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/cvs/deliantra/server/server/player.C
Revision: 1.24
Committed: Thu Sep 14 23:13:49 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +8 -17 lines
Log Message:
replace was_destroyed by much simpler and less expensive ->destroyed,
which is valid, as objetc pointers are now reliable.

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     int stop = 0;
1270     int j, k, wvratio;
1271     char putstring[128], tmpstr[16];
1272    
1273     /* if you're flying, you cna't pick up anything */
1274     if (op->move_type & MOVE_FLYING)
1275     return 1;
1276    
1277     next = op->below;
1278    
1279     /* loop while there are items on the floor that are not marked as
1280     * destroyed */
1281 root 1.24 while (next && !next->destroyed ())
1282 root 1.18 {
1283     tmp = next;
1284     next = tmp->below;
1285 elmex 1.1
1286 root 1.24 if (op->destroyed ())
1287 elmex 1.1 return 0;
1288    
1289 root 1.18 if (!can_pick (op, tmp))
1290     continue;
1291 elmex 1.1
1292 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1293     {
1294     if (item_matched_string (op, tmp, op->contr->search_str))
1295     pick_up (op, tmp);
1296     continue;
1297 root 1.11 }
1298    
1299 root 1.18 /* high not bit set? We're using the old autopickup model */
1300     if (!(op->contr->mode & PU_NEWMODE))
1301 root 1.11 {
1302 root 1.18 switch (op->contr->mode)
1303 root 1.11 {
1304 root 1.20 case 0:
1305     return 1; /* don't pick up */
1306     case 1:
1307     pick_up (op, tmp);
1308     return 1;
1309     case 2:
1310     pick_up (op, tmp);
1311     return 0;
1312     case 3:
1313     return 0; /* stop before pickup */
1314     case 4:
1315     pick_up (op, tmp);
1316     break;
1317     case 5:
1318     pick_up (op, tmp);
1319     stop = 1;
1320     break;
1321     case 6:
1322     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1323 root 1.18 pick_up (op, tmp);
1324 root 1.20 break;
1325    
1326     case 7:
1327     if (tmp->type == MONEY || tmp->type == GEM)
1328 root 1.18 pick_up (op, tmp);
1329 root 1.20 break;
1330    
1331     default:
1332     /* use value density */
1333     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1334     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1335 root 1.18 pick_up (op, tmp);
1336 root 1.11 }
1337     }
1338 root 1.18 else
1339     { /* old model */
1340     /* NEW pickup handling */
1341     if (op->contr->mode & PU_DEBUG)
1342     {
1343     /* some debugging code to figure out item information */
1344     if (tmp->name != NULL)
1345     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347     else
1348     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351    
1352     sprintf (putstring, "...flags: ");
1353     for (k = 0; k < 4; k++)
1354     {
1355     for (j = 0; j < 32; j++)
1356     {
1357     if ((tmp->flags[k] >> j) & 0x01)
1358     {
1359     sprintf (tmpstr, "%d ", k * 32 + j);
1360     strcat (putstring, tmpstr);
1361     }
1362     }
1363     }
1364     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365 elmex 1.1
1366     #if 0
1367 root 1.18 /* print the flags too */
1368     for (k = 0; k < 4; k++)
1369     {
1370     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371     for (j = 0; j < 32; j++)
1372     {
1373     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374     if (!((j + 1) % 4))
1375     fprintf (stderr, " ");
1376     }
1377     fprintf (stderr, " [%d]\n", k * 32);
1378     }
1379 elmex 1.1 #endif
1380 root 1.18 }
1381     /* philosophy:
1382     * It's easy to grab an item type from a pile, as long as it's
1383     * generic. This takes no game-time. For more detailed pickups
1384     * and selections, select-items shoul dbe used. This is a
1385     * grab-as-you-run type mode that's really useful for arrows for
1386     * example.
1387     * The drawback: right now it has no frontend, so you need to
1388     * stick the bits you want into a calculator in hex mode and then
1389     * convert to decimal and then 'pickup <#>
1390     */
1391    
1392     /* the first two modes are exclusive: if NOTHING we return, if
1393     * STOP then we stop. All the rest are applied sequentially,
1394     * meaning if any test passes, the item gets picked up. */
1395    
1396     /* if mode is set to pick nothing up, return */
1397    
1398     if (op->contr->mode & PU_NOTHING)
1399     return 1;
1400    
1401     /* if mode is set to stop when encountering objects, return */
1402     /* take STOP before INHIBIT since it doesn't actually pick
1403     * anything up */
1404    
1405     if (op->contr->mode & PU_STOP)
1406     return 0;
1407    
1408     /* useful for going into stores and not losing your settings... */
1409     /* and for battles wher you don't want to get loaded down while
1410     * fighting */
1411     if (op->contr->mode & PU_INHIBIT)
1412     return 1;
1413    
1414     /* prevent us from turning into auto-thieves :) */
1415     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1416     continue;
1417    
1418     /* ignore known cursed objects */
1419     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1420     continue;
1421    
1422     /* all food and drink if desired */
1423     /* question: don't pick up known-poisonous stuff? */
1424     if (op->contr->mode & PU_FOOD)
1425     if (tmp->type == FOOD)
1426     {
1427     pick_up (op, tmp);
1428     if (0)
1429     fprintf (stderr, "FOOD\n");
1430     continue;
1431     }
1432     if (op->contr->mode & PU_DRINK)
1433     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1434     {
1435     pick_up (op, tmp);
1436     if (0)
1437     fprintf (stderr, "DRINK\n");
1438     continue;
1439     }
1440    
1441     if (op->contr->mode & PU_POTION)
1442     if (tmp->type == POTION)
1443     {
1444     pick_up (op, tmp);
1445     if (0)
1446     fprintf (stderr, "POTION\n");
1447     continue;
1448     }
1449    
1450     /* spellbooks, skillscrolls and normal books/scrolls */
1451     if (op->contr->mode & PU_SPELLBOOK)
1452     if (tmp->type == SPELLBOOK)
1453     {
1454     pick_up (op, tmp);
1455     if (0)
1456     fprintf (stderr, "SPELLBOOK\n");
1457     continue;
1458     }
1459     if (op->contr->mode & PU_SKILLSCROLL)
1460     if (tmp->type == SKILLSCROLL)
1461     {
1462     pick_up (op, tmp);
1463     if (0)
1464     fprintf (stderr, "SKILLSCROLL\n");
1465     continue;
1466     }
1467     if (op->contr->mode & PU_READABLES)
1468     if (tmp->type == BOOK || tmp->type == SCROLL)
1469     {
1470     pick_up (op, tmp);
1471     if (0)
1472     fprintf (stderr, "READABLES\n");
1473     continue;
1474     }
1475    
1476     /* wands/staves/rods/horns */
1477     if (op->contr->mode & PU_MAGIC_DEVICE)
1478     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479     {
1480     pick_up (op, tmp);
1481     if (0)
1482     fprintf (stderr, "MAGIC_DEVICE\n");
1483     continue;
1484     }
1485    
1486     /* pick up all magical items */
1487     if (op->contr->mode & PU_MAGICAL)
1488     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1489     {
1490     pick_up (op, tmp);
1491     if (0)
1492     fprintf (stderr, "MAGICAL\n");
1493     continue;
1494     }
1495    
1496     if (op->contr->mode & PU_VALUABLES)
1497     {
1498     if (tmp->type == MONEY || tmp->type == GEM)
1499     {
1500     pick_up (op, tmp);
1501     if (0)
1502     fprintf (stderr, "MONEY/GEM\n");
1503     continue;
1504     }
1505     }
1506    
1507     /* rings & amulets - talismans seems to be typed AMULET */
1508     if (op->contr->mode & PU_JEWELS)
1509     if (tmp->type == RING || tmp->type == AMULET)
1510     {
1511     pick_up (op, tmp);
1512     if (0)
1513     fprintf (stderr, "JEWELS\n");
1514     continue;
1515     }
1516    
1517     /* bows and arrows. Bows are good for selling! */
1518     if (op->contr->mode & PU_BOW)
1519     if (tmp->type == BOW)
1520     {
1521     pick_up (op, tmp);
1522     if (0)
1523     fprintf (stderr, "BOW\n");
1524     continue;
1525     }
1526     if (op->contr->mode & PU_ARROW)
1527     if (tmp->type == ARROW)
1528     {
1529     pick_up (op, tmp);
1530     if (0)
1531     fprintf (stderr, "ARROW\n");
1532     continue;
1533     }
1534    
1535     /* all kinds of armor etc. */
1536     if (op->contr->mode & PU_ARMOUR)
1537     if (tmp->type == ARMOUR)
1538     {
1539     pick_up (op, tmp);
1540     if (0)
1541     fprintf (stderr, "ARMOUR\n");
1542     continue;
1543     }
1544     if (op->contr->mode & PU_HELMET)
1545     if (tmp->type == HELMET)
1546     {
1547     pick_up (op, tmp);
1548     if (0)
1549     fprintf (stderr, "HELMET\n");
1550     continue;
1551     }
1552     if (op->contr->mode & PU_SHIELD)
1553     if (tmp->type == SHIELD)
1554     {
1555     pick_up (op, tmp);
1556     if (0)
1557     fprintf (stderr, "SHIELD\n");
1558     continue;
1559     }
1560     if (op->contr->mode & PU_BOOTS)
1561     if (tmp->type == BOOTS)
1562     {
1563     pick_up (op, tmp);
1564     if (0)
1565     fprintf (stderr, "BOOTS\n");
1566     continue;
1567     }
1568     if (op->contr->mode & PU_GLOVES)
1569     if (tmp->type == GLOVES)
1570     {
1571     pick_up (op, tmp);
1572     if (0)
1573     fprintf (stderr, "GLOVES\n");
1574     continue;
1575     }
1576     if (op->contr->mode & PU_CLOAK)
1577     if (tmp->type == CLOAK)
1578     {
1579     pick_up (op, tmp);
1580     if (0)
1581     fprintf (stderr, "GLOVES\n");
1582     continue;
1583     }
1584 elmex 1.1
1585 root 1.18 /* hoping to catch throwing daggers here */
1586     if (op->contr->mode & PU_MISSILEWEAPON)
1587     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588     {
1589     pick_up (op, tmp);
1590     if (0)
1591     fprintf (stderr, "MISSILEWEAPON\n");
1592     continue;
1593     }
1594 elmex 1.1
1595 root 1.18 /* careful: chairs and tables are weapons! */
1596     if (op->contr->mode & PU_ALLWEAPON)
1597     {
1598     if (tmp->type == WEAPON && tmp->name != NULL)
1599     {
1600     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1601     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602     {
1603     pick_up (op, tmp);
1604     if (0)
1605     fprintf (stderr, "WEAPON\n");
1606     continue;
1607     }
1608     }
1609     if (tmp->type == WEAPON && tmp->name == NULL)
1610     {
1611     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1612     {
1613     pick_up (op, tmp);
1614     if (0)
1615     fprintf (stderr, "WEAPON\n");
1616     continue;
1617     }
1618     }
1619     }
1620 elmex 1.1
1621 root 1.18 /* misc stuff that's useful */
1622     if (op->contr->mode & PU_KEY)
1623     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624     {
1625     pick_up (op, tmp);
1626     if (0)
1627     fprintf (stderr, "KEY\n");
1628     continue;
1629     }
1630 elmex 1.1
1631 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1632     * pickups */
1633     if (op->contr->mode & PU_RATIO)
1634     {
1635     /* use value density to decide what else to grab */
1636     /* >=7 was >= op->contr->mode */
1637     /* >=7 is the old standard setting. Now we take the last 4 bits
1638     * and multiply them by 5, giving 0..15*5== 5..75 */
1639     wvratio = (op->contr->mode & PU_RATIO) * 5;
1640     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1641     {
1642     pick_up (op, tmp);
1643 elmex 1.1 #if 0
1644 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1645     if (tmp->name != NULL)
1646     {
1647     fprintf (stderr, "%s", tmp->name);
1648     }
1649     else
1650     fprintf (stderr, "%s", tmp->arch->name);
1651     fprintf (stderr, ",%d] = ", tmp->type);
1652     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1653 elmex 1.1 #endif
1654 root 1.18 continue;
1655     }
1656     }
1657     } /* the new pickup model */
1658     }
1659     return !stop;
1660 elmex 1.1 }
1661    
1662     /*
1663     * Find an arrow in the inventory and after that
1664     * in the right type container (quiver). Pointer to the
1665     * found object is returned.
