ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.23
Committed: Thu Sep 14 22:34:04 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +1 -1 lines
Log Message:
indent

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.23 The author can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25 root 1.18 #ifndef WIN32 /* ---win32 remove headers */
26     # include <pwd.h>
27 elmex 1.1 #endif
28     #ifndef __CEXTRACT__
29 root 1.18 # include <sproto.h>
30 elmex 1.1 #endif
31     #include <sounds.h>
32     #include <living.h>
33     #include <object.h>
34     #include <spells.h>
35     #include <skills.h>
36     #include <newclient.h>
37    
38     #ifdef COZY_SERVER
39     extern int same_party (partylist *a, partylist *b);
40     #endif
41    
42 root 1.18 player *
43     find_player (const char *plname)
44 elmex 1.1 {
45     player *pl;
46 root 1.18
47     for (pl = first_player; pl != NULL; pl = pl->next)
48     {
49     if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 elmex 1.1 return pl;
51 root 1.18 };
52 elmex 1.1 return NULL;
53     }
54    
55 root 1.18 player *
56     find_player_partial_name (const char *plname)
57     {
58     player *pl;
59     player *found = NULL;
60     size_t namelen = strlen (plname);
61    
62     for (pl = first_player; pl != NULL; pl = pl->next)
63 elmex 1.1 {
64 root 1.18 if ((size_t) strlen (pl->ob->name) < namelen)
65     continue;
66 elmex 1.1
67 root 1.18 if (!strcmp (pl->ob->name, plname))
68     return pl;
69 elmex 1.1
70 root 1.18 if (!strncasecmp (pl->ob->name, plname, namelen))
71     {
72     if (found)
73     return NULL;
74 elmex 1.1
75 root 1.18 found = pl;
76 elmex 1.1 }
77     }
78 root 1.18 return found;
79     }
80    
81     void
82     display_motd (const object *op)
83     {
84     char buf[MAX_BUF];
85     char motd[HUGE_BUF];
86     FILE *fp;
87     int comp;
88     int size;
89 elmex 1.1
90 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92     {
93     return;
94 elmex 1.1 }
95 root 1.18 motd[0] = '\0';
96     size = 0;
97     while (fgets (buf, MAX_BUF, fp) != NULL)
98     {
99     if (*buf == '#')
100     continue;
101     strncat (motd + size, buf, HUGE_BUF - size);
102     size += strlen (buf);
103 elmex 1.1 }
104 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105     close_and_delete (fp, comp);
106 elmex 1.1 }
107    
108 root 1.18 void
109     send_rules (const object *op)
110     {
111     char buf[MAX_BUF];
112     char rules[HUGE_BUF];
113     FILE *fp;
114     int comp;
115     int size;
116    
117     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119     {
120     return;
121 elmex 1.1 }
122 root 1.18 rules[0] = '\0';
123     size = 0;
124     while (fgets (buf, MAX_BUF, fp) != NULL)
125     {
126     if (*buf == '#')
127 elmex 1.1 continue;
128 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
129     {
130     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 elmex 1.1 break;
132 root 1.18 }
133     strncat (rules + size, buf, HUGE_BUF - size);
134     size += strlen (buf);
135 elmex 1.1 }
136 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137     close_and_delete (fp, comp);
138 elmex 1.1 }
139    
140 root 1.18 void
141     send_news (const object *op)
142     {
143     char buf[MAX_BUF];
144     char news[HUGE_BUF];
145     char subject[MAX_BUF];
146     FILE *fp;
147     int comp;
148     int size;
149    
150     sprintf (buf, "%s/%s", settings.confdir, settings.news);
151     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152     return;
153     news[0] = '\0';
154     subject[0] = '\0';
155     size = 0;
156     while (fgets (buf, MAX_BUF, fp) != NULL)
157     {
158     if (*buf == '#')
159     continue;
160     if (*buf == '%')
161     { /* send one news */
162     if (size > 0)
163     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 */
164     strcpy (subject, buf + 1);
165     strip_endline (subject);
166     size = 0;
167     news[0] = '\0';
168     }
169     else
170     {
171     if (size + strlen (buf) >= HUGE_BUF)
172     {
173     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 elmex 1.1 break;
175 root 1.18 }
176     strncat (news + size, buf, HUGE_BUF - size);
177     size += strlen (buf);
178     }
179 elmex 1.1 }
180 root 1.18
181     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183     close_and_delete (fp, comp);
184 elmex 1.1 }
185    
186 root 1.18 int
187     playername_ok (const char *cp)
188     {
189     /* Don't allow - or _ as first character in the name */
190     if (*cp == '-' || *cp == '_')
191     return 0;
192 elmex 1.1
193 root 1.18 for (; *cp != '\0'; cp++)
194     if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195     return 0;
196     return 1;
197 elmex 1.1 }
198    
199     /* This no longer sets the player map. Also, it now updates
200     * all the pointers so the caller doesn't need to do that.
201     * Caller is responsible for setting the correct map.
202     */
203    
204     /* Redo this to do both get_player_ob and get_player.
205     * Hopefully this will be less bugfree and simpler.
206     * Returns the player structure. If 'p' is null,
207     * we create a new one. Otherwise, we recycle
208     * the one that is passed.
209     */
210 root 1.15 static player *
211 root 1.18 get_player (player *p)
212 root 1.15 {
213     object *op = arch_to_object (get_player_archetype (NULL));
214     int i;
215    
216     if (!p)
217     {
218     p = new player;
219    
220     /* This adds the player in the linked list. There is extra
221     * complexity here because we want to add the new player at the
222     * end of the list - there is in fact no compelling reason that
223     * that needs to be done except for things like output of
224     * 'who'.
225     */
226     player *tmp = first_player;
227 root 1.18
228 root 1.15 while (tmp != NULL && tmp->next != NULL)
229 root 1.18 tmp = tmp->next;
230 root 1.15 if (tmp != NULL)
231 root 1.18 tmp->next = p;
232 root 1.15 else
233 root 1.18 first_player = p;
234 elmex 1.1
235 root 1.15 p->next = NULL;
236 elmex 1.1 }
237    
238 root 1.15 /* Clears basically the entire player structure except
239     * for next and socket.
240     */
241 root 1.16 p->clear ();
242 root 1.15
243     /* There are some elements we want initialized to non zero value -
244     * we deal with that below this point.
245     */
246     p->party = NULL;
247 root 1.18 p->outputs_sync = 16; /* Every 2 seconds */
248     p->outputs_count = 8; /* Keeps present behaviour */
249 root 1.15 p->unapply = unapply_nochoice;
250     p->Swap_First = -1;
251 elmex 1.1
252     #ifdef AUTOSAVE
253 root 1.15 p->last_save_tick = 9999999;
254 elmex 1.1 #endif
255 root 1.15
256 root 1.18 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257 root 1.15
258 root 1.18 op->contr = p; /* this aren't yet in archetype */
259 root 1.15 p->ob = op;
260     op->speed_left = 0.5;
261     op->speed = 1.0;
262 root 1.18 op->direction = 5; /* So player faces south */
263 root 1.15 op->stats.wc = 2;
264 root 1.18 op->run_away = 25; /* Then we panick... */
265     p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266 root 1.15
267     roll_stats (op);
268     p->state = ST_ROLL_STAT;
269     clear_los (op);
270    
271     p->gen_sp_armour = 10;
272     p->last_speed = -1;
273     p->shoottype = range_none;
274     p->bowtype = bow_normal;
275     p->petmode = pet_normal;
276     p->listening = 10;
277     p->usekeys = containers;
278     p->last_weapon_sp = -1;
279 root 1.18 p->peaceful = 1; /* default peaceful */
280 root 1.15 p->do_los = 1;
281     p->explore = 0;
282 root 1.18 p->no_shout = 0; /* default can shout */
283 root 1.15
284 root 1.21 assign (p->title, op->arch->clone.name);
285 root 1.15 op->race = op->arch->clone.race;
286    
287     CLEAR_FLAG (op, FLAG_READY_SKILL);
288    
289     /* we need to clear these to -1 and not zero - otherwise,
290     * if a player quits and starts a new character, we wont
291     * send new values to the client, as things like exp start
292     * at zero.
293     */
294     for (i = 0; i < NUM_SKILLS; i++)
295     {
296     p->last_skill_exp[i] = -1;
297     p->last_skill_ob[i] = NULL;
298     }
299     for (i = 0; i < NROFATTACKS; i++)
300     {
301     p->last_resist[i] = -1;
302     }
303     p->last_stats.exp = -1;
304     p->last_weight = (uint32) - 1;
305    
306     p->socket.update_look = 0;
307     p->socket.look_position = 0;
308     return p;
309 elmex 1.1 }
310    
311     /* This loads the first map an puts the player on it. */
312 root 1.18 static void
313     set_first_map (object *op)
314 elmex 1.1 {
315 root 1.18 strcpy (op->contr->maplevel, first_map_path);
316     op->x = -1;
317     op->y = -1;
318     enter_exit (op, NULL);
319 elmex 1.1 }
320    
321     /* Tries to add player on the connection passwd in ns.
322     * All we can really get in this is some settings like host and display
323     * mode.
324     */
325    
326 root 1.18 int
327     add_player (NewSocket * ns)
328     {
329     player *p;
330    
331     p = get_player (NULL);
332     p->socket = *ns;
333     p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334     if (p->socket.faces_sent == NULL)
335     fatal (OUT_OF_MEMORY);
336     memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337     /* Needed because the socket we just copied over needs to be cleared.
338     * Note that this can result in a client reset if there is partial data
339     * on the uncoming socket.
340     */
341     p->socket.inbuf.len = 0;
342     set_first_map (p->ob);
343 elmex 1.1
344 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345     add_friendly_object (p->ob);
346     send_rules (p->ob);
347     send_news (p->ob);
348     display_motd (p->ob);
349     get_name (p->ob);
350     return 0;
351 elmex 1.1 }
352    
353     /*
354     * get_player_archetype() return next player archetype from archetype
355     * list. Not very efficient routine, but used only creating new players.
356     * Note: there MUST be at least one player archetype!
357     */
358 root 1.18 archetype *
359     get_player_archetype (archetype *at)
360 elmex 1.1 {
361 root 1.18 archetype *start = at;
362    
363     for (;;)
364     {
365     if (at == NULL || at->next == NULL)
366     at = first_archetype;
367     else
368     at = at->next;
369     if (at->clone.type == PLAYER)
370     return at;
371     if (at == start)
372     {
373     LOG (llevError, "No Player archetypes\n");
374     exit (-1);
375 root 1.11 }
376 elmex 1.1 }
377     }
378    
379    
380 root 1.18 object *
381     get_nearest_player (object *mon)
382     {
383     object *op = NULL;
384     player *pl = NULL;
385     objectlink *ol;
386     unsigned lastdist;
387     rv_vector rv;
388    
389     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
390     {
391     /* We should not find free objects on this friendly list, but it
392     * does periodically happen. Given that, lets deal with it.
393     * While unlikely, it is possible the next object on the friendly
394     * list is also free, so encapsulate this in a while loop.
395     */
396     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
397     {
398     object *tmp = ol->ob;
399    
400     /* Can't do much more other than log the fact, because the object
401     * itself will have been cleared.
402     */
403     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
404     ol = ol->next;
405     remove_friendly_object (tmp);
406     if (!ol)
407     return op;
408     }
409 root 1.11
410 root 1.18 /* Remove special check for player from this. First, it looks to cause
411     * some crashes (ol->ob->contr not set properly?), but secondly, a more
412     * complicated method of state checking would be needed in any case -
413     * as it was, a clever player could type quit, and the function would
414     * skip them over while waiting for confirmation. Remove
415     * on_same_map check, as can_detect_enemy also does this
416     */
417     if (!can_detect_enemy (mon, ol->ob, &rv))
418     continue;
419 root 1.11
420 root 1.18 if (lastdist > rv.distance)
421     {
422     op = ol->ob;
423     lastdist = rv.distance;
424 root 1.11 }
425 elmex 1.1 }
426 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
427     {
428     if (can_detect_enemy (mon, pl->ob, &rv))
429     {
430 elmex 1.1
431 root 1.18 if (lastdist > rv.distance)
432     {
433     op = pl->ob;
434     lastdist = rv.distance;
435 root 1.11 }
436     }
437 elmex 1.1 }
438     #if 0
439 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440 elmex 1.1 #endif
441 root 1.18 return op;
442 elmex 1.1 }
443    
444     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
445     * result in a monster paths backtracking. It basically determines how large a
446     * detour a monster will take from the direction path when looking
447     * for a path to the player. The values are in the amount of direction
448     * the deviation is
449     */
450     #define DETOUR_AMOUNT 2
451    
452     /* This is used to prevent infinite loops. Consider a case where the
453     * player is in a chamber (with gate closed), and monsters are outside.
454     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
455     * find a path into the chamber. This is a good thing, but since there
456     * is no real path, it will just keep circling the chamber for
457     * ever (this could be a nice effect for monsters, but not for the function
458     * to get stuck in. I think for the monsters, if max is reached and
459     * we return the first direction the creature could move would result in the
460     * circling behaviour. Unfortunately, this function is also used to determined
461     * if the creature should cast a spell, so returning a direction in that case
462     * is probably not a good thing.
463     */
464     #define MAX_SPACES 50
465    
466    
467     /*
468     * Returns the direction to the player, if valid. Returns 0 otherwise.
469     * modified to verify there is a path to the player. Does this by stepping towards
470     * player and if path is blocked then see if blockage is close enough to player that
471     * direction to player is changed (ie zig or zag). Continue zig zag until either
472     * reach player or path is blocked. Thus, will only return true if there is a free
473     * path to player. Though path may not be a straight line. Note that it will find
474     * player hiding along a corridor at right angles to the corridor with the monster.
475     *
476     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
477     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
478     * down corriders.
479     * 2) I think the old code was broken if the first direction the monster
480     * should move was blocked - the code would store the first direction without
481     * verifying that the player can actually move in that direction. The new
482     * code does not store anything in firstdir until we have verified that the
483     * monster can in fact move one space in that direction.
484     * 3) I'm not sure how good this code will be for moving multipart monsters,
485     * since only simple checks to blocked are being called, which could mean the monster
486     * is blocking itself.
