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Revision: 1.26
Committed: Sun Sep 17 18:19:19 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.25: +3 -0 lines
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# 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 root 1.26
335 root 1.18 if (p->socket.faces_sent == NULL)
336     fatal (OUT_OF_MEMORY);
337 root 1.26
338 root 1.18 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339     /* Needed because the socket we just copied over needs to be cleared.
340     * Note that this can result in a client reset if there is partial data
341     * on the uncoming socket.
342     */
343     p->socket.inbuf.len = 0;
344     set_first_map (p->ob);
345 elmex 1.1
346 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347     add_friendly_object (p->ob);
348     send_rules (p->ob);
349     send_news (p->ob);
350     display_motd (p->ob);
351     get_name (p->ob);
352 root 1.26
353 root 1.18 return 0;
354 elmex 1.1 }
355    
356     /*
357     * get_player_archetype() return next player archetype from archetype
358     * list. Not very efficient routine, but used only creating new players.
359     * Note: there MUST be at least one player archetype!
360     */
361 root 1.18 archetype *
362     get_player_archetype (archetype *at)
363 elmex 1.1 {
364 root 1.18 archetype *start = at;
365    
366     for (;;)
367     {
368     if (at == NULL || at->next == NULL)
369     at = first_archetype;
370     else
371     at = at->next;
372     if (at->clone.type == PLAYER)
373     return at;
374     if (at == start)
375     {
376     LOG (llevError, "No Player archetypes\n");
377     exit (-1);
378 root 1.11 }
379 elmex 1.1 }
380     }
381    
382    
383 root 1.18 object *
384     get_nearest_player (object *mon)
385     {
386     object *op = NULL;
387     player *pl = NULL;
388     objectlink *ol;
389     unsigned lastdist;
390     rv_vector rv;
391    
392     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
393     {
394     /* We should not find free objects on this friendly list, but it
395     * does periodically happen. Given that, lets deal with it.
396     * While unlikely, it is possible the next object on the friendly
397     * list is also free, so encapsulate this in a while loop.
398     */
399     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400     {
401     object *tmp = ol->ob;
402    
403     /* Can't do much more other than log the fact, because the object
404     * itself will have been cleared.
405     */
406     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
407     ol = ol->next;
408     remove_friendly_object (tmp);
409     if (!ol)
410     return op;
411     }
412 root 1.11
413 root 1.18 /* Remove special check for player from this. First, it looks to cause
414     * some crashes (ol->ob->contr not set properly?), but secondly, a more
415     * complicated method of state checking would be needed in any case -
416     * as it was, a clever player could type quit, and the function would
417     * skip them over while waiting for confirmation. Remove
418     * on_same_map check, as can_detect_enemy also does this
419     */
420     if (!can_detect_enemy (mon, ol->ob, &rv))
421     continue;
422 root 1.11
423 root 1.18 if (lastdist > rv.distance)
424     {
425     op = ol->ob;
426     lastdist = rv.distance;
427 root 1.11 }
428 elmex 1.1 }
429 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
430     {
431     if (can_detect_enemy (mon, pl->ob, &rv))
432     {
433 elmex 1.1
434 root 1.18 if (lastdist > rv.distance)
435     {
436     op = pl->ob;
437     lastdist = rv.distance;
438 root 1.11 }
439     }
440 elmex 1.1 }
441     #if 0
442 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443 elmex 1.1 #endif
444 root 1.18 return op;
445 elmex 1.1 }
446    
447     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
448     * result in a monster paths backtracking. It basically determines how large a
449     * detour a monster will take from the direction path when looking
450     * for a path to the player. The values are in the amount of direction
451     * the deviation is
452     */
453     #define DETOUR_AMOUNT 2
454    
455     /* This is used to prevent infinite loops. Consider a case where the
456     * player is in a chamber (with gate closed), and monsters are outside.
457     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
458     * find a path into the chamber. This is a good thing, but since there
459     * is no real path, it will just keep circling the chamber for
460     * ever (this could be a nice effect for monsters, but not for the function
461     * to get stuck in. I think for the monsters, if max is reached and
462     * we return the first direction the creature could move would result in the
463     * circling behaviour. Unfortunately, this function is also used to determined
464     * if the creature should cast a spell, so returning a direction in that case
465     * is probably not a good thing.
466     */
467     #define MAX_SPACES 50
468    
469    
470     /*
471     * Returns the direction to the player, if valid. Returns 0 otherwise.
472     * modified to verify there is a path to the player. Does this by stepping towards
473     * player and if path is blocked then see if blockage is close enough to player that
474     * direction to player is changed (ie zig or zag). Continue zig zag until either
475     * reach player or path is blocked. Thus, will only return true if there is a free
476     * path to player. Though path may not be a straight line. Note that it will find
477     * player hiding along a corridor at right angles to the corridor with the monster.
478     *
479     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
480     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
481     * down corriders.
482     * 2) I think the old code was broken if the first direction the monster
483     * should move was blocked - the code would store the first direction without
484     * verifying that the player can actually move in that direction. The new
485     * code does not store anything in firstdir until we have verified that the
486     * monster can in fact move one space in that direction.
487     * 3) I'm not sure how good this code will be for moving multipart monsters,
488     * since only simple checks to blocked are being called, which could mean the monster
489     * is blocking itself.
490     */
491 root 1.18 int
492     path_to_player (object *mon, object *pl, unsigned mindiff)
493     {
494     rv_vector rv;
495     sint16 x, y;
496     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
497 root 1.25 maptile *m, *lastmap;
498 root 1.18
499     get_rangevector (mon, pl, &rv, 0);
500    
501     if (rv.distance < mindiff)
502     return 0;
503    
504     x = mon->x;
505     y = mon->y;
506     m = mon->map;
507     dir = rv.direction;
508     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
510     /* If we can't solve it within the search distance, return now. */
511     if (diff > max)
512     return 0;
513     while (diff > 1 && max > 0)
514     {
515     lastx = x;
516     lasty = y;
517     lastmap = m;
518     x = lastx + freearr_x[dir];
519     y = lasty + freearr_y[dir];
520    
521     mflags = get_map_flags (m, &m, x, y, &x, &y);
522     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
523    
524     /* Space is blocked - try changing direction a little */
525     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
526     && (m == mon->map && blocked_link (mon, m, x, y))))
527     {
528     /* recalculate direction from last good location. Possible
529     * we were not traversing ideal location before.
530     */
531     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
532     if (rv.direction != dir)
533     {
534     /* OK - says direction should be different - lets reset the
535     * the values so it will try again.
536     */
537     x = lastx;
538     y = lasty;
539     m = lastmap;
540     dir = firstdir = rv.direction;
541     }
542     else
543     {
544     /* direct path is blocked - try taking a side step to
545     * either the left or right.
546     * Note increase the values in the loop below to be
547     * more than -1/1 respectively will mean the monster takes
548     * bigger detour. Have to be careful about these values getting
549     * too big (3 or maybe 4 or higher) as the monster may just try
550     * stepping back and forth
551     */
552     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
553     {
554     if (i == 0)
555     continue; /* already did this, so skip it */
556     /* Use lastdir here - otherwise,
557     * since the direction that the creature should move in
558     * may change, you could get infinite loops.
559     * ie, player is northwest, but monster can only
560     * move west, so it does that. It goes some distance,
561     * gets blocked, finds that it should move north,
562     * can't do that, but now finds it can move east, and
563     * gets back to its original point. lastdir contains
564     * the last direction the creature has successfully
565     * moved.
566     */
567    
568     x = lastx + freearr_x[absdir (lastdir + i)];
569     y = lasty + freearr_y[absdir (lastdir + i)];
570     m = lastmap;
571     mflags = get_map_flags (m, &m, x, y, &x, &y);
572     if (mflags & P_OUT_OF_MAP)
573     continue;
574     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
575     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
576     continue;
577     if (mflags & P_BLOCKSVIEW)
578     continue;
579    
580     if (m == mon->map && blocked_link (mon, m, x, y))
581     break;
582     }
583     /* go through entire loop without finding a valid
584     * sidestep to take - thus, no valid path.
585     */
586     if (i == (DETOUR_AMOUNT + 1))
587     return 0;
588     diff--;
589     lastdir = dir;
590     max--;
591     if (!firstdir)
592     firstdir = dir + i;
593     } /* else check alternate directions */
594     } /* if blocked */
595     else
596     {
597     /* we moved towards creature, so diff is less */
598     diff--;
599     max--;
600     lastdir = dir;
601     if (!firstdir)
602     firstdir = dir;
603     }
604     if (diff <= 1)
605     {
606     /* Recalculate diff (distance) because we may not have actually
607     * headed toward player for entire distance.
608     */
609     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
611     }
612     if (diff > max)
613     return 0;
614     }
615     /* If we reached the max, didn't find a direction in time */
616     if (!max)
617     return 0;
618    
619     return firstdir;
620     }
621    
622     void
623     give_initial_items (object *pl, treasurelist * items)
624     {
625     object *op, *next = NULL;
626    
627     if (pl->randomitems != NULL)
628     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
629    
630     for (op = pl->inv; op; op = next)
631     {
632     next = op->below;
633    
634     /* Forces get applied per default, unless they have the
635     * flag "neutral" set. Sorry but I can't think of a better way
636     */
637     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
638     SET_FLAG (op, FLAG_APPLIED);
639    
640     /* we never give weapons/armour if these cannot be used
641     * by this player due to race restrictions
642     */
643     if (pl->type == PLAYER)
644     {
645     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
646     (op->type == ARMOUR || op->type == BOOTS ||
647     op->type == CLOAK || op->type == HELMET ||
648     op->type == SHIELD || op->type == GLOVES ||
649     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650     {
651     remove_ob (op);
652     free_object (op);
653     continue;
654     }
655 root 1.11 }
656    
657 root 1.18 /* This really needs to be better - we should really give
658     * a substitute spellbook. The problem is that we don't really
659     * have a good idea what to replace it with (need something like
660     * a first level treasurelist for each skill.)
661     * remove duplicate skills also
662     */
663     if (op->type == SPELLBOOK || op->type == SKILL)
664     {
665     object *tmp;
666 elmex 1.1
667 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
668     if (tmp->type == op->type && tmp->name == op->name)
669     break;
670 root 1.11
671 root 1.18 if (tmp)
672     {
673     remove_ob (op);
674     free_object (op);
675     LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676     continue;
677 root 1.11 }
678 root 1.18 if (op->nrof > 1)
679     op->nrof = 1;
680 root 1.11 }
681 elmex 1.1
682 root 1.18 if (op->type == SPELLBOOK && op->inv)
683     {
684     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
685 root 1.11 }
686    
687 root 1.18 /* Give starting characters identified, uncursed, and undamned
688     * items. Just don't identify gold or silver, or it won't be
689     * merged properly.
690     */
691     if (need_identify (op))
692     {
693     SET_FLAG (op, FLAG_IDENTIFIED);
694     CLEAR_FLAG (op, FLAG_CURSED);
695     CLEAR_FLAG (op, FLAG_DAMNED);
696     }
697     if (op->type == SPELL)
698     {
699     remove_ob (op);
700     free_object (op);
701     continue;
702     }
703     else if (op->type == SKILL)
704     {
705     SET_FLAG (op, FLAG_CAN_USE_SKILL);
706     op->stats.exp = 0;
707     op->level = 1;
708 root 1.11 }
709 root 1.18 /* lock all 'normal items by default */
710     else
711     SET_FLAG (op, FLAG_INV_LOCKED);
712     } /* for loop of objects in player inv */
713    
714     /* Need to set up the skill pointers */
715     link_player_skills (pl);
716     }
717    
718     void
719     get_name (object *op)
720     {
721     op->contr->write_buf[0] = '\0';
722     op->contr->state = ST_GET_NAME;
723     send_query (&op->contr->socket, 0, "What is your name?\n:");
724     }
725    
726     void
727     get_password (object *op)
728     {
729     op->contr->write_buf[0] = '\0';
730     op->contr->state = ST_GET_PASSWORD;
731     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732     }
733    
734     void
735     play_again (object *op)
736     {
737     op->contr->state = ST_PLAY_AGAIN;
738     op->chosen_skill = NULL;
739     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740     /* a bit of a hack, but there are various places early in th
741     * player creation process that a user can quit (eg, roll
742     * stats) that isn't removing the player. Taking a quick
743     * look, there are many places that call play_again without
744     * removing the player - it probably makes more sense
745     * to leave it to play_again to remove the object in all
746     * cases.
747     */
748     if (!QUERY_FLAG (op, FLAG_REMOVED))
749     remove_ob (op);
750     /* Need to set this to null - otherwise, it could point to garbage,
751     * and draw() doesn't check to see if the player is removed, only if
752     * the map is null or not swapped out.