1666     */
1667 root 1.18 object *
1668     find_arrow (object *op, const char *type)
1669 elmex 1.1 {
1670 root 1.18 object *tmp = NULL;
1671 elmex 1.1
1672 root 1.18 for (op = op->inv; op; op = op->below)
1673     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1674     tmp = find_arrow (op, type);
1675     else if (op->type == ARROW && op->race == type)
1676     return op;
1677     return tmp;
1678 elmex 1.1 }
1679    
1680     /*
1681     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1682     * against the target. A full test is not performed, simply a basic test
1683     * of resistances. The archer is making a quick guess at what he sees down
1684     * the hall. Failing that it does it's best to pick the highest plus arrow.
1685     */
1686    
1687 root 1.18 object *
1688     find_better_arrow (object *op, object *target, const char *type, int *better)
1689 elmex 1.1 {
1690 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1691     int attacknum, attacktype, betterby = 0, i;
1692 elmex 1.1
1693 root 1.18 if (!type)
1694     return NULL;
1695 elmex 1.1
1696 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1697     {
1698     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1699     {
1700     i = 0;
1701     ntmp = find_better_arrow (arrow, target, type, &i);
1702     if (i > betterby)
1703     {
1704     tmp = ntmp;
1705     betterby = i;
1706     }
1707     }
1708     else if (arrow->type == ARROW && arrow->race == type)
1709     {
1710     /* allways prefer assasination/slaying */
1711     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1712     {
1713     if (arrow->attacktype & AT_DEATH)
1714     {
1715     *better = 100;
1716     return arrow;
1717     }
1718     else
1719     {
1720     tmp = arrow;
1721     betterby = (arrow->magic + arrow->stats.dam) * 2;
1722     }
1723     }
1724     else
1725     {
1726     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1727     {
1728     attacktype = 1 << attacknum;
1729     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1730     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1731     {
1732     tmp = arrow;
1733     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1734     }
1735 root 1.11 }
1736 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1737     {
1738     tmp = arrow;
1739     betterby = 2 + arrow->magic + arrow->stats.dam;
1740 root 1.11 }
1741 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1742     {
1743     tmp = arrow;
1744     betterby = 1 + arrow->magic + arrow->stats.dam;
1745 root 1.11 }
1746     }
1747     }
1748 elmex 1.1 }
1749 root 1.18 if (tmp == NULL && arrow == NULL)
1750     return find_arrow (op, type);
1751 elmex 1.1
1752 root 1.18 *better = betterby;
1753     return tmp;
1754 elmex 1.1 }
1755    
1756     /* looks in a given direction, finds the first valid target, and calls
1757     * find_better_arrow to find a decent arrow to use.
1758     * op = the shooter
1759     * type = bow->race
1760     * dir = fire direction
1761     */
1762    
1763 root 1.18 object *
1764     pick_arrow_target (object *op, const char *type, int dir)
1765 elmex 1.1 {
1766 root 1.18 object *tmp = NULL;
1767     mapstruct *m;
1768     int i, mflags, found, number;
1769     sint16 x, y;
1770    
1771     if (op->map == NULL)
1772     return find_arrow (op, type);
1773    
1774     /* do a dex check */
1775     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1776     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1777     return find_arrow (op, type);
1778    
1779     m = op->map;
1780     x = op->x;
1781     y = op->y;
1782    
1783     /* find the first target */
1784     for (i = 0, found = 0; i < 20; i++)
1785     {
1786     x += freearr_x[dir];
1787     y += freearr_y[dir];
1788     mflags = get_map_flags (m, &m, x, y, &x, &y);
1789     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1790     {
1791     tmp = NULL;
1792     break;
1793     }
1794     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1795     {
1796     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1797     * perhaps a bad assumption.
1798     */
1799     tmp = NULL;
1800     break;
1801 root 1.11 }
1802 root 1.18 if (mflags & P_IS_ALIVE)
1803     {
1804     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1805     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1806     {
1807     found++;
1808 root 1.11 break;
1809 root 1.18 }
1810     if (found)
1811     break;
1812 root 1.11 }
1813 elmex 1.1 }
1814 root 1.18 if (tmp == NULL)
1815     return find_arrow (op, type);
1816 elmex 1.1
1817 root 1.18 if (tmp->head)
1818     tmp = tmp->head;
1819 elmex 1.1
1820 root 1.18 return find_better_arrow (op, tmp, type, &i);
1821 elmex 1.1 }
1822    
1823     /*
1824     * Creature fires a bow - op can be monster or player. Returns
1825     * 1 if bow was actually fired, 0 otherwise.
1826     * op is the object firing the bow.
1827     * part is for multipart creatures - the part firing the bow.
1828     * dir is the direction of fire.
1829     * wc_mod is any special modifier to give (used in special player fire modes)
1830     * sx, sy are coordinates to fire arrow from - also used in some of the special
1831     * player fire modes.
1832     */
1833 root 1.18 int
1834     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1835 elmex 1.1 {
1836 root 1.18 object *left, *bow;
1837     int bowspeed, mflags;
1838     mapstruct *m;
1839 elmex 1.1
1840 root 1.18 if (!dir)
1841     {
1842     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1843     return 0;
1844 elmex 1.1 }
1845 root 1.18 if (op->type == PLAYER)
1846     bow = op->contr->ranges[range_bow];
1847     else
1848     {
1849     for (bow = op->inv; bow; bow = bow->below)
1850     /* Don't check for applied - monsters don't apply bows - in that way, they
1851     * don't need to switch back and forth between bows and weapons.
1852     */
1853     if (bow->type == BOW)
1854     break;
1855 root 1.11
1856 root 1.18 if (!bow)
1857     {
1858     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859     return 0;
1860 root 1.11 }
1861 elmex 1.1 }
1862 root 1.18 if (!bow->race || !bow->skill)
1863     {
1864     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1865     return 0;
1866 elmex 1.1 }
1867    
1868 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869 elmex 1.1
1870 root 1.18 /* penalize ROF for bestarrow */
1871     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1873     if (bowspeed < 1)
1874     bowspeed = 1;
1875    
1876     if (arrow == NULL)
1877     {
1878     if ((arrow = find_arrow (op, bow->race)) == NULL)
1879     {
1880     if (op->type == PLAYER)
1881     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1882     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1883     else
1884     CLEAR_FLAG (op, FLAG_READY_BOW);
1885     return 0;
1886 root 1.11 }
1887 elmex 1.1 }
1888 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889     if (mflags & P_OUT_OF_MAP)
1890     {
1891     return 0;
1892     }
1893     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894     {
1895     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1896     return 0;
1897     }
1898    
1899     /* this should not happen, but sometimes does */
1900     if (arrow->nrof == 0)
1901     {
1902     remove_ob (arrow);
1903     free_object (arrow);
1904     return 0;
1905     }
1906    
1907     left = arrow; /* these are arrows left to the player */
1908     arrow = get_split_ob (arrow, 1);
1909     if (arrow == NULL)
1910     {
1911     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1912     return 0;
1913 elmex 1.1 }
1914 root 1.18 set_owner (arrow, op);
1915     arrow->skill = bow->skill;
1916    
1917     arrow->direction = dir;
1918     arrow->x = sx;
1919     arrow->y = sy;
1920    
1921     if (op->type == PLAYER)
1922     {
1923     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924     fix_player (op);
1925 elmex 1.1 }
1926    
1927 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1928     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929     arrow->stats.hp = arrow->stats.dam;
1930     arrow->stats.grace = arrow->attacktype;
1931     if (arrow->slaying != NULL)
1932     arrow->spellarg = strdup_local (arrow->slaying);
1933    
1934     /* Note that this was different for monsters - they got their level
1935     * added to the damage. I think the strength bonus is more proper.
