in_ob (at, op);
2990     if (tmp)
2991     {
2992     remove_ob (tmp);
2993     free_object (tmp);
2994     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995     }
2996 elmex 1.1
2997 root 1.18 at = find_archetype ("confusion");
2998     tmp = present_arch_in_ob (at, op);
2999     if (tmp)
3000     {
3001     remove_ob (tmp);
3002     free_object (tmp);
3003     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004     }
3005    
3006     cure_disease (op, 0); /* remove any disease */
3007     op->stats.hp = op->stats.maxhp;
3008     if (op->stats.food <= 0)
3009     op->stats.food = 999;
3010 elmex 1.1
3011 root 1.18 /* create a bodypart-trophy to make the winner happy */
3012     tmp = arch_to_object (find_archetype ("finger"));
3013     if (tmp != NULL)
3014     {
3015     sprintf (buf, "%s's finger", &op->name);
3016     tmp->name = buf;
3017     sprintf (buf, " This finger has been cut off %s\n"
3018     " the %s, when he was defeated at\n level %d by %s.\n",
3019     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020     tmp->msg = buf;
3021     tmp->value = 0, tmp->material = 0, tmp->type = 0;
3022     tmp->materialname = NULL;
3023     tmp->x = op->x, tmp->y = op->y;
3024     insert_ob_in_map (tmp, op->map, op, 0);
3025     }
3026 elmex 1.1
3027 root 1.18 /* teleport defeated player to new destination */
3028     transfer_ob (op, x, y, 0, NULL);
3029     op->contr->braced = 0;
3030     return;
3031 elmex 1.1 }
3032    
3033 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
3034 root 1.3
3035 root 1.18 command_kill_pets (op, 0);
3036 elmex 1.1
3037 root 1.18 if (op->stats.food < 0)
3038     {
3039     if (op->contr->explore)
3040     {
3041     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3042     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043     op->stats.food = 999;
3044     return;
3045 root 1.11 }
3046 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3047     strcpy (op->contr->killer, "starvation");
3048 elmex 1.1 }
3049 root 1.18 else
3050     {
3051     if (op->contr->explore)
3052     {
3053     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3054     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3055     op->stats.hp = op->stats.maxhp;
3056     return;
3057 root 1.11 }
3058 root 1.18 sprintf (buf, "%s died.", &op->name);
3059 elmex 1.1 }
3060 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3061 elmex 1.1
3062 root 1.18 /* save the map location for corpse, gravestone */
3063     x = op->x;
3064     y = op->y;
3065     map = op->map;
3066 elmex 1.1
3067    
3068 root 1.18 if (settings.not_permadeth == TRUE)
3069     {
3070     /* NOT_PERMADEATH code. This basically brings the character back to
3071     * life if they are dead - it takes some exp and a random stat.
3072     * See the config.h file for a little more in depth detail about this.
3073     */
3074 root 1.11
3075 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3076     * make it depletion. This bunch of code deals with that aspect
3077     * of death.
3078     */
3079 elmex 1.1 #ifndef COZY_SERVER
3080 root 1.18 if (settings.balanced_stat_loss)
3081     {
3082     /* If stat loss is permanent, lose one stat only. */
3083     /* Lower level chars don't lose as many stats because they suffer
3084     more if they do. */
3085     /* Higher level characters can afford things such as potions of
3086     restoration, or better, stat potions. So we slug them that
3087     little bit harder. */
3088     /* GD */
3089     if (settings.stat_loss_on_death)
3090 root 1.11 num_stats_lose = 1;
3091 root 1.18 else
3092     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093     }
3094     else
3095     {
3096     num_stats_lose = 1;
3097 root 1.11 }
3098 root 1.18 lost_a_stat = 0;
3099 root 1.11
3100 root 1.18 for (z = 0; z < num_stats_lose; z++)
3101     {
3102     i = RANDOM () % NUM_STATS;
3103 root 1.11
3104 root 1.18 if (settings.stat_loss_on_death)
3105     {
3106     /* Pick a random stat and take a point off it. Tell the player
3107     * what he lost.