487     */
488 root 1.18 int
489     path_to_player (object *mon, object *pl, unsigned mindiff)
490     {
491     rv_vector rv;
492     sint16 x, y;
493     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494     mapstruct *m, *lastmap;
495    
496     get_rangevector (mon, pl, &rv, 0);
497    
498     if (rv.distance < mindiff)
499     return 0;
500    
501     x = mon->x;
502     y = mon->y;
503     m = mon->map;
504     dir = rv.direction;
505     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
507     /* If we can't solve it within the search distance, return now. */
508     if (diff > max)
509     return 0;
510     while (diff > 1 && max > 0)
511     {
512     lastx = x;
513     lasty = y;
514     lastmap = m;
515     x = lastx + freearr_x[dir];
516     y = lasty + freearr_y[dir];
517    
518     mflags = get_map_flags (m, &m, x, y, &x, &y);
519     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
520    
521     /* Space is blocked - try changing direction a little */
522     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
523     && (m == mon->map && blocked_link (mon, m, x, y))))
524     {
525     /* recalculate direction from last good location. Possible
526     * we were not traversing ideal location before.
527     */
528     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
529     if (rv.direction != dir)
530     {
531     /* OK - says direction should be different - lets reset the
532     * the values so it will try again.
533     */
534     x = lastx;
535     y = lasty;
536     m = lastmap;
537     dir = firstdir = rv.direction;
538     }
539     else
540     {
541     /* direct path is blocked - try taking a side step to
542     * either the left or right.
543     * Note increase the values in the loop below to be
544     * more than -1/1 respectively will mean the monster takes
545     * bigger detour. Have to be careful about these values getting
546     * too big (3 or maybe 4 or higher) as the monster may just try
547     * stepping back and forth
548     */
549     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
550     {
551     if (i == 0)
552     continue; /* already did this, so skip it */
553     /* Use lastdir here - otherwise,
554     * since the direction that the creature should move in
555     * may change, you could get infinite loops.
556     * ie, player is northwest, but monster can only
557     * move west, so it does that. It goes some distance,
558     * gets blocked, finds that it should move north,
559     * can't do that, but now finds it can move east, and
560     * gets back to its original point. lastdir contains
561     * the last direction the creature has successfully
562     * moved.
563     */
564    
565     x = lastx + freearr_x[absdir (lastdir + i)];
566     y = lasty + freearr_y[absdir (lastdir + i)];
567     m = lastmap;
568     mflags = get_map_flags (m, &m, x, y, &x, &y);
569     if (mflags & P_OUT_OF_MAP)
570     continue;
571     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
572     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
573     continue;
574     if (mflags & P_BLOCKSVIEW)
575     continue;
576    
577     if (m == mon->map && blocked_link (mon, m, x, y))
578     break;
579     }
580     /* go through entire loop without finding a valid
581     * sidestep to take - thus, no valid path.
582     */
583     if (i == (DETOUR_AMOUNT + 1))
584     return 0;
585     diff--;
586     lastdir = dir;
587     max--;
588     if (!firstdir)
589     firstdir = dir + i;
590     } /* else check alternate directions */
591     } /* if blocked */
592     else
593     {
594     /* we moved towards creature, so diff is less */
595     diff--;
596     max--;
597     lastdir = dir;
598     if (!firstdir)
599     firstdir = dir;
600     }
601     if (diff <= 1)
602     {
603     /* Recalculate diff (distance) because we may not have actually
604     * headed toward player for entire distance.
605     */
606     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
608     }
609     if (diff > max)
610     return 0;
611     }
612     /* If we reached the max, didn't find a direction in time */
613     if (!max)
614     return 0;
615    
616     return firstdir;
617     }
618    
619     void
620     give_initial_items (object *pl, treasurelist * items)
621     {
622     object *op, *next = NULL;
623    
624     if (pl->randomitems != NULL)
625     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
626    
627     for (op = pl->inv; op; op = next)
628     {
629     next = op->below;
630    
631     /* Forces get applied per default, unless they have the
632     * flag "neutral" set. Sorry but I can't think of a better way
633     */
634     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
635     SET_FLAG (op, FLAG_APPLIED);
636    
637     /* we never give weapons/armour if these cannot be used
638     * by this player due to race restrictions
639     */
640     if (pl->type == PLAYER)
641     {
642     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
643     (op->type == ARMOUR || op->type == BOOTS ||
644     op->type == CLOAK || op->type == HELMET ||
645     op->type == SHIELD || op->type == GLOVES ||
646     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647     {
648     remove_ob (op);
649     free_object (op);
650     continue;
651     }
652 root 1.11 }
653    
654 root 1.18 /* This really needs to be better - we should really give
655     * a substitute spellbook. The problem is that we don't really
656     * have a good idea what to replace it with (need something like
657     * a first level treasurelist for each skill.)
658     * remove duplicate skills also
659     */
660     if (op->type == SPELLBOOK || op->type == SKILL)
661     {
662     object *tmp;
663 elmex 1.1
664 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
665     if (tmp->type == op->type && tmp->name == op->name)
666     break;
667 root 1.11
668 root 1.18 if (tmp)
669     {
670     remove_ob (op);
671     free_object (op);
672     LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673     continue;
674 root 1.11 }
675 root 1.18 if (op->nrof > 1)
676     op->nrof = 1;
677 root 1.11 }
678 elmex 1.1
679 root 1.18 if (op->type == SPELLBOOK && op->inv)
680     {
681     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 root 1.11 }
683    
684 root 1.18 /* Give starting characters identified, uncursed, and undamned
685     * items. Just don't identify gold or silver, or it won't be
686     * merged properly.
687     */
688     if (need_identify (op))
689     {
690     SET_FLAG (op, FLAG_IDENTIFIED);
691     CLEAR_FLAG (op, FLAG_CURSED);
692     CLEAR_FLAG (op, FLAG_DAMNED);
693     }
694     if (op->type == SPELL)
695     {
696     remove_ob (op);
697     free_object (op);
698     continue;
699     }
700     else if (op->type == SKILL)
701     {
702     SET_FLAG (op, FLAG_CAN_USE_SKILL);
703     op->stats.exp = 0;
704     op->level = 1;
705 root 1.11 }
706 root 1.18 /* lock all 'normal items by default */
707     else
708     SET_FLAG (op, FLAG_INV_LOCKED);
709     } /* for loop of objects in player inv */
710    
711     /* Need to set up the skill pointers */
712     link_player_skills (pl);
713     }
714    
715     void
716     get_name (object *op)
717     {
718     op->contr->write_buf[0] = '\0';
719     op->contr->state = ST_GET_NAME;
720     send_query (&op->contr->socket, 0, "What is your name?\n:");
721     }
722    
723     void
724     get_password (object *op)
725     {
726     op->contr->write_buf[0] = '\0';
727     op->contr->state = ST_GET_PASSWORD;
728     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729     }
730    
731     void
732     play_again (object *op)
733     {
734     op->contr->state = ST_PLAY_AGAIN;
735     op->chosen_skill = NULL;
736     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737     /* a bit of a hack, but there are various places early in th
738     * player creation process that a user can quit (eg, roll
739     * stats) that isn't removing the player. Taking a quick
740     * look, there are many places that call play_again without
741     * removing the player - it probably makes more sense
742     * to leave it to play_again to remove the object in all
743     * cases.
744     */
745     if (!QUERY_FLAG (op, FLAG_REMOVED))
746     remove_ob (op);
747     /* Need to set this to null - otherwise, it could point to garbage,
748     * and draw() doesn't check to see if the player is removed, only if
749     * the map is null or not swapped out.
750     */
751     op->map = NULL;
752     }
753    
754     int
755     receive_play_again (object *op, char key)
756     {
757     if (key == 'q' || key == 'Q')
758     {
759     remove_friendly_object (op);
760     leave (op->contr, 0); /* ericserver will draw the message */
761     return 2;
762     }
763     else if (key == 'a' || key == 'A')
764     {
765     player *pl = op->contr;
766     shstr name = op->name;
767    
768 root 1.19 op->contr = 0;
769     op->type = 0;
770     op->free (1);
771 root 1.18 pl = get_player (pl);
772     op = pl->ob;
773     add_friendly_object (op);
774     op->contr->password[0] = '~';
775     op->name = op->name_pl = 0;
776     /* Lets put a space in here */
777     new_draw_info (NDI_UNIQUE, 0, op, "\n");
778     get_name (op);
779     op->name = op->name_pl = name;
780     set_first_map (op);
781     }
782     else
783 root 1.19 /* user pressed something else so just ask again... */
784     play_again (op);
785    
786 root 1.18 return 0;
787 elmex 1.1 }
788    
789 root 1.18 void
790     confirm_password (object *op)
791     {
792 elmex 1.1
793 root 1.18 op->contr->write_buf[0] = '\0';
794     op->contr->state = ST_CONFIRM_PASSWORD;
795     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796 elmex 1.1 }
797    
798 root 1.18 void
799     get_party_password (object *op, partylist *party)
800     {
801     if (party == NULL)
802     {
803     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804     return;
805 elmex 1.1 }
806 root 1.18 op->contr->write_buf[0] = '\0';
807     op->contr->state = ST_GET_PARTY_PASSWORD;
808     op->contr->party_to_join = party;
809     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810 elmex 1.1 }
811    
812    
813     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814 root 1.18 int
815     roll_stat (void)
816     {
817     int a[4], i, j, k;
818    
819     for (i = 0; i < 4; i++)
820     a[i] = (int) RANDOM () % 6 + 1;
821    
822     for (i = 0, j = 0, k = 7; i < 4; i++)
823     if (a[i] < k)
824     k = a[i], j = i;
825    
826     for (i = 0, k = 0; i < 4; i++)
827     {
828     if (i != j)
829     k += a[i];
830     }
831     return k;
832     }
833    
834     void
835     roll_stats (object *op)
836     {
837     int sum = 0;
838     int i = 0, j = 0;
839     int statsort[7];
840    
841     do
842     {
843     op->stats.Str = roll_stat ();
844     op->stats.Dex = roll_stat ();
845     op->stats.Int = roll_stat ();
846     op->stats.Con = roll_stat ();
847     op->stats.Wis = roll_stat ();
848     op->stats.Pow = roll_stat ();
849     op->stats.Cha = roll_stat ();
850     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851     }
852     while (sum < 82 || sum > 116);
853    
854     /* Sort the stats so that rerolling is easier... */
855     statsort[0] = op->stats.Str;
856     statsort[1] = op->stats.Dex;
857     statsort[2] = op->stats.Int;
858     statsort[3] = op->stats.Con;
859     statsort[4] = op->stats.Wis;
860     statsort[5] = op->stats.Pow;
861     statsort[6] = op->stats.Cha;
862    
863     /* a quick and dirty bubblesort? */
864     do
865     {
866     if (statsort[i] < statsort[i + 1])
867     {
868     j = statsort[i];
869     statsort[i] = statsort[i + 1];
870     statsort[i + 1] = j;
871     i = 0;
872     }
873     else
874     {
875     i++;
876     }
877     }
878     while (i < 6);
879    
880     op->stats.Str = statsort[0];
881     op->stats.Dex = statsort[1];
882     op->stats.Con = statsort[2];
883     op->stats.Int = statsort[3];
884     op->stats.Wis = statsort[4];
885     op->stats.Pow = statsort[5];
886     op->stats.Cha = statsort[6];
887    
888    
889     op->contr->orig_stats.Str = op->stats.Str;
890     op->contr->orig_stats.Dex = op->stats.Dex;
891     op->contr->orig_stats.Int = op->stats.Int;
892     op->contr->orig_stats.Con = op->stats.Con;
893     op->contr->orig_stats.Wis = op->stats.Wis;
894     op->contr->orig_stats.Pow = op->stats.Pow;
895     op->contr->orig_stats.Cha = op->stats.Cha;
896    
897     op->level = 1;
898     op->stats.exp = 0;
899     op->stats.ac = 0;
900    
901     op->contr->levhp[1] = 9;
902     op->contr->levsp[1] = 6;
903     op->contr->levgrace[1] = 3;
904    
905     fix_player (op);
906     op->stats.hp = op->stats.maxhp;
907     op->stats.sp = op->stats.maxsp;
908     op->stats.grace = op->stats.maxgrace;
909     op->contr->orig_stats = op->stats;
910     }
911    
912     void
913     Roll_Again (object *op)
914     {
915     esrv_new_player (op->contr, 0);
916     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917     "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918     }
919 elmex 1.1
920 root 1.18 void
921     Swap_Stat (object *op, int Swap_Second)
922     {
923     signed char tmp;
924     char buf[MAX_BUF];
925 elmex 1.1
926 root 1.18 if (op->contr->Swap_First == -1)
927     {
928     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931     return;
932 elmex 1.1 }
933    
934 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935 elmex 1.1
936 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937 elmex 1.1
938 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939 elmex 1.1
940 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941     new_draw_info (NDI_UNIQUE, 0, op, buf);
942     op->stats.Str = op->contr->orig_stats.Str;
943     op->stats.Dex = op->contr->orig_stats.Dex;
944     op->stats.Con = op->contr->orig_stats.Con;
945     op->stats.Int = op->contr->orig_stats.Int;
946     op->stats.Wis = op->contr->orig_stats.Wis;
947     op->stats.Pow = op->contr->orig_stats.Pow;
948     op->stats.Cha = op->contr->orig_stats.Cha;
949     op->stats.ac = 0;
950    
951     op->level = 1;
952     op->stats.exp = 0;
953     op->stats.ac = 0;
954    
955     op->contr->levhp[1] = 9;
956     op->contr->levsp[1] = 6;
957     op->contr->levgrace[1] = 3;
958    
959     fix_player (op);
960     op->stats.hp = op->stats.maxhp;
961     op->stats.sp = op->stats.maxsp;
962     op->stats.grace = op->stats.maxgrace;
963     op->contr->orig_stats = op->stats;
964     op->contr->Swap_First = -1;
965 elmex 1.1 }
966    
967    
968     /* This code has been greatly reduced, because with set_attr_value
969     * and get_attr_value, the stats can be accessed just numeric
970     * ids. stat_trans is a table that translate the number entered
971     * into the actual stat. It is needed because the order the stats
972     * are displayed in the stat window is not the same as how
973     * the number's access that stat. The table does that translation.