1936     */
1937    
1938     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1939    
1940     /* update the speed */
1941     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943    
1944     if (arrow->speed < 1.0)
1945     arrow->speed = 1.0;
1946     update_ob_speed (arrow);
1947     arrow->speed_left = 0;
1948    
1949     if (op->type == PLAYER)
1950     {
1951     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1952     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1953     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1954    
1955     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1956 elmex 1.1 }
1957 root 1.18 else
1958     {
1959     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1960     arrow->level = op->level;
1961 elmex 1.1 }
1962 root 1.24
1963 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1964     arrow->attacktype |= bow->attacktype;
1965 root 1.24
1966 root 1.18 if (bow->slaying != NULL)
1967     arrow->slaying = bow->slaying;
1968    
1969     arrow->map = m;
1970     arrow->move_type = MOVE_FLY_LOW;
1971     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972    
1973     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1974     insert_ob_in_map (arrow, m, op, 0);
1975    
1976 root 1.24 if (!arrow->destroyed ())
1977 root 1.18 move_arrow (arrow);
1978 elmex 1.1
1979 root 1.18 if (op->type == PLAYER)
1980     {
1981 root 1.24 if (left->destroyed ())
1982     esrv_del_item (op->contr, left->count);
1983 root 1.18 else
1984     esrv_send_item (op, left);
1985 elmex 1.1 }
1986 root 1.24
1987 root 1.18 return 1;
1988 elmex 1.1 }
1989    
1990     /* Special fire code for players - this takes into
1991     * account the special fire modes players can have
1992     * but monsters can't. Putting that code here
1993     * makes the fire_bow code much cleaner.
1994     * this function should only be called if 'op' is a player,
1995     * hence the function name.
1996     */
1997 root 1.18 int
1998     player_fire_bow (object *op, int dir)
1999 elmex 1.1 {
2000 root 1.18 int ret = 0, wcmod = 0;
2001    
2002     if (op->contr->bowtype == bow_bestarrow)
2003     {
2004     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
2005     }
2006     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007     {
2008     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009     wcmod = -1;
2010     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2011     }
2012     else if (op->contr->bowtype == bow_threewide)
2013     {
2014     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2015     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2016     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2017     }
2018     else if (op->contr->bowtype == bow_spreadshot)
2019     {
2020     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2021     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2022     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2023 elmex 1.1
2024     }
2025 root 1.18 else
2026     {
2027     /* Simple case */
2028     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2029     }
2030     return ret;
2031 elmex 1.1 }
2032    
2033    
2034     /* Fires a misc (wand/rod/horn) object in 'dir'.
2035     * Broken apart from 'fire' to keep it more readable.
2036     */
2037 root 1.18 void
2038     fire_misc_object (object *op, int dir)
2039 elmex 1.1 {
2040 root 1.18 object *item;
2041 elmex 1.1
2042 root 1.18 if (!op->contr->ranges[range_misc])
2043     {
2044     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2045     return;
2046 elmex 1.1 }
2047    
2048 root 1.18 item = op->contr->ranges[range_misc];
2049     if (!item->inv)
2050     {
2051     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2052     return;
2053 elmex 1.1 }
2054 root 1.18 if (item->type == WAND)
2055     {
2056     if (item->stats.food <= 0)
2057     {
2058     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2059     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2060     return;
2061 root 1.11 }
2062 root 1.18 }
2063     else if (item->type == ROD || item->type == HORN)
2064     {
2065     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2066     {
2067     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2068     if (item->type == ROD)
2069     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2070     else
2071     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2072     return;
2073 root 1.11 }
2074 elmex 1.1 }
2075    
2076 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2077     {
2078     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2079     if (item->type == WAND)
2080     {
2081     if (!(--item->stats.food))
2082     {
2083     object *tmp;
2084    
2085     if (item->arch)
2086     {
2087     CLEAR_FLAG (item, FLAG_ANIMATE);
2088     item->face = item->arch->clone.face;
2089     item->speed = 0;
2090     update_ob_speed (item);
2091 root 1.11 }
2092 root 1.18 if ((tmp = is_player_inv (item)))
2093     esrv_update_item (UPD_ANIM, tmp, item);
2094 root 1.11 }
2095     }
2096 root 1.18 else if (item->type == ROD || item->type == HORN)
2097     {
2098     drain_rod_charge (item);
2099 root 1.11 }
2100 elmex 1.1 }
2101     }
2102    
2103     /* Received a fire command for the player - go and do it.
2104     */
2105 root 1.18 void
2106     fire (object *op, int dir)
2107     {
2108     int spellcost = 0;
2109 elmex 1.1
2110 root 1.18 /* check for loss of invisiblity/hide */
2111     if (action_makes_visible (op))
2112     make_visible (op);
2113 elmex 1.1
2114 root 1.18 switch (op->contr->shoottype)
2115     {
2116 root 1.20 case range_none:
2117     return;
2118 elmex 1.1
2119 root 1.20 case range_bow:
2120     player_fire_bow (op, dir);
2121     return;
2122 elmex 1.1
2123 root 1.20 case range_magic: /* Casting spells */
2124     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2125     return;
2126 elmex 1.1
2127 root 1.20 case range_misc:
2128     fire_misc_object (op, dir);
2129     return;
2130 root 1.11
2131 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2132     if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133     {
2134     op->contr->ranges[range_golem] = NULL;
2135     op->contr->shoottype = range_none;
2136     op->contr->golem_count = 0;
2137     }
2138     else
2139     control_golem (op->contr->ranges[range_golem], dir);
2140     return;
2141 root 1.11
2142 root 1.20 case range_skill:
2143     if (!op->chosen_skill)
2144     {
2145     if (op->type == PLAYER)
2146     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2147     return;
2148     }
2149     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2150     return;
2151     case range_builder:
2152     apply_map_builder (op, dir);
2153     return;
2154     default:
2155     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2156     return;
2157 elmex 1.1 }
2158     }
2159    
2160    
2161    
2162     /* find_key
2163     * We try to find a key for the door as passed. If we find a key
2164     * and successfully use it, we return the key, otherwise NULL
2165     * This function merges both normal and locked door, since the logic
2166     * for both is the same - just the specific key is different.
2167     * pl is the player,
2168     * inv is the objects inventory to searched
2169     * door is the door we are trying to match against.
2170     * This function can be called recursively to search containers.
2171     */
2172    
2173 root 1.18 object *
2174     find_key (object *pl, object *container, object *door)
2175 elmex 1.1 {
2176 root 1.18 object *tmp, *key;
2177 elmex 1.1
2178 root 1.18 /* Should not happen, but sanity checking is never bad */
2179     if (container->inv == NULL)
2180     return NULL;
2181 elmex 1.1
2182 root 1.18 /* First, lets try to find a key in the top level inventory */
2183     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2184     {
2185     if (door->type == DOOR && tmp->type == KEY)
2186     break;
2187     /* For sanity, we should really check door type, but other stuff
2188     * (like containers) can be locked with special keys
2189     */
2190     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2191     break;
2192     }
2193     /* No key found - lets search inventories now */
2194     /* If we find and use a key in an inventory, return at that time.
2195     * otherwise, if we search all the inventories and still don't find
2196     * a key, return
2197     */
2198     if (!tmp)
2199     {
2200     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2201     {
2202     /* No reason to search empty containers */
2203     if (tmp->type == CONTAINER && tmp->inv)
2204     {
2205     if ((key = find_key (pl, tmp, door)) != NULL)
2206     return key;
2207     }
2208     }
2209     if (!tmp)
2210     return NULL;
2211 elmex 1.1 }
2212 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2213     * see if we actually want to use it
2214     */
2215     if (pl != container)
2216     {
2217     /* Only let players use keys in containers */
2218     if (!pl->contr)
2219     return NULL;
2220     /* cases where this fails:
2221     * If we only search the player inventory, return now since we
2222     * are not in the players inventory.
2223     * If the container is not active, return now since only active
2224     * containers can be used.
2225     * If we only search keyrings and the container does not have
2226     * a race/isn't a keyring.
2227     * No checking for all containers - to fall through past here,
2228     * inv must have been an container and must have been active.
2229     *
2230     * Change the color so that the message doesn't disappear with
2231     * all the others.
2232     */
2233     if (pl->contr->usekeys == key_inventory ||
2234     !QUERY_FLAG (container, FLAG_APPLIED) ||
2235     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2236     {
2237     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2238     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2239     return NULL;
2240 root 1.11 }
2241 elmex 1.1 }
2242 root 1.18 return tmp;
2243 elmex 1.1 }
2244    
2245     /* moved door processing out of move_player_attack.
2246     * returns 1 if player has opened the door with a key
2247     * such that the caller should not do anything more,
2248     * 0 otherwise
2249     */
2250 root 1.18 static int
2251     player_attack_door (object *op, object *door)
2252 elmex 1.1 {
2253    
2254 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2255     * might as well return immediately as there is nothing more to do -
2256     * otherwise, we fall through to the rest of the code.
2257     */
2258     object *key = find_key (op, op, door);
2259    
2260     /* IF we found a key, do some extra work */
2261     if (key)
2262     {
2263     object *container = key->env;
2264    
2265     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2266     if (action_makes_visible (op))
2267     make_visible (op);
2268     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269     spring_trap (door->inv, op);
2270     if (door->type == DOOR)
2271     {
2272     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2273     }
2274     else if (door->type == LOCKED_DOOR)
2275     {
2276     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2277     remove_door2 (door); /* remove door without violence ;-) */
2278     }
2279     /* Do this after we print the message */
2280     decrease_ob (key); /* Use up one of the keys */
2281     /* Need to update the weight the container the key was in */
2282     if (container != op)
2283     esrv_update_item (UPD_WEIGHT, op, container);
2284     return 1; /* Nothing more to do below */
2285     }
2286     else if (door->type == LOCKED_DOOR)
2287     {
2288     /* Might as well return now - no other way to open this */
2289     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2290     return 1;
2291 elmex 1.1 }
2292 root 1.18 return 0;
2293 elmex 1.1 }
2294    
2295     /* This function is just part of a breakup from move_player.