753     */
754     op->map = NULL;
755     }
756    
757     int
758     receive_play_again (object *op, char key)
759     {
760     if (key == 'q' || key == 'Q')
761     {
762     remove_friendly_object (op);
763     leave (op->contr, 0); /* ericserver will draw the message */
764     return 2;
765     }
766     else if (key == 'a' || key == 'A')
767     {
768     player *pl = op->contr;
769     shstr name = op->name;
770    
771 root 1.19 op->contr = 0;
772     op->type = 0;
773     op->free (1);
774 root 1.18 pl = get_player (pl);
775     op = pl->ob;
776     add_friendly_object (op);
777     op->contr->password[0] = '~';
778     op->name = op->name_pl = 0;
779     /* Lets put a space in here */
780     new_draw_info (NDI_UNIQUE, 0, op, "\n");
781     get_name (op);
782     op->name = op->name_pl = name;
783     set_first_map (op);
784     }
785     else
786 root 1.19 /* user pressed something else so just ask again... */
787     play_again (op);
788    
789 root 1.18 return 0;
790 elmex 1.1 }
791    
792 root 1.18 void
793     confirm_password (object *op)
794     {
795 elmex 1.1
796 root 1.18 op->contr->write_buf[0] = '\0';
797     op->contr->state = ST_CONFIRM_PASSWORD;
798     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799 elmex 1.1 }
800    
801 root 1.18 void
802     get_party_password (object *op, partylist *party)
803     {
804     if (party == NULL)
805     {
806     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807     return;
808 elmex 1.1 }
809 root 1.18 op->contr->write_buf[0] = '\0';
810     op->contr->state = ST_GET_PARTY_PASSWORD;
811     op->contr->party_to_join = party;
812     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813 elmex 1.1 }
814    
815    
816     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817 root 1.18 int
818     roll_stat (void)
819     {
820     int a[4], i, j, k;
821    
822     for (i = 0; i < 4; i++)
823     a[i] = (int) RANDOM () % 6 + 1;
824    
825     for (i = 0, j = 0, k = 7; i < 4; i++)
826     if (a[i] < k)
827     k = a[i], j = i;
828    
829     for (i = 0, k = 0; i < 4; i++)
830     {
831     if (i != j)
832     k += a[i];
833     }
834     return k;
835     }
836    
837     void
838     roll_stats (object *op)
839     {
840     int sum = 0;
841     int i = 0, j = 0;
842     int statsort[7];
843    
844     do
845     {
846     op->stats.Str = roll_stat ();
847     op->stats.Dex = roll_stat ();
848     op->stats.Int = roll_stat ();
849     op->stats.Con = roll_stat ();
850     op->stats.Wis = roll_stat ();
851     op->stats.Pow = roll_stat ();
852     op->stats.Cha = roll_stat ();
853     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854     }
855     while (sum < 82 || sum > 116);
856    
857     /* Sort the stats so that rerolling is easier... */
858     statsort[0] = op->stats.Str;
859     statsort[1] = op->stats.Dex;
860     statsort[2] = op->stats.Int;
861     statsort[3] = op->stats.Con;
862     statsort[4] = op->stats.Wis;
863     statsort[5] = op->stats.Pow;
864     statsort[6] = op->stats.Cha;
865    
866     /* a quick and dirty bubblesort? */
867     do
868     {
869     if (statsort[i] < statsort[i + 1])
870     {
871     j = statsort[i];
872     statsort[i] = statsort[i + 1];
873     statsort[i + 1] = j;
874     i = 0;
875     }
876     else
877     {
878     i++;
879     }
880     }
881     while (i < 6);
882    
883     op->stats.Str = statsort[0];
884     op->stats.Dex = statsort[1];
885     op->stats.Con = statsort[2];
886     op->stats.Int = statsort[3];
887     op->stats.Wis = statsort[4];
888     op->stats.Pow = statsort[5];
889     op->stats.Cha = statsort[6];
890    
891    
892     op->contr->orig_stats.Str = op->stats.Str;
893     op->contr->orig_stats.Dex = op->stats.Dex;
894     op->contr->orig_stats.Int = op->stats.Int;
895     op->contr->orig_stats.Con = op->stats.Con;
896     op->contr->orig_stats.Wis = op->stats.Wis;
897     op->contr->orig_stats.Pow = op->stats.Pow;
898     op->contr->orig_stats.Cha = op->stats.Cha;
899    
900     op->level = 1;
901     op->stats.exp = 0;
902     op->stats.ac = 0;
903    
904     op->contr->levhp[1] = 9;
905     op->contr->levsp[1] = 6;
906     op->contr->levgrace[1] = 3;
907    
908     fix_player (op);
909     op->stats.hp = op->stats.maxhp;
910     op->stats.sp = op->stats.maxsp;
911     op->stats.grace = op->stats.maxgrace;
912     op->contr->orig_stats = op->stats;
913     }
914    
915     void
916     Roll_Again (object *op)
917     {
918     esrv_new_player (op->contr, 0);
919     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920     "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921     }
922 elmex 1.1
923 root 1.18 void
924     Swap_Stat (object *op, int Swap_Second)
925     {
926     signed char tmp;
927     char buf[MAX_BUF];
928 elmex 1.1
929 root 1.18 if (op->contr->Swap_First == -1)
930     {
931     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934     return;
935 elmex 1.1 }
936    
937 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938 elmex 1.1
939 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940 elmex 1.1
941 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942 elmex 1.1
943 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944     new_draw_info (NDI_UNIQUE, 0, op, buf);
945     op->stats.Str = op->contr->orig_stats.Str;
946     op->stats.Dex = op->contr->orig_stats.Dex;
947     op->stats.Con = op->contr->orig_stats.Con;
948     op->stats.Int = op->contr->orig_stats.Int;
949     op->stats.Wis = op->contr->orig_stats.Wis;
950     op->stats.Pow = op->contr->orig_stats.Pow;
951     op->stats.Cha = op->contr->orig_stats.Cha;
952     op->stats.ac = 0;
953    
954     op->level = 1;
955     op->stats.exp = 0;
956     op->stats.ac = 0;
957    
958     op->contr->levhp[1] = 9;
959     op->contr->levsp[1] = 6;
960     op->contr->levgrace[1] = 3;
961    
962     fix_player (op);
963     op->stats.hp = op->stats.maxhp;
964     op->stats.sp = op->stats.maxsp;
965     op->stats.grace = op->stats.maxgrace;
966     op->contr->orig_stats = op->stats;
967     op->contr->Swap_First = -1;
968 elmex 1.1 }
969    
970    
971     /* This code has been greatly reduced, because with set_attr_value
972     * and get_attr_value, the stats can be accessed just numeric
973     * ids. stat_trans is a table that translate the number entered
974     * into the actual stat. It is needed because the order the stats
975     * are displayed in the stat window is not the same as how
976     * the number's access that stat. The table does that translation.
977     */
978 root 1.18 int
979     key_roll_stat (object *op, char key)
980 elmex 1.1 {
981 root 1.18 int keynum = key - '0';
982     char buf[MAX_BUF];
983     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984    
985     if (keynum > 0 && keynum <= 7)
986     {
987     if (op->contr->Swap_First == -1)
988     {
989     op->contr->Swap_First = stat_trans[keynum];
990     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991     new_draw_info (NDI_UNIQUE, 0, op, buf);
992 root 1.11 }
993 root 1.18 else
994     Swap_Stat (op, stat_trans[keynum]);
995 elmex 1.1
996 root 1.18 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997     return 1;
998 elmex 1.1 }
999 root 1.18 switch (key)
1000     {
1001 root 1.20 case 'n':
1002     case 'N':
1003     {
1004     SET_FLAG (op, FLAG_WIZ);
1005     if (op->map == NULL)
1006     {
1007     LOG (llevError, "Map == NULL in state 2\n");
1008     break;
1009     }
1010 elmex 1.1
1011     #if 0
1012 root 1.20 /* So that enter_exit will put us at startx/starty */
1013     op->x = -1;
1014 elmex 1.1
1015 root 1.20 enter_exit (op, NULL);
1016 elmex 1.1 #endif
1017 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
1018     /* Enter exit adds a player otherwise */
1019     add_statbonus (op);
1020     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021     "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022     op->contr->state = ST_CHANGE_CLASS;
1023     if (op->msg)
1024     new_draw_info (NDI_BLUE, 0, op, op->msg);
1025     return 0;
1026     }
1027     case 'y':
1028     case 'Y':
1029     roll_stats (op);
1030     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031     return 1;
1032 root 1.18
1033 root 1.20 case 'q':
1034     case 'Q':
1035     play_again (op);
1036     return 1;
1037 elmex 1.1
1038 root 1.20 default:
1039     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040     return 0;
1041 elmex 1.1 }
1042 root 1.18 return 0;
1043 elmex 1.1 }
1044    
1045     /* This function takes the key that is passed, and does the
1046     * appropriate action with it (change race, or other things).
1047     * The function name is for historical reasons - now we have
1048     * separate race and class; this actually changes the RACE,
1049     * not the class.
1050     */
1051    
1052 root 1.18 int
1053     key_change_class (object *op, char key)
1054 elmex 1.1 {
1055 root 1.18 int tmp_loop;
1056 elmex 1.1
1057 root 1.18 if (key == 'q' || key == 'Q')
1058     {
1059     remove_ob (op);
1060     play_again (op);
1061 elmex 1.1 return 0;
1062     }
1063 root 1.18 if (key == 'd' || key == 'D')
1064     {
1065     char buf[MAX_BUF];
1066 elmex 1.1
1067 root 1.18 /* this must before then initial items are given */
1068     esrv_new_player (op->contr, op->weight + op->carrying);
1069     create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 elmex 1.1
1071 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1072     INVOKE_PLAYER (LOGIN, op->contr);
1073 elmex 1.1
1074 root 1.18 op->contr->state = ST_PLAYING;
1075 root 1.11
1076 root 1.18 if (op->msg)
1077     op->msg = NULL;
1078 elmex 1.1
1079 root 1.18 /* We create this now because some of the unique maps will need it
1080     * to save here.
1081     */
1082     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083     make_path_to_file (buf);
1084 elmex 1.1
1085     #ifdef AUTOSAVE
1086 root 1.18 op->contr->last_save_tick = pticks;
1087 elmex 1.1 #endif
1088 root 1.18 start_info (op);
1089     CLEAR_FLAG (op, FLAG_WIZ);
1090     give_initial_items (op, op->randomitems);
1091     link_player_skills (op);
1092     esrv_send_inventory (op, op);
1093     fix_player (op);
1094 elmex 1.1
1095 root 1.18 /* This moves the player to a different start map, if there
1096     * is one for this race
1097     */
1098     if (*first_map_ext_path)
1099     {
1100     object *tmp;
1101     char mapname[MAX_BUF];
1102    
1103     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104     tmp = get_object ();
1105     EXIT_PATH (tmp) = mapname;
1106     EXIT_X (tmp) = op->x;
1107     EXIT_Y (tmp) = op->y;
1108     enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 elmex 1.1 * if the map isn't there, then stay on the
1110     * default initial map */
1111 root 1.18 free_object (tmp);
1112 elmex 1.1 }
1113 root 1.18 else
1114     {
1115     LOG (llevDebug, "first_map_ext_path not set\n");
1116     }
1117     return 0;
1118 elmex 1.1 }
1119    
1120 root 1.18 /* Following actually changes the race - this is the default command
1121     * if we don't match with one of the options above.
1122     */
1123    
1124     tmp_loop = 0;
1125     while (!tmp_loop)
1126     {
1127     shstr name = op->name;
1128     int x = op->x, y = op->y;
1129    
1130     remove_statbonus (op);
1131     remove_ob (op);
1132     op->arch = get_player_archetype (op->arch);
1133     copy_object (&op->arch->clone, op);
1134     op->instantiate ();
1135     op->stats = op->contr->orig_stats;
1136     op->name = op->name_pl = name;
1137     op->x = x;
1138     op->y = y;
1139     SET_ANIMATION (op, 2); /* So player faces south */
1140     insert_ob_in_map (op, op->map, op, 0);
1141 root 1.21 assign (op->contr->title, op->arch->clone.name);
1142 root 1.18 add_statbonus (op);
1143     tmp_loop = allowed_class (op);
1144     }
1145 root 1.19
1146 root 1.18 update_object (op, UP_OBJ_FACE);
1147     esrv_update_item (UPD_FACE, op, op);
1148     fix_player (op);
1149     op->stats.hp = op->stats.maxhp;
1150     op->stats.sp = op->stats.maxsp;
1151     op->stats.grace = 0;
1152 root 1.21
1153 root 1.18 if (op->msg)
1154     new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 root 1.21
1156 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");
1157     return 0;
1158 elmex 1.1 }
1159    
1160 root 1.18 int
1161     key_confirm_quit (object *op, char key)
1162 elmex 1.1 {
1163 root 1.18 char buf[MAX_BUF];
1164 elmex 1.1
1165 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166     {
1167     op->contr->state = ST_PLAYING;
1168     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169     return 1;
1170 elmex 1.1 }
1171    
1172 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1173     INVOKE_PLAYER (QUIT, op->contr);
1174 root 1.3
1175 root 1.18 terminate_all_pets (op);
1176     leave_map (op);
1177     op->direction = 0;
1178     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179    
1180     strcpy (op->contr->killer, "quit");
1181     check_score (op);
1182     op->contr->party = NULL;
1183     if (settings.set_title == TRUE)
1184     op->contr->own_title[0] = '\0';
1185    
1186     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187     {
1188 root 1.25 maptile *mp, *next;
1189 root 1.18
1190     /* We need to hunt for any per player unique maps in memory and
1191     * get rid of them. The trailing slash in the path is intentional,
1192     * so that players named 'Ab' won't match against players 'Abe' pathname
1193     */
1194     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195     for (mp = first_map; mp != NULL; mp = next)
1196     {
1197     next = mp->next;
1198     if (!strncmp (mp->path, buf, strlen (buf)))
1199     delete_map (mp);
1200 root 1.11 }
1201 root 1.18
1202     delete_character (op->name, 1);
1203 elmex 1.1 }
1204 root 1.19
1205 root 1.18 play_again (op);
1206     return 1;
1207 elmex 1.1 }
1208    
1209 root 1.18 void
1210     flee_player (object *op)
1211     {
1212     int dir, diff;
1213     rv_vector rv;
1214    
1215     if (op->stats.hp < 0)
1216     {
1217     LOG (llevDebug, "Fleeing player is dead.\n");
1218     CLEAR_FLAG (op, FLAG_SCARED);
1219     return;
1220 elmex 1.1 }
1221    
1222 root 1.18 if (op->enemy == NULL)
1223     {
1224     LOG (llevDebug, "Fleeing player had no enemy.\n");
1225     CLEAR_FLAG (op, FLAG_SCARED);
1226     return;
1227 elmex 1.1 }
1228    
1229 root 1.18 /* Seen some crashes here. Since we don't store an
1230     * op->enemy_count, it is possible that something destroys the
1231     * actual enemy, and the object is recycled.