974     */
975 root 1.18 int
976     key_roll_stat (object *op, char key)
977 elmex 1.1 {
978 root 1.18 int keynum = key - '0';
979     char buf[MAX_BUF];
980     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981    
982     if (keynum > 0 && keynum <= 7)
983     {
984     if (op->contr->Swap_First == -1)
985     {
986     op->contr->Swap_First = stat_trans[keynum];
987     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988     new_draw_info (NDI_UNIQUE, 0, op, buf);
989 root 1.11 }
990 root 1.18 else
991     Swap_Stat (op, stat_trans[keynum]);
992 elmex 1.1
993 root 1.18 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994     return 1;
995 elmex 1.1 }
996 root 1.18 switch (key)
997     {
998 root 1.20 case 'n':
999     case 'N':
1000     {
1001     SET_FLAG (op, FLAG_WIZ);
1002     if (op->map == NULL)
1003     {
1004     LOG (llevError, "Map == NULL in state 2\n");
1005     break;
1006     }
1007 elmex 1.1
1008     #if 0
1009 root 1.20 /* So that enter_exit will put us at startx/starty */
1010     op->x = -1;
1011 elmex 1.1
1012 root 1.20 enter_exit (op, NULL);
1013 elmex 1.1 #endif
1014 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
1015     /* Enter exit adds a player otherwise */
1016     add_statbonus (op);
1017     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018     "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019     op->contr->state = ST_CHANGE_CLASS;
1020     if (op->msg)
1021     new_draw_info (NDI_BLUE, 0, op, op->msg);
1022     return 0;
1023     }
1024     case 'y':
1025     case 'Y':
1026     roll_stats (op);
1027     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028     return 1;
1029 root 1.18
1030 root 1.20 case 'q':
1031     case 'Q':
1032     play_again (op);
1033     return 1;
1034 elmex 1.1
1035 root 1.20 default:
1036     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037     return 0;
1038 elmex 1.1 }
1039 root 1.18 return 0;
1040 elmex 1.1 }
1041    
1042     /* This function takes the key that is passed, and does the
1043     * appropriate action with it (change race, or other things).
1044     * The function name is for historical reasons - now we have
1045     * separate race and class; this actually changes the RACE,
1046     * not the class.
1047     */
1048    
1049 root 1.18 int
1050     key_change_class (object *op, char key)
1051 elmex 1.1 {
1052 root 1.18 int tmp_loop;
1053 elmex 1.1
1054 root 1.18 if (key == 'q' || key == 'Q')
1055     {
1056     remove_ob (op);
1057     play_again (op);
1058 elmex 1.1 return 0;
1059     }
1060 root 1.18 if (key == 'd' || key == 'D')
1061     {
1062     char buf[MAX_BUF];
1063 elmex 1.1
1064 root 1.18 /* this must before then initial items are given */
1065     esrv_new_player (op->contr, op->weight + op->carrying);
1066     create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 elmex 1.1
1068 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1069     INVOKE_PLAYER (LOGIN, op->contr);
1070 elmex 1.1
1071 root 1.18 op->contr->state = ST_PLAYING;
1072 root 1.11
1073 root 1.18 if (op->msg)
1074     op->msg = NULL;
1075 elmex 1.1
1076 root 1.18 /* We create this now because some of the unique maps will need it
1077     * to save here.
1078     */
1079     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080     make_path_to_file (buf);
1081 elmex 1.1
1082     #ifdef AUTOSAVE
1083 root 1.18 op->contr->last_save_tick = pticks;
1084 elmex 1.1 #endif
1085 root 1.18 start_info (op);
1086     CLEAR_FLAG (op, FLAG_WIZ);
1087     give_initial_items (op, op->randomitems);
1088     link_player_skills (op);
1089     esrv_send_inventory (op, op);
1090     fix_player (op);
1091 elmex 1.1
1092 root 1.18 /* This moves the player to a different start map, if there
1093     * is one for this race
1094     */
1095     if (*first_map_ext_path)
1096     {
1097     object *tmp;
1098     char mapname[MAX_BUF];
1099    
1100     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101     tmp = get_object ();
1102     EXIT_PATH (tmp) = mapname;
1103     EXIT_X (tmp) = op->x;
1104     EXIT_Y (tmp) = op->y;
1105     enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 elmex 1.1 * if the map isn't there, then stay on the
1107     * default initial map */
1108 root 1.18 free_object (tmp);
1109 elmex 1.1 }
1110 root 1.18 else
1111     {
1112     LOG (llevDebug, "first_map_ext_path not set\n");
1113     }
1114     return 0;
1115 elmex 1.1 }
1116    
1117 root 1.18 /* Following actually changes the race - this is the default command
1118     * if we don't match with one of the options above.
1119     */
1120    
1121     tmp_loop = 0;
1122     while (!tmp_loop)
1123     {
1124     shstr name = op->name;
1125     int x = op->x, y = op->y;
1126    
1127     remove_statbonus (op);
1128     remove_ob (op);
1129     op->arch = get_player_archetype (op->arch);
1130     copy_object (&op->arch->clone, op);
1131     op->instantiate ();
1132     op->stats = op->contr->orig_stats;
1133     op->name = op->name_pl = name;
1134     op->x = x;
1135     op->y = y;
1136     SET_ANIMATION (op, 2); /* So player faces south */
1137     insert_ob_in_map (op, op->map, op, 0);
1138 root 1.21 assign (op->contr->title, op->arch->clone.name);
1139 root 1.18 add_statbonus (op);
1140     tmp_loop = allowed_class (op);
1141     }
1142 root 1.19
1143 root 1.18 update_object (op, UP_OBJ_FACE);
1144     esrv_update_item (UPD_FACE, op, op);
1145     fix_player (op);
1146     op->stats.hp = op->stats.maxhp;
1147     op->stats.sp = op->stats.maxsp;
1148     op->stats.grace = 0;
1149 root 1.21
1150 root 1.18 if (op->msg)
1151     new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 root 1.21
1153 root 1.18 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154     return 0;
1155 elmex 1.1 }
1156    
1157 root 1.18 int
1158     key_confirm_quit (object *op, char key)
1159 elmex 1.1 {
1160 root 1.18 char buf[MAX_BUF];
1161 elmex 1.1
1162 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163     {
1164     op->contr->state = ST_PLAYING;
1165     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166     return 1;
1167 elmex 1.1 }
1168    
1169 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1170     INVOKE_PLAYER (QUIT, op->contr);
1171 root 1.3
1172 root 1.18 terminate_all_pets (op);
1173     leave_map (op);
1174     op->direction = 0;
1175     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176    
1177     strcpy (op->contr->killer, "quit");
1178     check_score (op);
1179     op->contr->party = NULL;
1180     if (settings.set_title == TRUE)
1181     op->contr->own_title[0] = '\0';
1182    
1183     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184     {
1185     mapstruct *mp, *next;
1186    
1187     /* We need to hunt for any per player unique maps in memory and
1188     * get rid of them. The trailing slash in the path is intentional,
1189     * so that players named 'Ab' won't match against players 'Abe' pathname
1190     */
1191     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192     for (mp = first_map; mp != NULL; mp = next)
1193     {
1194     next = mp->next;
1195     if (!strncmp (mp->path, buf, strlen (buf)))
1196     delete_map (mp);
1197 root 1.11 }
1198 root 1.18
1199     delete_character (op->name, 1);
1200 elmex 1.1 }
1201 root 1.19
1202 root 1.18 play_again (op);
1203     return 1;
1204 elmex 1.1 }
1205    
1206 root 1.18 void
1207     flee_player (object *op)
1208     {
1209     int dir, diff;
1210     rv_vector rv;
1211    
1212     if (op->stats.hp < 0)
1213     {
1214     LOG (llevDebug, "Fleeing player is dead.\n");
1215     CLEAR_FLAG (op, FLAG_SCARED);
1216     return;
1217 elmex 1.1 }
1218    
1219 root 1.18 if (op->enemy == NULL)
1220     {
1221     LOG (llevDebug, "Fleeing player had no enemy.\n");
1222     CLEAR_FLAG (op, FLAG_SCARED);
1223     return;
1224 elmex 1.1 }
1225    
1226 root 1.18 /* Seen some crashes here. Since we don't store an
1227     * op->enemy_count, it is possible that something destroys the
1228     * actual enemy, and the object is recycled.
1229     */
1230     if (op->enemy->map == NULL)
1231     {
1232     CLEAR_FLAG (op, FLAG_SCARED);
1233     op->enemy = NULL;
1234     return;
1235 elmex 1.1 }
1236    
1237 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238     {
1239     op->enemy = NULL;
1240     CLEAR_FLAG (op, FLAG_SCARED);
1241     return;
1242 elmex 1.1 }
1243 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1244    
1245     dir = absdir (4 + rv.direction);
1246     for (diff = 0; diff < 3; diff++)
1247     {
1248     int m = 1 - (RANDOM () & 2);
1249 elmex 1.1
1250 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251     {
1252     return;
1253 root 1.11 }
1254 elmex 1.1 }
1255 root 1.18 /* Cornered, get rid of scared */
1256     CLEAR_FLAG (op, FLAG_SCARED);
1257     op->enemy = NULL;
1258 elmex 1.1 }
1259    
1260    
1261     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1262     * IT returns 1 if the player should keep on moving, 0 if he should
1263     * stop.
1264     */
1265 root 1.18 int
1266     check_pick (object *op)
1267     {
1268 elmex 1.1 object *tmp, *next;
1269 root 1.18 tag_t next_tag = 0, op_tag;
1270 elmex 1.1 int stop = 0;
1271     int j, k, wvratio;
1272     char putstring[128], tmpstr[16];
1273    
1274    
1275     /* if you're flying, you cna't pick up anything */
1276     if (op->move_type & MOVE_FLYING)
1277     return 1;
1278    
1279     op_tag = op->count;
1280    
1281     next = op->below;
1282     if (next)
1283     next_tag = next->count;
1284    
1285     /* loop while there are items on the floor that are not marked as
1286     * destroyed */
1287 root 1.18 while (next && !was_destroyed (next, next_tag))
1288     {
1289     tmp = next;
1290     next = tmp->below;
1291     if (next)
1292     next_tag = next->count;
1293 elmex 1.1
1294 root 1.18 if (was_destroyed (op, op_tag))
1295 elmex 1.1 return 0;
1296    
1297 root 1.18 if (!can_pick (op, tmp))
1298     continue;
1299 elmex 1.1
1300 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1301     {
1302     if (item_matched_string (op, tmp, op->contr->search_str))
1303     pick_up (op, tmp);
1304     continue;
1305 root 1.11 }
1306    
1307 root 1.18 /* high not bit set? We're using the old autopickup model */
1308     if (!(op->contr->mode & PU_NEWMODE))
1309 root 1.11 {
1310 root 1.18 switch (op->contr->mode)
1311 root 1.11 {
1312 root 1.20 case 0:
1313     return 1; /* don't pick up */
1314     case 1:
1315     pick_up (op, tmp);
1316     return 1;
1317     case 2:
1318     pick_up (op, tmp);
1319     return 0;
1320     case 3:
1321     return 0; /* stop before pickup */
1322     case 4:
1323     pick_up (op, tmp);
1324     break;
1325     case 5:
1326     pick_up (op, tmp);
1327     stop = 1;
1328     break;
1329     case 6:
1330     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1331 root 1.18 pick_up (op, tmp);
1332 root 1.20 break;
1333    
1334     case 7:
1335     if (tmp->type == MONEY || tmp->type == GEM)
1336 root 1.18 pick_up (op, tmp);
1337 root 1.20 break;
1338    
1339     default:
1340     /* use value density */
1341     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1342     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1343 root 1.18 pick_up (op, tmp);
1344 root 1.11 }
1345     }
1346 root 1.18 else
1347     { /* old model */
1348     /* NEW pickup handling */
1349     if (op->contr->mode & PU_DEBUG)
1350     {
1351     /* some debugging code to figure out item information */
1352     if (tmp->name != NULL)
1353     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355     else
1356     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1358     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359    
1360     sprintf (putstring, "...flags: ");
1361     for (k = 0; k < 4; k++)
1362     {
1363     for (j = 0; j < 32; j++)
1364     {
1365     if ((tmp->flags[k] >> j) & 0x01)
1366     {
1367     sprintf (tmpstr, "%d ", k * 32 + j);
1368     strcat (putstring, tmpstr);
1369     }
1370     }
1371     }
1372     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373 elmex 1.1
1374     #if 0
1375 root 1.18 /* print the flags too */
1376     for (k = 0; k < 4; k++)
1377     {
1378     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379     for (j = 0; j < 32; j++)
1380     {
1381     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382     if (!((j + 1) % 4))
1383     fprintf (stderr, " ");
1384     }
1385     fprintf (stderr, " [%d]\n", k * 32);
1386     }
1387 elmex 1.1 #endif
1388 root 1.18 }
1389     /* philosophy:
1390     * It's easy to grab an item type from a pile, as long as it's
1391     * generic. This takes no game-time. For more detailed pickups
1392     * and selections, select-items shoul dbe used. This is a
1393     * grab-as-you-run type mode that's really useful for arrows for
1394     * example.
