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Revision: 1.30
Committed: Sat Dec 9 16:11:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +8 -12 lines
Log Message:
remove golem_count, likely golems are destroyed late now

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.23 The author can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25 root 1.18 #ifndef WIN32 /* ---win32 remove headers */
26     # include <pwd.h>
27 elmex 1.1 #endif
28     #ifndef __CEXTRACT__
29 root 1.18 # include <sproto.h>
30 elmex 1.1 #endif
31     #include <sounds.h>
32     #include <living.h>
33     #include <object.h>
34     #include <spells.h>
35     #include <skills.h>
36     #include <newclient.h>
37    
38     #ifdef COZY_SERVER
39     extern int same_party (partylist *a, partylist *b);
40     #endif
41    
42 root 1.18 player *
43     find_player (const char *plname)
44 elmex 1.1 {
45     player *pl;
46 root 1.18
47     for (pl = first_player; pl != NULL; pl = pl->next)
48     {
49     if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 elmex 1.1 return pl;
51 root 1.18 };
52 elmex 1.1 return NULL;
53     }
54    
55 root 1.18 player *
56     find_player_partial_name (const char *plname)
57     {
58     player *pl;
59     player *found = NULL;
60     size_t namelen = strlen (plname);
61    
62     for (pl = first_player; pl != NULL; pl = pl->next)
63 elmex 1.1 {
64 root 1.18 if ((size_t) strlen (pl->ob->name) < namelen)
65     continue;
66 elmex 1.1
67 root 1.18 if (!strcmp (pl->ob->name, plname))
68     return pl;
69 elmex 1.1
70 root 1.18 if (!strncasecmp (pl->ob->name, plname, namelen))
71     {
72     if (found)
73     return NULL;
74 elmex 1.1
75 root 1.18 found = pl;
76 elmex 1.1 }
77     }
78 root 1.18 return found;
79     }
80    
81     void
82     display_motd (const object *op)
83     {
84     char buf[MAX_BUF];
85     char motd[HUGE_BUF];
86     FILE *fp;
87     int comp;
88     int size;
89 elmex 1.1
90 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92     {
93     return;
94 elmex 1.1 }
95 root 1.18 motd[0] = '\0';
96     size = 0;
97     while (fgets (buf, MAX_BUF, fp) != NULL)
98     {
99     if (*buf == '#')
100     continue;
101     strncat (motd + size, buf, HUGE_BUF - size);
102     size += strlen (buf);
103 elmex 1.1 }
104 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105     close_and_delete (fp, comp);
106 elmex 1.1 }
107    
108 root 1.18 void
109     send_rules (const object *op)
110     {
111     char buf[MAX_BUF];
112     char rules[HUGE_BUF];
113     FILE *fp;
114     int comp;
115     int size;
116    
117     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119     {
120     return;
121 elmex 1.1 }
122 root 1.18 rules[0] = '\0';
123     size = 0;
124     while (fgets (buf, MAX_BUF, fp) != NULL)
125     {
126     if (*buf == '#')
127 elmex 1.1 continue;
128 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
129     {
130     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 elmex 1.1 break;
132 root 1.18 }
133     strncat (rules + size, buf, HUGE_BUF - size);
134     size += strlen (buf);
135 elmex 1.1 }
136 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137     close_and_delete (fp, comp);
138 elmex 1.1 }
139    
140 root 1.18 void
141     send_news (const object *op)
142     {
143     char buf[MAX_BUF];
144     char news[HUGE_BUF];
145     char subject[MAX_BUF];
146     FILE *fp;
147     int comp;
148     int size;
149    
150     sprintf (buf, "%s/%s", settings.confdir, settings.news);
151     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152     return;
153     news[0] = '\0';
154     subject[0] = '\0';
155     size = 0;
156     while (fgets (buf, MAX_BUF, fp) != NULL)
157     {
158     if (*buf == '#')
159     continue;
160     if (*buf == '%')
161     { /* send one news */
162     if (size > 0)
163     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164     strcpy (subject, buf + 1);
165     strip_endline (subject);
166     size = 0;
167     news[0] = '\0';
168     }
169     else
170     {
171     if (size + strlen (buf) >= HUGE_BUF)
172     {
173     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
174 elmex 1.1 break;
175 root 1.18 }
176     strncat (news + size, buf, HUGE_BUF - size);
177     size += strlen (buf);
178     }
179 elmex 1.1 }
180 root 1.18
181     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183     close_and_delete (fp, comp);
184 elmex 1.1 }
185    
186 root 1.18 int
187     playername_ok (const char *cp)
188     {
189     /* Don't allow - or _ as first character in the name */
190     if (*cp == '-' || *cp == '_')
191     return 0;
192 elmex 1.1
193 root 1.18 for (; *cp != '\0'; cp++)
194     if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195     return 0;
196     return 1;
197 elmex 1.1 }
198    
199     /* This no longer sets the player map. Also, it now updates
200     * all the pointers so the caller doesn't need to do that.
201     * Caller is responsible for setting the correct map.
202     */
203    
204     /* Redo this to do both get_player_ob and get_player.
205     * Hopefully this will be less bugfree and simpler.
206     * Returns the player structure. If 'p' is null,
207     * we create a new one. Otherwise, we recycle
208     * the one that is passed.
209     */
210 root 1.15 static player *
211 root 1.18 get_player (player *p)
212 root 1.15 {
213     object *op = arch_to_object (get_player_archetype (NULL));
214     int i;
215    
216     if (!p)
217     {
218     p = new player;
219    
220     /* This adds the player in the linked list. There is extra
221     * complexity here because we want to add the new player at the
222     * end of the list - there is in fact no compelling reason that
223     * that needs to be done except for things like output of
224     * 'who'.