1232     */
1233     if (op->enemy->map == NULL)
1234     {
1235     CLEAR_FLAG (op, FLAG_SCARED);
1236     op->enemy = NULL;
1237     return;
1238 elmex 1.1 }
1239    
1240 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241     {
1242     op->enemy = NULL;
1243     CLEAR_FLAG (op, FLAG_SCARED);
1244     return;
1245 elmex 1.1 }
1246 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1247    
1248     dir = absdir (4 + rv.direction);
1249     for (diff = 0; diff < 3; diff++)
1250     {
1251     int m = 1 - (RANDOM () & 2);
1252 elmex 1.1
1253 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254     {
1255     return;
1256 root 1.11 }
1257 elmex 1.1 }
1258 root 1.18 /* Cornered, get rid of scared */
1259     CLEAR_FLAG (op, FLAG_SCARED);
1260     op->enemy = NULL;
1261 elmex 1.1 }
1262    
1263    
1264     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1265     * IT returns 1 if the player should keep on moving, 0 if he should
1266     * stop.
1267     */
1268 root 1.18 int
1269     check_pick (object *op)
1270     {
1271 elmex 1.1 object *tmp, *next;
1272     int stop = 0;
1273     int j, k, wvratio;
1274     char putstring[128], tmpstr[16];
1275    
1276     /* if you're flying, you cna't pick up anything */
1277     if (op->move_type & MOVE_FLYING)
1278     return 1;
1279    
1280     next = op->below;
1281    
1282     /* loop while there are items on the floor that are not marked as
1283     * destroyed */
1284 root 1.24 while (next && !next->destroyed ())
1285 root 1.18 {
1286     tmp = next;
1287     next = tmp->below;
1288 elmex 1.1
1289 root 1.24 if (op->destroyed ())
1290 elmex 1.1 return 0;
1291    
1292 root 1.18 if (!can_pick (op, tmp))
1293     continue;
1294 elmex 1.1
1295 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296     {
1297     if (item_matched_string (op, tmp, op->contr->search_str))
1298     pick_up (op, tmp);
1299     continue;
1300 root 1.11 }
1301    
1302 root 1.18 /* high not bit set? We're using the old autopickup model */
1303     if (!(op->contr->mode & PU_NEWMODE))
1304 root 1.11 {
1305 root 1.18 switch (op->contr->mode)
1306 root 1.11 {
1307 root 1.20 case 0:
1308     return 1; /* don't pick up */
1309     case 1:
1310     pick_up (op, tmp);
1311     return 1;
1312     case 2:
1313     pick_up (op, tmp);
1314     return 0;
1315     case 3:
1316     return 0; /* stop before pickup */
1317     case 4:
1318     pick_up (op, tmp);
1319     break;
1320     case 5:
1321     pick_up (op, tmp);
1322     stop = 1;
1323     break;
1324     case 6:
1325     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1326 root 1.18 pick_up (op, tmp);
1327 root 1.20 break;
1328    
1329     case 7:
1330     if (tmp->type == MONEY || tmp->type == GEM)
1331 root 1.18 pick_up (op, tmp);
1332 root 1.20 break;
1333    
1334     default:
1335     /* use value density */
1336     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1337     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1338 root 1.18 pick_up (op, tmp);
1339 root 1.11 }
1340     }
1341 root 1.18 else
1342     { /* old model */
1343     /* NEW pickup handling */
1344     if (op->contr->mode & PU_DEBUG)
1345     {
1346     /* some debugging code to figure out item information */
1347     if (tmp->name != NULL)
1348     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350     else
1351     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1353     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354    
1355     sprintf (putstring, "...flags: ");
1356     for (k = 0; k < 4; k++)
1357     {
1358     for (j = 0; j < 32; j++)
1359     {
1360     if ((tmp->flags[k] >> j) & 0x01)
1361     {
1362     sprintf (tmpstr, "%d ", k * 32 + j);
1363     strcat (putstring, tmpstr);
1364     }
1365     }
1366     }
1367     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368 elmex 1.1
1369     #if 0
1370 root 1.18 /* print the flags too */
1371     for (k = 0; k < 4; k++)
1372     {
1373     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374     for (j = 0; j < 32; j++)
1375     {
1376     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377     if (!((j + 1) % 4))
1378     fprintf (stderr, " ");
1379     }
1380     fprintf (stderr, " [%d]\n", k * 32);
1381     }
1382 elmex 1.1 #endif
1383 root 1.18 }
1384     /* philosophy:
1385     * It's easy to grab an item type from a pile, as long as it's
1386     * generic. This takes no game-time. For more detailed pickups
1387     * and selections, select-items shoul dbe used. This is a
1388     * grab-as-you-run type mode that's really useful for arrows for
1389     * example.
1390     * The drawback: right now it has no frontend, so you need to
1391     * stick the bits you want into a calculator in hex mode and then
1392     * convert to decimal and then 'pickup <#>
1393     */
1394    
1395     /* the first two modes are exclusive: if NOTHING we return, if
1396     * STOP then we stop. All the rest are applied sequentially,
1397     * meaning if any test passes, the item gets picked up. */
1398    
1399     /* if mode is set to pick nothing up, return */
1400    
1401     if (op->contr->mode & PU_NOTHING)
1402     return 1;
1403    
1404     /* if mode is set to stop when encountering objects, return */
1405     /* take STOP before INHIBIT since it doesn't actually pick
1406     * anything up */
1407    
1408     if (op->contr->mode & PU_STOP)
1409     return 0;
1410    
1411     /* useful for going into stores and not losing your settings... */
1412     /* and for battles wher you don't want to get loaded down while
1413     * fighting */
1414     if (op->contr->mode & PU_INHIBIT)
1415     return 1;
1416    
1417     /* prevent us from turning into auto-thieves :) */
1418     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419     continue;
1420    
1421     /* ignore known cursed objects */
1422     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1423     continue;
1424    
1425     /* all food and drink if desired */
1426     /* question: don't pick up known-poisonous stuff? */
1427     if (op->contr->mode & PU_FOOD)
1428     if (tmp->type == FOOD)
1429     {
1430     pick_up (op, tmp);
1431     if (0)
1432     fprintf (stderr, "FOOD\n");
1433     continue;
1434     }
1435     if (op->contr->mode & PU_DRINK)
1436     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437     {
1438     pick_up (op, tmp);
1439     if (0)
1440     fprintf (stderr, "DRINK\n");
1441     continue;
1442     }
1443    
1444     if (op->contr->mode & PU_POTION)
1445     if (tmp->type == POTION)
1446     {
1447     pick_up (op, tmp);
1448     if (0)
1449     fprintf (stderr, "POTION\n");
1450     continue;
1451     }
1452    
1453     /* spellbooks, skillscrolls and normal books/scrolls */
1454     if (op->contr->mode & PU_SPELLBOOK)
1455     if (tmp->type == SPELLBOOK)
1456     {
1457     pick_up (op, tmp);
1458     if (0)
1459     fprintf (stderr, "SPELLBOOK\n");
1460     continue;
1461     }
1462     if (op->contr->mode & PU_SKILLSCROLL)
1463     if (tmp->type == SKILLSCROLL)
1464     {
1465     pick_up (op, tmp);
1466     if (0)
1467     fprintf (stderr, "SKILLSCROLL\n");
1468     continue;
1469     }
1470     if (op->contr->mode & PU_READABLES)
1471     if (tmp->type == BOOK || tmp->type == SCROLL)
1472     {
1473     pick_up (op, tmp);
1474     if (0)
1475     fprintf (stderr, "READABLES\n");
1476     continue;
1477     }
1478    
1479     /* wands/staves/rods/horns */
1480     if (op->contr->mode & PU_MAGIC_DEVICE)
1481     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482     {
1483     pick_up (op, tmp);
1484     if (0)
1485     fprintf (stderr, "MAGIC_DEVICE\n");
1486     continue;
1487     }
1488    
1489     /* pick up all magical items */
1490     if (op->contr->mode & PU_MAGICAL)
1491     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492     {
1493     pick_up (op, tmp);
1494     if (0)
1495     fprintf (stderr, "MAGICAL\n");
1496     continue;
1497     }
1498    
1499     if (op->contr->mode & PU_VALUABLES)
1500     {
1501     if (tmp->type == MONEY || tmp->type == GEM)
1502     {
1503     pick_up (op, tmp);
1504     if (0)
1505     fprintf (stderr, "MONEY/GEM\n");
1506     continue;
1507     }
1508     }
1509    
1510     /* rings & amulets - talismans seems to be typed AMULET */
1511     if (op->contr->mode & PU_JEWELS)
1512     if (tmp->type == RING || tmp->type == AMULET)
1513     {
1514     pick_up (op, tmp);
1515     if (0)
1516     fprintf (stderr, "JEWELS\n");
1517     continue;
1518     }
1519    
1520     /* bows and arrows. Bows are good for selling! */
1521     if (op->contr->mode & PU_BOW)
1522     if (tmp->type == BOW)
1523     {
1524     pick_up (op, tmp);
1525     if (0)
1526     fprintf (stderr, "BOW\n");
1527     continue;
1528     }
1529     if (op->contr->mode & PU_ARROW)
1530     if (tmp->type == ARROW)
1531     {
1532     pick_up (op, tmp);
1533     if (0)
1534     fprintf (stderr, "ARROW\n");
1535     continue;
1536     }
1537    
1538     /* all kinds of armor etc. */
1539     if (op->contr->mode & PU_ARMOUR)
1540     if (tmp->type == ARMOUR)
1541     {
1542     pick_up (op, tmp);
1543     if (0)
1544     fprintf (stderr, "ARMOUR\n");
1545     continue;
1546     }
1547     if (op->contr->mode & PU_HELMET)
1548     if (tmp->type == HELMET)
1549     {
1550     pick_up (op, tmp);
1551     if (0)
1552     fprintf (stderr, "HELMET\n");
1553     continue;
1554     }
1555     if (op->contr->mode & PU_SHIELD)
1556     if (tmp->type == SHIELD)
1557     {
1558     pick_up (op, tmp);
1559     if (0)
1560     fprintf (stderr, "SHIELD\n");
1561     continue;
1562     }
1563     if (op->contr->mode & PU_BOOTS)
1564     if (tmp->type == BOOTS)
1565     {
1566     pick_up (op, tmp);
1567     if (0)
1568     fprintf (stderr, "BOOTS\n");
1569     continue;
1570     }
1571     if (op->contr->mode & PU_GLOVES)
1572     if (tmp->type == GLOVES)
1573     {
1574     pick_up (op, tmp);
1575     if (0)
1576     fprintf (stderr, "GLOVES\n");
1577     continue;
1578     }
1579     if (op->contr->mode & PU_CLOAK)
1580     if (tmp->type == CLOAK)
1581     {
1582     pick_up (op, tmp);
1583     if (0)
1584     fprintf (stderr, "GLOVES\n");
1585     continue;
1586     }
1587 elmex 1.1
1588 root 1.18 /* hoping to catch throwing daggers here */
1589     if (op->contr->mode & PU_MISSILEWEAPON)
1590     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591     {
1592     pick_up (op, tmp);
1593     if (0)
1594     fprintf (stderr, "MISSILEWEAPON\n");
1595     continue;
1596     }
1597 elmex 1.1
1598 root 1.18 /* careful: chairs and tables are weapons! */
1599     if (op->contr->mode & PU_ALLWEAPON)
1600     {
1601     if (tmp->type == WEAPON && tmp->name != NULL)
1602     {
1603     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1604     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605     {
1606     pick_up (op, tmp);
1607     if (0)
1608     fprintf (stderr, "WEAPON\n");
1609     continue;
1610     }
1611     }
1612     if (tmp->type == WEAPON && tmp->name == NULL)
1613     {
1614     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615     {
1616     pick_up (op, tmp);
1617     if (0)
1618     fprintf (stderr, "WEAPON\n");
1619     continue;
1620     }
1621     }
1622     }
1623 elmex 1.1
1624 root 1.18 /* misc stuff that's useful */
1625     if (op->contr->mode & PU_KEY)
1626     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627     {
1628     pick_up (op, tmp);
1629     if (0)
1630     fprintf (stderr, "KEY\n");
1631     continue;
1632     }
1633 elmex 1.1
1634 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1635     * pickups */
1636     if (op->contr->mode & PU_RATIO)
1637     {
1638     /* use value density to decide what else to grab */
1639     /* >=7 was >= op->contr->mode */
1640     /* >=7 is the old standard setting. Now we take the last 4 bits
1641     * and multiply them by 5, giving 0..15*5== 5..75 */
1642     wvratio = (op->contr->mode & PU_RATIO) * 5;
1643     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1644     {
1645     pick_up (op, tmp);
1646 elmex 1.1 #if 0
1647 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1648     if (tmp->name != NULL)
1649     {
1650     fprintf (stderr, "%s", tmp->name);
1651     }
1652     else
1653     fprintf (stderr, "%s", tmp->arch->name);
1654     fprintf (stderr, ",%d] = ", tmp->type);
1655     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1656 elmex 1.1 #endif
1657 root 1.18 continue;
1658     }
1659     }
1660     } /* the new pickup model */
1661     }
1662     return !stop;
1663 elmex 1.1 }
1664    
1665     /*
1666     * Find an arrow in the inventory and after that
1667     * in the right type container (quiver). Pointer to the
1668     * found object is returned.