2296     * It should keep the code cleaner.
2297     * When this is called, the players direction has been updated
2298     * (taking into account confusion.) The player is also actually
2299     * going to try and move (not fire weapons).
2300     */
2301    
2302 root 1.18 void
2303     move_player_attack (object *op, int dir)
2304 elmex 1.1 {
2305 root 1.18 object *tmp, *mon;
2306     sint16 nx, ny;
2307     int on_battleground;
2308     mapstruct *m;
2309    
2310     nx = freearr_x[dir] + op->x;
2311     ny = freearr_y[dir] + op->y;
2312    
2313     on_battleground = op_on_battleground (op, NULL, NULL);
2314    
2315     /* If braced, or can't move to the square, and it is not out of the
2316     * map, attack it. Note order of if statement is important - don't
2317     * want to be calling move_ob if braced, because move_ob will move the
2318     * player. This is a pretty nasty hack, because if we could
2319     * move to some space, it then means that if we are braced, we should
2320     * do nothing at all. As it is, if we are braced, we go through
2321     * quite a bit of processing. However, it probably is less than what
2322     * move_ob uses.
2323     */
2324     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2325     {
2326     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327     {
2328     m = get_map_from_coord (op->map, &nx, &ny);
2329     if (!m)
2330     return; /* Don't think this should happen */
2331     }
2332     else
2333     m = op->map;
2334    
2335     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2336     {
2337     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338     return;
2339 root 1.11 }
2340    
2341 root 1.18 mon = NULL;
2342     /* Go through all the objects, and find ones of interest. Only stop if
2343     * we find a monster - that is something we know we want to attack.
2344     * if its a door or barrel (can roll) see if there may be monsters
2345     * on the space
2346     */
2347     while (tmp != NULL)
2348     {
2349     if (tmp == op)
2350     {
2351     tmp = tmp->above;
2352     continue;
2353 root 1.11 }
2354 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355     {
2356     mon = tmp;
2357     break;
2358 root 1.11 }
2359 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360     mon = tmp;
2361     tmp = tmp->above;
2362     }
2363    
2364     if (mon == NULL) /* This happens anytime the player tries to move */
2365     return; /* into a wall */
2366    
2367     if (mon->head != NULL)
2368     mon = mon->head;
2369    
2370     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2371     if (player_attack_door (op, mon))
2372     return;
2373    
2374     /* The following deals with possibly attacking peaceful
2375     * or frienddly creatures. Basically, all players are considered
2376     * unaggressive. If the moving player has peaceful set, then the
2377     * object should be pushed instead of attacked. It is assumed that
2378     * if you are braced, you will not attack friends accidently,
2379     * and thus will not push them.
2380     */
2381 root 1.11
2382 root 1.18 /* If the creature is a pet, push it even if the player is not
2383     * peaceful. Our assumption is the creature is a pet if the
2384     * player owns it and it is either friendly or unagressive.
2385     */
2386     if ((op->type == PLAYER)
2387 elmex 1.1 #if COZY_SERVER
2388 root 1.18 &&
2389     ((get_owner (mon) && get_owner (mon)->contr
2390     && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2391 elmex 1.1 #else
2392 root 1.18 && get_owner (mon) == op
2393 elmex 1.1 #endif
2394 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 root 1.11 {
2396 root 1.18 /* If we're braced, we don't want to switch places with it */
2397     if (op->contr->braced)
2398 root 1.11 return;
2399 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2400     (void) push_ob (mon, dir, op);
2401     if (op->contr->tmp_invis || op->hide)
2402     make_visible (op);
2403     return;
2404 root 1.11 }
2405    
2406 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2407     * creatures. Note that if you are braced, you can't push
2408     * someone, but put it inside this loop so that you won't
2409     * attack them either.
2410     */
2411     if ((mon->type == PLAYER || mon->enemy != op) &&
2412     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2413 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2414 root 1.18 (op->contr->peaceful
2415     || (mon->type == PLAYER
2416     && mon->contr->
2417     peaceful)) &&
2418 elmex 1.1 #else
2419 root 1.18 op->contr->peaceful &&
2420 elmex 1.1 #endif
2421 root 1.18 !on_battleground))
2422     {
2423     if (!op->contr->braced)
2424     {
2425     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2426     (void) push_ob (mon, dir, op);
2427     }
2428     else
2429     {
2430     new_draw_info (0, 0, op, "You withhold your attack");
2431 root 1.11 }
2432 root 1.18 if (op->contr->tmp_invis || op->hide)
2433     make_visible (op);
2434 root 1.11 }
2435 elmex 1.1
2436 root 1.18 /* If the object is a boulder or other rollable object, then
2437     * roll it if not braced. You can't roll it if you are braced.
2438     */
2439     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2440     {
2441     recursive_roll (mon, dir, op);
2442     if (action_makes_visible (op))
2443     make_visible (op);
2444 root 1.11 }
2445    
2446 root 1.18 /* Any generic living creature. Including things like doors.
2447     * Way it works is like this: First, it must have some hit points
2448     * and be living. Then, it must be one of the following:
2449     * 1) Not a player, 2) A player, but of a different party. Note
2450     * that party_number -1 is no party, so attacks can still happen.
2451     */
2452 root 1.11
2453 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455     {
2456 elmex 1.1
2457 root 1.18 /* If the player hasn't hit something this tick, and does
2458     * so, give them speed boost based on weapon speed. Doing
2459     * it here is better than process_players2, which basically
2460     * incurred a 1 tick offset.
2461     */
2462     if (!op->contr->has_hit)
2463     {
2464     op->speed_left += op->speed / op->contr->weapon_sp;
2465 root 1.11
2466 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 root 1.11 }
2468    
2469 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2470 root 1.11
2471 root 1.18 /* If attacking another player, that player gets automatic
2472     * hitback, and doesn't loose luck either.
2473     * Disable hitback on the battleground or if the target is
2474     * the wiz.
2475     */
2476     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477     {
2478     short luck = mon->stats.luck;
2479    
2480     mon->contr->has_hit = 1;
2481     skill_attack (op, mon, 0, NULL, NULL);
2482     mon->stats.luck = luck;
2483 root 1.11 }
2484 root 1.18 if (action_makes_visible (op))
2485     make_visible (op);
2486 root 1.11 }
2487 root 1.18 } /* if player should attack something */
2488 elmex 1.1 }
2489    
2490 root 1.18 int
2491     move_player (object *op, int dir)
2492     {
2493     int pick;
2494 elmex 1.1
2495 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2496     return 0;
2497 elmex 1.1
2498 root 1.18 /* Sanity check: make sure dir is valid */
2499     if ((dir < 0) || (dir >= 9))
2500     {
2501     LOG (llevError, "move_player: invalid direction %d\n", dir);
2502     return 0;
2503 elmex 1.1 }
2504    
2505 root 1.18 /* peterm: added following line */
2506     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2508    
2509     op->facing = dir;
2510    
2511     if (op->hide)
2512     do_hidden_move (op);
2513    
2514     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2515     /*nop */ ;
2516     else if (op->contr->fire_on)
2517     fire (op, dir);
2518     else
2519     {
2520     move_player_attack (op, dir);
2521     pick = check_pick (op);
2522     }
2523 elmex 1.1
2524 root 1.18 /* Add special check for newcs players and fire on - this way, the
2525     * server can handle repeat firing.
2526     */
2527     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528     {
2529     op->direction = dir;
2530     }
2531     else
2532     {
2533     op->direction = 0;
2534     }
2535     /* Update how the player looks. Use the facing, so direction may
2536     * get reset to zero. This allows for full animation capabilities
2537     * for players.
2538     */
2539     animate_object (op, op->facing);
2540     return 0;
2541 elmex 1.1 }
2542    
2543     /* This is similar to handle_player, below, but is only used by the
2544     * new client/server stuff.
2545     * This is sort of special, in that the new client/server actually uses
2546     * the new speed values for commands.
2547     *
2548     * Returns true if there are more actions we can do.
2549     */
2550 root 1.18 int
2551     handle_newcs_player (object *op)
2552 elmex 1.1 {
2553 root 1.18 if (op->contr->hidden)
2554     {
2555     op->invisible = 1000;
2556     /* the socket code flashes the player visible/invisible
2557     * depending on the value of invisible, so we need to
2558     * alternate it here for it to work correctly.
2559     */
2560     if (pticks & 2)
2561 root 1.11 op->invisible--;
2562 root 1.18 }
2563     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564     {
2565     op->invisible--;
2566     if (!op->invisible)
2567     {
2568     make_visible (op);
2569     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2570 root 1.11 }
2571 elmex 1.1 }
2572    
2573 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2574     {
2575     flee_player (op);
2576     /* If player is still scared, that is his action for this tick */
2577     if (QUERY_FLAG (op, FLAG_SCARED))
2578     {
2579     op->speed_left--;
2580     return 0;
2581 root 1.11 }
2582 elmex 1.1 }
2583    
2584 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2585     * the player object still points to the defunct golem. The code that
2586     * destroys the golem looks correct, and it doesn't always happen, so
2587     * put this in a a workaround to clean up the golem pointer.
2588     */
2589     if (op->contr->ranges[range_golem] &&
2590     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2591     {
2592     op->contr->ranges[range_golem] = NULL;
2593     op->contr->golem_count = 0;
2594 elmex 1.1 }
2595 root 1.18
2596     /* call this here - we also will call this in do_ericserver, but
2597     * the players time has been increased when doericserver has been
2598     * called, so we recheck it here.