3108     */
3109     change_attr_value (&(op->stats), i, -1);
3110     check_stat_bounds (&(op->stats));
3111     change_attr_value (&(op->contr->orig_stats), i, -1);
3112     check_stat_bounds (&(op->contr->orig_stats));
3113     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114     lost_a_stat = 1;
3115     }
3116     else
3117     {
3118     /* deplete a stat */
3119     archetype *deparch = find_archetype ("depletion");
3120     object *dep;
3121    
3122     dep = present_arch_in_ob (deparch, op);
3123     if (!dep)
3124     {
3125     dep = arch_to_object (deparch);
3126     insert_ob_in_ob (dep, op);
3127     }
3128     lose_this_stat = 1;
3129     if (settings.balanced_stat_loss)
3130     {
3131     /* GD */
3132     /* Get the stat that we're about to deplete. */
3133     this_stat = get_attr_value (&(dep->stats), i);
3134     if (this_stat < 0)
3135     {
3136     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137     int keep_chance = this_stat * this_stat;
3138    
3139     /* Yes, I am paranoid. Sue me. */
3140     if (keep_chance < 1)
3141     keep_chance = 1;
3142    
3143     /* There is a maximum depletion total per level. */
3144     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145     {
3146     lose_this_stat = 0;
3147     /* Take loss chance vs keep chance to see if we
3148     retain the stat. */
3149     }
3150     else
3151     {
3152     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 root 1.11 lose_this_stat = 0;
3154 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155     this_stat, keep_chance, loss_chance,
3156     lose_this_stat?"LOSE":"KEEP"); */
3157 root 1.11 }
3158     }
3159     }
3160 root 1.18
3161     if (lose_this_stat)
3162     {
3163     this_stat = get_attr_value (&(dep->stats), i);
3164     /* We could try to do something clever like find another
3165     * stat to reduce if this fails. But chances are, if
3166     * stats have been depleted to -50, all are pretty low
3167     * and should be roughly the same, so it shouldn't make a
3168     * difference.
3169     */
3170     if (this_stat >= -50)
3171     {
3172     change_attr_value (&(dep->stats), i, -1);
3173     SET_FLAG (dep, FLAG_APPLIED);
3174     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175     fix_player (op);
3176     lost_a_stat = 1;
3177 root 1.11 }
3178     }
3179     }
3180     }
3181 root 1.18 /* If no stat lost, tell the player. */
3182     if (!lost_a_stat)
3183     {
3184     /* determine_god() seems to not work sometimes... why is this?
3185     Should I be using something else? GD */
3186     const char *god = determine_god (op);
3187    
3188     if (god && (strcmp (god, "none")))
3189     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
3190     else
3191     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
3192     }
3193 elmex 1.1 #endif
3194 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.");
3195 elmex 1.1
3196 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3197     * exp loss on the stone.
3198     */
3199     tmp = arch_to_object (find_archetype ("gravestone"));
3200     sprintf (buf, "%s's gravestone", &op->name);
3201     tmp->name = buf;
3202     sprintf (buf, "%s's gravestones", &op->name);
3203     tmp->name_pl = buf;
3204     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);
3205     tmp->msg = buf;
3206     tmp->x = op->x, tmp->y = op->y;
3207     insert_ob_in_map (tmp, op->map, NULL, 0);
3208 root 1.11
3209     /**************************************/
3210 root 1.18 /* */
3211     /* Subtract the experience points, */
3212     /* if we died cause of food, give us */
3213     /* food, and reset HP's... */
3214     /* */
3215    
3216 root 1.11 /**************************************/
3217    
3218 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3219     /* restore player */
3220     at = find_archetype ("poisoning");
3221     tmp = present_arch_in_ob (at, op);
3222     if (tmp)
3223     {
3224     remove_ob (tmp);
3225     free_object (tmp);
3226     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227     }
3228    
3229     at = find_archetype ("confusion");
3230     tmp = present_arch_in_ob (at, op);
3231     if (tmp)
3232     {
3233     remove_ob (tmp);
3234     free_object (tmp);
3235     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236     }
3237     cure_disease (op, 0); /* remove any disease */
3238    
3239     /*add_exp(op, (op->stats.exp * -0.20)); */
3240     apply_death_exp_penalty (op);
3241     if (op->stats.food < 100)
3242     op->stats.food = 900;
3243     op->stats.hp = op->stats.maxhp;
3244     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246    
3247     /*
3248     * Check to see if the player is in a shop. IF so, then check to see if
3249     * the player has any unpaid items. If so, remove them and put them back
3250     * in the map.