1669     */
1670 root 1.18 object *
1671     find_arrow (object *op, const char *type)
1672 elmex 1.1 {
1673 root 1.18 object *tmp = NULL;
1674 elmex 1.1
1675 root 1.18 for (op = op->inv; op; op = op->below)
1676     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677     tmp = find_arrow (op, type);
1678     else if (op->type == ARROW && op->race == type)
1679     return op;
1680     return tmp;
1681 elmex 1.1 }
1682    
1683     /*
1684     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1685     * against the target. A full test is not performed, simply a basic test
1686     * of resistances. The archer is making a quick guess at what he sees down
1687     * the hall. Failing that it does it's best to pick the highest plus arrow.
1688     */
1689    
1690 root 1.18 object *
1691     find_better_arrow (object *op, object *target, const char *type, int *better)
1692 elmex 1.1 {
1693 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1694     int attacknum, attacktype, betterby = 0, i;
1695 elmex 1.1
1696 root 1.18 if (!type)
1697     return NULL;
1698 elmex 1.1
1699 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1700     {
1701     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1702     {
1703     i = 0;
1704     ntmp = find_better_arrow (arrow, target, type, &i);
1705     if (i > betterby)
1706     {
1707     tmp = ntmp;
1708     betterby = i;
1709     }
1710     }
1711     else if (arrow->type == ARROW && arrow->race == type)
1712     {
1713     /* allways prefer assasination/slaying */
1714     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1715     {
1716     if (arrow->attacktype & AT_DEATH)
1717     {
1718     *better = 100;
1719     return arrow;
1720     }
1721     else
1722     {
1723     tmp = arrow;
1724     betterby = (arrow->magic + arrow->stats.dam) * 2;
1725     }
1726     }
1727     else
1728     {
1729     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730     {
1731     attacktype = 1 << attacknum;
1732     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1733     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1734     {
1735     tmp = arrow;
1736     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1737     }
1738 root 1.11 }
1739 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740     {
1741     tmp = arrow;
1742     betterby = 2 + arrow->magic + arrow->stats.dam;
1743 root 1.11 }
1744 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1745     {
1746     tmp = arrow;
1747     betterby = 1 + arrow->magic + arrow->stats.dam;
1748 root 1.11 }
1749     }
1750     }
1751 elmex 1.1 }
1752 root 1.18 if (tmp == NULL && arrow == NULL)
1753     return find_arrow (op, type);
1754 elmex 1.1
1755 root 1.18 *better = betterby;
1756     return tmp;
1757 elmex 1.1 }
1758    
1759     /* looks in a given direction, finds the first valid target, and calls
1760     * find_better_arrow to find a decent arrow to use.
1761     * op = the shooter
1762     * type = bow->race
1763     * dir = fire direction
1764     */
1765    
1766 root 1.18 object *
1767     pick_arrow_target (object *op, const char *type, int dir)
1768 elmex 1.1 {
1769 root 1.18 object *tmp = NULL;
1770 root 1.25 maptile *m;
1771 root 1.18 int i, mflags, found, number;
1772     sint16 x, y;
1773    
1774     if (op->map == NULL)
1775     return find_arrow (op, type);
1776    
1777     /* do a dex check */
1778     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1779     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1780     return find_arrow (op, type);
1781    
1782     m = op->map;
1783     x = op->x;
1784     y = op->y;
1785    
1786     /* find the first target */
1787     for (i = 0, found = 0; i < 20; i++)
1788     {
1789     x += freearr_x[dir];
1790     y += freearr_y[dir];
1791     mflags = get_map_flags (m, &m, x, y, &x, &y);
1792     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793     {
1794     tmp = NULL;
1795     break;
1796     }
1797     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1798     {
1799     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1800     * perhaps a bad assumption.
1801     */
1802     tmp = NULL;
1803     break;
1804 root 1.11 }
1805 root 1.18 if (mflags & P_IS_ALIVE)
1806     {
1807     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1808     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1809     {
1810     found++;
1811 root 1.11 break;
1812 root 1.18 }
1813     if (found)
1814     break;
1815 root 1.11 }
1816 elmex 1.1 }
1817 root 1.18 if (tmp == NULL)
1818     return find_arrow (op, type);
1819 elmex 1.1
1820 root 1.18 if (tmp->head)
1821     tmp = tmp->head;
1822 elmex 1.1
1823 root 1.18 return find_better_arrow (op, tmp, type, &i);
1824 elmex 1.1 }
1825    
1826     /*
1827     * Creature fires a bow - op can be monster or player. Returns
1828     * 1 if bow was actually fired, 0 otherwise.
1829     * op is the object firing the bow.
1830     * part is for multipart creatures - the part firing the bow.
1831     * dir is the direction of fire.
1832     * wc_mod is any special modifier to give (used in special player fire modes)
1833     * sx, sy are coordinates to fire arrow from - also used in some of the special
1834     * player fire modes.
1835     */
1836 root 1.18 int
1837     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838 elmex 1.1 {
1839 root 1.18 object *left, *bow;
1840     int bowspeed, mflags;
1841 root 1.25 maptile *m;
1842 elmex 1.1
1843 root 1.18 if (!dir)
1844     {
1845     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846     return 0;
1847 elmex 1.1 }
1848 root 1.18 if (op->type == PLAYER)
1849     bow = op->contr->ranges[range_bow];
1850     else
1851     {
1852     for (bow = op->inv; bow; bow = bow->below)
1853     /* Don't check for applied - monsters don't apply bows - in that way, they
1854     * don't need to switch back and forth between bows and weapons.
1855     */
1856     if (bow->type == BOW)
1857     break;
1858 root 1.11
1859 root 1.18 if (!bow)
1860     {
1861     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862     return 0;
1863 root 1.11 }
1864 elmex 1.1 }
1865 root 1.18 if (!bow->race || !bow->skill)
1866     {
1867     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868     return 0;
1869 elmex 1.1 }
1870    
1871 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 elmex 1.1
1873 root 1.18 /* penalize ROF for bestarrow */
1874     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876     if (bowspeed < 1)
1877     bowspeed = 1;
1878    
1879     if (arrow == NULL)
1880     {
1881     if ((arrow = find_arrow (op, bow->race)) == NULL)
1882     {
1883     if (op->type == PLAYER)
1884     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886     else
1887     CLEAR_FLAG (op, FLAG_READY_BOW);
1888     return 0;
1889 root 1.11 }
1890 elmex 1.1 }
1891 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892     if (mflags & P_OUT_OF_MAP)
1893     {
1894     return 0;
1895     }
1896     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897     {
1898     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899     return 0;
1900     }
1901    
1902     /* this should not happen, but sometimes does */
1903     if (arrow->nrof == 0)
1904     {
1905     remove_ob (arrow);
1906     free_object (arrow);
1907     return 0;
1908     }
1909    
1910     left = arrow; /* these are arrows left to the player */
1911     arrow = get_split_ob (arrow, 1);
1912     if (arrow == NULL)
1913     {
1914     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915     return 0;
1916 elmex 1.1 }
1917 root 1.18 set_owner (arrow, op);
1918     arrow->skill = bow->skill;
1919    
1920     arrow->direction = dir;
1921     arrow->x = sx;
1922     arrow->y = sy;
1923    
1924     if (op->type == PLAYER)
1925     {
1926     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927     fix_player (op);
1928 elmex 1.1 }
1929    
1930 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1931     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932     arrow->stats.hp = arrow->stats.dam;
1933     arrow->stats.grace = arrow->attacktype;
1934     if (arrow->slaying != NULL)
1935     arrow->spellarg = strdup_local (arrow->slaying);
1936    
1937     /* Note that this was different for monsters - they got their level
1938     * added to the damage. I think the strength bonus is more proper.
1939     */
1940    
1941     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942    
1943     /* update the speed */
1944     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946    
1947     if (arrow->speed < 1.0)
1948     arrow->speed = 1.0;
1949     update_ob_speed (arrow);
1950     arrow->speed_left = 0;
1951    
1952     if (op->type == PLAYER)
1953     {
1954     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957    
1958     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1959 elmex 1.1 }
1960 root 1.18 else
1961     {
1962     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963     arrow->level = op->level;
1964 elmex 1.1 }
1965 root 1.24
1966 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1967     arrow->attacktype |= bow->attacktype;
1968 root 1.24
1969 root 1.18 if (bow->slaying != NULL)
1970     arrow->slaying = bow->slaying;
1971    
1972     arrow->map = m;
1973     arrow->move_type = MOVE_FLY_LOW;
1974     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975    
1976     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1977     insert_ob_in_map (arrow, m, op, 0);
1978    
1979 root 1.24 if (!arrow->destroyed ())
1980 root 1.18 move_arrow (arrow);
1981 elmex 1.1
1982 root 1.18 if (op->type == PLAYER)
1983     {
1984 root 1.24 if (left->destroyed ())
1985     esrv_del_item (op->contr, left->count);
1986 root 1.18 else
1987     esrv_send_item (op, left);
1988 elmex 1.1 }
1989 root 1.24
1990 root 1.18 return 1;
1991 elmex 1.1 }
1992    
1993     /* Special fire code for players - this takes into
1994     * account the special fire modes players can have
1995     * but monsters can't. Putting that code here
1996     * makes the fire_bow code much cleaner.
1997     * this function should only be called if 'op' is a player,
1998     * hence the function name.
1999     */
2000 root 1.18 int
2001     player_fire_bow (object *op, int dir)
2002 elmex 1.1 {
2003 root 1.18 int ret = 0, wcmod = 0;
2004    
2005     if (op->contr->bowtype == bow_bestarrow)
2006     {
2007     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
2008     }
2009     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010     {
2011     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012     wcmod = -1;
2013     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014     }
2015     else if (op->contr->bowtype == bow_threewide)
2016     {
2017     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2018     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2019     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2020     }
2021     else if (op->contr->bowtype == bow_spreadshot)
2022     {
2023     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2025     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026 elmex 1.1
2027     }
2028 root 1.18 else
2029     {
2030     /* Simple case */
2031     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032     }
2033     return ret;
2034 elmex 1.1 }
2035    
2036    
2037     /* Fires a misc (wand/rod/horn) object in 'dir'.
2038     * Broken apart from 'fire' to keep it more readable.
2039     */
2040 root 1.18 void
2041     fire_misc_object (object *op, int dir)
2042 elmex 1.1 {
2043 root 1.18 object *item;
2044 elmex 1.1
2045 root 1.18 if (!op->contr->ranges[range_misc])
2046     {
2047     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048     return;
2049 elmex 1.1 }
2050    
2051 root 1.18 item = op->contr->ranges[range_misc];
2052     if (!item->inv)
2053     {
2054     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055     return;
2056 elmex 1.1 }
2057 root 1.18 if (item->type == WAND)
2058     {
2059     if (item->stats.food <= 0)
2060     {
2061     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2062     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2063     return;
2064 root 1.11 }
2065 root 1.18 }
2066     else if (item->type == ROD || item->type == HORN)
2067     {
2068     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2069     {
2070     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2071     if (item->type == ROD)
2072     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073     else
2074     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2075     return;
2076 root 1.11 }
2077 elmex 1.1 }
2078    
2079 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2080     {
2081     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2082     if (item->type == WAND)
2083     {
2084     if (!(--item->stats.food))
2085     {
2086     object *tmp;
2087    
2088     if (item->arch)
2089     {
2090     CLEAR_FLAG (item, FLAG_ANIMATE);
2091     item->face = item->arch->clone.face;
2092     item->speed = 0;
2093     update_ob_speed (item);
2094 root 1.11 }
2095 root 1.18 if ((tmp = is_player_inv (item)))
2096     esrv_update_item (UPD_ANIM, tmp, item);
2097 root 1.11 }
2098     }
2099 root 1.18 else if (item->type == ROD || item->type == HORN)
2100     {
2101     drain_rod_charge (item);
2102 root 1.11 }
2103 elmex 1.1 }
2104     }
2105    
2106     /* Received a fire command for the player - go and do it.
2107     */
2108 root 1.18 void
2109     fire (object *op, int dir)
2110     {
2111     int spellcost = 0;
2112 elmex 1.1
2113 root 1.18 /* check for loss of invisiblity/hide */
2114     if (action_makes_visible (op))
2115     make_visible (op);
2116 elmex 1.1
2117 root 1.18 switch (op->contr->shoottype)
2118     {
2119 root 1.20 case range_none:
2120     return;
2121 elmex 1.1
2122 root 1.20 case range_bow:
2123     player_fire_bow (op, dir);
2124     return;
2125 elmex 1.1
2126 root 1.20 case range_magic: /* Casting spells */
2127     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2128     return;
2129 elmex 1.1
2130 root 1.20 case range_misc:
2131     fire_misc_object (op, dir);
2132     return;
2133 root 1.11
2134 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2135     if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136     {
2137     op->contr->ranges[range_golem] = NULL;
2138     op->contr->shoottype = range_none;
2139     op->contr->golem_count = 0;
2140     }
2141     else
2142     control_golem (op->contr->ranges[range_golem], dir);
2143     return;
2144 root 1.11
2145 root 1.20 case range_skill:
2146     if (!op->chosen_skill)
2147     {
2148     if (op->type == PLAYER)
2149     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150     return;
2151     }
2152     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153     return;
2154     case range_builder:
2155     apply_map_builder (op, dir);
2156     return;
2157     default:
2158     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159     return;
2160 elmex 1.1 }
2161     }
2162    
2163    
2164    
2165     /* find_key
2166     * We try to find a key for the door as passed. If we find a key
2167     * and successfully use it, we return the key, otherwise NULL
2168     * This function merges both normal and locked door, since the logic
2169     * for both is the same - just the specific key is different.