2599     */
2600     HandleClient (&op->contr->socket, op->contr);
2601     if (op->speed_left < 0)
2602 elmex 1.1 return 0;
2603    
2604 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605     {
2606     /* All move commands take 1 tick, at least for now */
2607     op->speed_left--;
2608 elmex 1.1
2609 root 1.18 /* Instead of all the stuff below, let move_player take care
2610     * of it. Also, some of the skill stuff is only put in
2611     * there, as well as the confusion stuff.
2612     */
2613     move_player (op, op->direction);
2614     if (op->speed_left > 0)
2615     return 1;
2616     else
2617 root 1.11 return 0;
2618 root 1.18 }
2619     return 0;
2620     }
2621    
2622     int
2623     save_life (object *op)
2624     {
2625     object *tmp;
2626 elmex 1.1
2627 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 elmex 1.1 return 0;
2629 root 1.18
2630     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2631     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632     {
2633     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2634     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2635     if (op->contr)
2636     esrv_del_item (op->contr, tmp->count);
2637     remove_ob (tmp);
2638     free_object (tmp);
2639     CLEAR_FLAG (op, FLAG_LIFESAVE);
2640     if (op->stats.hp < 0)
2641     op->stats.hp = op->stats.maxhp;
2642     if (op->stats.food < 0)
2643     op->stats.food = 999;
2644     fix_player (op);
2645     return 1;
2646     }
2647     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648     CLEAR_FLAG (op, FLAG_LIFESAVE);
2649     enter_player_savebed (op); /* bring him home. */
2650     return 0;
2651 elmex 1.1 }
2652    
2653     /* This goes throws the inventory and removes unpaid objects, and puts them
2654     * back in the map (location and map determined by values of env). This
2655     * function will descend into containers. op is the object to start the search
2656     * from.
2657     */
2658 root 1.18 void
2659     remove_unpaid_objects (object *op, object *env)
2660 elmex 1.1 {
2661 root 1.18 object *next;
2662 elmex 1.1
2663 root 1.18 while (op)
2664     {
2665     next = op->below; /* Make sure we have a good value, in case
2666     * we remove object 'op'
2667     */
2668     if (QUERY_FLAG (op, FLAG_UNPAID))
2669     {
2670     remove_ob (op);
2671     op->x = env->x;
2672     op->y = env->y;
2673     if (env->type == PLAYER)
2674     esrv_del_item (env->contr, op->count);
2675     insert_ob_in_map (op, env->map, NULL, 0);
2676     }
2677     else if (op->inv)
2678     remove_unpaid_objects (op->inv, env);
2679     op = next;
2680 elmex 1.1 }
2681     }
2682    
2683    
2684     /*
2685     * Returns pointer a static string containing gravestone text
2686     * Moved from apply.c to player.c - player.c is what
2687     * actually uses this function. player.c may not be quite the
2688     * best, a misc file for object actions is probably better,
2689     * but there isn't one in the server directory.
2690     */
2691 root 1.18 char *
2692     gravestone_text (object *op)
2693 elmex 1.1 {
2694 root 1.18 static char buf2[MAX_BUF];
2695     char buf[MAX_BUF];
2696     time_t now = time (NULL);
2697    
2698     strcpy (buf2, " R.I.P.\n\n");
2699     if (op->type == PLAYER)
2700     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701     else
2702     sprintf (buf, "%s\n", &op->name);
2703     strncat (buf2, " ", 20 - strlen (buf) / 2);
2704     strcat (buf2, buf);
2705     if (op->type == PLAYER)
2706     sprintf (buf, "who was in level %d when killed\n", op->level);
2707     else
2708     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2709     strncat (buf2, " ", 20 - strlen (buf) / 2);
2710     strcat (buf2, buf);
2711     if (op->type == PLAYER)
2712     {
2713     sprintf (buf, "by %s.\n\n", op->contr->killer);
2714     strncat (buf2, " ", 21 - strlen (buf) / 2);
2715     strcat (buf2, buf);
2716     }
2717     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718     strncat (buf2, " ", 20 - strlen (buf) / 2);
2719     strcat (buf2, buf);
2720     return buf2;
2721 elmex 1.1 }
2722    
2723    
2724    
2725 root 1.18 void
2726     do_some_living (object *op)
2727     {
2728     int last_food = op->stats.food;
2729 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2730     int over_hp, over_sp, over_grace;
2731     int i;
2732     int rate_hp = 1200;
2733     int rate_sp = 2500;
2734     int rate_grace = 2000;
2735     const int max_hp = 1;
2736     const int max_sp = 1;
2737     const int max_grace = 1;
2738    
2739 pippijn 1.17 if (op->contr->outputs_sync)
2740 root 1.18 {
2741     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743     flush_output_element (op, &op->contr->outputs[i]);
2744     }
2745    
2746     if (op->contr->state == ST_PLAYING)
2747     {
2748    
2749     /* these next three if clauses make it possible to SLOW DOWN
2750     hp/grace/spellpoint regeneration. */
2751     if (op->contr->gen_hp >= 0)
2752     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753     else
2754     {
2755     gen_hp = op->stats.maxhp;
2756     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757     }
2758     if (op->contr->gen_sp >= 0)
2759     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760     else
2761     {
2762     gen_sp = op->stats.maxsp;
2763     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764     }
2765     if (op->contr->gen_grace >= 0)
2766     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767     else
2768     {
2769     gen_grace = op->stats.maxgrace;
2770     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2771     }
2772    
2773     /* Regenerate Spell Points */
2774     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2775     {
2776     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2777     if (op->stats.sp < op->stats.maxsp)
2778     {
2779     op->stats.sp++;
2780     /* dms do not consume food */
2781     if (!QUERY_FLAG (op, FLAG_WIZ))
2782     {
2783     op->stats.food--;
2784     if (op->contr->digestion < 0)
2785     op->stats.food += op->contr->digestion;
2786     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2787     op->stats.food = last_food;
2788     }
2789     }
2790     if (max_sp > 1)
2791     {
2792     over_sp = (gen_sp + 10) / rate_sp;
2793     if (over_sp > 0)
2794     {
2795     if (op->stats.sp < op->stats.maxsp)
2796     {
2797     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2798     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799     op->stats.sp--;
2800     if (op->stats.sp > op->stats.maxsp)
2801     op->stats.sp = op->stats.maxsp;
2802     }
2803     op->last_sp = 0;
2804     }
2805     else
2806     {
2807     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808     }
2809     }
2810     else
2811     {
2812     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813     }
2814     }
2815    
2816     /* Regenerate Grace */
2817     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2818     if (--op->last_grace < 0)
2819     {
2820     if (op->stats.grace < op->stats.maxgrace / 2)
2821     op->stats.grace++; /* no penalty in food for regaining grace */
2822     if (max_grace > 1)
2823     {
2824     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825     if (over_grace > 0)
2826     {
2827     op->stats.sp += over_grace
2828     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2829     op->last_grace = 0;
2830     }
2831     else
2832     {
2833     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2834     }
2835     }
2836     else
2837     {
2838     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2839     }
2840     /* wearing stuff doesn't detract from grace generation. */
2841     }
2842    
2843     /* Regenerate Hit Points */
2844     if (--op->last_heal < 0)
2845     {
2846     if (op->stats.hp < op->stats.maxhp)
2847     {
2848     op->stats.hp++;
2849     /* dms do not consume food */
2850     if (!QUERY_FLAG (op, FLAG_WIZ))
2851     {
2852     op->stats.food--;
2853     if (op->contr->digestion < 0)
2854     op->stats.food += op->contr->digestion;
2855     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2856     op->stats.food = last_food;
2857     }
2858     }
2859     if (max_hp > 1)
2860     {
2861     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862     if (over_hp > 0)
2863     {
2864     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2865     op->last_heal = 0;
2866     }
2867     else
2868     {
2869     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2870     }
2871     }
2872     else
2873     {
2874     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2875     }
2876 root 1.11 }
2877 elmex 1.1
2878 root 1.18 /* Digestion */
2879     if (--op->last_eat < 0)
2880     {
2881     #ifdef COZY_SERVER
2882     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2883     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2884     #else
2885     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2886     #endif
2887    
2888     if (op->contr->gen_hp > 0)
2889     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2890     else
2891     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2892     /* dms do not consume food */
2893     if (!QUERY_FLAG (op, FLAG_WIZ))
2894     op->stats.food--;
2895 root 1.11 }
2896 elmex 1.1 }
2897    
2898 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2899     {
2900     object *tmp, *flesh = NULL;
2901    
2902     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2903     {
2904     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905     {
2906     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907     {
2908     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2909     manual_apply (op, tmp, 0);
2910     if (op->stats.food >= 0 || op->stats.hp < 0)
2911     break;
2912     }
2913     else if (tmp->type == FLESH)
2914     flesh = tmp;
2915     } /* End if paid for object */
2916     } /* end of for loop */
2917     /* If player is still starving, it means they don't have any food, so
2918     * eat flesh instead.
2919     */
2920     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921     {
2922     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923     manual_apply (op, flesh, 0);
2924 root 1.11 }
2925 root 1.18 } /* end if player is starving */
2926 elmex 1.1
2927 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2928     op->stats.food++, op->stats.hp--;
2929 elmex 1.1
2930 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2931     kill_player (op);
2932 elmex 1.1 }
2933    
2934 root 1.18
2935 elmex 1.1
2936     /* If the player should die (lack of hp, food, etc), we call this.
2937     * op is the player in jeopardy. If the player can not be saved (not
2938     * permadeath, no lifesave), this will take care of removing the player
2939     * file.
2940     */
2941 root 1.18 void
2942     kill_player (object *op)
2943 elmex 1.1 {
2944 root 1.18 char buf[MAX_BUF];
2945     int x, y;
2946    
2947     //int i;
2948     mapstruct *map; /* this is for resurrection */
2949    
2950     /* int z;
2951     int num_stats_lose;
2952     int lost_a_stat;
2953     int lose_this_stat;
2954     int this_stat; */
2955     int will_kill_again;
2956     archetype *at;
2957     object *tmp;
2958    
2959     if (save_life (op))
2960     return;
2961    
2962    
2963     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2964     * in cities ONLY!!! It is very important that this doesn't get abused.