3251     */
3252 root 1.11
3253 root 1.18 if (is_in_shop (op))
3254     remove_unpaid_objects (op->inv, op);
3255 elmex 1.1
3256 root 1.11 /****************************************/
3257 root 1.18 /* */
3258     /* Move player to his current respawn- */
3259     /* position (usually last savebed) */
3260     /* */
3261    
3262 root 1.11 /****************************************/
3263    
3264 root 1.18 enter_player_savebed (op);
3265    
3266     /* Save the player before inserting the force to reduce
3267     * chance of abuse.
3268     */
3269     op->contr->braced = 0;
3270     save_player (op, 1);
3271    
3272     /* it is possible that the player has blown something up
3273     * at his savebed location, and that can have long lasting
3274     * spell effects. So first see if there is a spell effect
3275     * on the space that might harm the player.
3276     */
3277     will_kill_again = 0;
3278     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279     {
3280     if (tmp->type == SPELL_EFFECT)
3281     will_kill_again |= tmp->attacktype;
3282     }
3283     if (will_kill_again)
3284     {
3285     object *force;
3286     int at;
3287 root 1.11
3288 root 1.18 force = get_archetype (FORCE_NAME);
3289     /* 50 ticks should be enough time for the spell to abate */
3290     force->speed = 0.1;
3291     force->speed_left = -5.0;
3292     SET_FLAG (force, FLAG_APPLIED);
3293     for (at = 0; at < NROFATTACKS; at++)
3294     {
3295     if (will_kill_again & (1 << at))
3296     force->resist[at] = 100;
3297     }
3298     insert_ob_in_ob (force, op);
3299     fix_player (op);
3300 elmex 1.1
3301 root 1.11 }
3302 root 1.18
3303     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304     return;
3305     } /* NOT_PERMADETH */
3306     else
3307     {
3308     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309     * should probably be embedded in an else statement.
3310     */
3311    
3312     op->contr->party = NULL;
3313     if (settings.set_title == TRUE)
3314     op->contr->own_title[0] = '\0';
3315     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316     check_score (op);
3317     if (op->contr->ranges[range_golem] != NULL)
3318     {
3319     remove_friendly_object (op->contr->ranges[range_golem]);
3320     remove_ob (op->contr->ranges[range_golem]);
3321     free_object (op->contr->ranges[range_golem]);
3322     op->contr->ranges[range_golem] = NULL;
3323     op->contr->golem_count = 0;
3324     }
3325     loot_object (op); /* Remove some of the items for good */
3326     remove_ob (op);
3327     op->direction = 0;
3328    
3329     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330     {
3331     delete_character (op->name, 0);
3332     if (settings.resurrection == TRUE)
3333     {
3334     /* save playerfile sans equipment when player dies
3335     ** then save it as player.pl.dead so that future resurrection
3336     ** type spells will work on them nicely
3337     */
3338     delete_character (op->name, 0);
3339     op->stats.hp = op->stats.maxhp;
3340     op->stats.food = 999;
3341    
3342     /* set the location of where the person will reappear when */
3343     /* maybe resurrection code should fix map also */
3344     strcpy (op->contr->maplevel, settings.emergency_mapname);
3345     if (op->map != NULL)
3346     op->map = NULL;
3347     op->x = settings.emergency_x;
3348     op->y = settings.emergency_y;
3349     save_player (op, 0);
3350     op->map = map;
3351     /* please see resurrection.c: peterm */
3352     dead_player (op);
3353     }
3354     else
3355 root 1.19 delete_character (op->name, 1);
3356 root 1.18 }
3357 root 1.19
3358 root 1.18 play_again (op);
3359 root 1.11
3360 root 1.18 /* peterm: added to create a corpse at deathsite. */
3361     tmp = arch_to_object (find_archetype ("corpse_pl"));
3362     sprintf (buf, "%s", &op->name);
3363     tmp->name = tmp->name_pl = buf;
3364     tmp->level = op->level;
3365     tmp->x = x;
3366     tmp->y = y;
3367     tmp->msg = gravestone_text (op);
3368     SET_FLAG (tmp, FLAG_UNIQUE);
3369     insert_ob_in_map (tmp, map, NULL, 0);
3370 elmex 1.1 }
3371     }
3372    
3373    
3374 root 1.18 void
3375     loot_object (object *op)
3376     { /* Grab and destroy some treasure */
3377     object *tmp, *tmp2, *next;
3378 elmex 1.1
3379 root 1.18 if (op->container)
3380     { /* close open sack first */
3381 elmex 1.1 esrv_apply_container (op, op->container);
3382 root 1.18 }
3383 elmex 1.1
3384 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3385     {
3386     next = tmp->below;
3387     if (tmp->type == EXPERIENCE || tmp->invisible)
3388     continue;
3389     remove_ob (tmp);
3390     tmp->x = op->x, tmp->y = op->y;
3391     if (tmp->type == CONTAINER)
3392     { /* empty container to ground */
3393     loot_object (tmp);
3394     }
3395     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3396     {
3397     if (tmp->nrof > 1)
3398     {
3399     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400     free_object (tmp2);
3401     insert_ob_in_map (tmp, op->map, NULL, 0);
3402     }
3403     else
3404     free_object (tmp);
3405     }
3406     else
3407     insert_ob_in_map (tmp, op->map, NULL, 0);
3408     }
3409 elmex 1.1 }
3410    
3411     /*
3412     * fix_weight(): Check recursively the weight of all players, and fix
3413     * what needs to be fixed. Refresh windows and fix speed if anything
3414     * was changed.