1395     * The drawback: right now it has no frontend, so you need to
1396     * stick the bits you want into a calculator in hex mode and then
1397     * convert to decimal and then 'pickup <#>
1398     */
1399    
1400     /* the first two modes are exclusive: if NOTHING we return, if
1401     * STOP then we stop. All the rest are applied sequentially,
1402     * meaning if any test passes, the item gets picked up. */
1403    
1404     /* if mode is set to pick nothing up, return */
1405    
1406     if (op->contr->mode & PU_NOTHING)
1407     return 1;
1408    
1409     /* if mode is set to stop when encountering objects, return */
1410     /* take STOP before INHIBIT since it doesn't actually pick
1411     * anything up */
1412    
1413     if (op->contr->mode & PU_STOP)
1414     return 0;
1415    
1416     /* useful for going into stores and not losing your settings... */
1417     /* and for battles wher you don't want to get loaded down while
1418     * fighting */
1419     if (op->contr->mode & PU_INHIBIT)
1420     return 1;
1421    
1422     /* prevent us from turning into auto-thieves :) */
1423     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1424     continue;
1425    
1426     /* ignore known cursed objects */
1427     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1428     continue;
1429    
1430     /* all food and drink if desired */
1431     /* question: don't pick up known-poisonous stuff? */
1432     if (op->contr->mode & PU_FOOD)
1433     if (tmp->type == FOOD)
1434     {
1435     pick_up (op, tmp);
1436     if (0)
1437     fprintf (stderr, "FOOD\n");
1438     continue;
1439     }
1440     if (op->contr->mode & PU_DRINK)
1441     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442     {
1443     pick_up (op, tmp);
1444     if (0)
1445     fprintf (stderr, "DRINK\n");
1446     continue;
1447     }
1448    
1449     if (op->contr->mode & PU_POTION)
1450     if (tmp->type == POTION)
1451     {
1452     pick_up (op, tmp);
1453     if (0)
1454     fprintf (stderr, "POTION\n");
1455     continue;
1456     }
1457    
1458     /* spellbooks, skillscrolls and normal books/scrolls */
1459     if (op->contr->mode & PU_SPELLBOOK)
1460     if (tmp->type == SPELLBOOK)
1461     {
1462     pick_up (op, tmp);
1463     if (0)
1464     fprintf (stderr, "SPELLBOOK\n");
1465     continue;
1466     }
1467     if (op->contr->mode & PU_SKILLSCROLL)
1468     if (tmp->type == SKILLSCROLL)
1469     {
1470     pick_up (op, tmp);
1471     if (0)
1472     fprintf (stderr, "SKILLSCROLL\n");
1473     continue;
1474     }
1475     if (op->contr->mode & PU_READABLES)
1476     if (tmp->type == BOOK || tmp->type == SCROLL)
1477     {
1478     pick_up (op, tmp);
1479     if (0)
1480     fprintf (stderr, "READABLES\n");
1481     continue;
1482     }
1483    
1484     /* wands/staves/rods/horns */
1485     if (op->contr->mode & PU_MAGIC_DEVICE)
1486     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487     {
1488     pick_up (op, tmp);
1489     if (0)
1490     fprintf (stderr, "MAGIC_DEVICE\n");
1491     continue;
1492     }
1493    
1494     /* pick up all magical items */
1495     if (op->contr->mode & PU_MAGICAL)
1496     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497     {
1498     pick_up (op, tmp);
1499     if (0)
1500     fprintf (stderr, "MAGICAL\n");
1501     continue;
1502     }
1503    
1504     if (op->contr->mode & PU_VALUABLES)
1505     {
1506     if (tmp->type == MONEY || tmp->type == GEM)
1507     {
1508     pick_up (op, tmp);
1509     if (0)
1510     fprintf (stderr, "MONEY/GEM\n");
1511     continue;
1512     }
1513     }
1514    
1515     /* rings & amulets - talismans seems to be typed AMULET */
1516     if (op->contr->mode & PU_JEWELS)
1517     if (tmp->type == RING || tmp->type == AMULET)
1518     {
1519     pick_up (op, tmp);
1520     if (0)
1521     fprintf (stderr, "JEWELS\n");
1522     continue;
1523     }
1524    
1525     /* bows and arrows. Bows are good for selling! */
1526     if (op->contr->mode & PU_BOW)
1527     if (tmp->type == BOW)
1528     {
1529     pick_up (op, tmp);
1530     if (0)
1531     fprintf (stderr, "BOW\n");
1532     continue;
1533     }
1534     if (op->contr->mode & PU_ARROW)
1535     if (tmp->type == ARROW)
1536     {
1537     pick_up (op, tmp);
1538     if (0)
1539     fprintf (stderr, "ARROW\n");
1540     continue;
1541     }
1542    
1543     /* all kinds of armor etc. */
1544     if (op->contr->mode & PU_ARMOUR)
1545     if (tmp->type == ARMOUR)
1546     {
1547     pick_up (op, tmp);
1548     if (0)
1549     fprintf (stderr, "ARMOUR\n");
1550     continue;
1551     }
1552     if (op->contr->mode & PU_HELMET)
1553     if (tmp->type == HELMET)
1554     {
1555     pick_up (op, tmp);
1556     if (0)
1557     fprintf (stderr, "HELMET\n");
1558     continue;
1559     }
1560     if (op->contr->mode & PU_SHIELD)
1561     if (tmp->type == SHIELD)
1562     {
1563     pick_up (op, tmp);
1564     if (0)
1565     fprintf (stderr, "SHIELD\n");
1566     continue;
1567     }
1568     if (op->contr->mode & PU_BOOTS)
1569     if (tmp->type == BOOTS)
1570     {
1571     pick_up (op, tmp);
1572     if (0)
1573     fprintf (stderr, "BOOTS\n");
1574     continue;
1575     }
1576     if (op->contr->mode & PU_GLOVES)
1577     if (tmp->type == GLOVES)
1578     {
1579     pick_up (op, tmp);
1580     if (0)
1581     fprintf (stderr, "GLOVES\n");
1582     continue;
1583     }
1584     if (op->contr->mode & PU_CLOAK)
1585     if (tmp->type == CLOAK)
1586     {
1587     pick_up (op, tmp);
1588     if (0)
1589     fprintf (stderr, "GLOVES\n");
1590     continue;
1591     }
1592 elmex 1.1
1593 root 1.18 /* hoping to catch throwing daggers here */
1594     if (op->contr->mode & PU_MISSILEWEAPON)
1595     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596     {
1597     pick_up (op, tmp);
1598     if (0)
1599     fprintf (stderr, "MISSILEWEAPON\n");
1600     continue;
1601     }
1602 elmex 1.1
1603 root 1.18 /* careful: chairs and tables are weapons! */
1604     if (op->contr->mode & PU_ALLWEAPON)
1605     {
1606     if (tmp->type == WEAPON && tmp->name != NULL)
1607     {
1608     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610     {
1611     pick_up (op, tmp);
1612     if (0)
1613     fprintf (stderr, "WEAPON\n");
1614     continue;
1615     }
1616     }
1617     if (tmp->type == WEAPON && tmp->name == NULL)
1618     {
1619     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620     {
1621     pick_up (op, tmp);
1622     if (0)
1623     fprintf (stderr, "WEAPON\n");
1624     continue;
1625     }
1626     }
1627     }
1628 elmex 1.1
1629 root 1.18 /* misc stuff that's useful */
1630     if (op->contr->mode & PU_KEY)
1631     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632     {
1633     pick_up (op, tmp);
1634     if (0)
1635     fprintf (stderr, "KEY\n");
1636     continue;
1637     }
1638 elmex 1.1
1639 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1640     * pickups */
1641     if (op->contr->mode & PU_RATIO)
1642     {
1643     /* use value density to decide what else to grab */
1644     /* >=7 was >= op->contr->mode */
1645     /* >=7 is the old standard setting. Now we take the last 4 bits
1646     * and multiply them by 5, giving 0..15*5== 5..75 */
1647     wvratio = (op->contr->mode & PU_RATIO) * 5;
1648     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1649     {
1650     pick_up (op, tmp);
1651 elmex 1.1 #if 0
1652 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1653     if (tmp->name != NULL)
1654     {
1655     fprintf (stderr, "%s", tmp->name);
1656     }
1657     else
1658     fprintf (stderr, "%s", tmp->arch->name);
1659     fprintf (stderr, ",%d] = ", tmp->type);
1660     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1661 elmex 1.1 #endif
1662 root 1.18 continue;
1663     }
1664     }
1665     } /* the new pickup model */
1666     }
1667     return !stop;
1668 elmex 1.1 }
1669    
1670     /*
1671     * Find an arrow in the inventory and after that
1672     * in the right type container (quiver). Pointer to the
1673     * found object is returned.
1674     */
1675 root 1.18 object *
1676     find_arrow (object *op, const char *type)
1677 elmex 1.1 {
1678 root 1.18 object *tmp = NULL;
1679 elmex 1.1
1680 root 1.18 for (op = op->inv; op; op = op->below)
1681     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682     tmp = find_arrow (op, type);
1683     else if (op->type == ARROW && op->race == type)
1684     return op;
1685     return tmp;
1686 elmex 1.1 }
1687    
1688     /*
1689     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1690     * against the target. A full test is not performed, simply a basic test
1691     * of resistances. The archer is making a quick guess at what he sees down
1692     * the hall. Failing that it does it's best to pick the highest plus arrow.
1693     */
1694    
1695 root 1.18 object *
1696     find_better_arrow (object *op, object *target, const char *type, int *better)
1697 elmex 1.1 {
1698 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1699     int attacknum, attacktype, betterby = 0, i;
1700 elmex 1.1
1701 root 1.18 if (!type)
1702     return NULL;
1703 elmex 1.1
1704 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1705     {
1706     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1707     {
1708     i = 0;
1709     ntmp = find_better_arrow (arrow, target, type, &i);
1710     if (i > betterby)
1711     {
1712     tmp = ntmp;
1713     betterby = i;
1714     }
1715     }
1716     else if (arrow->type == ARROW && arrow->race == type)
1717     {
1718     /* allways prefer assasination/slaying */
1719     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1720     {
1721     if (arrow->attacktype & AT_DEATH)
1722     {
1723     *better = 100;
1724     return arrow;
1725     }
1726     else
1727     {
1728     tmp = arrow;
1729     betterby = (arrow->magic + arrow->stats.dam) * 2;
1730     }
1731     }
1732     else
1733     {
1734     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1735     {
1736     attacktype = 1 << attacknum;
1737     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1738     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1739     {
1740     tmp = arrow;
1741     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1742     }
1743 root 1.11 }
1744 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1745     {
1746     tmp = arrow;
1747     betterby = 2 + arrow->magic + arrow->stats.dam;
1748 root 1.11 }
1749 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1750     {
1751     tmp = arrow;
1752     betterby = 1 + arrow->magic + arrow->stats.dam;
1753 root 1.11 }
1754     }
1755     }
1756 elmex 1.1 }
1757 root 1.18 if (tmp == NULL && arrow == NULL)
1758     return find_arrow (op, type);
1759 elmex 1.1
1760 root 1.18 *better = betterby;
1761     return tmp;
1762 elmex 1.1 }
1763    
1764     /* looks in a given direction, finds the first valid target, and calls
1765     * find_better_arrow to find a decent arrow to use.
1766     * op = the shooter
1767     * type = bow->race
1768     * dir = fire direction
1769     */
1770    
1771 root 1.18 object *
1772     pick_arrow_target (object *op, const char *type, int dir)
1773 elmex 1.1 {
1774 root 1.18 object *tmp = NULL;
1775     mapstruct *m;
1776     int i, mflags, found, number;
1777     sint16 x, y;
1778    
1779     if (op->map == NULL)
1780     return find_arrow (op, type);
1781    
1782     /* do a dex check */
1783     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1784     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1785     return find_arrow (op, type);
1786    
1787     m = op->map;
1788     x = op->x;
1789     y = op->y;
1790    
1791     /* find the first target */
1792     for (i = 0, found = 0; i < 20; i++)
1793     {
1794     x += freearr_x[dir];
1795     y += freearr_y[dir];
1796     mflags = get_map_flags (m, &m, x, y, &x, &y);
1797     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1798     {
1799     tmp = NULL;
1800     break;
1801     }
1802     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1803     {
1804     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1805     * perhaps a bad assumption.
1806     */
1807     tmp = NULL;
1808     break;
1809 root 1.11 }
1810 root 1.18 if (mflags & P_IS_ALIVE)
1811     {
1812     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1813     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1814     {
1815     found++;
1816 root 1.11 break;
1817 root 1.18 }
1818     if (found)
1819     break;
1820 root 1.11 }
1821 elmex 1.1 }
1822 root 1.18 if (tmp == NULL)
1823     return find_arrow (op, type);
1824 elmex 1.1
1825 root 1.18 if (tmp->head)
1826     tmp = tmp->head;
1827 elmex 1.1
1828 root 1.18 return find_better_arrow (op, tmp, type, &i);
1829 elmex 1.1 }
1830    
1831     /*
1832     * Creature fires a bow - op can be monster or player. Returns
1833     * 1 if bow was actually fired, 0 otherwise.
1834     * op is the object firing the bow.
1835     * part is for multipart creatures - the part firing the bow.
1836     * dir is the direction of fire.
1837     * wc_mod is any special modifier to give (used in special player fire modes)
1838     * sx, sy are coordinates to fire arrow from - also used in some of the special
1839     * player fire modes.
1840     */
1841 root 1.18 int
1842     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843 elmex 1.1 {
1844 root 1.18 object *left, *bow;
1845     tag_t left_tag, tag;
1846     int bowspeed, mflags;
1847     mapstruct *m;
1848 elmex 1.1
1849 root 1.18 if (!dir)
1850     {
1851     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852     return 0;
1853 elmex 1.1 }
1854 root 1.18 if (op->type == PLAYER)
1855     bow = op->contr->ranges[range_bow];
1856     else
1857     {
1858     for (bow = op->inv; bow; bow = bow->below)
1859     /* Don't check for applied - monsters don't apply bows - in that way, they
1860     * don't need to switch back and forth between bows and weapons.
1861     */
1862     if (bow->type == BOW)
1863     break;
1864 root 1.11
1865 root 1.18 if (!bow)
1866     {
1867     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868     return 0;
1869 root 1.11 }
1870 elmex 1.1 }
1871 root 1.18 if (!bow->race || !bow->skill)
1872     {
1873     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874     return 0;
1875 elmex 1.1 }
1876    
1877 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 elmex 1.1
1879 root 1.18 /* penalize ROF for bestarrow */
1880     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1882     if (bowspeed < 1)
1883     bowspeed = 1;
1884    
1885     if (arrow == NULL)
1886     {
1887     if ((arrow = find_arrow (op, bow->race)) == NULL)
1888     {
1889     if (op->type == PLAYER)
1890     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1891     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1892     else
1893     CLEAR_FLAG (op, FLAG_READY_BOW);
1894     return 0;
1895 root 1.11 }
1896 elmex 1.1 }
1897 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898     if (mflags & P_OUT_OF_MAP)
1899     {
1900     return 0;
1901     }
1902     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903     {
1904     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905     return 0;
1906     }
1907    
1908     /* this should not happen, but sometimes does */
1909     if (arrow->nrof == 0)
1910     {
1911     remove_ob (arrow);
1912     free_object (arrow);
1913     return 0;
1914     }
1915    
1916     left = arrow; /* these are arrows left to the player */
1917     left_tag = left->count;
1918     arrow = get_split_ob (arrow, 1);
1919     if (arrow == NULL)
1920     {
1921     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922     return 0;
1923 elmex 1.1 }
1924 root 1.18 set_owner (arrow, op);
1925     arrow->skill = bow->skill;
1926    
1927     arrow->direction = dir;
1928     arrow->x = sx;
1929     arrow->y = sy;
1930    
1931     if (op->type == PLAYER)
1932     {
1933     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934     fix_player (op);
1935 elmex 1.1 }
1936    
1937 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1938     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939     arrow->stats.hp = arrow->stats.dam;
1940     arrow->stats.grace = arrow->attacktype;
1941     if (arrow->slaying != NULL)
1942     arrow->spellarg = strdup_local (arrow->slaying);
1943    
1944     /* Note that this was different for monsters - they got their level
1945     * added to the damage. I think the strength bonus is more proper.