225     */
226     player *tmp = first_player;
227 root 1.18
228 root 1.15 while (tmp != NULL && tmp->next != NULL)
229 root 1.18 tmp = tmp->next;
230 root 1.15 if (tmp != NULL)
231 root 1.18 tmp->next = p;
232 root 1.15 else
233 root 1.18 first_player = p;
234 elmex 1.1
235 root 1.15 p->next = NULL;
236 elmex 1.1 }
237    
238 root 1.15 /* Clears basically the entire player structure except
239     * for next and socket.
240     */
241 root 1.16 p->clear ();
242 root 1.15
243     /* There are some elements we want initialized to non zero value -
244     * we deal with that below this point.
245     */
246     p->party = NULL;
247 root 1.18 p->outputs_sync = 16; /* Every 2 seconds */
248     p->outputs_count = 8; /* Keeps present behaviour */
249 root 1.15 p->unapply = unapply_nochoice;
250     p->Swap_First = -1;
251 elmex 1.1
252     #ifdef AUTOSAVE
253 root 1.15 p->last_save_tick = 9999999;
254 elmex 1.1 #endif
255 root 1.15
256 root 1.18 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257 root 1.15
258 root 1.18 op->contr = p; /* this aren't yet in archetype */
259 root 1.15 p->ob = op;
260     op->speed_left = 0.5;
261     op->speed = 1.0;
262 root 1.18 op->direction = 5; /* So player faces south */
263 root 1.15 op->stats.wc = 2;
264 root 1.18 op->run_away = 25; /* Then we panick... */
265     p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266 root 1.15
267     roll_stats (op);
268     p->state = ST_ROLL_STAT;
269     clear_los (op);
270    
271     p->gen_sp_armour = 10;
272     p->last_speed = -1;
273     p->shoottype = range_none;
274     p->bowtype = bow_normal;
275     p->petmode = pet_normal;
276     p->listening = 10;
277     p->usekeys = containers;
278     p->last_weapon_sp = -1;
279 root 1.18 p->peaceful = 1; /* default peaceful */
280 root 1.15 p->do_los = 1;
281     p->explore = 0;
282 root 1.18 p->no_shout = 0; /* default can shout */
283 root 1.15
284 root 1.21 assign (p->title, op->arch->clone.name);
285 root 1.15 op->race = op->arch->clone.race;
286    
287     CLEAR_FLAG (op, FLAG_READY_SKILL);
288    
289     /* we need to clear these to -1 and not zero - otherwise,
290     * if a player quits and starts a new character, we wont
291     * send new values to the client, as things like exp start
292     * at zero.
293     */
294     for (i = 0; i < NUM_SKILLS; i++)
295     {
296     p->last_skill_exp[i] = -1;
297     p->last_skill_ob[i] = NULL;
298     }
299     for (i = 0; i < NROFATTACKS; i++)
300     {
301     p->last_resist[i] = -1;
302     }
303     p->last_stats.exp = -1;
304     p->last_weight = (uint32) - 1;
305    
306     p->socket.update_look = 0;
307     p->socket.look_position = 0;
308     return p;
309 elmex 1.1 }
310    
311     /* This loads the first map an puts the player on it. */
312 root 1.18 static void
313     set_first_map (object *op)
314 elmex 1.1 {
315 root 1.18 strcpy (op->contr->maplevel, first_map_path);
316     op->x = -1;
317     op->y = -1;
318     enter_exit (op, NULL);
319 elmex 1.1 }
320    
321     /* Tries to add player on the connection passwd in ns.
322     * All we can really get in this is some settings like host and display
323     * mode.
324     */
325    
326 root 1.18 int
327     add_player (NewSocket * ns)
328     {
329     player *p;
330    
331     p = get_player (NULL);
332     p->socket = *ns;
333     p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 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 root 1.27 op->destroy (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     continue;
1432     }
1433 root 1.29
1434 root 1.18 if (op->contr->mode & PU_DRINK)
1435     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1436     {
1437     pick_up (op, tmp);
1438     continue;
1439     }
1440    
1441     if (op->contr->mode & PU_POTION)
1442     if (tmp->type == POTION)
1443     {
1444     pick_up (op, tmp);
1445     continue;
1446     }
1447    
1448     /* spellbooks, skillscrolls and normal books/scrolls */
1449     if (op->contr->mode & PU_SPELLBOOK)
1450     if (tmp->type == SPELLBOOK)
1451     {
1452     pick_up (op, tmp);
1453     continue;
1454     }
1455 root 1.29
1456 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1457     if (tmp->type == SKILLSCROLL)
1458     {
1459     pick_up (op, tmp);
1460     continue;
1461     }
1462 root 1.29
1463 root 1.18 if (op->contr->mode & PU_READABLES)
1464     if (tmp->type == BOOK || tmp->type == SCROLL)
1465     {
1466     pick_up (op, tmp);
1467     continue;
1468     }
1469    
1470     /* wands/staves/rods/horns */
1471     if (op->contr->mode & PU_MAGIC_DEVICE)
1472     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1473     {
1474     pick_up (op, tmp);
1475     continue;
1476     }
1477    
1478     /* pick up all magical items */
1479     if (op->contr->mode & PU_MAGICAL)
1480     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1481     {
1482     pick_up (op, tmp);
1483     continue;
1484     }
1485    
1486     if (op->contr->mode & PU_VALUABLES)
1487     {
1488     if (tmp->type == MONEY || tmp->type == GEM)