2965     * Look at op_on_battleground() for more info --AndreasV
2966     */
2967     if (op_on_battleground (op, &x, &y))
2968     {
2969     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2970     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2971    
2972     /* restore player */
2973 root 1.22 at = archetype::find ("poisoning");
2974 root 1.18 tmp = present_arch_in_ob (at, op);
2975     if (tmp)
2976     {
2977     remove_ob (tmp);
2978     free_object (tmp);
2979     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980     }
2981 elmex 1.1
2982 root 1.22 at = archetype::find ("confusion");
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, tmp, "Your mind feels clearer");
2989     }
2990    
2991     cure_disease (op, 0); /* remove any disease */
2992     op->stats.hp = op->stats.maxhp;
2993     if (op->stats.food <= 0)
2994     op->stats.food = 999;
2995 elmex 1.1
2996 root 1.18 /* create a bodypart-trophy to make the winner happy */
2997 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2998 root 1.18 if (tmp != NULL)
2999     {
3000     sprintf (buf, "%s's finger", &op->name);
3001     tmp->name = buf;
3002     sprintf (buf, " This finger has been cut off %s\n"
3003     " the %s, when he was defeated at\n level %d by %s.\n",
3004     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005     tmp->msg = buf;
3006     tmp->value = 0, tmp->material = 0, tmp->type = 0;
3007     tmp->materialname = NULL;
3008     tmp->x = op->x, tmp->y = op->y;
3009     insert_ob_in_map (tmp, op->map, op, 0);
3010     }
3011 elmex 1.1
3012 root 1.18 /* teleport defeated player to new destination */
3013     transfer_ob (op, x, y, 0, NULL);
3014     op->contr->braced = 0;
3015     return;
3016 elmex 1.1 }
3017    
3018 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
3019 root 1.3
3020 root 1.18 command_kill_pets (op, 0);
3021 elmex 1.1
3022 root 1.18 if (op->stats.food < 0)
3023     {
3024     if (op->contr->explore)
3025     {
3026     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028     op->stats.food = 999;
3029     return;
3030 root 1.11 }
3031 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3032     strcpy (op->contr->killer, "starvation");
3033 elmex 1.1 }
3034 root 1.18 else
3035     {
3036     if (op->contr->explore)
3037     {
3038     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040     op->stats.hp = op->stats.maxhp;
3041     return;
3042 root 1.11 }
3043 root 1.18 sprintf (buf, "%s died.", &op->name);
3044 elmex 1.1 }
3045 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 elmex 1.1
3047 root 1.18 /* save the map location for corpse, gravestone */
3048     x = op->x;
3049     y = op->y;
3050     map = op->map;
3051 elmex 1.1
3052    
3053 root 1.18 if (settings.not_permadeth == TRUE)
3054     {
3055     /* NOT_PERMADEATH code. This basically brings the character back to
3056     * life if they are dead - it takes some exp and a random stat.
3057     * See the config.h file for a little more in depth detail about this.
3058     */
3059 root 1.11
3060 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3061     * make it depletion. This bunch of code deals with that aspect
3062     * of death.
3063     */
3064 elmex 1.1 #ifndef COZY_SERVER
3065 root 1.18 if (settings.balanced_stat_loss)
3066     {
3067     /* If stat loss is permanent, lose one stat only. */
3068     /* Lower level chars don't lose as many stats because they suffer
3069     more if they do. */
3070     /* Higher level characters can afford things such as potions of
3071     restoration, or better, stat potions. So we slug them that
3072     little bit harder. */
3073     /* GD */
3074     if (settings.stat_loss_on_death)
3075 root 1.11 num_stats_lose = 1;
3076 root 1.18 else
3077     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078     }
3079     else
3080     {
3081     num_stats_lose = 1;
3082 root 1.11 }
3083 root 1.18 lost_a_stat = 0;
3084 root 1.11
3085 root 1.18 for (z = 0; z < num_stats_lose; z++)
3086     {
3087     i = RANDOM () % NUM_STATS;
3088 root 1.11
3089 root 1.18 if (settings.stat_loss_on_death)
3090     {
3091     /* Pick a random stat and take a point off it. Tell the player
3092     * what he lost.
3093     */
3094     change_attr_value (&(op->stats), i, -1);
3095     check_stat_bounds (&(op->stats));
3096     change_attr_value (&(op->contr->orig_stats), i, -1);
3097     check_stat_bounds (&(op->contr->orig_stats));
3098     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099     lost_a_stat = 1;
3100     }
3101     else
3102     {
3103     /* deplete a stat */
3104 root 1.22 archetype *deparch = archetype::find ("depletion");
3105 root 1.18 object *dep;
3106    
3107     dep = present_arch_in_ob (deparch, op);
3108     if (!dep)
3109     {
3110     dep = arch_to_object (deparch);
3111     insert_ob_in_ob (dep, op);
3112     }
3113     lose_this_stat = 1;
3114     if (settings.balanced_stat_loss)
3115     {
3116     /* GD */
3117     /* Get the stat that we're about to deplete. */
3118     this_stat = get_attr_value (&(dep->stats), i);
3119     if (this_stat < 0)
3120     {
3121     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122     int keep_chance = this_stat * this_stat;
3123    
3124     /* Yes, I am paranoid. Sue me. */
3125     if (keep_chance < 1)
3126     keep_chance = 1;
3127    
3128     /* There is a maximum depletion total per level. */
3129     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130     {
3131     lose_this_stat = 0;
3132     /* Take loss chance vs keep chance to see if we
3133     retain the stat. */
3134     }
3135     else
3136     {
3137     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 root 1.11 lose_this_stat = 0;
3139 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140     this_stat, keep_chance, loss_chance,
3141     lose_this_stat?"LOSE":"KEEP"); */
3142 root 1.11 }
3143     }
3144     }
3145 root 1.18
3146     if (lose_this_stat)
3147     {
3148     this_stat = get_attr_value (&(dep->stats), i);
3149     /* We could try to do something clever like find another
3150     * stat to reduce if this fails. But chances are, if
3151     * stats have been depleted to -50, all are pretty low
3152     * and should be roughly the same, so it shouldn't make a
3153     * difference.
3154     */
3155     if (this_stat >= -50)
3156     {
3157     change_attr_value (&(dep->stats), i, -1);
3158     SET_FLAG (dep, FLAG_APPLIED);
3159     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160     fix_player (op);
3161     lost_a_stat = 1;
3162 root 1.11 }
3163     }
3164     }
3165     }
3166 root 1.18 /* If no stat lost, tell the player. */
3167     if (!lost_a_stat)
3168     {
3169     /* determine_god() seems to not work sometimes... why is this?
3170     Should I be using something else? GD */
3171     const char *god = determine_god (op);
3172    
3173     if (god && (strcmp (god, "none")))
3174     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
3175     else
3176     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
3177     }
3178 elmex 1.1 #endif
3179 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.");
3180 elmex 1.1
3181 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3182     * exp loss on the stone.
3183     */
3184 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3185 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3186     tmp->name = buf;
3187     sprintf (buf, "%s's gravestones", &op->name);
3188     tmp->name_pl = buf;
3189     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);
3190     tmp->msg = buf;
3191     tmp->x = op->x, tmp->y = op->y;
3192     insert_ob_in_map (tmp, op->map, NULL, 0);
3193 root 1.11
3194     /**************************************/
3195 root 1.18 /* */
3196     /* Subtract the experience points, */
3197     /* if we died cause of food, give us */
3198     /* food, and reset HP's... */
3199     /* */
3200    
3201 root 1.11 /**************************************/
3202    
3203 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3204     /* restore player */
3205 root 1.22 at = archetype::find ("poisoning");
3206 root 1.18 tmp = present_arch_in_ob (at, op);
3207     if (tmp)
3208     {
3209     remove_ob (tmp);
3210     free_object (tmp);
3211     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212     }
3213    
3214 root 1.22 at = archetype::find ("confusion");
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, tmp, "Your mind feels clearer");
3221     }
3222     cure_disease (op, 0); /* remove any disease */
3223    
3224     /*add_exp(op, (op->stats.exp * -0.20)); */
3225     apply_death_exp_penalty (op);
3226     if (op->stats.food < 100)
3227     op->stats.food = 900;
3228     op->stats.hp = op->stats.maxhp;
3229     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231    
3232     /*
3233     * Check to see if the player is in a shop. IF so, then check to see if
3234     * the player has any unpaid items. If so, remove them and put them back
3235     * in the map.
3236     */
3237 root 1.11
3238 root 1.18 if (is_in_shop (op))
3239     remove_unpaid_objects (op->inv, op);
3240 elmex 1.1
3241 root 1.11 /****************************************/
3242 root 1.18 /* */
3243     /* Move player to his current respawn- */
3244     /* position (usually last savebed) */
3245     /* */
3246    
3247 root 1.11 /****************************************/
3248    
3249 root 1.18 enter_player_savebed (op);
3250    
3251     /* Save the player before inserting the force to reduce
3252     * chance of abuse.
3253     */
3254     op->contr->braced = 0;
3255     save_player (op, 1);
3256    
3257     /* it is possible that the player has blown something up
3258     * at his savebed location, and that can have long lasting
3259     * spell effects. So first see if there is a spell effect
3260     * on the space that might harm the player.