2170     * pl is the player,
2171     * inv is the objects inventory to searched
2172     * door is the door we are trying to match against.
2173     * This function can be called recursively to search containers.
2174     */
2175    
2176 root 1.18 object *
2177     find_key (object *pl, object *container, object *door)
2178 elmex 1.1 {
2179 root 1.18 object *tmp, *key;
2180 elmex 1.1
2181 root 1.18 /* Should not happen, but sanity checking is never bad */
2182     if (container->inv == NULL)
2183     return NULL;
2184 elmex 1.1
2185 root 1.18 /* First, lets try to find a key in the top level inventory */
2186     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2187     {
2188     if (door->type == DOOR && tmp->type == KEY)
2189     break;
2190     /* For sanity, we should really check door type, but other stuff
2191     * (like containers) can be locked with special keys
2192     */
2193     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194     break;
2195     }
2196     /* No key found - lets search inventories now */
2197     /* If we find and use a key in an inventory, return at that time.
2198     * otherwise, if we search all the inventories and still don't find
2199     * a key, return
2200     */
2201     if (!tmp)
2202     {
2203     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2204     {
2205     /* No reason to search empty containers */
2206     if (tmp->type == CONTAINER && tmp->inv)
2207     {
2208     if ((key = find_key (pl, tmp, door)) != NULL)
2209     return key;
2210     }
2211     }
2212     if (!tmp)
2213     return NULL;
2214 elmex 1.1 }
2215 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2216     * see if we actually want to use it
2217     */
2218     if (pl != container)
2219     {
2220     /* Only let players use keys in containers */
2221     if (!pl->contr)
2222     return NULL;
2223     /* cases where this fails:
2224     * If we only search the player inventory, return now since we
2225     * are not in the players inventory.
2226     * If the container is not active, return now since only active
2227     * containers can be used.
2228     * If we only search keyrings and the container does not have
2229     * a race/isn't a keyring.
2230     * No checking for all containers - to fall through past here,
2231     * inv must have been an container and must have been active.
2232     *
2233     * Change the color so that the message doesn't disappear with
2234     * all the others.
2235     */
2236     if (pl->contr->usekeys == key_inventory ||
2237     !QUERY_FLAG (container, FLAG_APPLIED) ||
2238     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2239     {
2240     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242     return NULL;
2243 root 1.11 }
2244 elmex 1.1 }
2245 root 1.18 return tmp;
2246 elmex 1.1 }
2247    
2248     /* moved door processing out of move_player_attack.
2249     * returns 1 if player has opened the door with a key
2250     * such that the caller should not do anything more,
2251     * 0 otherwise
2252     */
2253 root 1.18 static int
2254     player_attack_door (object *op, object *door)
2255 elmex 1.1 {
2256    
2257 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2258     * might as well return immediately as there is nothing more to do -
2259     * otherwise, we fall through to the rest of the code.
2260     */
2261     object *key = find_key (op, op, door);
2262    
2263     /* IF we found a key, do some extra work */
2264     if (key)
2265     {
2266     object *container = key->env;
2267    
2268     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2269     if (action_makes_visible (op))
2270     make_visible (op);
2271     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272     spring_trap (door->inv, op);
2273     if (door->type == DOOR)
2274     {
2275     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276     }
2277     else if (door->type == LOCKED_DOOR)
2278     {
2279     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2280     remove_door2 (door); /* remove door without violence ;-) */
2281     }
2282     /* Do this after we print the message */
2283     decrease_ob (key); /* Use up one of the keys */
2284     /* Need to update the weight the container the key was in */
2285     if (container != op)
2286     esrv_update_item (UPD_WEIGHT, op, container);
2287     return 1; /* Nothing more to do below */
2288     }
2289     else if (door->type == LOCKED_DOOR)
2290     {
2291     /* Might as well return now - no other way to open this */
2292     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293     return 1;
2294 elmex 1.1 }
2295 root 1.18 return 0;
2296 elmex 1.1 }
2297    
2298     /* This function is just part of a breakup from move_player.
2299     * It should keep the code cleaner.
2300     * When this is called, the players direction has been updated
2301     * (taking into account confusion.) The player is also actually
2302     * going to try and move (not fire weapons).
2303     */
2304    
2305 root 1.18 void
2306     move_player_attack (object *op, int dir)
2307 elmex 1.1 {
2308 root 1.18 object *tmp, *mon;
2309     sint16 nx, ny;
2310     int on_battleground;
2311 root 1.25 maptile *m;
2312 root 1.18
2313     nx = freearr_x[dir] + op->x;
2314     ny = freearr_y[dir] + op->y;
2315    
2316     on_battleground = op_on_battleground (op, NULL, NULL);
2317    
2318     /* If braced, or can't move to the square, and it is not out of the
2319     * map, attack it. Note order of if statement is important - don't
2320     * want to be calling move_ob if braced, because move_ob will move the
2321     * player. This is a pretty nasty hack, because if we could
2322     * move to some space, it then means that if we are braced, we should
2323     * do nothing at all. As it is, if we are braced, we go through
2324     * quite a bit of processing. However, it probably is less than what
2325     * move_ob uses.
2326     */
2327     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2328     {
2329     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330     {
2331     m = get_map_from_coord (op->map, &nx, &ny);
2332     if (!m)
2333     return; /* Don't think this should happen */
2334     }
2335     else
2336     m = op->map;
2337    
2338     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339     {
2340     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341     return;
2342 root 1.11 }
2343    
2344 root 1.18 mon = NULL;
2345     /* Go through all the objects, and find ones of interest. Only stop if
2346     * we find a monster - that is something we know we want to attack.
2347     * if its a door or barrel (can roll) see if there may be monsters
2348     * on the space
2349     */
2350     while (tmp != NULL)
2351     {
2352     if (tmp == op)
2353     {
2354     tmp = tmp->above;
2355     continue;
2356 root 1.11 }
2357 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2358     {
2359     mon = tmp;
2360     break;
2361 root 1.11 }
2362 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2363     mon = tmp;
2364     tmp = tmp->above;
2365     }
2366    
2367     if (mon == NULL) /* This happens anytime the player tries to move */
2368     return; /* into a wall */
2369    
2370     if (mon->head != NULL)
2371     mon = mon->head;
2372    
2373     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2374     if (player_attack_door (op, mon))
2375     return;
2376    
2377     /* The following deals with possibly attacking peaceful
2378     * or frienddly creatures. Basically, all players are considered
2379     * unaggressive. If the moving player has peaceful set, then the
2380     * object should be pushed instead of attacked. It is assumed that
2381     * if you are braced, you will not attack friends accidently,
2382     * and thus will not push them.
2383     */
2384 root 1.11
2385 root 1.18 /* If the creature is a pet, push it even if the player is not
2386     * peaceful. Our assumption is the creature is a pet if the
2387     * player owns it and it is either friendly or unagressive.
2388     */
2389     if ((op->type == PLAYER)
2390 elmex 1.1 #if COZY_SERVER
2391 root 1.18 &&
2392     ((get_owner (mon) && get_owner (mon)->contr
2393     && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2394 elmex 1.1 #else
2395 root 1.18 && get_owner (mon) == op
2396 elmex 1.1 #endif
2397 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2398 root 1.11 {
2399 root 1.18 /* If we're braced, we don't want to switch places with it */
2400     if (op->contr->braced)
2401 root 1.11 return;
2402 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2403     (void) push_ob (mon, dir, op);
2404     if (op->contr->tmp_invis || op->hide)
2405     make_visible (op);
2406     return;
2407 root 1.11 }
2408    
2409 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2410     * creatures. Note that if you are braced, you can't push
2411     * someone, but put it inside this loop so that you won't
2412     * attack them either.
2413     */
2414     if ((mon->type == PLAYER || mon->enemy != op) &&
2415     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2416 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2417 root 1.18 (op->contr->peaceful
2418     || (mon->type == PLAYER
2419     && mon->contr->
2420     peaceful)) &&
2421 elmex 1.1 #else
2422 root 1.18 op->contr->peaceful &&
2423 elmex 1.1 #endif
2424 root 1.18 !on_battleground))
2425     {
2426     if (!op->contr->braced)
2427     {
2428     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2429     (void) push_ob (mon, dir, op);
2430     }
2431     else
2432     {
2433     new_draw_info (0, 0, op, "You withhold your attack");
2434 root 1.11 }
2435 root 1.18 if (op->contr->tmp_invis || op->hide)
2436     make_visible (op);
2437 root 1.11 }
2438 elmex 1.1
2439 root 1.18 /* If the object is a boulder or other rollable object, then
2440     * roll it if not braced. You can't roll it if you are braced.
2441     */
2442     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2443     {
2444     recursive_roll (mon, dir, op);
2445     if (action_makes_visible (op))
2446     make_visible (op);
2447 root 1.11 }
2448    
2449 root 1.18 /* Any generic living creature. Including things like doors.
2450     * Way it works is like this: First, it must have some hit points
2451     * and be living. Then, it must be one of the following:
2452     * 1) Not a player, 2) A player, but of a different party. Note
2453     * that party_number -1 is no party, so attacks can still happen.
2454     */
2455 root 1.11
2456 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2457     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2458     {
2459 elmex 1.1
2460 root 1.18 /* If the player hasn't hit something this tick, and does
2461     * so, give them speed boost based on weapon speed. Doing
2462     * it here is better than process_players2, which basically
2463     * incurred a 1 tick offset.
2464     */
2465     if (!op->contr->has_hit)
2466     {
2467     op->speed_left += op->speed / op->contr->weapon_sp;
2468 root 1.11
2469 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2470 root 1.11 }
2471    
2472 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2473 root 1.11
2474 root 1.18 /* If attacking another player, that player gets automatic
2475     * hitback, and doesn't loose luck either.
2476     * Disable hitback on the battleground or if the target is
2477     * the wiz.
2478     */
2479     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2480     {
2481     short luck = mon->stats.luck;
2482    
2483     mon->contr->has_hit = 1;
2484     skill_attack (op, mon, 0, NULL, NULL);
2485     mon->stats.luck = luck;
2486 root 1.11 }
2487 root 1.18 if (action_makes_visible (op))
2488     make_visible (op);
2489 root 1.11 }
2490 root 1.18 } /* if player should attack something */
2491 elmex 1.1 }
2492    
2493 root 1.18 int
2494     move_player (object *op, int dir)
2495     {
2496     int pick;
2497 elmex 1.1
2498 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2499     return 0;
2500 elmex 1.1
2501 root 1.18 /* Sanity check: make sure dir is valid */
2502     if ((dir < 0) || (dir >= 9))
2503     {
2504     LOG (llevError, "move_player: invalid direction %d\n", dir);
2505     return 0;
2506 elmex 1.1 }
2507    
2508 root 1.18 /* peterm: added following line */
2509     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2510     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2511    
2512     op->facing = dir;
2513    
2514     if (op->hide)
2515     do_hidden_move (op);
2516    
2517     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2518     /*nop */ ;
2519     else if (op->contr->fire_on)
2520     fire (op, dir);
2521     else
2522     {
2523     move_player_attack (op, dir);
2524     pick = check_pick (op);
2525     }
2526 elmex 1.1
2527 root 1.18 /* Add special check for newcs players and fire on - this way, the
2528     * server can handle repeat firing.
2529     */
2530     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2531     {
2532     op->direction = dir;
2533     }
2534     else
2535     {
2536     op->direction = 0;
2537     }
2538     /* Update how the player looks. Use the facing, so direction may
2539     * get reset to zero. This allows for full animation capabilities
2540     * for players.
2541     */
2542     animate_object (op, op->facing);
2543     return 0;
2544 elmex 1.1 }
2545    
2546     /* This is similar to handle_player, below, but is only used by the
2547     * new client/server stuff.
2548     * This is sort of special, in that the new client/server actually uses
2549     * the new speed values for commands.
2550     *
2551     * Returns true if there are more actions we can do.
2552     */
2553 root 1.18 int
2554     handle_newcs_player (object *op)
2555 elmex 1.1 {
2556 root 1.18 if (op->contr->hidden)
2557     {
2558     op->invisible = 1000;
2559     /* the socket code flashes the player visible/invisible
2560     * depending on the value of invisible, so we need to
2561     * alternate it here for it to work correctly.
2562     */
2563     if (pticks & 2)
2564 root 1.11 op->invisible--;
2565 root 1.18 }
2566     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2567     {
2568     op->invisible--;
2569     if (!op->invisible)
2570     {
2571     make_visible (op);
2572     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2573 root 1.11 }
2574 elmex 1.1 }
2575    
2576 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2577     {
2578     flee_player (op);
2579     /* If player is still scared, that is his action for this tick */
2580     if (QUERY_FLAG (op, FLAG_SCARED))
2581     {
2582     op->speed_left--;
2583     return 0;
2584 root 1.11 }
2585 elmex 1.1 }
2586    
2587 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2588     * the player object still points to the defunct golem. The code that
2589     * destroys the golem looks correct, and it doesn't always happen, so
2590     * put this in a a workaround to clean up the golem pointer.