1946     */
1947    
1948     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1949    
1950     /* update the speed */
1951     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953    
1954     if (arrow->speed < 1.0)
1955     arrow->speed = 1.0;
1956     update_ob_speed (arrow);
1957     arrow->speed_left = 0;
1958    
1959     if (op->type == PLAYER)
1960     {
1961     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1962     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1963     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1964    
1965     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 elmex 1.1 }
1967 root 1.18 else
1968     {
1969     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970 elmex 1.1
1971 root 1.18 arrow->level = op->level;
1972 elmex 1.1 }
1973 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1974     arrow->attacktype |= bow->attacktype;
1975     if (bow->slaying != NULL)
1976     arrow->slaying = bow->slaying;
1977    
1978     arrow->map = m;
1979     arrow->move_type = MOVE_FLY_LOW;
1980     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981    
1982     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983     tag = arrow->count;
1984     insert_ob_in_map (arrow, m, op, 0);
1985    
1986     if (!was_destroyed (arrow, tag))
1987     move_arrow (arrow);
1988 elmex 1.1
1989 root 1.18 if (op->type == PLAYER)
1990     {
1991     if (was_destroyed (left, left_tag))
1992     esrv_del_item (op->contr, left_tag);
1993     else
1994     esrv_send_item (op, left);
1995 elmex 1.1 }
1996 root 1.18 return 1;
1997 elmex 1.1 }
1998    
1999     /* Special fire code for players - this takes into
2000     * account the special fire modes players can have
2001     * but monsters can't. Putting that code here
2002     * makes the fire_bow code much cleaner.
2003     * this function should only be called if 'op' is a player,
2004     * hence the function name.
2005     */
2006 root 1.18 int
2007     player_fire_bow (object *op, int dir)
2008 elmex 1.1 {
2009 root 1.18 int ret = 0, wcmod = 0;
2010    
2011     if (op->contr->bowtype == bow_bestarrow)
2012     {
2013     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
2014     }
2015     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016     {
2017     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018     wcmod = -1;
2019     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020     }
2021     else if (op->contr->bowtype == bow_threewide)
2022     {
2023     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2025     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2026     }
2027     else if (op->contr->bowtype == bow_spreadshot)
2028     {
2029     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2030     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2031     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2032 elmex 1.1
2033     }
2034 root 1.18 else
2035     {
2036     /* Simple case */
2037     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2038     }
2039     return ret;
2040 elmex 1.1 }
2041    
2042    
2043     /* Fires a misc (wand/rod/horn) object in 'dir'.
2044     * Broken apart from 'fire' to keep it more readable.
2045     */
2046 root 1.18 void
2047     fire_misc_object (object *op, int dir)
2048 elmex 1.1 {
2049 root 1.18 object *item;
2050 elmex 1.1
2051 root 1.18 if (!op->contr->ranges[range_misc])
2052     {
2053     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2054     return;
2055 elmex 1.1 }
2056    
2057 root 1.18 item = op->contr->ranges[range_misc];
2058     if (!item->inv)
2059     {
2060     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2061     return;
2062 elmex 1.1 }
2063 root 1.18 if (item->type == WAND)
2064     {
2065     if (item->stats.food <= 0)
2066     {
2067     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2068     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2069     return;
2070 root 1.11 }
2071 root 1.18 }
2072     else if (item->type == ROD || item->type == HORN)
2073     {
2074     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2075     {
2076     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2077     if (item->type == ROD)
2078     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2079     else
2080     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2081     return;
2082 root 1.11 }
2083 elmex 1.1 }
2084    
2085 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2086     {
2087     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2088     if (item->type == WAND)
2089     {
2090     if (!(--item->stats.food))
2091     {
2092     object *tmp;
2093    
2094     if (item->arch)
2095     {
2096     CLEAR_FLAG (item, FLAG_ANIMATE);
2097     item->face = item->arch->clone.face;
2098     item->speed = 0;
2099     update_ob_speed (item);
2100 root 1.11 }
2101 root 1.18 if ((tmp = is_player_inv (item)))
2102     esrv_update_item (UPD_ANIM, tmp, item);
2103 root 1.11 }
2104     }
2105 root 1.18 else if (item->type == ROD || item->type == HORN)
2106     {
2107     drain_rod_charge (item);
2108 root 1.11 }
2109 elmex 1.1 }
2110     }
2111    
2112     /* Received a fire command for the player - go and do it.
2113     */
2114 root 1.18 void
2115     fire (object *op, int dir)
2116     {
2117     int spellcost = 0;
2118 elmex 1.1
2119 root 1.18 /* check for loss of invisiblity/hide */
2120     if (action_makes_visible (op))
2121     make_visible (op);
2122 elmex 1.1
2123 root 1.18 switch (op->contr->shoottype)
2124     {
2125 root 1.20 case range_none:
2126     return;
2127 elmex 1.1
2128 root 1.20 case range_bow:
2129     player_fire_bow (op, dir);
2130     return;
2131 elmex 1.1
2132 root 1.20 case range_magic: /* Casting spells */
2133     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2134     return;
2135 elmex 1.1
2136 root 1.20 case range_misc:
2137     fire_misc_object (op, dir);
2138     return;
2139 root 1.11
2140 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2141     if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2142     {
2143     op->contr->ranges[range_golem] = NULL;
2144     op->contr->shoottype = range_none;
2145     op->contr->golem_count = 0;
2146     }
2147     else
2148     control_golem (op->contr->ranges[range_golem], dir);
2149     return;
2150 root 1.11
2151 root 1.20 case range_skill:
2152     if (!op->chosen_skill)
2153     {
2154     if (op->type == PLAYER)
2155     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156     return;
2157     }
2158     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2159     return;
2160     case range_builder:
2161     apply_map_builder (op, dir);
2162     return;
2163     default:
2164     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165     return;
2166 elmex 1.1 }
2167     }
2168    
2169    
2170    
2171     /* find_key
2172     * We try to find a key for the door as passed. If we find a key
2173     * and successfully use it, we return the key, otherwise NULL
2174     * This function merges both normal and locked door, since the logic
2175     * for both is the same - just the specific key is different.
2176     * pl is the player,
2177     * inv is the objects inventory to searched
2178     * door is the door we are trying to match against.
2179     * This function can be called recursively to search containers.
2180     */
2181    
2182 root 1.18 object *
2183     find_key (object *pl, object *container, object *door)
2184 elmex 1.1 {
2185 root 1.18 object *tmp, *key;
2186 elmex 1.1
2187 root 1.18 /* Should not happen, but sanity checking is never bad */
2188     if (container->inv == NULL)
2189     return NULL;
2190 elmex 1.1
2191 root 1.18 /* First, lets try to find a key in the top level inventory */
2192     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2193     {
2194     if (door->type == DOOR && tmp->type == KEY)
2195     break;
2196     /* For sanity, we should really check door type, but other stuff
2197     * (like containers) can be locked with special keys
2198     */
2199     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200     break;
2201     }
2202     /* No key found - lets search inventories now */
2203     /* If we find and use a key in an inventory, return at that time.
2204     * otherwise, if we search all the inventories and still don't find
2205     * a key, return
2206     */
2207     if (!tmp)
2208     {
2209     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2210     {
2211     /* No reason to search empty containers */
2212     if (tmp->type == CONTAINER && tmp->inv)
2213     {
2214     if ((key = find_key (pl, tmp, door)) != NULL)
2215     return key;
2216     }
2217     }
2218     if (!tmp)
2219     return NULL;
2220 elmex 1.1 }
2221 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2222     * see if we actually want to use it
2223     */
2224     if (pl != container)
2225     {
2226     /* Only let players use keys in containers */
2227     if (!pl->contr)
2228     return NULL;
2229     /* cases where this fails:
2230     * If we only search the player inventory, return now since we
2231     * are not in the players inventory.
2232     * If the container is not active, return now since only active
2233     * containers can be used.
2234     * If we only search keyrings and the container does not have
2235     * a race/isn't a keyring.
2236     * No checking for all containers - to fall through past here,
2237     * inv must have been an container and must have been active.
2238     *
2239     * Change the color so that the message doesn't disappear with
2240     * all the others.
2241     */
2242     if (pl->contr->usekeys == key_inventory ||
2243     !QUERY_FLAG (container, FLAG_APPLIED) ||
2244     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2245     {
2246     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248     return NULL;
2249 root 1.11 }
2250 elmex 1.1 }
2251 root 1.18 return tmp;
2252 elmex 1.1 }
2253    
2254     /* moved door processing out of move_player_attack.
2255     * returns 1 if player has opened the door with a key
2256     * such that the caller should not do anything more,
2257     * 0 otherwise
2258     */
2259 root 1.18 static int
2260     player_attack_door (object *op, object *door)
2261 elmex 1.1 {
2262    
2263 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2264     * might as well return immediately as there is nothing more to do -
2265     * otherwise, we fall through to the rest of the code.
2266     */
2267     object *key = find_key (op, op, door);
2268    
2269     /* IF we found a key, do some extra work */
2270     if (key)
2271     {
2272     object *container = key->env;
2273    
2274     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2275     if (action_makes_visible (op))
2276     make_visible (op);
2277     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278     spring_trap (door->inv, op);
2279     if (door->type == DOOR)
2280     {
2281     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282     }
2283     else if (door->type == LOCKED_DOOR)
2284     {
2285     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2286     remove_door2 (door); /* remove door without violence ;-) */
2287     }
2288     /* Do this after we print the message */
2289     decrease_ob (key); /* Use up one of the keys */
2290     /* Need to update the weight the container the key was in */
2291     if (container != op)
2292     esrv_update_item (UPD_WEIGHT, op, container);
2293     return 1; /* Nothing more to do below */
2294     }
2295     else if (door->type == LOCKED_DOOR)
2296     {
2297     /* Might as well return now - no other way to open this */
2298     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299     return 1;
2300 elmex 1.1 }
2301 root 1.18 return 0;
2302 elmex 1.1 }
2303    
2304     /* This function is just part of a breakup from move_player.
2305     * It should keep the code cleaner.
2306     * When this is called, the players direction has been updated
2307     * (taking into account confusion.) The player is also actually
2308     * going to try and move (not fire weapons).
2309     */
2310    
2311 root 1.18 void
2312     move_player_attack (object *op, int dir)
2313 elmex 1.1 {
2314 root 1.18 object *tmp, *mon;
2315     sint16 nx, ny;
2316     int on_battleground;
2317     mapstruct *m;
2318    
2319     nx = freearr_x[dir] + op->x;
2320     ny = freearr_y[dir] + op->y;
2321    
2322     on_battleground = op_on_battleground (op, NULL, NULL);
2323    
2324     /* If braced, or can't move to the square, and it is not out of the
2325     * map, attack it. Note order of if statement is important - don't
2326     * want to be calling move_ob if braced, because move_ob will move the
2327     * player. This is a pretty nasty hack, because if we could
2328     * move to some space, it then means that if we are braced, we should
2329     * do nothing at all. As it is, if we are braced, we go through
2330     * quite a bit of processing. However, it probably is less than what
2331     * move_ob uses.
2332     */
2333     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334     {
2335     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336     {
2337     m = get_map_from_coord (op->map, &nx, &ny);
2338     if (!m)
2339     return; /* Don't think this should happen */
2340     }
2341     else
2342     m = op->map;
2343    
2344     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2345     {
2346     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347     return;
2348 root 1.11 }
2349    
2350 root 1.18 mon = NULL;
2351     /* Go through all the objects, and find ones of interest. Only stop if
2352     * we find a monster - that is something we know we want to attack.
2353     * if its a door or barrel (can roll) see if there may be monsters
2354     * on the space
2355     */
2356     while (tmp != NULL)
2357     {
2358     if (tmp == op)
2359     {
2360     tmp = tmp->above;
2361     continue;
2362 root 1.11 }
2363 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364     {
2365     mon = tmp;
2366     break;
2367 root 1.11 }
2368 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369     mon = tmp;
2370     tmp = tmp->above;
2371     }
2372    
2373     if (mon == NULL) /* This happens anytime the player tries to move */
2374     return; /* into a wall */
2375    
2376     if (mon->head != NULL)
2377     mon = mon->head;
2378    
2379     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380     if (player_attack_door (op, mon))
2381     return;
2382    
2383     /* The following deals with possibly attacking peaceful
2384     * or frienddly creatures. Basically, all players are considered
2385     * unaggressive. If the moving player has peaceful set, then the
2386     * object should be pushed instead of attacked. It is assumed that
2387     * if you are braced, you will not attack friends accidently,
2388     * and thus will not push them.
2389     */
2390 root 1.11
2391 root 1.18 /* If the creature is a pet, push it even if the player is not
2392     * peaceful. Our assumption is the creature is a pet if the
2393     * player owns it and it is either friendly or unagressive.
2394     */
2395     if ((op->type == PLAYER)
2396 elmex 1.1 #if COZY_SERVER
2397 root 1.18 &&
2398     ((get_owner (mon) && get_owner (mon)->contr
2399     && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2400 elmex 1.1 #else
2401 root 1.18 && get_owner (mon) == op
2402 elmex 1.1 #endif
2403 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 root 1.11 {
2405 root 1.18 /* If we're braced, we don't want to switch places with it */
2406     if (op->contr->braced)
2407 root 1.11 return;
2408 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409     (void) push_ob (mon, dir, op);
2410     if (op->contr->tmp_invis || op->hide)
2411     make_visible (op);
2412     return;
2413 root 1.11 }
2414    
2415 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2416     * creatures. Note that if you are braced, you can't push
2417     * someone, but put it inside this loop so that you won't
2418     * attack them either.
2419     */
2420     if ((mon->type == PLAYER || mon->enemy != op) &&
2421     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2423 root 1.18 (op->contr->peaceful
2424     || (mon->type == PLAYER
2425     && mon->contr->
2426     peaceful)) &&
2427 elmex 1.1 #else
2428 root 1.18 op->contr->peaceful &&
2429 elmex 1.1 #endif
2430 root 1.18 !on_battleground))
2431     {
2432     if (!op->contr->braced)
2433     {
2434     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435     (void) push_ob (mon, dir, op);
2436     }
2437     else
2438     {
2439     new_draw_info (0, 0, op, "You withhold your attack");
2440 root 1.11 }
2441 root 1.18 if (op->contr->tmp_invis || op->hide)
2442     make_visible (op);
2443 root 1.11 }
2444 elmex 1.1
2445 root 1.18 /* If the object is a boulder or other rollable object, then
2446     * roll it if not braced. You can't roll it if you are braced.
2447     */
2448     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2449     {
2450     recursive_roll (mon, dir, op);
2451     if (action_makes_visible (op))
2452     make_visible (op);
2453 root 1.11 }
2454    
2455 root 1.18 /* Any generic living creature. Including things like doors.
2456     * Way it works is like this: First, it must have some hit points
2457     * and be living. Then, it must be one of the following:
2458     * 1) Not a player, 2) A player, but of a different party. Note
2459     * that party_number -1 is no party, so attacks can still happen.