3261     */
3262     will_kill_again = 0;
3263     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264     {
3265     if (tmp->type == SPELL_EFFECT)
3266     will_kill_again |= tmp->attacktype;
3267     }
3268     if (will_kill_again)
3269     {
3270     object *force;
3271     int at;
3272 root 1.11
3273 root 1.18 force = get_archetype (FORCE_NAME);
3274     /* 50 ticks should be enough time for the spell to abate */
3275     force->speed = 0.1;
3276     force->speed_left = -5.0;
3277     SET_FLAG (force, FLAG_APPLIED);
3278     for (at = 0; at < NROFATTACKS; at++)
3279     {
3280     if (will_kill_again & (1 << at))
3281     force->resist[at] = 100;
3282     }
3283     insert_ob_in_ob (force, op);
3284     fix_player (op);
3285 elmex 1.1
3286 root 1.11 }
3287 root 1.18
3288     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289     return;
3290     } /* NOT_PERMADETH */
3291     else
3292     {
3293     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294     * should probably be embedded in an else statement.
3295     */
3296    
3297     op->contr->party = NULL;
3298     if (settings.set_title == TRUE)
3299     op->contr->own_title[0] = '\0';
3300     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301     check_score (op);
3302     if (op->contr->ranges[range_golem] != NULL)
3303     {
3304     remove_friendly_object (op->contr->ranges[range_golem]);
3305     remove_ob (op->contr->ranges[range_golem]);
3306     free_object (op->contr->ranges[range_golem]);
3307     op->contr->ranges[range_golem] = NULL;
3308     op->contr->golem_count = 0;
3309     }
3310     loot_object (op); /* Remove some of the items for good */
3311     remove_ob (op);
3312     op->direction = 0;
3313    
3314     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315     {
3316     delete_character (op->name, 0);
3317     if (settings.resurrection == TRUE)
3318     {
3319     /* save playerfile sans equipment when player dies
3320     ** then save it as player.pl.dead so that future resurrection
3321     ** type spells will work on them nicely
3322     */
3323     delete_character (op->name, 0);
3324     op->stats.hp = op->stats.maxhp;
3325     op->stats.food = 999;
3326    
3327     /* set the location of where the person will reappear when */
3328     /* maybe resurrection code should fix map also */
3329     strcpy (op->contr->maplevel, settings.emergency_mapname);
3330     if (op->map != NULL)
3331     op->map = NULL;
3332     op->x = settings.emergency_x;
3333     op->y = settings.emergency_y;
3334     save_player (op, 0);
3335     op->map = map;
3336     /* please see resurrection.c: peterm */
3337     dead_player (op);
3338     }
3339     else
3340 root 1.19 delete_character (op->name, 1);
3341 root 1.18 }
3342 root 1.19
3343 root 1.18 play_again (op);
3344 root 1.11
3345 root 1.18 /* peterm: added to create a corpse at deathsite. */
3346 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 root 1.18 sprintf (buf, "%s", &op->name);
3348     tmp->name = tmp->name_pl = buf;
3349     tmp->level = op->level;
3350     tmp->x = x;
3351     tmp->y = y;
3352     tmp->msg = gravestone_text (op);
3353     SET_FLAG (tmp, FLAG_UNIQUE);
3354     insert_ob_in_map (tmp, map, NULL, 0);
3355 elmex 1.1 }
3356     }
3357    
3358    
3359 root 1.18 void
3360     loot_object (object *op)
3361     { /* Grab and destroy some treasure */
3362     object *tmp, *tmp2, *next;
3363 elmex 1.1
3364 root 1.18 if (op->container)
3365     { /* close open sack first */
3366 elmex 1.1 esrv_apply_container (op, op->container);
3367 root 1.18 }
3368 elmex 1.1
3369 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3370     {
3371     next = tmp->below;
3372     if (tmp->type == EXPERIENCE || tmp->invisible)
3373     continue;
3374     remove_ob (tmp);
3375     tmp->x = op->x, tmp->y = op->y;
3376     if (tmp->type == CONTAINER)
3377     { /* empty container to ground */
3378     loot_object (tmp);
3379     }
3380     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3381     {
3382     if (tmp->nrof > 1)
3383     {
3384     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385     free_object (tmp2);
3386     insert_ob_in_map (tmp, op->map, NULL, 0);
3387     }
3388     else
3389     free_object (tmp);
3390     }
3391     else
3392     insert_ob_in_map (tmp, op->map, NULL, 0);
3393     }
3394 elmex 1.1 }
3395    
3396     /*
3397     * fix_weight(): Check recursively the weight of all players, and fix
3398     * what needs to be fixed. Refresh windows and fix speed if anything
3399     * was changed.
3400     */
3401    
3402 root 1.18 void
3403     fix_weight (void)
3404     {
3405 elmex 1.1 player *pl;
3406 root 1.18
3407     for (pl = first_player; pl != NULL; pl = pl->next)
3408     {
3409     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410    
3411     if (old == sum)
3412     continue;
3413     fix_player (pl->ob);
3414     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3415     }
3416 elmex 1.1 }
3417    
3418 root 1.18 void
3419     fix_luck (void)
3420     {
3421 elmex 1.1 player *pl;
3422 root 1.18
3423 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3424     if (!pl->ob->contr->state)
3425 root 1.18 change_luck (pl->ob, 0);
3426 elmex 1.1 }
3427    
3428    
3429     /* cast_dust() - handles op throwing objects of type 'DUST'.
3430     * This is much simpler in the new spell code - we basically
3431     * just treat this as any other spell casting object.
3432     */
3433    
3434 elmex 1.2 void
3435 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3436 elmex 1.2 {
3437     object *skop, *spob;
3438    
3439     skop = find_skill_by_name (op, throw_ob->skill);
3440    
3441     /* casting POTION 'dusts' is really a use_magic_item skill */
3442     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3443     {
3444 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3445 elmex 1.2 return;
3446     }
3447    
3448     spob = throw_ob->inv;
3449    
3450     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3451     // not pass NULL to cast_spell (which did indeed check itself, but
3452     // errors should be reported as early as possible IMHO)
3453     if (!spob)
3454     {
3455 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3456 elmex 1.2 return;
3457 elmex 1.1 }
3458    
3459 elmex 1.2 if (op->type == PLAYER)
3460 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3461 elmex 1.2
3462     cast_spell (op, throw_ob, dir, spob, NULL);
3463    
3464     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3465     remove_ob (throw_ob);
3466     free_object (throw_ob);
3467 elmex 1.1 }
3468    
3469 root 1.18 void
3470     make_visible (object *op)
3471     {
3472     op->hide = 0;
3473     op->invisible = 0;
3474     if (op->type == PLAYER)
3475     {
3476     op->contr->tmp_invis = 0;
3477     op->contr->invis_race = 0;
3478     }
3479     update_object (op, UP_OBJ_FACE);
3480     }
3481    
3482     int
3483     is_true_undead (object *op)
3484     {
3485     object *tmp = NULL;
3486    
3487     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488     return 1;
3489    
3490     if (op->type == PLAYER)
3491     for (tmp = op->inv; tmp; tmp = tmp->below)
3492     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494     return 1;
3495 elmex 1.1 return 0;
3496     }
3497    
3498     /* look at the surrounding terrain to determine
3499     * the hideability of this object. Positive levels
3500     * indicate greater hideability.
3501     */
3502    
3503 root 1.18 int
3504     hideability (object *ob)
3505     {
3506     int i, level = 0, mflag;
3507     sint16 x, y;
3508    
3509     if (!ob || !ob->map)
3510     return 0;
3511    
3512     /* so, on normal lighted maps, its hard to hide */
3513     level = ob->map->darkness - 2;
3514    
3515     /* this also picks up whether the object is glowing.
3516     * If you carry a light on a non-dark map, its not
3517     * as bad as carrying a light on a pitch dark map */
3518     if (has_carried_lights (ob))
3519     level = -(10 + (2 * ob->map->darkness));
3520    
3521     /* scan through all nearby squares for terrain to hide in */
3522     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3523     {
3524     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3525     if (mflag & P_OUT_OF_MAP)
3526     {
3527     continue;
3528     }
3529     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3530     level += 2;
3531     else /* open terrain! */
3532     level -= 1;
3533 elmex 1.1 }
3534 root 1.18
3535 elmex 1.1 #if 0
3536 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3537 elmex 1.1 #endif
3538 root 1.18 return level;
3539 elmex 1.1 }
3540    
3541     /* For Hidden creatures - a chance of becoming 'unhidden'
3542     * every time they move - as we subtract off 'invisibility'
3543     * AND, for players, if they move into a ridiculously unhideable
3544     * spot (surrounded by clear terrain in broad daylight). -b.t.
3545     */
3546    
3547 root 1.18 void
3548     do_hidden_move (object *op)
3549     {
3550     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3551     object *skop;
3552    
3553     if (!op || !op->map)
3554     return;
3555    
3556     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557    
3558     /* its *extremely* hard to run and sneak/hide at the same time! */
3559     if (op->type == PLAYER && op->contr->run_on)
3560     {
3561     if (!skop || num >= skop->level)
3562     {
3563     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3564     make_visible (op);
3565     return;
3566     }
3567     else
3568     num += 20;
3569 elmex 1.1 }
3570 root 1.18 num += op->map->difficulty;
3571     hide = hideability (op); /* modify by terrain hidden level */
3572     num -= hide;
3573     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574     {
3575     make_visible (op);
3576     if (op->type == PLAYER)
3577     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3578 elmex 1.1 }
3579 root 1.18 else if (op->type == PLAYER && skop)
3580     {
3581     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3582 elmex 1.1 }
3583     }
3584    
3585     /* determine if who is standing near a hostile creature. */
3586    
3587 root 1.18 int
3588     stand_near_hostile (object *who)
3589     {
3590     object *tmp = NULL;
3591     int i, friendly = 0, player = 0, mflags;
3592     mapstruct *m;
3593     sint16 x, y;
3594    
3595     if (!who)
3596     return 0;
3597    
3598     if (who->type == PLAYER)
3599     player = 1;
3600    
3601     else
3602     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3603    
3604     /* search adjacent squares */
3605     for (i = 1; i < 9; i++)
3606     {
3607     x = who->x + freearr_x[i];
3608     y = who->y + freearr_y[i];
3609     m = who->map;
3610     mflags = get_map_flags (m, &m, x, y, &x, &y);
3611     /* space must be blocked if there is a monster. If not
3612     * blocked, don't need to check this space.