1489     {
1490     pick_up (op, tmp);
1491     continue;
1492     }
1493     }
1494    
1495     /* rings & amulets - talismans seems to be typed AMULET */
1496     if (op->contr->mode & PU_JEWELS)
1497     if (tmp->type == RING || tmp->type == AMULET)
1498     {
1499     pick_up (op, tmp);
1500 root 1.29 continue;
1501     }
1502    
1503     /* we don't forget dragon food */
1504     if (op->contr->mode & PU_FLESH)
1505     if (tmp->type == FLESH)
1506     {
1507     pick_up (op, tmp);
1508 root 1.18 continue;
1509     }
1510    
1511     /* bows and arrows. Bows are good for selling! */
1512     if (op->contr->mode & PU_BOW)
1513     if (tmp->type == BOW)
1514     {
1515     pick_up (op, tmp);
1516     continue;
1517     }
1518 root 1.29
1519 root 1.18 if (op->contr->mode & PU_ARROW)
1520     if (tmp->type == ARROW)
1521     {
1522     pick_up (op, tmp);
1523     continue;
1524     }
1525    
1526     /* all kinds of armor etc. */
1527     if (op->contr->mode & PU_ARMOUR)
1528     if (tmp->type == ARMOUR)
1529     {
1530     pick_up (op, tmp);
1531     continue;
1532     }
1533 root 1.29
1534 root 1.18 if (op->contr->mode & PU_HELMET)
1535     if (tmp->type == HELMET)
1536     {
1537     pick_up (op, tmp);
1538     continue;
1539     }
1540 root 1.29
1541 root 1.18 if (op->contr->mode & PU_SHIELD)
1542     if (tmp->type == SHIELD)
1543     {
1544     pick_up (op, tmp);
1545     continue;
1546     }
1547 root 1.29
1548 root 1.18 if (op->contr->mode & PU_BOOTS)
1549     if (tmp->type == BOOTS)
1550     {
1551     pick_up (op, tmp);
1552     continue;
1553     }
1554 root 1.29
1555 root 1.18 if (op->contr->mode & PU_GLOVES)
1556     if (tmp->type == GLOVES)
1557     {
1558     pick_up (op, tmp);
1559     continue;
1560     }
1561 root 1.29
1562 root 1.18 if (op->contr->mode & PU_CLOAK)
1563     if (tmp->type == CLOAK)
1564     {
1565     pick_up (op, tmp);
1566     continue;
1567     }
1568 elmex 1.1
1569 root 1.18 /* hoping to catch throwing daggers here */
1570     if (op->contr->mode & PU_MISSILEWEAPON)
1571     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1572     {
1573     pick_up (op, tmp);
1574     continue;
1575     }
1576 elmex 1.1
1577 root 1.18 /* careful: chairs and tables are weapons! */
1578     if (op->contr->mode & PU_ALLWEAPON)
1579     {
1580     if (tmp->type == WEAPON && tmp->name != NULL)
1581     {
1582     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1583     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1584     {
1585     pick_up (op, tmp);
1586     continue;
1587     }
1588     }
1589 root 1.29
1590 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1591     {
1592     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1593     {
1594     pick_up (op, tmp);
1595     continue;
1596     }
1597     }
1598     }
1599 elmex 1.1
1600 root 1.18 /* misc stuff that's useful */
1601     if (op->contr->mode & PU_KEY)
1602     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1603     {
1604     pick_up (op, tmp);
1605     continue;
1606     }
1607 elmex 1.1
1608 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1609     * pickups */
1610     if (op->contr->mode & PU_RATIO)
1611     {
1612     /* use value density to decide what else to grab */
1613     /* >=7 was >= op->contr->mode */
1614     /* >=7 is the old standard setting. Now we take the last 4 bits
1615     * and multiply them by 5, giving 0..15*5== 5..75 */
1616     wvratio = (op->contr->mode & PU_RATIO) * 5;
1617     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1618     {
1619     pick_up (op, tmp);
1620 elmex 1.1 #if 0
1621 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1622     if (tmp->name != NULL)
1623     {
1624     fprintf (stderr, "%s", tmp->name);
1625     }
1626     else
1627     fprintf (stderr, "%s", tmp->arch->name);
1628     fprintf (stderr, ",%d] = ", tmp->type);
1629     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630 elmex 1.1 #endif
1631 root 1.18 continue;
1632     }
1633     }
1634     } /* the new pickup model */
1635     }
1636 root 1.29
1637 root 1.18 return !stop;
1638 elmex 1.1 }
1639    
1640     /*
1641     * Find an arrow in the inventory and after that
1642     * in the right type container (quiver). Pointer to the
1643     * found object is returned.
1644     */
1645 root 1.18 object *
1646     find_arrow (object *op, const char *type)
1647 elmex 1.1 {
1648 root 1.18 object *tmp = NULL;
1649 elmex 1.1
1650 root 1.18 for (op = op->inv; op; op = op->below)
1651     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652     tmp = find_arrow (op, type);
1653     else if (op->type == ARROW && op->race == type)
1654     return op;
1655     return tmp;
1656 elmex 1.1 }
1657    
1658     /*
1659     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660     * against the target. A full test is not performed, simply a basic test
1661     * of resistances. The archer is making a quick guess at what he sees down
1662     * the hall. Failing that it does it's best to pick the highest plus arrow.