2591     */
2592     if (op->contr->ranges[range_golem] &&
2593     ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2594     {
2595     op->contr->ranges[range_golem] = NULL;
2596     op->contr->golem_count = 0;
2597 elmex 1.1 }
2598 root 1.18
2599     /* call this here - we also will call this in do_ericserver, but
2600     * the players time has been increased when doericserver has been
2601     * called, so we recheck it here.
2602     */
2603     HandleClient (&op->contr->socket, op->contr);
2604     if (op->speed_left < 0)
2605 elmex 1.1 return 0;
2606    
2607 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2608     {
2609     /* All move commands take 1 tick, at least for now */
2610     op->speed_left--;
2611 elmex 1.1
2612 root 1.18 /* Instead of all the stuff below, let move_player take care
2613     * of it. Also, some of the skill stuff is only put in
2614     * there, as well as the confusion stuff.
2615     */
2616     move_player (op, op->direction);
2617     if (op->speed_left > 0)
2618     return 1;
2619     else
2620 root 1.11 return 0;
2621 root 1.18 }
2622     return 0;
2623     }
2624    
2625     int
2626     save_life (object *op)
2627     {
2628     object *tmp;
2629 elmex 1.1
2630 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2631 elmex 1.1 return 0;
2632 root 1.18
2633     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2634     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2635     {
2636     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2637     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2638     if (op->contr)
2639     esrv_del_item (op->contr, tmp->count);
2640     remove_ob (tmp);
2641     free_object (tmp);
2642     CLEAR_FLAG (op, FLAG_LIFESAVE);
2643     if (op->stats.hp < 0)
2644     op->stats.hp = op->stats.maxhp;
2645     if (op->stats.food < 0)
2646     op->stats.food = 999;
2647     fix_player (op);
2648     return 1;
2649     }
2650     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2651     CLEAR_FLAG (op, FLAG_LIFESAVE);
2652     enter_player_savebed (op); /* bring him home. */
2653     return 0;
2654 elmex 1.1 }
2655    
2656     /* This goes throws the inventory and removes unpaid objects, and puts them
2657     * back in the map (location and map determined by values of env). This
2658     * function will descend into containers. op is the object to start the search
2659     * from.
2660     */
2661 root 1.18 void
2662     remove_unpaid_objects (object *op, object *env)
2663 elmex 1.1 {
2664 root 1.18 object *next;
2665 elmex 1.1
2666 root 1.18 while (op)
2667     {
2668     next = op->below; /* Make sure we have a good value, in case
2669     * we remove object 'op'
2670     */
2671     if (QUERY_FLAG (op, FLAG_UNPAID))
2672     {
2673     remove_ob (op);
2674     op->x = env->x;
2675     op->y = env->y;
2676     if (env->type == PLAYER)
2677     esrv_del_item (env->contr, op->count);
2678     insert_ob_in_map (op, env->map, NULL, 0);
2679     }
2680     else if (op->inv)
2681     remove_unpaid_objects (op->inv, env);
2682     op = next;
2683 elmex 1.1 }
2684     }
2685    
2686    
2687     /*
2688     * Returns pointer a static string containing gravestone text
2689     * Moved from apply.c to player.c - player.c is what
2690     * actually uses this function. player.c may not be quite the
2691     * best, a misc file for object actions is probably better,
2692     * but there isn't one in the server directory.
2693     */
2694 root 1.18 char *
2695     gravestone_text (object *op)
2696 elmex 1.1 {
2697 root 1.18 static char buf2[MAX_BUF];
2698     char buf[MAX_BUF];
2699     time_t now = time (NULL);
2700    
2701     strcpy (buf2, " R.I.P.\n\n");
2702     if (op->type == PLAYER)
2703     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2704     else
2705     sprintf (buf, "%s\n", &op->name);
2706     strncat (buf2, " ", 20 - strlen (buf) / 2);
2707     strcat (buf2, buf);
2708     if (op->type == PLAYER)
2709     sprintf (buf, "who was in level %d when killed\n", op->level);
2710     else
2711     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2712     strncat (buf2, " ", 20 - strlen (buf) / 2);
2713     strcat (buf2, buf);
2714     if (op->type == PLAYER)
2715     {
2716     sprintf (buf, "by %s.\n\n", op->contr->killer);
2717     strncat (buf2, " ", 21 - strlen (buf) / 2);
2718     strcat (buf2, buf);
2719     }
2720     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2721     strncat (buf2, " ", 20 - strlen (buf) / 2);
2722     strcat (buf2, buf);
2723     return buf2;
2724 elmex 1.1 }
2725    
2726    
2727    
2728 root 1.18 void
2729     do_some_living (object *op)
2730     {
2731     int last_food = op->stats.food;
2732 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2733     int over_hp, over_sp, over_grace;
2734     int i;
2735     int rate_hp = 1200;
2736     int rate_sp = 2500;
2737     int rate_grace = 2000;
2738     const int max_hp = 1;
2739     const int max_sp = 1;
2740     const int max_grace = 1;
2741    
2742 pippijn 1.17 if (op->contr->outputs_sync)
2743 root 1.18 {
2744     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2745     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2746     flush_output_element (op, &op->contr->outputs[i]);
2747     }
2748    
2749     if (op->contr->state == ST_PLAYING)
2750     {
2751    
2752     /* these next three if clauses make it possible to SLOW DOWN
2753     hp/grace/spellpoint regeneration. */
2754     if (op->contr->gen_hp >= 0)
2755     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2756     else
2757     {
2758     gen_hp = op->stats.maxhp;
2759     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2760     }
2761     if (op->contr->gen_sp >= 0)
2762     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2763     else
2764     {
2765     gen_sp = op->stats.maxsp;
2766     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2767     }
2768     if (op->contr->gen_grace >= 0)
2769     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2770     else
2771     {
2772     gen_grace = op->stats.maxgrace;
2773     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2774     }
2775    
2776     /* Regenerate Spell Points */
2777     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2778     {
2779     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2780     if (op->stats.sp < op->stats.maxsp)
2781     {
2782     op->stats.sp++;
2783     /* dms do not consume food */
2784     if (!QUERY_FLAG (op, FLAG_WIZ))
2785     {
2786     op->stats.food--;
2787     if (op->contr->digestion < 0)
2788     op->stats.food += op->contr->digestion;
2789     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2790     op->stats.food = last_food;
2791     }
2792     }
2793     if (max_sp > 1)
2794     {
2795     over_sp = (gen_sp + 10) / rate_sp;
2796     if (over_sp > 0)
2797     {
2798     if (op->stats.sp < op->stats.maxsp)
2799     {
2800     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2801     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2802     op->stats.sp--;
2803     if (op->stats.sp > op->stats.maxsp)
2804     op->stats.sp = op->stats.maxsp;
2805     }
2806     op->last_sp = 0;
2807     }
2808     else
2809     {
2810     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2811     }
2812     }
2813     else
2814     {
2815     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2816     }
2817     }
2818    
2819     /* Regenerate Grace */
2820     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2821     if (--op->last_grace < 0)
2822     {
2823     if (op->stats.grace < op->stats.maxgrace / 2)
2824     op->stats.grace++; /* no penalty in food for regaining grace */
2825     if (max_grace > 1)
2826     {
2827     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2828     if (over_grace > 0)
2829     {
2830     op->stats.sp += over_grace
2831     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2832     op->last_grace = 0;
2833     }
2834     else
2835     {
2836     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2837     }
2838     }
2839     else
2840     {
2841     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2842     }
2843     /* wearing stuff doesn't detract from grace generation. */
2844     }
2845    
2846     /* Regenerate Hit Points */
2847     if (--op->last_heal < 0)
2848     {
2849     if (op->stats.hp < op->stats.maxhp)
2850     {
2851     op->stats.hp++;
2852     /* dms do not consume food */
2853     if (!QUERY_FLAG (op, FLAG_WIZ))
2854     {
2855     op->stats.food--;
2856     if (op->contr->digestion < 0)
2857     op->stats.food += op->contr->digestion;
2858     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2859     op->stats.food = last_food;
2860     }
2861     }
2862     if (max_hp > 1)
2863     {
2864     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2865     if (over_hp > 0)
2866     {
2867     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2868     op->last_heal = 0;
2869     }
2870     else
2871     {
2872     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2873     }
2874     }
2875     else
2876     {
2877     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2878     }
2879 root 1.11 }
2880 elmex 1.1
2881 root 1.18 /* Digestion */
2882     if (--op->last_eat < 0)
2883     {
2884     #ifdef COZY_SERVER
2885     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2886     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2887     #else
2888     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2889     #endif
2890    
2891     if (op->contr->gen_hp > 0)
2892     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2893     else
2894     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2895     /* dms do not consume food */
2896     if (!QUERY_FLAG (op, FLAG_WIZ))
2897     op->stats.food--;
2898 root 1.11 }
2899 elmex 1.1 }
2900    
2901 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2902     {
2903     object *tmp, *flesh = NULL;
2904    
2905     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2906     {
2907     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2908     {
2909     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2910     {
2911     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2912     manual_apply (op, tmp, 0);
2913     if (op->stats.food >= 0 || op->stats.hp < 0)
2914     break;
2915     }
2916     else if (tmp->type == FLESH)
2917     flesh = tmp;
2918     } /* End if paid for object */
2919     } /* end of for loop */
2920     /* If player is still starving, it means they don't have any food, so
2921     * eat flesh instead.
2922     */
2923     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2924     {
2925     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2926     manual_apply (op, flesh, 0);
2927 root 1.11 }
2928 root 1.18 } /* end if player is starving */
2929 elmex 1.1
2930 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2931     op->stats.food++, op->stats.hp--;
2932 elmex 1.1
2933 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2934     kill_player (op);
2935 elmex 1.1 }
2936    
2937 root 1.18
2938 elmex 1.1
2939     /* If the player should die (lack of hp, food, etc), we call this.
2940     * op is the player in jeopardy. If the player can not be saved (not
2941     * permadeath, no lifesave), this will take care of removing the player
2942     * file.
2943     */
2944 root 1.18 void
2945     kill_player (object *op)
2946 elmex 1.1 {
2947 root 1.18 char buf[MAX_BUF];
2948     int x, y;
2949    
2950     //int i;
2951 root 1.25 maptile *map; /* this is for resurrection */
2952 root 1.18
2953     /* int z;
2954     int num_stats_lose;
2955     int lost_a_stat;
2956     int lose_this_stat;
2957     int this_stat; */
2958     int will_kill_again;
2959     archetype *at;
2960     object *tmp;
2961    
2962     if (save_life (op))
2963     return;
2964    
2965    
2966     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2967     * in cities ONLY!!! It is very important that this doesn't get abused.
2968     * Look at op_on_battleground() for more info --AndreasV
2969     */
2970     if (op_on_battleground (op, &x, &y))
2971     {
2972     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2973     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2974    
2975     /* restore player */
2976 root 1.22 at = archetype::find ("poisoning");
2977 root 1.18 tmp = present_arch_in_ob (at, op);
2978     if (tmp)
2979     {
2980     remove_ob (tmp);
2981     free_object (tmp);
2982     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2983     }
2984 elmex 1.1
2985 root 1.22 at = archetype::find ("confusion");
2986 root 1.18 tmp = present_arch_in_ob (at, op);
2987     if (tmp)
2988     {
2989     remove_ob (tmp);
2990     free_object (tmp);
2991     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2992     }
2993    
2994     cure_disease (op, 0); /* remove any disease */
2995     op->stats.hp = op->stats.maxhp;
2996     if (op->stats.food <= 0)
2997     op->stats.food = 999;
2998 elmex 1.1
2999 root 1.18 /* create a bodypart-trophy to make the winner happy */
3000 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
3001 root 1.18 if (tmp != NULL)
3002     {
3003     sprintf (buf, "%s's finger", &op->name);
3004     tmp->name = buf;
3005     sprintf (buf, " This finger has been cut off %s\n"
3006     " the %s, when he was defeated at\n level %d by %s.\n",
3007     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3008     tmp->msg = buf;
3009     tmp->value = 0, tmp->material = 0, tmp->type = 0;
3010     tmp->materialname = NULL;
3011     tmp->x = op->x, tmp->y = op->y;
3012     insert_ob_in_map (tmp, op->map, op, 0);
3013     }
3014 elmex 1.1
3015 root 1.18 /* teleport defeated player to new destination */
3016     transfer_ob (op, x, y, 0, NULL);
3017     op->contr->braced = 0;
3018     return;
3019 elmex 1.1 }
3020    
3021 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
3022 root 1.3
3023 root 1.18 command_kill_pets (op, 0);
3024 elmex 1.1
3025 root 1.18 if (op->stats.food < 0)
3026     {
3027     if (op->contr->explore)
3028     {
3029     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3030     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3031     op->stats.food = 999;
3032     return;
3033 root 1.11 }
3034 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3035     strcpy (op->contr->killer, "starvation");
3036 elmex 1.1 }
3037 root 1.18 else
3038     {
3039     if (op->contr->explore)
3040     {
3041     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3042     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043     op->stats.hp = op->stats.maxhp;
3044     return;
3045 root 1.11 }
3046 root 1.18 sprintf (buf, "%s died.", &op->name);
3047 elmex 1.1 }
3048 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3049 elmex 1.1
3050 root 1.18 /* save the map location for corpse, gravestone */
3051     x = op->x;
3052     y = op->y;
3053     map = op->map;
3054 elmex 1.1
3055    
3056 root 1.18 if (settings.not_permadeth == TRUE)
3057     {
3058     /* NOT_PERMADEATH code. This basically brings the character back to
3059     * life if they are dead - it takes some exp and a random stat.