3415     */
3416    
3417 root 1.18 void
3418     fix_weight (void)
3419     {
3420 elmex 1.1 player *pl;
3421 root 1.18
3422     for (pl = first_player; pl != NULL; pl = pl->next)
3423     {
3424     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425    
3426     if (old == sum)
3427     continue;
3428     fix_player (pl->ob);
3429     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3430     }
3431 elmex 1.1 }
3432    
3433 root 1.18 void
3434     fix_luck (void)
3435     {
3436 elmex 1.1 player *pl;
3437 root 1.18
3438 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3439     if (!pl->ob->contr->state)
3440 root 1.18 change_luck (pl->ob, 0);
3441 elmex 1.1 }
3442    
3443    
3444     /* cast_dust() - handles op throwing objects of type 'DUST'.
3445     * This is much simpler in the new spell code - we basically
3446     * just treat this as any other spell casting object.
3447     */
3448    
3449 elmex 1.2 void
3450 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3451 elmex 1.2 {
3452     object *skop, *spob;
3453    
3454     skop = find_skill_by_name (op, throw_ob->skill);
3455    
3456     /* casting POTION 'dusts' is really a use_magic_item skill */
3457     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3458     {
3459 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3460 elmex 1.2 return;
3461     }
3462    
3463     spob = throw_ob->inv;
3464    
3465     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3466     // not pass NULL to cast_spell (which did indeed check itself, but
3467     // errors should be reported as early as possible IMHO)
3468     if (!spob)
3469     {
3470 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3471 elmex 1.2 return;
3472 elmex 1.1 }
3473    
3474 elmex 1.2 if (op->type == PLAYER)
3475 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 elmex 1.2
3477     cast_spell (op, throw_ob, dir, spob, NULL);
3478    
3479     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3480     remove_ob (throw_ob);
3481     free_object (throw_ob);
3482 elmex 1.1 }
3483    
3484 root 1.18 void
3485     make_visible (object *op)
3486     {
3487     op->hide = 0;
3488     op->invisible = 0;
3489     if (op->type == PLAYER)
3490     {
3491     op->contr->tmp_invis = 0;
3492     op->contr->invis_race = 0;
3493     }
3494     update_object (op, UP_OBJ_FACE);
3495     }
3496    
3497     int
3498     is_true_undead (object *op)
3499     {
3500     object *tmp = NULL;
3501    
3502     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503     return 1;
3504    
3505     if (op->type == PLAYER)
3506     for (tmp = op->inv; tmp; tmp = tmp->below)
3507     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509     return 1;
3510 elmex 1.1 return 0;
3511     }
3512    
3513     /* look at the surrounding terrain to determine
3514     * the hideability of this object. Positive levels
3515     * indicate greater hideability.
3516     */
3517    
3518 root 1.18 int
3519     hideability (object *ob)
3520     {
3521     int i, level = 0, mflag;
3522     sint16 x, y;
3523    
3524     if (!ob || !ob->map)
3525     return 0;
3526    
3527     /* so, on normal lighted maps, its hard to hide */
3528     level = ob->map->darkness - 2;
3529    
3530     /* this also picks up whether the object is glowing.