2460     */
2461 root 1.11
2462 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464     {
2465 elmex 1.1
2466 root 1.18 /* If the player hasn't hit something this tick, and does
2467     * so, give them speed boost based on weapon speed. Doing
2468     * it here is better than process_players2, which basically
2469     * incurred a 1 tick offset.
2470     */
2471     if (!op->contr->has_hit)
2472     {
2473     op->speed_left += op->speed / op->contr->weapon_sp;
2474 root 1.11
2475 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 root 1.11 }
2477    
2478 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2479 root 1.11
2480 root 1.18 /* If attacking another player, that player gets automatic
2481     * hitback, and doesn't loose luck either.
2482     * Disable hitback on the battleground or if the target is
2483     * the wiz.
2484     */
2485     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486     {
2487     short luck = mon->stats.luck;
2488    
2489     mon->contr->has_hit = 1;
2490     skill_attack (op, mon, 0, NULL, NULL);
2491     mon->stats.luck = luck;
2492 root 1.11 }
2493 root 1.18 if (action_makes_visible (op))
2494     make_visible (op);
2495 root 1.11 }
2496 root 1.18 } /* if player should attack something */
2497 elmex 1.1 }
2498    
2499 root 1.18 int
2500     move_player (object *op, int dir)
2501     {
2502     int pick;
2503 elmex 1.1
2504 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2505     return 0;
2506 elmex 1.1
2507 root 1.18 /* Sanity check: make sure dir is valid */
2508     if ((dir < 0) || (dir >= 9))
2509     {
2510     LOG (llevError, "move_player: invalid direction %d\n", dir);
2511     return 0;
2512 elmex 1.1 }
2513    
2514 root 1.18 /* peterm: added following line */
2515     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2517    
2518     op->facing = dir;
2519    
2520     if (op->hide)
2521     do_hidden_move (op);
2522    
2523     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2524     /*nop */ ;
2525     else if (op->contr->fire_on)
2526     fire (op, dir);
2527     else
2528     {
2529     move_player_attack (op, dir);
2530     pick = check_pick (op);
2531     }
2532 elmex 1.1
2533 root 1.18 /* Add special check for newcs players and fire on - this way, the
2534     * server can handle repeat firing.
2535     */
2536     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537     {
2538     op->direction = dir;
2539     }
2540     else
2541     {
2542     op->direction = 0;
2543     }
2544     /* Update how the player looks. Use the facing, so direction may
2545     * get reset to zero. This allows for full animation capabilities
2546     * for players.
2547     */
2548     animate_object (op, op->facing);
2549     return 0;
2550 elmex 1.1 }
2551    
2552     /* This is similar to handle_player, below, but is only used by the
2553     * new client/server stuff.
2554     * This is sort of special, in that the new client/server actually uses
2555     * the new speed values for commands.
2556     *
2557     * Returns true if there are more actions we can do.
2558     */
2559 root 1.18 int
2560     handle_newcs_player (object *op)
2561 elmex 1.1 {
2562 root 1.18 if (op->contr->hidden)
2563     {
2564     op->invisible = 1000;
2565     /* the socket code flashes the player visible/invisible
2566     * depending on the value of invisible, so we need to
2567     * alternate it here for it to work correctly.
2568     */
2569     if (pticks & 2)
2570 root 1.11 op->invisible--;
2571 root 1.18 }
2572     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573     {
2574     op->invisible--;
2575     if (!op->invisible)
2576     {
2577     make_visible (op);
2578     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 root 1.11 }
2580 elmex 1.1 }
2581    
2582 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2583     {
2584     flee_player (op);
2585     /* If player is still scared, that is his action for this tick */
2586     if (QUERY_FLAG (op, FLAG_SCARED))
2587     {
2588     op->speed_left--;
2589     return 0;
2590 root 1.11 }
2591 elmex 1.1 }
2592    
2593 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2594     * the player object still points to the defunct golem. The code that
2595     * destroys the golem looks correct, and it doesn't always happen, so
2596     * put this in a a workaround to clean up the golem pointer.
2597     */
2598     if (op->contr->ranges[range_golem] &&
2599     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2600     {
2601     op->contr->ranges[range_golem] = NULL;
2602     op->contr->golem_count = 0;
2603 elmex 1.1 }
2604 root 1.18
2605     /* call this here - we also will call this in do_ericserver, but
2606     * the players time has been increased when doericserver has been
2607     * called, so we recheck it here.
2608     */
2609     HandleClient (&op->contr->socket, op->contr);
2610     if (op->speed_left < 0)
2611 elmex 1.1 return 0;
2612    
2613 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614     {
2615     /* All move commands take 1 tick, at least for now */
2616     op->speed_left--;
2617 elmex 1.1
2618 root 1.18 /* Instead of all the stuff below, let move_player take care
2619     * of it. Also, some of the skill stuff is only put in
2620     * there, as well as the confusion stuff.
2621     */
2622     move_player (op, op->direction);
2623     if (op->speed_left > 0)
2624     return 1;
2625     else
2626 root 1.11 return 0;
2627 root 1.18 }
2628     return 0;
2629     }
2630    
2631     int
2632     save_life (object *op)
2633     {
2634     object *tmp;
2635 elmex 1.1
2636 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 elmex 1.1 return 0;
2638 root 1.18
2639     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2640     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641     {
2642     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2644     if (op->contr)
2645     esrv_del_item (op->contr, tmp->count);
2646     remove_ob (tmp);
2647     free_object (tmp);
2648     CLEAR_FLAG (op, FLAG_LIFESAVE);
2649     if (op->stats.hp < 0)
2650     op->stats.hp = op->stats.maxhp;
2651     if (op->stats.food < 0)
2652     op->stats.food = 999;
2653     fix_player (op);
2654     return 1;
2655     }
2656     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657     CLEAR_FLAG (op, FLAG_LIFESAVE);
2658     enter_player_savebed (op); /* bring him home. */
2659     return 0;
2660 elmex 1.1 }
2661    
2662     /* This goes throws the inventory and removes unpaid objects, and puts them
2663     * back in the map (location and map determined by values of env). This
2664     * function will descend into containers. op is the object to start the search
2665     * from.
2666     */
2667 root 1.18 void
2668     remove_unpaid_objects (object *op, object *env)
2669 elmex 1.1 {
2670 root 1.18 object *next;
2671 elmex 1.1
2672 root 1.18 while (op)
2673     {
2674     next = op->below; /* Make sure we have a good value, in case
2675     * we remove object 'op'
2676     */
2677     if (QUERY_FLAG (op, FLAG_UNPAID))
2678     {
2679     remove_ob (op);
2680     op->x = env->x;
2681     op->y = env->y;
2682     if (env->type == PLAYER)
2683     esrv_del_item (env->contr, op->count);
2684     insert_ob_in_map (op, env->map, NULL, 0);
2685     }
2686     else if (op->inv)
2687     remove_unpaid_objects (op->inv, env);
2688     op = next;
2689 elmex 1.1 }
2690     }
2691    
2692    
2693     /*
2694     * Returns pointer a static string containing gravestone text
2695     * Moved from apply.c to player.c - player.c is what
2696     * actually uses this function. player.c may not be quite the
2697     * best, a misc file for object actions is probably better,
2698     * but there isn't one in the server directory.
2699     */
2700 root 1.18 char *
2701     gravestone_text (object *op)
2702 elmex 1.1 {
2703 root 1.18 static char buf2[MAX_BUF];
2704     char buf[MAX_BUF];
2705     time_t now = time (NULL);
2706    
2707     strcpy (buf2, " R.I.P.\n\n");
2708     if (op->type == PLAYER)
2709     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710     else
2711     sprintf (buf, "%s\n", &op->name);
2712     strncat (buf2, " ", 20 - strlen (buf) / 2);
2713     strcat (buf2, buf);
2714     if (op->type == PLAYER)
2715     sprintf (buf, "who was in level %d when killed\n", op->level);
2716     else
2717     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2718     strncat (buf2, " ", 20 - strlen (buf) / 2);
2719     strcat (buf2, buf);
2720     if (op->type == PLAYER)
2721     {
2722     sprintf (buf, "by %s.\n\n", op->contr->killer);
2723     strncat (buf2, " ", 21 - strlen (buf) / 2);
2724     strcat (buf2, buf);
2725     }
2726     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727     strncat (buf2, " ", 20 - strlen (buf) / 2);
2728     strcat (buf2, buf);
2729     return buf2;
2730 elmex 1.1 }
2731    
2732    
2733    
2734 root 1.18 void
2735     do_some_living (object *op)
2736     {
2737     int last_food = op->stats.food;
2738 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2739     int over_hp, over_sp, over_grace;
2740     int i;
2741     int rate_hp = 1200;
2742     int rate_sp = 2500;
2743     int rate_grace = 2000;
2744     const int max_hp = 1;
2745     const int max_sp = 1;
2746     const int max_grace = 1;
2747    
2748 pippijn 1.17 if (op->contr->outputs_sync)
2749 root 1.18 {
2750     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752     flush_output_element (op, &op->contr->outputs[i]);
2753     }
2754    
2755     if (op->contr->state == ST_PLAYING)
2756     {
2757    
2758     /* these next three if clauses make it possible to SLOW DOWN
2759     hp/grace/spellpoint regeneration. */
2760     if (op->contr->gen_hp >= 0)
2761     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762     else
2763     {
2764     gen_hp = op->stats.maxhp;
2765     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766     }
2767     if (op->contr->gen_sp >= 0)
2768     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769     else
2770     {
2771     gen_sp = op->stats.maxsp;
2772     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773     }
2774     if (op->contr->gen_grace >= 0)
2775     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776     else
2777     {
2778     gen_grace = op->stats.maxgrace;
2779     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2780     }
2781    
2782     /* Regenerate Spell Points */
2783     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2784     {
2785     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2786     if (op->stats.sp < op->stats.maxsp)
2787     {
2788     op->stats.sp++;
2789     /* dms do not consume food */
2790     if (!QUERY_FLAG (op, FLAG_WIZ))
2791     {
2792     op->stats.food--;
2793     if (op->contr->digestion < 0)
2794     op->stats.food += op->contr->digestion;
2795     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796     op->stats.food = last_food;
2797     }
2798     }
2799     if (max_sp > 1)
2800     {
2801     over_sp = (gen_sp + 10) / rate_sp;
2802     if (over_sp > 0)
2803     {
2804     if (op->stats.sp < op->stats.maxsp)
2805     {
2806     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2807     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808     op->stats.sp--;
2809     if (op->stats.sp > op->stats.maxsp)
2810     op->stats.sp = op->stats.maxsp;
2811     }
2812     op->last_sp = 0;
2813     }
2814     else
2815     {
2816     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817     }
2818     }
2819     else
2820     {
2821     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822     }
2823     }
2824    
2825     /* Regenerate Grace */
2826     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827     if (--op->last_grace < 0)
2828     {
2829     if (op->stats.grace < op->stats.maxgrace / 2)
2830     op->stats.grace++; /* no penalty in food for regaining grace */
2831     if (max_grace > 1)
2832     {
2833     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834     if (over_grace > 0)
2835     {
2836     op->stats.sp += over_grace
2837     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2838     op->last_grace = 0;
2839     }
2840     else
2841     {
2842     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2843     }
2844     }
2845     else
2846     {
2847     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2848     }
2849     /* wearing stuff doesn't detract from grace generation. */
2850     }
2851    
2852     /* Regenerate Hit Points */
2853     if (--op->last_heal < 0)
2854     {
2855     if (op->stats.hp < op->stats.maxhp)
2856     {
2857     op->stats.hp++;
2858     /* dms do not consume food */
2859     if (!QUERY_FLAG (op, FLAG_WIZ))
2860     {
2861     op->stats.food--;
2862     if (op->contr->digestion < 0)
2863     op->stats.food += op->contr->digestion;
2864     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865     op->stats.food = last_food;
2866     }
2867     }
2868     if (max_hp > 1)
2869     {
2870     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871     if (over_hp > 0)
2872     {
2873     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2874     op->last_heal = 0;
2875     }
2876     else
2877     {
2878     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2879     }
2880     }
2881     else
2882     {
2883     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2884     }
2885 root 1.11 }
2886 elmex 1.1
2887 root 1.18 /* Digestion */
2888     if (--op->last_eat < 0)
2889     {
2890     #ifdef COZY_SERVER
2891     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2892     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2893     #else
2894     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2895     #endif
2896    
2897     if (op->contr->gen_hp > 0)
2898     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899     else
2900     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2901     /* dms do not consume food */
2902     if (!QUERY_FLAG (op, FLAG_WIZ))
2903     op->stats.food--;
2904 root 1.11 }
2905 elmex 1.1 }
2906    
2907 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2908     {
2909     object *tmp, *flesh = NULL;
2910    
2911     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2912     {
2913     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914     {
2915     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916     {
2917     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918     manual_apply (op, tmp, 0);
2919     if (op->stats.food >= 0 || op->stats.hp < 0)
2920     break;
2921     }
2922     else if (tmp->type == FLESH)
2923     flesh = tmp;
2924     } /* End if paid for object */
2925     } /* end of for loop */
2926     /* If player is still starving, it means they don't have any food, so
2927     * eat flesh instead.
2928     */
2929     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930     {
2931     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932     manual_apply (op, flesh, 0);
2933 root 1.11 }
2934 root 1.18 } /* end if player is starving */
2935 elmex 1.1
2936 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2937     op->stats.food++, op->stats.hp--;
2938 elmex 1.1
2939 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2940     kill_player (op);
2941 elmex 1.1 }
2942    
2943 root 1.18
2944 elmex 1.1
2945     /* If the player should die (lack of hp, food, etc), we call this.
2946     * op is the player in jeopardy. If the player can not be saved (not
2947     * permadeath, no lifesave), this will take care of removing the player
2948     * file.
2949     */
2950 root 1.18 void
2951     kill_player (object *op)
2952 elmex 1.1 {
2953 root 1.18 char buf[MAX_BUF];
2954     int x, y;
2955    
2956     //int i;
2957     mapstruct *map; /* this is for resurrection */
2958    
2959     /* int z;
2960     int num_stats_lose;
2961     int lost_a_stat;
2962     int lose_this_stat;
2963     int this_stat; */
2964     int will_kill_again;
2965     archetype *at;
2966     object *tmp;
2967    
2968     if (save_life (op))
2969     return;
2970    
2971    
2972     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2973     * in cities ONLY!!! It is very important that this doesn't get abused.