3060     * See the config.h file for a little more in depth detail about this.
3061     */
3062 root 1.11
3063 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3064     * make it depletion. This bunch of code deals with that aspect
3065     * of death.
3066     */
3067 elmex 1.1 #ifndef COZY_SERVER
3068 root 1.18 if (settings.balanced_stat_loss)
3069     {
3070     /* If stat loss is permanent, lose one stat only. */
3071     /* Lower level chars don't lose as many stats because they suffer
3072     more if they do. */
3073     /* Higher level characters can afford things such as potions of
3074     restoration, or better, stat potions. So we slug them that
3075     little bit harder. */
3076     /* GD */
3077     if (settings.stat_loss_on_death)
3078 root 1.11 num_stats_lose = 1;
3079 root 1.18 else
3080     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3081     }
3082     else
3083     {
3084     num_stats_lose = 1;
3085 root 1.11 }
3086 root 1.18 lost_a_stat = 0;
3087 root 1.11
3088 root 1.18 for (z = 0; z < num_stats_lose; z++)
3089     {
3090     i = RANDOM () % NUM_STATS;
3091 root 1.11
3092 root 1.18 if (settings.stat_loss_on_death)
3093     {
3094     /* Pick a random stat and take a point off it. Tell the player
3095     * what he lost.
3096     */
3097     change_attr_value (&(op->stats), i, -1);
3098     check_stat_bounds (&(op->stats));
3099     change_attr_value (&(op->contr->orig_stats), i, -1);
3100     check_stat_bounds (&(op->contr->orig_stats));
3101     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3102     lost_a_stat = 1;
3103     }
3104     else
3105     {
3106     /* deplete a stat */
3107 root 1.22 archetype *deparch = archetype::find ("depletion");
3108 root 1.18 object *dep;
3109    
3110     dep = present_arch_in_ob (deparch, op);
3111     if (!dep)
3112     {
3113     dep = arch_to_object (deparch);
3114     insert_ob_in_ob (dep, op);
3115     }
3116     lose_this_stat = 1;
3117     if (settings.balanced_stat_loss)
3118     {
3119     /* GD */
3120     /* Get the stat that we're about to deplete. */
3121     this_stat = get_attr_value (&(dep->stats), i);
3122     if (this_stat < 0)
3123     {
3124     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125     int keep_chance = this_stat * this_stat;
3126    
3127     /* Yes, I am paranoid. Sue me. */
3128     if (keep_chance < 1)
3129     keep_chance = 1;
3130    
3131     /* There is a maximum depletion total per level. */
3132     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3133     {
3134     lose_this_stat = 0;
3135     /* Take loss chance vs keep chance to see if we
3136     retain the stat. */
3137     }
3138     else
3139     {
3140     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3141 root 1.11 lose_this_stat = 0;
3142 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3143     this_stat, keep_chance, loss_chance,
3144     lose_this_stat?"LOSE":"KEEP"); */
3145 root 1.11 }
3146     }
3147     }
3148 root 1.18
3149     if (lose_this_stat)
3150     {
3151     this_stat = get_attr_value (&(dep->stats), i);
3152     /* We could try to do something clever like find another
3153     * stat to reduce if this fails. But chances are, if
3154     * stats have been depleted to -50, all are pretty low
3155     * and should be roughly the same, so it shouldn't make a
3156     * difference.
3157     */
3158     if (this_stat >= -50)
3159     {
3160     change_attr_value (&(dep->stats), i, -1);
3161     SET_FLAG (dep, FLAG_APPLIED);
3162     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3163     fix_player (op);
3164     lost_a_stat = 1;
3165 root 1.11 }
3166     }
3167     }
3168     }
3169 root 1.18 /* If no stat lost, tell the player. */
3170     if (!lost_a_stat)
3171     {
3172     /* determine_god() seems to not work sometimes... why is this?
3173     Should I be using something else? GD */
3174     const char *god = determine_god (op);
3175    
3176     if (god && (strcmp (god, "none")))
3177     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god);
3178     else
3179     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you.");
3180     }
3181 elmex 1.1 #endif
3182 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.");
3183 elmex 1.1
3184 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3185     * exp loss on the stone.
3186     */
3187 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3188 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3189     tmp->name = buf;
3190     sprintf (buf, "%s's gravestones", &op->name);
3191     tmp->name_pl = buf;
3192     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);
3193     tmp->msg = buf;
3194     tmp->x = op->x, tmp->y = op->y;
3195     insert_ob_in_map (tmp, op->map, NULL, 0);
3196 root 1.11
3197     /**************************************/
3198 root 1.18 /* */
3199     /* Subtract the experience points, */
3200     /* if we died cause of food, give us */
3201     /* food, and reset HP's... */
3202     /* */
3203    
3204 root 1.11 /**************************************/
3205    
3206 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3207     /* restore player */
3208 root 1.22 at = archetype::find ("poisoning");
3209 root 1.18 tmp = present_arch_in_ob (at, op);
3210     if (tmp)
3211     {
3212     remove_ob (tmp);
3213     free_object (tmp);
3214     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3215     }
3216    
3217 root 1.22 at = archetype::find ("confusion");
3218 root 1.18 tmp = present_arch_in_ob (at, op);
3219     if (tmp)
3220     {
3221     remove_ob (tmp);
3222     free_object (tmp);
3223     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3224     }
3225     cure_disease (op, 0); /* remove any disease */
3226    
3227     /*add_exp(op, (op->stats.exp * -0.20)); */
3228     apply_death_exp_penalty (op);
3229     if (op->stats.food < 100)
3230     op->stats.food = 900;
3231     op->stats.hp = op->stats.maxhp;
3232     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3233     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3234    
3235     /*
3236     * Check to see if the player is in a shop. IF so, then check to see if
3237     * the player has any unpaid items. If so, remove them and put them back
3238     * in the map.
3239     */
3240 root 1.11
3241 root 1.18 if (is_in_shop (op))
3242     remove_unpaid_objects (op->inv, op);
3243 elmex 1.1
3244 root 1.11 /****************************************/
3245 root 1.18 /* */
3246     /* Move player to his current respawn- */
3247     /* position (usually last savebed) */
3248     /* */
3249    
3250 root 1.11 /****************************************/
3251    
3252 root 1.18 enter_player_savebed (op);
3253    
3254     /* Save the player before inserting the force to reduce
3255     * chance of abuse.
3256     */
3257     op->contr->braced = 0;
3258     save_player (op, 1);
3259    
3260     /* it is possible that the player has blown something up
3261     * at his savebed location, and that can have long lasting
3262     * spell effects. So first see if there is a spell effect
3263     * on the space that might harm the player.
3264     */
3265     will_kill_again = 0;
3266     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3267     {
3268     if (tmp->type == SPELL_EFFECT)
3269     will_kill_again |= tmp->attacktype;
3270     }
3271     if (will_kill_again)
3272     {
3273     object *force;
3274     int at;
3275 root 1.11
3276 root 1.18 force = get_archetype (FORCE_NAME);
3277     /* 50 ticks should be enough time for the spell to abate */
3278     force->speed = 0.1;
3279     force->speed_left = -5.0;
3280     SET_FLAG (force, FLAG_APPLIED);
3281     for (at = 0; at < NROFATTACKS; at++)
3282     {
3283     if (will_kill_again & (1 << at))
3284     force->resist[at] = 100;
3285     }
3286     insert_ob_in_ob (force, op);
3287     fix_player (op);
3288 elmex 1.1
3289 root 1.11 }
3290 root 1.18
3291     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3292     return;
3293     } /* NOT_PERMADETH */
3294     else
3295     {
3296     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3297     * should probably be embedded in an else statement.
3298     */
3299    
3300     op->contr->party = NULL;
3301     if (settings.set_title == TRUE)
3302     op->contr->own_title[0] = '\0';
3303     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3304     check_score (op);
3305     if (op->contr->ranges[range_golem] != NULL)
3306     {
3307     remove_friendly_object (op->contr->ranges[range_golem]);
3308     remove_ob (op->contr->ranges[range_golem]);
3309     free_object (op->contr->ranges[range_golem]);
3310     op->contr->ranges[range_golem] = NULL;
3311     op->contr->golem_count = 0;
3312     }
3313     loot_object (op); /* Remove some of the items for good */
3314     remove_ob (op);
3315     op->direction = 0;
3316    
3317     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3318     {
3319     delete_character (op->name, 0);
3320     if (settings.resurrection == TRUE)
3321     {
3322     /* save playerfile sans equipment when player dies
3323     ** then save it as player.pl.dead so that future resurrection
3324     ** type spells will work on them nicely
3325     */
3326     delete_character (op->name, 0);
3327     op->stats.hp = op->stats.maxhp;
3328     op->stats.food = 999;
3329    
3330     /* set the location of where the person will reappear when */
3331     /* maybe resurrection code should fix map also */
3332     strcpy (op->contr->maplevel, settings.emergency_mapname);
3333     if (op->map != NULL)
3334     op->map = NULL;
3335     op->x = settings.emergency_x;
3336     op->y = settings.emergency_y;
3337     save_player (op, 0);
3338     op->map = map;
3339     /* please see resurrection.c: peterm */
3340     dead_player (op);
3341     }
3342     else
3343 root 1.19 delete_character (op->name, 1);
3344 root 1.18 }
3345 root 1.19
3346 root 1.18 play_again (op);
3347 root 1.11
3348 root 1.18 /* peterm: added to create a corpse at deathsite. */
3349 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3350 root 1.18 sprintf (buf, "%s", &op->name);
3351     tmp->name = tmp->name_pl = buf;
3352     tmp->level = op->level;
3353     tmp->x = x;
3354     tmp->y = y;
3355     tmp->msg = gravestone_text (op);
3356     SET_FLAG (tmp, FLAG_UNIQUE);
3357     insert_ob_in_map (tmp, map, NULL, 0);
3358 elmex 1.1 }
3359     }
3360    
3361    
3362 root 1.18 void
3363     loot_object (object *op)
3364     { /* Grab and destroy some treasure */
3365     object *tmp, *tmp2, *next;
3366 elmex 1.1
3367 root 1.18 if (op->container)
3368     { /* close open sack first */
3369 elmex 1.1 esrv_apply_container (op, op->container);
3370 root 1.18 }
3371 elmex 1.1
3372 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3373     {
3374     next = tmp->below;
3375     if (tmp->type == EXPERIENCE || tmp->invisible)
3376     continue;
3377     remove_ob (tmp);
3378     tmp->x = op->x, tmp->y = op->y;
3379     if (tmp->type == CONTAINER)
3380     { /* empty container to ground */
3381     loot_object (tmp);
3382     }
3383     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3384     {
3385     if (tmp->nrof > 1)
3386     {
3387     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3388     free_object (tmp2);
3389     insert_ob_in_map (tmp, op->map, NULL, 0);
3390     }
3391     else
3392     free_object (tmp);
3393     }
3394     else
3395     insert_ob_in_map (tmp, op->map, NULL, 0);
3396     }
3397 elmex 1.1 }
3398    
3399     /*
3400     * fix_weight(): Check recursively the weight of all players, and fix
3401     * what needs to be fixed. Refresh windows and fix speed if anything
3402     * was changed.
3403     */
3404    
3405 root 1.18 void
3406     fix_weight (void)
3407     {
3408 elmex 1.1 player *pl;
3409 root 1.18
3410     for (pl = first_player; pl != NULL; pl = pl->next)
3411     {
3412     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3413    
3414     if (old == sum)
3415     continue;
3416     fix_player (pl->ob);
3417     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3418     }
3419 elmex 1.1 }
3420    
3421 root 1.18 void
3422     fix_luck (void)
3423     {
3424 elmex 1.1 player *pl;
3425 root 1.18
3426 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3427     if (!pl->ob->contr->state)
3428 root 1.18 change_luck (pl->ob, 0);
3429 elmex 1.1 }
3430    
3431    
3432     /* cast_dust() - handles op throwing objects of type 'DUST'.
3433     * This is much simpler in the new spell code - we basically
3434     * just treat this as any other spell casting object.
3435     */
3436    
3437 elmex 1.2 void
3438 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3439 elmex 1.2 {
3440     object *skop, *spob;
3441    
3442     skop = find_skill_by_name (op, throw_ob->skill);
3443    
3444     /* casting POTION 'dusts' is really a use_magic_item skill */
3445     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3446     {
3447 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3448 elmex 1.2 return;
3449     }
3450    
3451     spob = throw_ob->inv;
3452    
3453     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3454     // not pass NULL to cast_spell (which did indeed check itself, but
3455     // errors should be reported as early as possible IMHO)
3456     if (!spob)
3457     {
3458 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3459 elmex 1.2 return;
3460 elmex 1.1 }
3461    
3462 elmex 1.2 if (op->type == PLAYER)
3463 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3464 elmex 1.2
3465     cast_spell (op, throw_ob, dir, spob, NULL);
3466    
3467     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3468     remove_ob (throw_ob);
3469     free_object (throw_ob);
3470 elmex 1.1 }
3471    
3472 root 1.18 void
3473     make_visible (object *op)
3474     {
3475     op->hide = 0;
3476     op->invisible = 0;
3477     if (op->type == PLAYER)
3478     {
3479     op->contr->tmp_invis = 0;
3480     op->contr->invis_race = 0;
3481     }
3482     update_object (op, UP_OBJ_FACE);
3483     }
3484    
3485     int
3486     is_true_undead (object *op)
3487     {
3488     object *tmp = NULL;
3489    
3490     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3491     return 1;
3492    
3493     if (op->type == PLAYER)
3494     for (tmp = op->inv; tmp; tmp = tmp->below)
3495     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3496     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3497     return 1;
3498 elmex 1.1 return 0;
3499     }
3500    
3501     /* look at the surrounding terrain to determine
3502     * the hideability of this object. Positive levels
3503     * indicate greater hideability.