3531     * If you carry a light on a non-dark map, its not
3532     * as bad as carrying a light on a pitch dark map */
3533     if (has_carried_lights (ob))
3534     level = -(10 + (2 * ob->map->darkness));
3535    
3536     /* scan through all nearby squares for terrain to hide in */
3537     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3538     {
3539     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3540     if (mflag & P_OUT_OF_MAP)
3541     {
3542     continue;
3543     }
3544     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3545     level += 2;
3546     else /* open terrain! */
3547     level -= 1;
3548 elmex 1.1 }
3549 root 1.18
3550 elmex 1.1 #if 0
3551 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3552 elmex 1.1 #endif
3553 root 1.18 return level;
3554 elmex 1.1 }
3555    
3556     /* For Hidden creatures - a chance of becoming 'unhidden'
3557     * every time they move - as we subtract off 'invisibility'
3558     * AND, for players, if they move into a ridiculously unhideable
3559     * spot (surrounded by clear terrain in broad daylight). -b.t.
3560     */
3561    
3562 root 1.18 void
3563     do_hidden_move (object *op)
3564     {
3565     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3566     object *skop;
3567    
3568     if (!op || !op->map)
3569     return;
3570    
3571     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572    
3573     /* its *extremely* hard to run and sneak/hide at the same time! */
3574     if (op->type == PLAYER && op->contr->run_on)
3575     {
3576     if (!skop || num >= skop->level)
3577     {
3578     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3579     make_visible (op);
3580     return;
3581     }
3582     else
3583     num += 20;
3584 elmex 1.1 }
3585 root 1.18 num += op->map->difficulty;
3586     hide = hideability (op); /* modify by terrain hidden level */
3587     num -= hide;
3588     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589     {
3590     make_visible (op);
3591     if (op->type == PLAYER)
3592     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3593 elmex 1.1 }
3594 root 1.18 else if (op->type == PLAYER && skop)
3595     {
3596     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3597 elmex 1.1 }
3598     }
3599    
3600     /* determine if who is standing near a hostile creature. */
3601    
3602 root 1.18 int
3603     stand_near_hostile (object *who)
3604     {
3605     object *tmp = NULL;
3606     int i, friendly = 0, player = 0, mflags;
3607     mapstruct *m;
3608     sint16 x, y;
3609    
3610     if (!who)
3611     return 0;
3612    
3613     if (who->type == PLAYER)
3614     player = 1;
3615    
3616     else
3617     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3618    
3619     /* search adjacent squares */
3620     for (i = 1; i < 9; i++)
3621     {
3622     x = who->x + freearr_x[i];
3623     y = who->y + freearr_y[i];
3624     m = who->map;
3625     mflags = get_map_flags (m, &m, x, y, &x, &y);
3626     /* space must be blocked if there is a monster. If not
3627     * blocked, don't need to check this space.
3628     */
3629     if (mflags & P_OUT_OF_MAP)
3630     continue;
3631     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632     continue;
3633    
3634     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3635     {
3636     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637     return 1;
3638     else if (tmp->type == PLAYER)
3639     {
3640     /*don't let a hidden DM prevent you from hiding */
3641     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3642 root 1.11 return 1;
3643 root 1.18 }
3644 root 1.11 }
3645 elmex 1.1 }
3646 root 1.18 return 0;
3647 elmex 1.1 }
3648    
3649     /* check the player los field for viewability of the
3650     * object op. This function works fine for monsters,
3651     * but we dont worry if the object isnt the top one in
3652     * a pile (say a coin under a table would return "viewable"
3653     * by this routine). Another question, should we be
3654     * concerned with the direction the player is looking
3655     * in? Realistically, most of use cant see stuff behind
3656     * our backs...on the other hand, does the "facing" direction
3657     * imply the way your head, or body is facing? Its possible
3658     * for them to differ. Sigh, this fctn could get a bit more complex.
3659     * -b.t.
3660     * This function is now map tiling safe.