2974     * Look at op_on_battleground() for more info --AndreasV
2975     */
2976     if (op_on_battleground (op, &x, &y))
2977     {
2978     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980    
2981     /* restore player */
2982 root 1.22 at = archetype::find ("poisoning");
2983 root 1.18 tmp = present_arch_in_ob (at, op);
2984     if (tmp)
2985     {
2986     remove_ob (tmp);
2987     free_object (tmp);
2988     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989     }
2990 elmex 1.1
2991 root 1.22 at = archetype::find ("confusion");
2992 root 1.18 tmp = present_arch_in_ob (at, op);
2993     if (tmp)
2994     {
2995     remove_ob (tmp);
2996     free_object (tmp);
2997     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998     }
2999    
3000     cure_disease (op, 0); /* remove any disease */
3001     op->stats.hp = op->stats.maxhp;
3002     if (op->stats.food <= 0)
3003     op->stats.food = 999;
3004 elmex 1.1
3005 root 1.18 /* create a bodypart-trophy to make the winner happy */
3006 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
3007 root 1.18 if (tmp != NULL)
3008     {
3009     sprintf (buf, "%s's finger", &op->name);
3010     tmp->name = buf;
3011     sprintf (buf, " This finger has been cut off %s\n"
3012     " the %s, when he was defeated at\n level %d by %s.\n",
3013     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014     tmp->msg = buf;
3015     tmp->value = 0, tmp->material = 0, tmp->type = 0;
3016     tmp->materialname = NULL;
3017     tmp->x = op->x, tmp->y = op->y;
3018     insert_ob_in_map (tmp, op->map, op, 0);
3019     }
3020 elmex 1.1
3021 root 1.18 /* teleport defeated player to new destination */
3022     transfer_ob (op, x, y, 0, NULL);
3023     op->contr->braced = 0;
3024     return;
3025 elmex 1.1 }
3026    
3027 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
3028 root 1.3
3029 root 1.18 command_kill_pets (op, 0);
3030 elmex 1.1
3031 root 1.18 if (op->stats.food < 0)
3032     {
3033     if (op->contr->explore)
3034     {
3035     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037     op->stats.food = 999;
3038     return;
3039 root 1.11 }
3040 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3041     strcpy (op->contr->killer, "starvation");
3042 elmex 1.1 }
3043 root 1.18 else
3044     {
3045     if (op->contr->explore)
3046     {
3047     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049     op->stats.hp = op->stats.maxhp;
3050     return;
3051 root 1.11 }
3052 root 1.18 sprintf (buf, "%s died.", &op->name);
3053 elmex 1.1 }
3054 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 elmex 1.1
3056 root 1.18 /* save the map location for corpse, gravestone */
3057     x = op->x;
3058     y = op->y;
3059     map = op->map;
3060 elmex 1.1
3061    
3062 root 1.18 if (settings.not_permadeth == TRUE)
3063     {
3064     /* NOT_PERMADEATH code. This basically brings the character back to
3065     * life if they are dead - it takes some exp and a random stat.
3066     * See the config.h file for a little more in depth detail about this.
3067     */
3068 root 1.11
3069 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3070     * make it depletion. This bunch of code deals with that aspect
3071     * of death.
3072     */
3073 elmex 1.1 #ifndef COZY_SERVER
3074 root 1.18 if (settings.balanced_stat_loss)
3075     {
3076     /* If stat loss is permanent, lose one stat only. */
3077     /* Lower level chars don't lose as many stats because they suffer
3078     more if they do. */
3079     /* Higher level characters can afford things such as potions of
3080     restoration, or better, stat potions. So we slug them that
3081     little bit harder. */
3082     /* GD */
3083     if (settings.stat_loss_on_death)
3084 root 1.11 num_stats_lose = 1;
3085 root 1.18 else
3086     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087     }
3088     else
3089     {
3090     num_stats_lose = 1;
3091 root 1.11 }
3092 root 1.18 lost_a_stat = 0;
3093 root 1.11
3094 root 1.18 for (z = 0; z < num_stats_lose; z++)
3095     {
3096     i = RANDOM () % NUM_STATS;
3097 root 1.11
3098 root 1.18 if (settings.stat_loss_on_death)
3099     {
3100     /* Pick a random stat and take a point off it. Tell the player
3101     * what he lost.
3102     */
3103     change_attr_value (&(op->stats), i, -1);
3104     check_stat_bounds (&(op->stats));
3105     change_attr_value (&(op->contr->orig_stats), i, -1);
3106     check_stat_bounds (&(op->contr->orig_stats));
3107     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108     lost_a_stat = 1;
3109     }
3110     else
3111     {
3112     /* deplete a stat */
3113 root 1.22 archetype *deparch = archetype::find ("depletion");
3114 root 1.18 object *dep;
3115    
3116     dep = present_arch_in_ob (deparch, op);
3117     if (!dep)
3118     {
3119     dep = arch_to_object (deparch);
3120     insert_ob_in_ob (dep, op);
3121     }
3122     lose_this_stat = 1;
3123     if (settings.balanced_stat_loss)
3124     {
3125     /* GD */
3126     /* Get the stat that we're about to deplete. */
3127     this_stat = get_attr_value (&(dep->stats), i);
3128     if (this_stat < 0)
3129     {
3130     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131     int keep_chance = this_stat * this_stat;
3132    
3133     /* Yes, I am paranoid. Sue me. */
3134     if (keep_chance < 1)
3135     keep_chance = 1;
3136    
3137     /* There is a maximum depletion total per level. */
3138     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139     {
3140     lose_this_stat = 0;
3141     /* Take loss chance vs keep chance to see if we
3142     retain the stat. */
3143     }
3144     else
3145     {
3146     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 root 1.11 lose_this_stat = 0;
3148 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149     this_stat, keep_chance, loss_chance,
3150     lose_this_stat?"LOSE":"KEEP"); */
3151 root 1.11 }
3152     }
3153     }
3154 root 1.18
3155     if (lose_this_stat)
3156     {
3157     this_stat = get_attr_value (&(dep->stats), i);
3158     /* We could try to do something clever like find another
3159     * stat to reduce if this fails. But chances are, if
3160     * stats have been depleted to -50, all are pretty low
3161     * and should be roughly the same, so it shouldn't make a
3162     * difference.
3163     */
3164     if (this_stat >= -50)
3165     {
3166     change_attr_value (&(dep->stats), i, -1);
3167     SET_FLAG (dep, FLAG_APPLIED);
3168     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169     fix_player (op);
3170     lost_a_stat = 1;
3171 root 1.11 }
3172     }
3173     }
3174     }
3175 root 1.18 /* If no stat lost, tell the player. */
3176     if (!lost_a_stat)
3177     {
3178     /* determine_god() seems to not work sometimes... why is this?
3179     Should I be using something else? GD */
3180     const char *god = determine_god (op);
3181    
3182     if (god && (strcmp (god, "none")))
3183     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
3184     else
3185     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
3186     }
3187 elmex 1.1 #endif
3188 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.");
3189 elmex 1.1
3190 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3191     * exp loss on the stone.
3192     */
3193 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3194 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3195     tmp->name = buf;
3196     sprintf (buf, "%s's gravestones", &op->name);
3197     tmp->name_pl = buf;
3198     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);
3199     tmp->msg = buf;
3200     tmp->x = op->x, tmp->y = op->y;
3201     insert_ob_in_map (tmp, op->map, NULL, 0);
3202 root 1.11
3203     /**************************************/
3204 root 1.18 /* */
3205     /* Subtract the experience points, */
3206     /* if we died cause of food, give us */
3207     /* food, and reset HP's... */
3208     /* */
3209    
3210 root 1.11 /**************************************/
3211    
3212 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3213     /* restore player */
3214 root 1.22 at = archetype::find ("poisoning");
3215 root 1.18 tmp = present_arch_in_ob (at, op);
3216     if (tmp)
3217     {
3218     remove_ob (tmp);
3219     free_object (tmp);
3220     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221     }
3222    
3223 root 1.22 at = archetype::find ("confusion");
3224 root 1.18 tmp = present_arch_in_ob (at, op);
3225     if (tmp)
3226     {
3227     remove_ob (tmp);
3228     free_object (tmp);
3229     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230     }
3231     cure_disease (op, 0); /* remove any disease */
3232    
3233     /*add_exp(op, (op->stats.exp * -0.20)); */
3234     apply_death_exp_penalty (op);
3235     if (op->stats.food < 100)
3236     op->stats.food = 900;
3237     op->stats.hp = op->stats.maxhp;
3238     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240    
3241     /*
3242     * Check to see if the player is in a shop. IF so, then check to see if
3243     * the player has any unpaid items. If so, remove them and put them back
3244     * in the map.
3245     */
3246 root 1.11
3247 root 1.18 if (is_in_shop (op))
3248     remove_unpaid_objects (op->inv, op);
3249 elmex 1.1
3250 root 1.11 /****************************************/
3251 root 1.18 /* */
3252     /* Move player to his current respawn- */
3253     /* position (usually last savebed) */
3254     /* */
3255    
3256 root 1.11 /****************************************/
3257    
3258 root 1.18 enter_player_savebed (op);
3259    
3260     /* Save the player before inserting the force to reduce
3261     * chance of abuse.
3262     */
3263     op->contr->braced = 0;
3264     save_player (op, 1);
3265    
3266     /* it is possible that the player has blown something up
3267     * at his savebed location, and that can have long lasting
3268     * spell effects. So first see if there is a spell effect
3269     * on the space that might harm the player.
3270     */
3271     will_kill_again = 0;
3272     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273     {
3274     if (tmp->type == SPELL_EFFECT)
3275     will_kill_again |= tmp->attacktype;
3276     }
3277     if (will_kill_again)
3278     {
3279     object *force;
3280     int at;
3281 root 1.11
3282 root 1.18 force = get_archetype (FORCE_NAME);
3283     /* 50 ticks should be enough time for the spell to abate */
3284     force->speed = 0.1;
3285     force->speed_left = -5.0;
3286     SET_FLAG (force, FLAG_APPLIED);
3287     for (at = 0; at < NROFATTACKS; at++)
3288     {
3289     if (will_kill_again & (1 << at))
3290     force->resist[at] = 100;
3291     }
3292     insert_ob_in_ob (force, op);
3293     fix_player (op);
3294 elmex 1.1
3295 root 1.11 }
3296 root 1.18
3297     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298     return;
3299     } /* NOT_PERMADETH */
3300     else
3301     {
3302     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303     * should probably be embedded in an else statement.
3304     */
3305    
3306     op->contr->party = NULL;
3307     if (settings.set_title == TRUE)
3308     op->contr->own_title[0] = '\0';
3309     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310     check_score (op);
3311     if (op->contr->ranges[range_golem] != NULL)
3312     {
3313     remove_friendly_object (op->contr->ranges[range_golem]);
3314     remove_ob (op->contr->ranges[range_golem]);
3315     free_object (op->contr->ranges[range_golem]);
3316     op->contr->ranges[range_golem] = NULL;
3317     op->contr->golem_count = 0;
3318     }
3319     loot_object (op); /* Remove some of the items for good */
3320     remove_ob (op);
3321     op->direction = 0;
3322    
3323     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324     {
3325     delete_character (op->name, 0);
3326     if (settings.resurrection == TRUE)
3327     {
3328     /* save playerfile sans equipment when player dies
3329     ** then save it as player.pl.dead so that future resurrection
3330     ** type spells will work on them nicely
3331     */
3332     delete_character (op->name, 0);
3333     op->stats.hp = op->stats.maxhp;
3334     op->stats.food = 999;
3335    
3336     /* set the location of where the person will reappear when */
3337     /* maybe resurrection code should fix map also */
3338     strcpy (op->contr->maplevel, settings.emergency_mapname);
3339     if (op->map != NULL)
3340     op->map = NULL;
3341     op->x = settings.emergency_x;
3342     op->y = settings.emergency_y;
3343     save_player (op, 0);
3344     op->map = map;
3345     /* please see resurrection.c: peterm */
3346     dead_player (op);
3347     }
3348     else
3349 root 1.19 delete_character (op->name, 1);
3350 root 1.18 }
3351 root 1.19
3352 root 1.18 play_again (op);
3353 root 1.11
3354 root 1.18 /* peterm: added to create a corpse at deathsite. */
3355 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 root 1.18 sprintf (buf, "%s", &op->name);
3357     tmp->name = tmp->name_pl = buf;
3358     tmp->level = op->level;
3359     tmp->x = x;
3360     tmp->y = y;
3361     tmp->msg = gravestone_text (op);
3362     SET_FLAG (tmp, FLAG_UNIQUE);
3363     insert_ob_in_map (tmp, map, NULL, 0);
3364 elmex 1.1 }
3365     }
3366    
3367    
3368 root 1.18 void
3369     loot_object (object *op)
3370     { /* Grab and destroy some treasure */
3371     object *tmp, *tmp2, *next;
3372 elmex 1.1
3373 root 1.18 if (op->container)
3374     { /* close open sack first */
3375 elmex 1.1 esrv_apply_container (op, op->container);
3376 root 1.18 }
3377 elmex 1.1
3378 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3379     {
3380     next = tmp->below;
3381     if (tmp->type == EXPERIENCE || tmp->invisible)
3382     continue;
3383     remove_ob (tmp);
3384     tmp->x = op->x, tmp->y = op->y;
3385     if (tmp->type == CONTAINER)
3386     { /* empty container to ground */
3387     loot_object (tmp);
3388     }
3389     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390     {
3391     if (tmp->nrof > 1)
3392     {
3393     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394     free_object (tmp2);
3395     insert_ob_in_map (tmp, op->map, NULL, 0);
3396     }
3397     else
3398     free_object (tmp);
3399     }
3400     else
3401     insert_ob_in_map (tmp, op->map, NULL, 0);
3402     }
3403 elmex 1.1 }
3404    
3405     /*
3406     * fix_weight(): Check recursively the weight of all players, and fix
3407     * what needs to be fixed. Refresh windows and fix speed if anything
3408     * was changed.
3409     */
3410    
3411 root 1.18 void
3412     fix_weight (void)
3413     {
3414 elmex 1.1 player *pl;
3415 root 1.18
3416     for (pl = first_player; pl != NULL; pl = pl->next)
3417     {
3418     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419    
3420     if (old == sum)
3421     continue;
3422     fix_player (pl->ob);
3423     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424     }
3425 elmex 1.1 }
3426    
3427 root 1.18 void
3428     fix_luck (void)
3429     {
3430 elmex 1.1 player *pl;
3431 root 1.18
3432 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3433     if (!pl->ob->contr->state)
3434 root 1.18 change_luck (pl->ob, 0);
3435 elmex 1.1 }
3436    
3437    
3438     /* cast_dust() - handles op throwing objects of type 'DUST'.
3439     * This is much simpler in the new spell code - we basically
3440     * just treat this as any other spell casting object.