3504     */
3505    
3506 root 1.18 int
3507     hideability (object *ob)
3508     {
3509     int i, level = 0, mflag;
3510     sint16 x, y;
3511    
3512     if (!ob || !ob->map)
3513     return 0;
3514    
3515     /* so, on normal lighted maps, its hard to hide */
3516     level = ob->map->darkness - 2;
3517    
3518     /* this also picks up whether the object is glowing.
3519     * If you carry a light on a non-dark map, its not
3520     * as bad as carrying a light on a pitch dark map */
3521     if (has_carried_lights (ob))
3522     level = -(10 + (2 * ob->map->darkness));
3523    
3524     /* scan through all nearby squares for terrain to hide in */
3525     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3526     {
3527     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3528     if (mflag & P_OUT_OF_MAP)
3529     {
3530     continue;
3531     }
3532     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3533     level += 2;
3534     else /* open terrain! */
3535     level -= 1;
3536 elmex 1.1 }
3537 root 1.18
3538 elmex 1.1 #if 0
3539 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3540 elmex 1.1 #endif
3541 root 1.18 return level;
3542 elmex 1.1 }
3543    
3544     /* For Hidden creatures - a chance of becoming 'unhidden'
3545     * every time they move - as we subtract off 'invisibility'
3546     * AND, for players, if they move into a ridiculously unhideable
3547     * spot (surrounded by clear terrain in broad daylight). -b.t.
3548     */
3549    
3550 root 1.18 void
3551     do_hidden_move (object *op)
3552     {
3553     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3554     object *skop;
3555    
3556     if (!op || !op->map)
3557     return;
3558    
3559     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3560    
3561     /* its *extremely* hard to run and sneak/hide at the same time! */
3562     if (op->type == PLAYER && op->contr->run_on)
3563     {
3564     if (!skop || num >= skop->level)
3565     {
3566     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3567     make_visible (op);
3568     return;
3569     }
3570     else
3571     num += 20;
3572 elmex 1.1 }
3573 root 1.18 num += op->map->difficulty;
3574     hide = hideability (op); /* modify by terrain hidden level */
3575     num -= hide;
3576     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3577     {
3578     make_visible (op);
3579     if (op->type == PLAYER)
3580     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3581 elmex 1.1 }
3582 root 1.18 else if (op->type == PLAYER && skop)
3583     {
3584     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3585 elmex 1.1 }
3586     }
3587    
3588     /* determine if who is standing near a hostile creature. */
3589    
3590 root 1.18 int
3591     stand_near_hostile (object *who)
3592     {
3593     object *tmp = NULL;
3594     int i, friendly = 0, player = 0, mflags;
3595 root 1.25 maptile *m;
3596 root 1.18 sint16 x, y;
3597    
3598     if (!who)
3599     return 0;
3600    
3601     if (who->type == PLAYER)
3602     player = 1;
3603    
3604     else
3605     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3606    
3607     /* search adjacent squares */
3608     for (i = 1; i < 9; i++)
3609     {
3610     x = who->x + freearr_x[i];
3611     y = who->y + freearr_y[i];
3612     m = who->map;
3613     mflags = get_map_flags (m, &m, x, y, &x, &y);
3614     /* space must be blocked if there is a monster. If not
3615     * blocked, don't need to check this space.
3616     */
3617     if (mflags & P_OUT_OF_MAP)
3618     continue;
3619     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3620     continue;
3621    
3622     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3623     {
3624     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3625     return 1;
3626     else if (tmp->type == PLAYER)
3627     {
3628     /*don't let a hidden DM prevent you from hiding */
3629     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3630 root 1.11 return 1;
3631 root 1.18 }
3632 root 1.11 }
3633 elmex 1.1 }
3634 root 1.18 return 0;
3635 elmex 1.1 }
3636    
3637     /* check the player los field for viewability of the
3638     * object op. This function works fine for monsters,
3639     * but we dont worry if the object isnt the top one in
3640     * a pile (say a coin under a table would return "viewable"
3641     * by this routine). Another question, should we be
3642     * concerned with the direction the player is looking
3643     * in? Realistically, most of use cant see stuff behind
3644     * our backs...on the other hand, does the "facing" direction
3645     * imply the way your head, or body is facing? Its possible
3646     * for them to differ. Sigh, this fctn could get a bit more complex.
3647     * -b.t.
3648     * This function is now map tiling safe.
3649     */
3650    
3651 root 1.18 int
3652     player_can_view (object *pl, object *op)
3653     {
3654     rv_vector rv;
3655     int dx, dy;
3656    
3657     if (pl->type != PLAYER)
3658     {
3659     LOG (llevError, "player_can_view() called for non-player object\n");
3660     return -1;
3661 elmex 1.1 }
3662 root 1.18 if (!pl || !op)
3663 elmex 1.1 return 0;
3664 root 1.18
3665     if (op->head)
3666     {
3667     op = op->head;
3668     }
3669     get_rangevector (pl, op, &rv, 0x1);
3670    
3671     /* starting with the 'head' part, lets loop
3672     * through the object and find if it has any
3673     * part that is in the los array but isnt on
3674     * a blocked los square.
3675     * we use the archetype to figure out offsets.
3676     */
3677     while (op)
3678     {
3679     dx = rv.distance_x + op->arch->clone.x;
3680     dy = rv.distance_y + op->arch->clone.y;
3681    
3682     /* only the viewable area the player sees is updated by LOS
3683     * code, so we need to restrict ourselves to that range of values
3684     * for any meaningful values.
3685     */
3686     if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3687     FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3688     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3689     return 1;
3690     op = op->more;
3691     }
3692     return 0;
3693 elmex 1.1 }
3694    
3695     /* routine for both players and monsters. We call this when
3696     * there is a possibility for our action distrubing our hiding
3697     * place or invisiblity spell. Artefact invisiblity is not
3698     * effected by this. If we arent invisible to begin with, we
3699     * return 0.
3700     */
3701 root 1.18 int
3702     action_makes_visible (object *op)
3703     {
3704    
3705     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3706     {
3707     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3708     return 0;
3709    
3710     if (op->contr && op->contr->tmp_invis == 0)
3711     return 0;
3712 elmex 1.1
3713 root 1.18 /* If monsters, they should become visible */
3714     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3715     {
3716     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3717     return 1;
3718 root 1.11 }
3719 elmex 1.1 }
3720 root 1.18 return 0;
3721 elmex 1.1 }
3722    
3723     /* op_on_battleground - checks if the given object op (usually
3724     * a player) is standing on a valid battleground-tile,
3725     * function returns TRUE/FALSE. If true x, y returns the battleground
3726     * -exit-coord. (and if x, y not NULL)
3727     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3728     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3729     * Default is to do the same as before, so only people wanting to have different points need worry about this
3730     */
3731 root 1.18 int
3732     op_on_battleground (object *op, int *x, int *y)
3733     {
3734 elmex 1.1 object *tmp;
3735 root 1.18
3736 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3737     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3738     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3739     * and the exit-coordinates sp/hp must both be > 0.
3740     * => The intention here is to prevent abuse of the battleground-
3741     * feature (like pickable or hidden battleground tiles). */
3742 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3743     {
3744     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3745     {
3746     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3747     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3748     {
3749     /*before we assign the exit, check if this is a teambattle */
3750     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3751     {
3752     object *invtmp;
3753    
3754     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3755     {
3756     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3757     {
3758     if (x != NULL && y != NULL)
3759     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3760     return 1;
3761     }
3762     }
3763     }
3764     if (x != NULL && y != NULL)
3765     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3766     return 1;
3767     }
3768     }
3769 elmex 1.1 }
3770     /* If we got here, did not find a battleground */
3771     return 0;
3772     }
3773    
3774     /*
3775     * When a dragon-player gains a new stage of evolution,
3776     * he gets some treasure
3777     *
3778     * attributes:
3779     * object *who the dragon player
3780     * int atnr the attack-number of the ability focus
3781     * int level ability level
3782     */
3783 root 1.18 void
3784     dragon_ability_gain (object *who, int atnr, int level)
3785     {
3786     treasurelist *trlist = NULL; /* treasurelist */
3787     treasure *tr; /* treasure */
3788     object *tmp, *skop; /* tmp. object */
3789     object *item; /* treasure object */
3790     char buf[MAX_BUF]; /* tmp. string buffer */
3791     int i = 0, j = 0;
3792    
3793     /* get the appropriate treasurelist */
3794     if (atnr == ATNR_FIRE)
3795     trlist = find_treasurelist ("dragon_ability_fire");
3796     else if (atnr == ATNR_COLD)
3797     trlist = find_treasurelist ("dragon_ability_cold");
3798     else if (atnr == ATNR_ELECTRICITY)
3799     trlist = find_treasurelist ("dragon_ability_elec");
3800     else if (atnr == ATNR_POISON)
3801     trlist = find_treasurelist ("dragon_ability_poison");
3802    
3803     if (trlist == NULL || who->type != PLAYER)
3804     return;
3805    
3806     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3807    
3808     if (tr == NULL || tr->item == NULL)
3809     {
3810     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3811     return;
3812 elmex 1.1 }
3813    
3814 root 1.18 /* everything seems okay - now bring on the gift: */
3815     item = &(tr->item->clone);
3816 elmex 1.1
3817 root 1.18 if (item->type == SPELL)
3818     {
3819     if (check_spell_known (who, item->name))
3820 root 1.11 return;
3821 root 1.18
3822     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3823     do_learn_spell (who, item, 0);
3824     return;
3825 elmex 1.1 }
3826    
3827 root 1.18 /* grant direct spell */
3828     if (item->type == SPELLBOOK)
3829     {
3830     if (!item->inv)
3831     {
3832     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3833     return;
3834     }
3835     if (check_spell_known (who, item->inv->name))
3836     return;
3837     if (item->invisible)
3838     {
3839     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3840     do_learn_spell (who, item->inv, 0);
3841     return;
3842 root 1.11 }
3843 root 1.18 }
3844     else if (item->type == SKILL_TOOL && item->invisible)
3845     {
3846     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3847     {
3848    
3849     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3850     * in this way, if the player is missing any of the attacktypes, he gets
3851     * them. As it is now, if the player has any that match the granted skill,
3852     * but not all of them, he gets nothing.
3853     */
3854     if (!(skop->attacktype & item->attacktype))
3855     {
3856     /* Give new attacktype */
3857     skop->attacktype |= item->attacktype;
3858    
3859     /* always add physical if there's none */
3860     skop->attacktype |= AT_PHYSICAL;
3861    
3862     if (item->msg != NULL)
3863     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3864    
3865     /* Give player new face */
3866     if (item->animation_id)
3867     {
3868     who->face = skop->face;
3869     who->animation_id = item->animation_id;
3870     who->anim_speed = item->anim_speed;
3871     who->last_anim = 0;
3872     who->state = 0;
3873     animate_object (who, who->direction);
3874     }
3875     }
3876 root 1.11 }
3877 elmex 1.1 }
3878 root 1.18 else if (item->type == FORCE)
3879     {
3880     /* forces in the treasurelist can alter the player's stats */
3881     object *skin;
3882 elmex 1.1
3883 root 1.18 /* first get the dragon skin force */
3884     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3885     if (skin == NULL)
3886     return;
3887    
3888     /* adding new spellpath attunements */
3889     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3890     {
3891     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3892    
3893     /* print message */
3894     sprintf (buf, "You feel attuned to ");
3895     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3896     {
3897     if (item->path_attuned & (1 << i))
3898     {
3899     if (j)
3900     strcat (buf, " and ");
3901     else
3902     j = 1;
3903     strcat (buf, spellpathnames[i]);
3904     }
3905     }
3906     strcat (buf, ".");
3907     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3908     }
3909    
3910     /* evtl. adding flags: */
3911     if (QUERY_FLAG (item, FLAG_XRAYS))
3912     SET_FLAG (skin, FLAG_XRAYS);
3913     if (QUERY_FLAG (item, FLAG_STEALTH))
3914     SET_FLAG (skin, FLAG_STEALTH);
3915     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3916     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3917    
3918     /* print message if there is one */
3919     if (item->msg != NULL)
3920     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3921     }
3922     else
3923     {
3924     /* generate misc. treasure */
3925     tmp = arch_to_object (tr->item);
3926     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3927     tmp = insert_ob_in_ob (tmp, who);
3928     if (who->type == PLAYER)
3929     esrv_send_item (who, tmp);
3930 elmex 1.1 }
3931     }
3932    
3933     /**
3934     * Unready an object for a player. This function does nothing if the object was
3935     * not readied.
3936     */
3937 root 1.18 void
3938     player_unready_range_ob (player *pl, object *ob)
3939     {
3940     rangetype i;
3941 elmex 1.1
3942 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3943     {
3944     if (pl->ranges[i] == ob)
3945     {
3946     pl->ranges[i] = NULL;
3947     if (pl->shoottype == i)
3948     {
3949     pl->shoottype = range_none;
3950 elmex 1.1 }
3951     }
3952     }
3953     }