3661     */
3662    
3663 root 1.18 int
3664     player_can_view (object *pl, object *op)
3665     {
3666     rv_vector rv;
3667     int dx, dy;
3668    
3669     if (pl->type != PLAYER)
3670     {
3671     LOG (llevError, "player_can_view() called for non-player object\n");
3672     return -1;
3673 elmex 1.1 }
3674 root 1.18 if (!pl || !op)
3675 elmex 1.1 return 0;
3676 root 1.18
3677     if (op->head)
3678     {
3679     op = op->head;
3680     }
3681     get_rangevector (pl, op, &rv, 0x1);
3682    
3683     /* starting with the 'head' part, lets loop
3684     * through the object and find if it has any
3685     * part that is in the los array but isnt on
3686     * a blocked los square.
3687     * we use the archetype to figure out offsets.
3688     */
3689     while (op)
3690     {
3691     dx = rv.distance_x + op->arch->clone.x;
3692     dy = rv.distance_y + op->arch->clone.y;
3693    
3694     /* only the viewable area the player sees is updated by LOS
3695     * code, so we need to restrict ourselves to that range of values
3696     * for any meaningful values.
3697     */
3698     if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3699     FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3700     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3701     return 1;
3702     op = op->more;
3703     }
3704     return 0;
3705 elmex 1.1 }
3706    
3707     /* routine for both players and monsters. We call this when
3708     * there is a possibility for our action distrubing our hiding
3709     * place or invisiblity spell. Artefact invisiblity is not
3710     * effected by this. If we arent invisible to begin with, we
3711     * return 0.
3712     */
3713 root 1.18 int
3714     action_makes_visible (object *op)
3715     {
3716    
3717     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3718     {
3719     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3720     return 0;
3721    
3722     if (op->contr && op->contr->tmp_invis == 0)
3723     return 0;
3724 elmex 1.1
3725 root 1.18 /* If monsters, they should become visible */
3726     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3727     {
3728     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3729     return 1;
3730 root 1.11 }
3731 elmex 1.1 }
3732 root 1.18 return 0;
3733 elmex 1.1 }
3734    
3735     /* op_on_battleground - checks if the given object op (usually
3736     * a player) is standing on a valid battleground-tile,
3737     * function returns TRUE/FALSE. If true x, y returns the battleground
3738     * -exit-coord. (and if x, y not NULL)
3739     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3740     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3741     * Default is to do the same as before, so only people wanting to have different points need worry about this
3742     */
3743 root 1.18 int
3744     op_on_battleground (object *op, int *x, int *y)
3745     {
3746 elmex 1.1 object *tmp;
3747 root 1.18
3748 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3749     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3750     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3751     * and the exit-coordinates sp/hp must both be > 0.
3752     * => The intention here is to prevent abuse of the battleground-
3753     * feature (like pickable or hidden battleground tiles). */
3754 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3755     {
3756     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3757     {
3758     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3759     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3760     {
3761     /*before we assign the exit, check if this is a teambattle */
3762     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3763     {
3764     object *invtmp;
3765    
3766     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3767     {
3768     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3769     {
3770     if (x != NULL && y != NULL)
3771     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3772     return 1;
3773     }
3774     }
3775     }
3776     if (x != NULL && y != NULL)
3777     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3778     return 1;
3779     }
3780     }
3781 elmex 1.1 }
3782     /* If we got here, did not find a battleground */
3783     return 0;
3784     }
3785    
3786     /*
3787     * When a dragon-player gains a new stage of evolution,
3788     * he gets some treasure
3789     *
3790     * attributes:
3791     * object *who the dragon player
3792     * int atnr the attack-number of the ability focus
3793     * int level ability level
3794     */
3795 root 1.18 void
3796     dragon_ability_gain (object *who, int atnr, int level)
3797     {
3798     treasurelist *trlist = NULL; /* treasurelist */
3799     treasure *tr; /* treasure */
3800     object *tmp, *skop; /* tmp. object */
3801     object *item; /* treasure object */
3802     char buf[MAX_BUF]; /* tmp. string buffer */
3803     int i = 0, j = 0;
3804    
3805     /* get the appropriate treasurelist */