1663     */
1664    
1665 root 1.18 object *
1666     find_better_arrow (object *op, object *target, const char *type, int *better)
1667 elmex 1.1 {
1668 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1669     int attacknum, attacktype, betterby = 0, i;
1670 elmex 1.1
1671 root 1.18 if (!type)
1672     return NULL;
1673 elmex 1.1
1674 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1675     {
1676     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1677     {
1678     i = 0;
1679     ntmp = find_better_arrow (arrow, target, type, &i);
1680     if (i > betterby)
1681     {
1682     tmp = ntmp;
1683     betterby = i;
1684     }
1685     }
1686     else if (arrow->type == ARROW && arrow->race == type)
1687     {
1688     /* allways prefer assasination/slaying */
1689     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1690     {
1691     if (arrow->attacktype & AT_DEATH)
1692     {
1693     *better = 100;
1694     return arrow;
1695     }
1696     else
1697     {
1698     tmp = arrow;
1699     betterby = (arrow->magic + arrow->stats.dam) * 2;
1700     }
1701     }
1702     else
1703     {
1704     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705     {
1706     attacktype = 1 << attacknum;
1707     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1708     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1709     {
1710     tmp = arrow;
1711     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1712     }
1713 root 1.11 }
1714 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715     {
1716     tmp = arrow;
1717     betterby = 2 + arrow->magic + arrow->stats.dam;
1718 root 1.11 }
1719 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1720     {
1721     tmp = arrow;
1722     betterby = 1 + arrow->magic + arrow->stats.dam;
1723 root 1.11 }
1724     }
1725     }
1726 elmex 1.1 }
1727 root 1.18 if (tmp == NULL && arrow == NULL)
1728     return find_arrow (op, type);
1729 elmex 1.1
1730 root 1.18 *better = betterby;
1731     return tmp;
1732 elmex 1.1 }
1733    
1734     /* looks in a given direction, finds the first valid target, and calls
1735     * find_better_arrow to find a decent arrow to use.
1736     * op = the shooter
1737     * type = bow->race
1738     * dir = fire direction
1739     */
1740    
1741 root 1.18 object *
1742     pick_arrow_target (object *op, const char *type, int dir)
1743 elmex 1.1 {
1744 root 1.18 object *tmp = NULL;
1745 root 1.25 maptile *m;
1746 root 1.18 int i, mflags, found, number;
1747     sint16 x, y;
1748    
1749     if (op->map == NULL)
1750     return find_arrow (op, type);
1751    
1752     /* do a dex check */
1753     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1754     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1755     return find_arrow (op, type);
1756    
1757     m = op->map;
1758     x = op->x;
1759     y = op->y;
1760    
1761     /* find the first target */
1762     for (i = 0, found = 0; i < 20; i++)
1763     {
1764     x += freearr_x[dir];
1765     y += freearr_y[dir];
1766     mflags = get_map_flags (m, &m, x, y, &x, &y);
1767     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768     {
1769     tmp = NULL;
1770     break;
1771     }
1772     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1773     {
1774     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1775     * perhaps a bad assumption.
1776     */
1777     tmp = NULL;
1778     break;
1779 root 1.11 }
1780 root 1.18 if (mflags & P_IS_ALIVE)
1781     {
1782     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1783     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1784     {
1785     found++;
1786 root 1.11 break;
1787 root 1.18 }
1788     if (found)
1789     break;
1790 root 1.11 }
1791 elmex 1.1 }
1792 root 1.18 if (tmp == NULL)
1793     return find_arrow (op, type);
1794 elmex 1.1
1795 root 1.18 if (tmp->head)
1796     tmp = tmp->head;
1797 elmex 1.1
1798 root 1.18 return find_better_arrow (op, tmp, type, &i);
1799 elmex 1.1 }
1800    
1801     /*
1802     * Creature fires a bow - op can be monster or player. Returns
1803     * 1 if bow was actually fired, 0 otherwise.
1804     * op is the object firing the bow.
1805     * part is for multipart creatures - the part firing the bow.
1806     * dir is the direction of fire.
1807     * wc_mod is any special modifier to give (used in special player fire modes)
1808     * sx, sy are coordinates to fire arrow from - also used in some of the special
1809     * player fire modes.
1810     */
1811 root 1.18 int
1812     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813 elmex 1.1 {
1814 root 1.18 object *left, *bow;
1815     int bowspeed, mflags;
1816 root 1.25 maptile *m;
1817 elmex 1.1
1818 root 1.18 if (!dir)
1819     {
1820     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821     return 0;
1822 elmex 1.1 }
1823 root 1.18 if (op->type == PLAYER)
1824     bow = op->contr->ranges[range_bow];
1825     else
1826     {
1827     for (bow = op->inv; bow; bow = bow->below)
1828     /* Don't check for applied - monsters don't apply bows - in that way, they
1829     * don't need to switch back and forth between bows and weapons.