3441     */
3442    
3443 elmex 1.2 void
3444 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3445 elmex 1.2 {
3446     object *skop, *spob;
3447    
3448     skop = find_skill_by_name (op, throw_ob->skill);
3449    
3450     /* casting POTION 'dusts' is really a use_magic_item skill */
3451     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3452     {
3453 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3454 elmex 1.2 return;
3455     }
3456    
3457     spob = throw_ob->inv;
3458    
3459     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3460     // not pass NULL to cast_spell (which did indeed check itself, but
3461     // errors should be reported as early as possible IMHO)
3462     if (!spob)
3463     {
3464 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3465 elmex 1.2 return;
3466 elmex 1.1 }
3467    
3468 elmex 1.2 if (op->type == PLAYER)
3469 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 elmex 1.2
3471     cast_spell (op, throw_ob, dir, spob, NULL);
3472    
3473     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3474     remove_ob (throw_ob);
3475     free_object (throw_ob);
3476 elmex 1.1 }
3477    
3478 root 1.18 void
3479     make_visible (object *op)
3480     {
3481     op->hide = 0;
3482     op->invisible = 0;
3483     if (op->type == PLAYER)
3484     {
3485     op->contr->tmp_invis = 0;
3486     op->contr->invis_race = 0;
3487     }
3488     update_object (op, UP_OBJ_FACE);
3489     }
3490    
3491     int
3492     is_true_undead (object *op)
3493     {
3494     object *tmp = NULL;
3495    
3496     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497     return 1;
3498    
3499     if (op->type == PLAYER)
3500     for (tmp = op->inv; tmp; tmp = tmp->below)
3501     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503     return 1;
3504 elmex 1.1 return 0;
3505     }
3506    
3507     /* look at the surrounding terrain to determine
3508     * the hideability of this object. Positive levels
3509     * indicate greater hideability.
3510     */
3511    
3512 root 1.18 int
3513     hideability (object *ob)
3514     {
3515     int i, level = 0, mflag;
3516     sint16 x, y;
3517    
3518     if (!ob || !ob->map)
3519     return 0;
3520    
3521     /* so, on normal lighted maps, its hard to hide */
3522     level = ob->map->darkness - 2;
3523    
3524     /* this also picks up whether the object is glowing.
3525     * If you carry a light on a non-dark map, its not
3526     * as bad as carrying a light on a pitch dark map */
3527     if (has_carried_lights (ob))
3528     level = -(10 + (2 * ob->map->darkness));
3529    
3530     /* scan through all nearby squares for terrain to hide in */
3531     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3532     {
3533     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3534     if (mflag & P_OUT_OF_MAP)
3535     {
3536     continue;
3537     }
3538     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3539     level += 2;
3540     else /* open terrain! */
3541     level -= 1;
3542 elmex 1.1 }
3543 root 1.18
3544 elmex 1.1 #if 0
3545 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3546 elmex 1.1 #endif
3547 root 1.18 return level;
3548 elmex 1.1 }
3549    
3550     /* For Hidden creatures - a chance of becoming 'unhidden'
3551     * every time they move - as we subtract off 'invisibility'
3552     * AND, for players, if they move into a ridiculously unhideable
3553     * spot (surrounded by clear terrain in broad daylight). -b.t.
3554     */
3555    
3556 root 1.18 void
3557     do_hidden_move (object *op)
3558     {
3559     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3560     object *skop;
3561    
3562     if (!op || !op->map)
3563     return;
3564    
3565     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566    
3567     /* its *extremely* hard to run and sneak/hide at the same time! */
3568     if (op->type == PLAYER && op->contr->run_on)
3569     {
3570     if (!skop || num >= skop->level)
3571     {
3572     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573     make_visible (op);
3574     return;
3575     }
3576     else
3577     num += 20;
3578 elmex 1.1 }
3579 root 1.18 num += op->map->difficulty;
3580     hide = hideability (op); /* modify by terrain hidden level */
3581     num -= hide;
3582     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583     {
3584     make_visible (op);
3585     if (op->type == PLAYER)
3586     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 elmex 1.1 }
3588 root 1.18 else if (op->type == PLAYER && skop)
3589     {
3590     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 elmex 1.1 }
3592     }
3593    
3594     /* determine if who is standing near a hostile creature. */
3595    
3596 root 1.18 int
3597     stand_near_hostile (object *who)
3598     {
3599     object *tmp = NULL;
3600     int i, friendly = 0, player = 0, mflags;
3601     mapstruct *m;
3602     sint16 x, y;
3603    
3604     if (!who)
3605     return 0;
3606    
3607     if (who->type == PLAYER)
3608     player = 1;
3609    
3610     else
3611     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3612    
3613     /* search adjacent squares */
3614     for (i = 1; i < 9; i++)
3615     {
3616     x = who->x + freearr_x[i];
3617     y = who->y + freearr_y[i];
3618     m = who->map;
3619     mflags = get_map_flags (m, &m, x, y, &x, &y);
3620     /* space must be blocked if there is a monster. If not
3621     * blocked, don't need to check this space.
3622     */
3623     if (mflags & P_OUT_OF_MAP)
3624     continue;
3625     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626     continue;
3627    
3628     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3629     {
3630     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631     return 1;
3632     else if (tmp->type == PLAYER)
3633     {
3634     /*don't let a hidden DM prevent you from hiding */
3635     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3636 root 1.11 return 1;
3637 root 1.18 }
3638 root 1.11 }
3639 elmex 1.1 }
3640 root 1.18 return 0;
3641 elmex 1.1 }
3642    
3643     /* check the player los field for viewability of the
3644     * object op. This function works fine for monsters,
3645     * but we dont worry if the object isnt the top one in
3646     * a pile (say a coin under a table would return "viewable"
3647     * by this routine). Another question, should we be
3648     * concerned with the direction the player is looking
3649     * in? Realistically, most of use cant see stuff behind
3650     * our backs...on the other hand, does the "facing" direction
3651     * imply the way your head, or body is facing? Its possible
3652     * for them to differ. Sigh, this fctn could get a bit more complex.
3653     * -b.t.
3654     * This function is now map tiling safe.
3655     */
3656    
3657 root 1.18 int
3658     player_can_view (object *pl, object *op)
3659     {
3660     rv_vector rv;
3661     int dx, dy;
3662    
3663     if (pl->type != PLAYER)
3664     {
3665     LOG (llevError, "player_can_view() called for non-player object\n");
3666     return -1;
3667 elmex 1.1 }
3668 root 1.18 if (!pl || !op)
3669 elmex 1.1 return 0;
3670 root 1.18
3671     if (op->head)
3672     {
3673     op = op->head;
3674     }
3675     get_rangevector (pl, op, &rv, 0x1);
3676    
3677     /* starting with the 'head' part, lets loop
3678     * through the object and find if it has any
3679     * part that is in the los array but isnt on
3680     * a blocked los square.
3681     * we use the archetype to figure out offsets.
3682     */
3683     while (op)
3684     {
3685     dx = rv.distance_x + op->arch->clone.x;
3686     dy = rv.distance_y + op->arch->clone.y;
3687    
3688     /* only the viewable area the player sees is updated by LOS
3689     * code, so we need to restrict ourselves to that range of values
3690     * for any meaningful values.
3691     */
3692     if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3693     FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3694     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3695     return 1;
3696     op = op->more;
3697     }
3698     return 0;
3699 elmex 1.1 }
3700    
3701     /* routine for both players and monsters. We call this when
3702     * there is a possibility for our action distrubing our hiding
3703     * place or invisiblity spell. Artefact invisiblity is not
3704     * effected by this. If we arent invisible to begin with, we
3705     * return 0.
3706     */
3707 root 1.18 int
3708     action_makes_visible (object *op)
3709     {
3710    
3711     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3712     {
3713     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3714     return 0;
3715    
3716     if (op->contr && op->contr->tmp_invis == 0)
3717     return 0;
3718 elmex 1.1
3719 root 1.18 /* If monsters, they should become visible */
3720     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3721     {
3722     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3723     return 1;
3724 root 1.11 }
3725 elmex 1.1 }
3726 root 1.18 return 0;
3727 elmex 1.1 }
3728    
3729     /* op_on_battleground - checks if the given object op (usually
3730     * a player) is standing on a valid battleground-tile,
3731     * function returns TRUE/FALSE. If true x, y returns the battleground
3732     * -exit-coord. (and if x, y not NULL)
3733     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3734     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3735     * Default is to do the same as before, so only people wanting to have different points need worry about this
3736     */
3737 root 1.18 int
3738     op_on_battleground (object *op, int *x, int *y)
3739     {
3740 elmex 1.1 object *tmp;
3741 root 1.18
3742 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3743     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3744     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3745     * and the exit-coordinates sp/hp must both be > 0.
3746     * => The intention here is to prevent abuse of the battleground-
3747     * feature (like pickable or hidden battleground tiles). */
3748 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3749     {
3750     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3751     {
3752     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3753     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3754     {
3755     /*before we assign the exit, check if this is a teambattle */
3756     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3757     {
3758     object *invtmp;
3759    
3760     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3761     {
3762     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3763     {
3764     if (x != NULL && y != NULL)
3765     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3766     return 1;
3767     }
3768     }
3769     }
3770     if (x != NULL && y != NULL)
3771     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3772     return 1;
3773     }
3774     }
3775 elmex 1.1 }
3776     /* If we got here, did not find a battleground */
3777     return 0;
3778     }
3779    
3780     /*
3781     * When a dragon-player gains a new stage of evolution,
3782     * he gets some treasure
3783     *
3784     * attributes:
3785     * object *who the dragon player
3786     * int atnr the attack-number of the ability focus
3787     * int level ability level
3788     */
3789 root 1.18 void
3790     dragon_ability_gain (object *who, int atnr, int level)
3791     {
3792     treasurelist *trlist = NULL; /* treasurelist */
3793     treasure *tr; /* treasure */
3794     object *tmp, *skop; /* tmp. object */
3795     object *item; /* treasure object */
3796     char buf[MAX_BUF]; /* tmp. string buffer */
3797     int i = 0, j = 0;
3798    
3799     /* get the appropriate treasurelist */
3800     if (atnr == ATNR_FIRE)
3801     trlist = find_treasurelist ("dragon_ability_fire");
3802     else if (atnr == ATNR_COLD)
3803     trlist = find_treasurelist ("dragon_ability_cold");
3804     else if (atnr == ATNR_ELECTRICITY)
3805     trlist = find_treasurelist ("dragon_ability_elec");
3806     else if (atnr == ATNR_POISON)
3807     trlist = find_treasurelist ("dragon_ability_poison");
3808    
3809     if (trlist == NULL || who->type != PLAYER)
3810     return;
3811    
3812     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813    
3814     if (tr == NULL || tr->item == NULL)
3815     {
3816     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817     return;
3818 elmex 1.1 }
3819    
3820 root 1.18 /* everything seems okay - now bring on the gift: */
3821     item = &(tr->item->clone);
3822 elmex 1.1
3823 root 1.18 if (item->type == SPELL)
3824     {
3825     if (check_spell_known (who, item->name))
3826 root 1.11 return;
3827 root 1.18
3828     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3829     do_learn_spell (who, item, 0);
3830     return;
3831 elmex 1.1 }
3832    
3833 root 1.18 /* grant direct spell */
3834     if (item->type == SPELLBOOK)
3835     {
3836     if (!item->inv)
3837     {
3838     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3839     return;
3840     }
3841     if (check_spell_known (who, item->inv->name))
3842     return;
3843     if (item->invisible)
3844     {
3845     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3846     do_learn_spell (who, item->inv, 0);
3847     return;
3848 root 1.11 }
3849 root 1.18 }
3850     else if (item->type == SKILL_TOOL && item->invisible)
3851     {
3852     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3853     {
3854    
3855     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3856     * in this way, if the player is missing any of the attacktypes, he gets
3857     * them. As it is now, if the player has any that match the granted skill,
3858     * but not all of them, he gets nothing.
3859     */
3860     if (!(skop->attacktype & item->attacktype))
3861     {
3862     /* Give new attacktype */
3863     skop->attacktype |= item->attacktype;
3864    
3865     /* always add physical if there's none */
3866     skop->attacktype |= AT_PHYSICAL;
3867    
3868     if (item->msg != NULL)
3869     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3870    
3871     /* Give player new face */
3872     if (item->animation_id)
3873     {
3874     who->face = skop->face;
3875     who->animation_id = item->animation_id;
3876     who->anim_speed = item->anim_speed;
3877     who->last_anim = 0;
3878     who->state = 0;
3879     animate_object (who, who->direction);
3880     }
3881     }
3882 root 1.11 }
3883 elmex 1.1 }
3884 root 1.18 else if (item->type == FORCE)
3885     {
3886     /* forces in the treasurelist can alter the player's stats */
3887     object *skin;
3888 elmex 1.1
3889 root 1.18 /* first get the dragon skin force */
3890     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3891     if (skin == NULL)
3892     return;
3893    
3894     /* adding new spellpath attunements */
3895     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896     {
3897     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3898    
3899     /* print message */
3900     sprintf (buf, "You feel attuned to ");
3901     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3902     {
3903     if (item->path_attuned & (1 << i))
3904     {
3905     if (j)
3906     strcat (buf, " and ");
3907     else
3908     j = 1;
3909     strcat (buf, spellpathnames[i]);
3910     }
3911     }
3912     strcat (buf, ".");
3913     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3914     }
3915    
3916     /* evtl. adding flags: */
3917     if (QUERY_FLAG (item, FLAG_XRAYS))
3918     SET_FLAG (skin, FLAG_XRAYS);
3919     if (QUERY_FLAG (item, FLAG_STEALTH))
3920     SET_FLAG (skin, FLAG_STEALTH);
3921     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3922     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3923    
3924     /* print message if there is one */
3925     if (item->msg != NULL)
3926     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3927     }
3928     else
3929     {
3930     /* generate misc. treasure */
3931     tmp = arch_to_object (tr->item);
3932     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3933     tmp = insert_ob_in_ob (tmp, who);
3934     if (who->type == PLAYER)
3935     esrv_send_item (who, tmp);
3936 elmex 1.1 }
3937     }
3938    
3939     /**
3940     * Unready an object for a player. This function does nothing if the object was
3941     * not readied.
3942     */
3943 root 1.18 void
3944     player_unready_range_ob (player *pl, object *ob)
3945     {
3946     rangetype i;
3947 elmex 1.1
3948 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3949     {
3950     if (pl->ranges[i] == ob)
3951     {
3952     pl->ranges[i] = NULL;
3953     if (pl->shoottype == i)
3954     {
3955     pl->shoottype = range_none;
3956 elmex 1.1 }
3957     }
3958     }
3959     }