3806     if (atnr == ATNR_FIRE)
3807     trlist = find_treasurelist ("dragon_ability_fire");
3808     else if (atnr == ATNR_COLD)
3809     trlist = find_treasurelist ("dragon_ability_cold");
3810     else if (atnr == ATNR_ELECTRICITY)
3811     trlist = find_treasurelist ("dragon_ability_elec");
3812     else if (atnr == ATNR_POISON)
3813     trlist = find_treasurelist ("dragon_ability_poison");
3814    
3815     if (trlist == NULL || who->type != PLAYER)
3816     return;
3817    
3818     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3819    
3820     if (tr == NULL || tr->item == NULL)
3821     {
3822     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3823     return;
3824 elmex 1.1 }
3825    
3826 root 1.18 /* everything seems okay - now bring on the gift: */
3827     item = &(tr->item->clone);
3828 elmex 1.1
3829 root 1.18 if (item->type == SPELL)
3830     {
3831     if (check_spell_known (who, item->name))
3832 root 1.11 return;
3833 root 1.18
3834     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3835     do_learn_spell (who, item, 0);
3836     return;
3837 elmex 1.1 }
3838    
3839 root 1.18 /* grant direct spell */
3840     if (item->type == SPELLBOOK)
3841     {
3842     if (!item->inv)
3843     {
3844     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3845     return;
3846     }
3847     if (check_spell_known (who, item->inv->name))
3848     return;
3849     if (item->invisible)
3850     {
3851     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3852     do_learn_spell (who, item->inv, 0);
3853     return;
3854 root 1.11 }
3855 root 1.18 }
3856     else if (item->type == SKILL_TOOL && item->invisible)
3857     {
3858     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3859     {
3860    
3861     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3862     * in this way, if the player is missing any of the attacktypes, he gets
3863     * them. As it is now, if the player has any that match the granted skill,
3864     * but not all of them, he gets nothing.
3865     */
3866     if (!(skop->attacktype & item->attacktype))
3867     {
3868     /* Give new attacktype */
3869     skop->attacktype |= item->attacktype;
3870    
3871     /* always add physical if there's none */
3872     skop->attacktype |= AT_PHYSICAL;
3873    
3874     if (item->msg != NULL)
3875     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3876    
3877     /* Give player new face */
3878     if (item->animation_id)
3879     {
3880     who->face = skop->face;
3881     who->animation_id = item->animation_id;
3882     who->anim_speed = item->anim_speed;
3883     who->last_anim = 0;
3884     who->state = 0;
3885     animate_object (who, who->direction);
3886     }
3887     }
3888 root 1.11 }
3889 elmex 1.1 }
3890 root 1.18 else if (item->type == FORCE)
3891     {
3892     /* forces in the treasurelist can alter the player's stats */
3893     object *skin;
3894 elmex 1.1
3895 root 1.18 /* first get the dragon skin force */
3896     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3897     if (skin == NULL)
3898     return;
3899    
3900     /* adding new spellpath attunements */
3901     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902     {
3903     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3904    
3905     /* print message */
3906     sprintf (buf, "You feel attuned to ");
3907     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3908     {
3909     if (item->path_attuned & (1 << i))
3910     {
3911     if (j)
3912     strcat (buf, " and ");
3913     else
3914     j = 1;
3915     strcat (buf, spellpathnames[i]);
3916     }
3917     }
3918     strcat (buf, ".");
3919     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3920     }
3921    
3922     /* evtl. adding flags: */
3923     if (QUERY_FLAG (item, FLAG_XRAYS))
3924     SET_FLAG (skin, FLAG_XRAYS);
3925     if (QUERY_FLAG (item, FLAG_STEALTH))
3926     SET_FLAG (skin, FLAG_STEALTH);
3927     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3928     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3929    
3930     /* print message if there is one */
3931     if (item->msg != NULL)
3932     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3933     }
3934     else
3935     {
3936     /* generate misc. treasure */
3937     tmp = arch_to_object (tr->item);
3938     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3939     tmp = insert_ob_in_ob (tmp, who);
3940     if (who->type == PLAYER)
3941     esrv_send_item (who, tmp);
3942 elmex 1.1 }
3943     }
3944    
3945     /**
3946     * Unready an object for a player. This function does nothing if the object was
3947     * not readied.
3948     */
3949 root 1.18 void
3950     player_unready_range_ob (player *pl, object *ob)
3951     {
3952     rangetype i;
3953 elmex 1.1
3954 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3955     {
3956     if (pl->ranges[i] == ob)
3957     {
3958     pl->ranges[i] = NULL;
3959     if (pl->shoottype == i)
3960     {
3961     pl->shoottype = range_none;
3962 elmex 1.1 }
3963     }
3964     }
3965     }