1830     */
1831     if (bow->type == BOW)
1832     break;
1833 root 1.11
1834 root 1.18 if (!bow)
1835     {
1836     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837     return 0;
1838 root 1.11 }
1839 elmex 1.1 }
1840 root 1.18 if (!bow->race || !bow->skill)
1841     {
1842     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843     return 0;
1844 elmex 1.1 }
1845    
1846 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 elmex 1.1
1848 root 1.18 /* penalize ROF for bestarrow */
1849     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851     if (bowspeed < 1)
1852     bowspeed = 1;
1853    
1854     if (arrow == NULL)
1855     {
1856     if ((arrow = find_arrow (op, bow->race)) == NULL)
1857     {
1858     if (op->type == PLAYER)
1859     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861     else
1862     CLEAR_FLAG (op, FLAG_READY_BOW);
1863     return 0;
1864 root 1.11 }
1865 elmex 1.1 }
1866 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867     if (mflags & P_OUT_OF_MAP)
1868     {
1869     return 0;
1870     }
1871     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872     {
1873     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874     return 0;
1875     }
1876    
1877     /* this should not happen, but sometimes does */
1878     if (arrow->nrof == 0)
1879     {
1880     remove_ob (arrow);
1881     free_object (arrow);
1882     return 0;
1883     }
1884    
1885     left = arrow; /* these are arrows left to the player */
1886     arrow = get_split_ob (arrow, 1);
1887     if (arrow == NULL)
1888     {
1889     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1890     return 0;
1891 elmex 1.1 }
1892 root 1.18 set_owner (arrow, op);
1893     arrow->skill = bow->skill;
1894    
1895     arrow->direction = dir;
1896     arrow->x = sx;
1897     arrow->y = sy;
1898    
1899     if (op->type == PLAYER)
1900     {
1901     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902     fix_player (op);
1903 elmex 1.1 }
1904    
1905 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1906     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907     arrow->stats.hp = arrow->stats.dam;
1908     arrow->stats.grace = arrow->attacktype;
1909     if (arrow->slaying != NULL)
1910     arrow->spellarg = strdup_local (arrow->slaying);
1911    
1912     /* Note that this was different for monsters - they got their level
1913     * added to the damage. I think the strength bonus is more proper.
1914     */
1915    
1916     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1917    
1918     /* update the speed */
1919     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1921    
1922     if (arrow->speed < 1.0)
1923     arrow->speed = 1.0;
1924     update_ob_speed (arrow);
1925     arrow->speed_left = 0;
1926    
1927     if (op->type == PLAYER)
1928     {
1929     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1930     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1931     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1932    
1933     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1934 elmex 1.1 }
1935 root 1.18 else
1936     {
1937     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1938     arrow->level = op->level;
1939 elmex 1.1 }
1940 root 1.24
1941 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1942     arrow->attacktype |= bow->attacktype;
1943 root 1.24
1944 root 1.18 if (bow->slaying != NULL)
1945     arrow->slaying = bow->slaying;
1946    
1947     arrow->map = m;
1948     arrow->move_type = MOVE_FLY_LOW;
1949     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950    
1951     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1952     insert_ob_in_map (arrow, m, op, 0);
1953    
1954 root 1.24 if (!arrow->destroyed ())
1955 root 1.18 move_arrow (arrow);
1956 elmex 1.1
1957 root 1.18 if (op->type == PLAYER)
1958     {
1959 root 1.24 if (left->destroyed ())
1960     esrv_del_item (op->contr, left->count);
1961 root 1.18 else
1962     esrv_send_item (op, left);
1963 elmex 1.1 }
1964 root 1.24
1965 root 1.18 return 1;
1966 elmex 1.1 }
1967    
1968     /* Special fire code for players - this takes into
1969     * account the special fire modes players can have
1970     * but monsters can't. Putting that code here
1971     * makes the fire_bow code much cleaner.
1972     * this function should only be called if 'op' is a player,
1973     * hence the function name.
1974     */
1975 root 1.18 int
1976     player_fire_bow (object *op, int dir)
1977 elmex 1.1 {
1978 root 1.18 int ret = 0, wcmod = 0;
1979    
1980     if (op->contr->bowtype == bow_bestarrow)
1981     {
1982     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1983     }
1984     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1985     {
1986     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987     wcmod = -1;
1988     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1989     }
1990     else if (op->contr->bowtype == bow_threewide)
1991     {
1992     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1993     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1994     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1995     }
1996     else if (op->contr->bowtype == bow_spreadshot)
1997     {
1998     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1999     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2000     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2001 elmex 1.1
2002     }
2003 root 1.18 else
2004     {
2005     /* Simple case */
2006     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2007     }
2008     return ret;
2009 elmex 1.1 }
2010    
2011    
2012     /* Fires a misc (wand/rod/horn) object in 'dir'.
2013     * Broken apart from 'fire' to keep it more readable.
2014     */
2015 root 1.18 void
2016     fire_misc_object (object *op, int dir)
2017 elmex 1.1 {
2018 root 1.18 object *item;
2019 elmex 1.1
2020 root 1.18 if (!op->contr->ranges[range_misc])
2021     {
2022     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2023     return;
2024 elmex 1.1 }
2025    
2026 root 1.18 item = op->contr->ranges[range_misc];
2027     if (!item->inv)
2028     {
2029     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2030     return;
2031 elmex 1.1 }
2032 root 1.18 if (item->type == WAND)
2033     {
2034     if (item->stats.food <= 0)
2035     {
2036     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2037     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2038     return;
2039 root 1.11 }
2040 root 1.18 }
2041     else if (item->type == ROD || item->type == HORN)
2042     {
2043     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2044     {
2045     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2046     if (item->type == ROD)
2047     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2048     else
2049     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2050     return;
2051 root 1.11 }
2052 elmex 1.1 }
2053    
2054 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2055     {
2056     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2057     if (item->type == WAND)
2058     {
2059     if (!(--item->stats.food))
2060     {
2061     object *tmp;
2062    
2063     if (item->arch)
2064     {
2065     CLEAR_FLAG (item, FLAG_ANIMATE);
2066     item->face = item->arch->clone.face;
2067     item->speed = 0;
2068     update_ob_speed (item);
2069 root 1.11 }
2070 root 1.18 if ((tmp = is_player_inv (item)))
2071     esrv_update_item (UPD_ANIM, tmp, item);
2072 root 1.11 }
2073     }
2074 root 1.18 else if (item->type == ROD || item->type == HORN)
2075     {
2076     drain_rod_charge (item);
2077 root 1.11 }
2078 elmex 1.1 }
2079     }
2080    
2081     /* Received a fire command for the player - go and do it.