3613     */
3614     if (mflags & P_OUT_OF_MAP)
3615     continue;
3616     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3617     continue;
3618    
3619     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3620     {
3621     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622     return 1;
3623     else if (tmp->type == PLAYER)
3624     {
3625     /*don't let a hidden DM prevent you from hiding */
3626     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3627 root 1.11 return 1;
3628 root 1.18 }
3629 root 1.11 }
3630 elmex 1.1 }
3631 root 1.18 return 0;
3632 elmex 1.1 }
3633    
3634     /* check the player los field for viewability of the
3635     * object op. This function works fine for monsters,
3636     * but we dont worry if the object isnt the top one in
3637     * a pile (say a coin under a table would return "viewable"
3638     * by this routine). Another question, should we be
3639     * concerned with the direction the player is looking
3640     * in? Realistically, most of use cant see stuff behind
3641     * our backs...on the other hand, does the "facing" direction
3642     * imply the way your head, or body is facing? Its possible
3643     * for them to differ. Sigh, this fctn could get a bit more complex.
3644     * -b.t.
3645     * This function is now map tiling safe.
3646     */
3647    
3648 root 1.18 int
3649     player_can_view (object *pl, object *op)
3650     {
3651     rv_vector rv;
3652     int dx, dy;
3653    
3654     if (pl->type != PLAYER)
3655     {
3656     LOG (llevError, "player_can_view() called for non-player object\n");
3657     return -1;
3658 elmex 1.1 }
3659 root 1.18 if (!pl || !op)
3660 elmex 1.1 return 0;
3661 root 1.18
3662     if (op->head)
3663     {
3664     op = op->head;
3665     }
3666     get_rangevector (pl, op, &rv, 0x1);
3667    
3668     /* starting with the 'head' part, lets loop
3669     * through the object and find if it has any
3670     * part that is in the los array but isnt on
3671     * a blocked los square.
3672     * we use the archetype to figure out offsets.
3673     */
3674     while (op)
3675     {
3676     dx = rv.distance_x + op->arch->clone.x;
3677     dy = rv.distance_y + op->arch->clone.y;
3678    
3679     /* only the viewable area the player sees is updated by LOS
3680     * code, so we need to restrict ourselves to that range of values
3681     * for any meaningful values.
3682     */
3683     if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3684     FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3685     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3686     return 1;
3687     op = op->more;
3688     }
3689     return 0;
3690 elmex 1.1 }
3691    
3692     /* routine for both players and monsters. We call this when
3693     * there is a possibility for our action distrubing our hiding
3694     * place or invisiblity spell. Artefact invisiblity is not
3695     * effected by this. If we arent invisible to begin with, we
3696     * return 0.
3697     */
3698 root 1.18 int
3699     action_makes_visible (object *op)
3700     {
3701    
3702     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3703     {
3704     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3705     return 0;
3706    
3707     if (op->contr && op->contr->tmp_invis == 0)
3708     return 0;
3709 elmex 1.1
3710 root 1.18 /* If monsters, they should become visible */
3711     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3712     {
3713     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3714     return 1;
3715 root 1.11 }
3716 elmex 1.1 }
3717 root 1.18 return 0;
3718 elmex 1.1 }
3719    
3720     /* op_on_battleground - checks if the given object op (usually
3721     * a player) is standing on a valid battleground-tile,
3722     * function returns TRUE/FALSE. If true x, y returns the battleground
3723     * -exit-coord. (and if x, y not NULL)
3724     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3725     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3726     * Default is to do the same as before, so only people wanting to have different points need worry about this
3727     */
3728 root 1.18 int
3729     op_on_battleground (object *op, int *x, int *y)
3730     {
3731 elmex 1.1 object *tmp;
3732 root 1.18
3733 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3734     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3735     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3736     * and the exit-coordinates sp/hp must both be > 0.
3737     * => The intention here is to prevent abuse of the battleground-
3738     * feature (like pickable or hidden battleground tiles). */
3739 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3740     {
3741     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3742     {
3743     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3744     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3745     {
3746     /*before we assign the exit, check if this is a teambattle */
3747     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3748     {
3749     object *invtmp;
3750    
3751     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3752     {
3753     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3754     {
3755     if (x != NULL && y != NULL)
3756     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3757     return 1;
3758     }
3759     }
3760     }
3761     if (x != NULL && y != NULL)
3762     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3763     return 1;
3764     }
3765     }
3766 elmex 1.1 }
3767     /* If we got here, did not find a battleground */
3768     return 0;
3769     }
3770    
3771     /*
3772     * When a dragon-player gains a new stage of evolution,
3773     * he gets some treasure
3774     *
3775     * attributes:
3776     * object *who the dragon player
3777     * int atnr the attack-number of the ability focus
3778     * int level ability level
3779     */
3780 root 1.18 void
3781     dragon_ability_gain (object *who, int atnr, int level)
3782     {
3783     treasurelist *trlist = NULL; /* treasurelist */
3784     treasure *tr; /* treasure */
3785     object *tmp, *skop; /* tmp. object */
3786     object *item; /* treasure object */
3787     char buf[MAX_BUF]; /* tmp. string buffer */
3788     int i = 0, j = 0;
3789    
3790     /* get the appropriate treasurelist */
3791     if (atnr == ATNR_FIRE)
3792     trlist = find_treasurelist ("dragon_ability_fire");
3793     else if (atnr == ATNR_COLD)
3794     trlist = find_treasurelist ("dragon_ability_cold");
3795     else if (atnr == ATNR_ELECTRICITY)
3796     trlist = find_treasurelist ("dragon_ability_elec");
3797     else if (atnr == ATNR_POISON)
3798     trlist = find_treasurelist ("dragon_ability_poison");
3799    
3800     if (trlist == NULL || who->type != PLAYER)
3801     return;
3802    
3803     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3804    
3805     if (tr == NULL || tr->item == NULL)
3806     {
3807     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3808     return;
3809 elmex 1.1 }
3810    
3811 root 1.18 /* everything seems okay - now bring on the gift: */
3812     item = &(tr->item->clone);
3813 elmex 1.1
3814 root 1.18 if (item->type == SPELL)
3815     {
3816     if (check_spell_known (who, item->name))
3817 root 1.11 return;
3818 root 1.18
3819     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3820     do_learn_spell (who, item, 0);
3821     return;
3822 elmex 1.1 }
3823    
3824 root 1.18 /* grant direct spell */
3825     if (item->type == SPELLBOOK)
3826     {
3827     if (!item->inv)
3828     {
3829     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3830     return;
3831     }
3832     if (check_spell_known (who, item->inv->name))
3833     return;
3834     if (item->invisible)
3835     {
3836     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3837     do_learn_spell (who, item->inv, 0);
3838     return;
3839 root 1.11 }
3840 root 1.18 }
3841     else if (item->type == SKILL_TOOL && item->invisible)
3842     {
3843     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3844     {
3845    
3846     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3847     * in this way, if the player is missing any of the attacktypes, he gets
3848     * them. As it is now, if the player has any that match the granted skill,
3849     * but not all of them, he gets nothing.
3850     */
3851     if (!(skop->attacktype & item->attacktype))
3852     {
3853     /* Give new attacktype */
3854     skop->attacktype |= item->attacktype;
3855    
3856     /* always add physical if there's none */
3857     skop->attacktype |= AT_PHYSICAL;
3858    
3859     if (item->msg != NULL)
3860     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3861    
3862     /* Give player new face */
3863     if (item->animation_id)
3864     {
3865     who->face = skop->face;
3866     who->animation_id = item->animation_id;
3867     who->anim_speed = item->anim_speed;
3868     who->last_anim = 0;
3869     who->state = 0;
3870     animate_object (who, who->direction);
3871     }
3872     }
3873 root 1.11 }
3874 elmex 1.1 }
3875 root 1.18 else if (item->type == FORCE)
3876     {
3877     /* forces in the treasurelist can alter the player's stats */
3878     object *skin;
3879 elmex 1.1
3880 root 1.18 /* first get the dragon skin force */
3881     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3882     if (skin == NULL)
3883     return;
3884    
3885     /* adding new spellpath attunements */
3886     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887     {
3888     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3889    
3890     /* print message */
3891     sprintf (buf, "You feel attuned to ");
3892     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3893     {
3894     if (item->path_attuned & (1 << i))
3895     {
3896     if (j)
3897     strcat (buf, " and ");
3898     else
3899     j = 1;
3900     strcat (buf, spellpathnames[i]);
3901     }
3902     }
3903     strcat (buf, ".");
3904     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3905     }
3906    
3907     /* evtl. adding flags: */
3908     if (QUERY_FLAG (item, FLAG_XRAYS))
3909     SET_FLAG (skin, FLAG_XRAYS);
3910     if (QUERY_FLAG (item, FLAG_STEALTH))
3911     SET_FLAG (skin, FLAG_STEALTH);
3912     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3913     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3914    
3915     /* print message if there is one */
3916     if (item->msg != NULL)
3917     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3918     }
3919     else
3920     {
3921     /* generate misc. treasure */
3922     tmp = arch_to_object (tr->item);
3923     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3924     tmp = insert_ob_in_ob (tmp, who);
3925     if (who->type == PLAYER)
3926     esrv_send_item (who, tmp);
3927 elmex 1.1 }
3928     }
3929    
3930     /**
3931     * Unready an object for a player. This function does nothing if the object was
3932     * not readied.
3933     */
3934 root 1.18 void
3935     player_unready_range_ob (player *pl, object *ob)
3936     {
3937     rangetype i;
3938 elmex 1.1
3939 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3940     {
3941     if (pl->ranges[i] == ob)
3942     {
3943     pl->ranges[i] = NULL;
3944     if (pl->shoottype == i)
3945     {
3946     pl->shoottype = range_none;
3947 elmex 1.1 }
3948     }
3949     }
3950     }