2082     */
2083 root 1.18 void
2084     fire (object *op, int dir)
2085     {
2086     int spellcost = 0;
2087 elmex 1.1
2088 root 1.18 /* check for loss of invisiblity/hide */
2089     if (action_makes_visible (op))
2090     make_visible (op);
2091 elmex 1.1
2092 root 1.18 switch (op->contr->shoottype)
2093     {
2094 root 1.20 case range_none:
2095     return;
2096 elmex 1.1
2097 root 1.20 case range_bow:
2098     player_fire_bow (op, dir);
2099     return;
2100 elmex 1.1
2101 root 1.20 case range_magic: /* Casting spells */
2102     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2103     return;
2104 elmex 1.1
2105 root 1.20 case range_misc:
2106     fire_misc_object (op, dir);
2107     return;
2108 root 1.11
2109 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2110 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2111 root 1.20 {
2112 root 1.30 op->contr->ranges[range_golem] = 0;
2113 root 1.20 op->contr->shoottype = range_none;
2114     }
2115     else
2116     control_golem (op->contr->ranges[range_golem], dir);
2117     return;
2118 root 1.11
2119 root 1.20 case range_skill:
2120     if (!op->chosen_skill)
2121     {
2122     if (op->type == PLAYER)
2123     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2124     return;
2125     }
2126     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2127     return;
2128     case range_builder:
2129     apply_map_builder (op, dir);
2130     return;
2131     default:
2132     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2133     return;
2134 elmex 1.1 }
2135     }
2136    
2137    
2138    
2139     /* find_key
2140     * We try to find a key for the door as passed. If we find a key
2141     * and successfully use it, we return the key, otherwise NULL
2142     * This function merges both normal and locked door, since the logic
2143     * for both is the same - just the specific key is different.
2144     * pl is the player,
2145     * inv is the objects inventory to searched
2146     * door is the door we are trying to match against.
2147     * This function can be called recursively to search containers.
2148     */
2149    
2150 root 1.18 object *
2151     find_key (object *pl, object *container, object *door)
2152 elmex 1.1 {
2153 root 1.18 object *tmp, *key;
2154 elmex 1.1
2155 root 1.18 /* Should not happen, but sanity checking is never bad */
2156     if (container->inv == NULL)
2157     return NULL;
2158 elmex 1.1
2159 root 1.18 /* First, lets try to find a key in the top level inventory */
2160     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2161     {
2162     if (door->type == DOOR && tmp->type == KEY)
2163     break;
2164     /* For sanity, we should really check door type, but other stuff
2165     * (like containers) can be locked with special keys
2166     */
2167     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168     break;
2169     }
2170     /* No key found - lets search inventories now */
2171     /* If we find and use a key in an inventory, return at that time.
2172     * otherwise, if we search all the inventories and still don't find
2173     * a key, return
2174     */
2175     if (!tmp)
2176     {
2177     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2178     {
2179     /* No reason to search empty containers */
2180     if (tmp->type == CONTAINER && tmp->inv)
2181     {
2182     if ((key = find_key (pl, tmp, door)) != NULL)
2183     return key;
2184     }
2185     }
2186     if (!tmp)
2187     return NULL;
2188 elmex 1.1 }
2189 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2190     * see if we actually want to use it
2191     */
2192     if (pl != container)
2193     {
2194     /* Only let players use keys in containers */
2195     if (!pl->contr)
2196     return NULL;
2197     /* cases where this fails:
2198     * If we only search the player inventory, return now since we
2199     * are not in the players inventory.
2200     * If the container is not active, return now since only active
2201     * containers can be used.
2202     * If we only search keyrings and the container does not have
2203     * a race/isn't a keyring.
2204     * No checking for all containers - to fall through past here,
2205     * inv must have been an container and must have been active.
2206     *
2207     * Change the color so that the message doesn't disappear with
2208     * all the others.
2209     */
2210     if (pl->contr->usekeys == key_inventory ||
2211     !QUERY_FLAG (container, FLAG_APPLIED) ||
2212     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2213     {
2214     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2215     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2216     return NULL;
2217 root 1.11 }
2218 elmex 1.1 }
2219 root 1.18 return tmp;
2220 elmex 1.1 }
2221    
2222     /* moved door processing out of move_player_attack.
2223     * returns 1 if player has opened the door with a key
2224     * such that the caller should not do anything more,
2225     * 0 otherwise
2226     */
2227 root 1.18 static int
2228     player_attack_door (object *op, object *door)
2229 elmex 1.1 {
2230    
2231 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2232     * might as well return immediately as there is nothing more to do -
2233     * otherwise, we fall through to the rest of the code.
2234     */
2235     object *key = find_key (op, op, door);
2236    
2237     /* IF we found a key, do some extra work */
2238     if (key)
2239     {
2240     object *container = key->env;
2241    
2242     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2243     if (action_makes_visible (op))
2244     make_visible (op);
2245     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246     spring_trap (door->inv, op);
2247     if (door->type == DOOR)
2248     {
2249     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2250     }
2251     else if (door->type == LOCKED_DOOR)
2252     {
2253     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2254     remove_door2 (door); /* remove door without violence ;-) */
2255     }
2256     /* Do this after we print the message */
2257     decrease_ob (key); /* Use up one of the keys */
2258     /* Need to update the weight the container the key was in */
2259     if (container != op)
2260     esrv_update_item (UPD_WEIGHT, op, container);
2261     return 1; /* Nothing more to do below */
2262     }
2263     else if (door->type == LOCKED_DOOR)
2264     {
2265     /* Might as well return now - no other way to open this */
2266     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2267     return 1;
2268 elmex 1.1 }
2269 root 1.18 return 0;
2270 elmex 1.1 }
2271    
2272     /* This function is just part of a breakup from move_player.
2273     * It should keep the code cleaner.
2274     * When this is called, the players direction has been updated
2275     * (taking into account confusion.) The player is also actually
2276     * going to try and move (not fire weapons).
2277     */
2278    
2279 root 1.18 void
2280     move_player_attack (object *op, int dir)
2281 elmex 1.1 {
2282 root 1.18 object *tmp, *mon;
2283     sint16 nx, ny;
2284     int on_battleground;
2285 root 1.25 maptile *m;
2286 root 1.18
2287     nx = freearr_x[dir] + op->x;
2288     ny = freearr_y[dir] + op->y;
2289    
2290     on_battleground = op_on_battleground (op, NULL, NULL);
2291    
2292     /* If braced, or can't move to the square, and it is not out of the
2293     * map, attack it. Note order of if statement is important - don't
2294     * want to be calling move_ob if braced, because move_ob will move the
2295     * player. This is a pretty nasty hack, because if we could
2296     * move to some space, it then means that if we are braced, we should
2297     * do nothing at all. As it is, if we are braced, we go through
2298     * quite a bit of processing. However, it probably is less than what
2299     * move_ob uses.
2300     */
2301     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2302     {
2303     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304     {
2305     m = get_map_from_coord (op->map, &nx, &ny);
2306     if (!m)
2307     return; /* Don't think this should happen */
2308     }
2309     else
2310     m = op->map;
2311    
2312     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2313     {
2314     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2315     return;
2316 root 1.11 }
2317    
2318 root 1.18 mon = NULL;
2319     /* Go through all the objects, and find ones of interest. Only stop if
2320     * we find a monster - that is something we know we want to attack.
2321     * if its a door or barrel (can roll) see if there may be monsters
2322     * on the space
2323     */
2324     while (tmp != NULL)
2325     {
2326     if (tmp == op)
2327     {
2328     tmp = tmp->above;
2329     continue;
2330 root 1.11 }
2331 root 1.27
2332 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2333     {
2334     mon = tmp;
2335     break;
2336 root 1.11 }
2337 root 1.27
2338 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2339     mon = tmp;
2340 root 1.27
2341 root 1.18 tmp = tmp->above;
2342     }
2343    
2344     if (mon == NULL) /* This happens anytime the player tries to move */
2345     return; /* into a wall */
2346    
2347     if (mon->head != NULL)
2348     mon = mon->head;
2349    
2350     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2351     if (player_attack_door (op, mon))
2352     return;
2353    
2354     /* The following deals with possibly attacking peaceful
2355     * or frienddly creatures. Basically, all players are considered
2356     * unaggressive. If the moving player has peaceful set, then the
2357     * object should be pushed instead of attacked. It is assumed that
2358     * if you are braced, you will not attack friends accidently,
2359     * and thus will not push them.
2360     */
2361 root 1.11
2362 root 1.18 /* If the creature is a pet, push it even if the player is not
2363     * peaceful. Our assumption is the creature is a pet if the
2364     * player owns it and it is either friendly or unagressive.
2365     */
2366     if ((op->type == PLAYER)
2367 elmex 1.1 #if COZY_SERVER
2368 root 1.18 &&
2369     ((get_owner (mon) && get_owner (mon)->contr
2370     && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2371 elmex 1.1 #else
2372 root 1.18 && get_owner (mon) == op
2373 elmex 1.1 #endif
2374 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 root 1.11 {
2376 root 1.18 /* If we're braced, we don't want to switch places with it */
2377     if (op->contr->braced)
2378 root 1.11 return;
2379 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380     (void) push_ob (mon, dir, op);
2381     if (op->contr->tmp_invis || op->hide)
2382     make_visible (op);
2383     return;
2384 root 1.11 }
2385    
2386 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2387     * creatures. Note that if you are braced, you can't push
2388     * someone, but put it inside this loop so that you won't
2389     * attack them either.
2390     */
2391     if ((mon->type == PLAYER || mon->enemy != op) &&
2392     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2393 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2394 root 1.18 (op->contr->peaceful
2395     || (mon->type == PLAYER
2396     && mon->contr->
2397     peaceful)) &&
2398 elmex 1.1 #else
2399 root 1.18 op->contr->peaceful &&
2400 elmex 1.1 #endif
2401 root 1.18 !on_battleground))
2402     {
2403     if (!op->contr->braced)
2404     {
2405     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406     (void) push_ob (mon, dir, op);
2407     }
2408     else
2409     {
2410     new_draw_info (0, 0, op, "You withhold your attack");
2411 root 1.11 }
2412 root 1.18 if (op->contr->tmp_invis || op->hide)
2413     make_visible (op);
2414 root 1.11 }
2415 elmex 1.1
2416 root 1.18 /* If the object is a boulder or other rollable object, then
2417     * roll it if not braced. You can't roll it if you are braced.
2418     */
2419     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2420     {
2421     recursive_roll (mon, dir, op);
2422     if (action_makes_visible (op))
2423     make_visible (op);
2424 root 1.11 }
2425    
2426 root 1.18 /* Any generic living creature. Including things like doors.
2427     * Way it works is like this: First, it must have some hit points
2428     * and be living. Then, it must be one of the following:
2429     * 1) Not a player, 2) A player, but of a different party. Note
2430     * that party_number -1 is no party, so attacks can still happen.
2431     */
2432 root 1.11
2433 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2434     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2435     {
2436 elmex 1.1
2437 root 1.18 /* If the player hasn't hit something this tick, and does
2438     * so, give them speed boost based on weapon speed. Doing
2439     * it here is better than process_players2, which basically
2440     * incurred a 1 tick offset.
2441     */
2442     if (!op->contr->has_hit)
2443     {
2444     op->speed_left += op->speed / op->contr->weapon_sp;
2445 root 1.11
2446 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2447 root 1.11 }
2448    
2449 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2450 root 1.11
2451 root 1.18 /* If attacking another player, that player gets automatic
2452     * hitback, and doesn't loose luck either.
2453     * Disable hitback on the battleground or if the target is
2454     * the wiz.
2455     */
2456     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2457     {
2458     short luck = mon->stats.luck;
2459    
2460     mon->contr->has_hit = 1;
2461     skill_attack (op, mon, 0, NULL, NULL);
2462     mon->stats.luck = luck;
2463 root 1.11 }
2464 root 1.18 if (action_makes_visible (op))
2465     make_visible (op);
2466 root 1.11 }
2467 root 1.18 } /* if player should attack something */
2468 elmex 1.1 }
2469    
2470 root 1.18 int
2471     move_player (object *op, int dir)
2472     {
2473     int pick;
2474 elmex 1.1
2475 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2476     return 0;
2477 elmex 1.1
2478 root 1.18 /* Sanity check: make sure dir is valid */
2479     if ((dir < 0) || (dir >= 9))
2480     {
2481     LOG (llevError, "move_player: invalid direction %d\n", dir);
2482     return 0;
2483 elmex 1.1 }
2484    
2485 root 1.18 /* peterm: added following line */
2486     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2488    
2489     op->facing = dir;
2490    
2491     if (op->hide)
2492     do_hidden_move (op);
2493    
2494     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2495     /*nop */ ;
2496     else if (op->contr->fire_on)
2497     fire (op, dir);
2498     else
2499     {
2500     move_player_attack (op, dir);
2501     pick = check_pick (op);
2502     }
2503 elmex 1.1
2504 root 1.18 /* Add special check for newcs players and fire on - this way, the
2505     * server can handle repeat firing.
2506     */
2507     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508     {
2509     op->direction = dir;
2510     }
2511     else
2512     {
2513     op->direction = 0;
2514     }
2515     /* Update how the player looks. Use the facing, so direction may
2516     * get reset to zero. This allows for full animation capabilities
2517     * for players.
2518     */
2519     animate_object (op, op->facing);
2520     return 0;
2521 elmex 1.1 }
2522    
2523     /* This is similar to handle_player, below, but is only used by the
2524     * new client/server stuff.
2525     * This is sort of special, in that the new client/server actually uses
2526     * the new speed values for commands.
2527     *
2528     * Returns true if there are more actions we can do.
2529     */
2530 root 1.18 int
2531     handle_newcs_player (object *op)
2532 elmex 1.1 {
2533 root 1.18 if (op->contr->hidden)
2534     {
2535     op->invisible = 1000;
2536     /* the socket code flashes the player visible/invisible
2537     * depending on the value of invisible, so we need to
2538     * alternate it here for it to work correctly.
2539     */
2540     if (pticks & 2)
2541 root 1.11 op->invisible--;
2542 root 1.18 }
2543     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2544     {
2545     op->invisible--;
2546     if (!op->invisible)
2547     {
2548     make_visible (op);
2549     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2550 root 1.11 }
2551 elmex 1.1 }
2552    
2553 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2554     {
2555     flee_player (op);
2556     /* If player is still scared, that is his action for this tick */
2557     if (QUERY_FLAG (op, FLAG_SCARED))
2558     {
2559     op->speed_left--;
2560     return 0;
2561 root 1.11 }
2562 elmex 1.1 }
2563    
2564 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2565     * the player object still points to the defunct golem. The code that
2566     * destroys the golem looks correct, and it doesn't always happen, so
2567     * put this in a a workaround to clean up the golem pointer.
2568     */
2569 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2570     op->contr->ranges[range_golem] = 0;
2571 root 1.18
2572     /* call this here - we also will call this in do_ericserver, but
2573     * the players time has been increased when doericserver has been
2574     * called, so we recheck it here.
2575     */
2576     HandleClient (&op->contr->socket, op->contr);
2577     if (op->speed_left < 0)
2578 elmex 1.1 return 0;
2579    
2580 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581     {
2582     /* All move commands take 1 tick, at least for now */
2583     op->speed_left--;
2584 elmex 1.1
2585 root 1.18 /* Instead of all the stuff below, let move_player take care
2586     * of it. Also, some of the skill stuff is only put in
2587     * there, as well as the confusion stuff.
2588     */
2589     move_player (op, op->direction);
2590     if (op->speed_left > 0)
2591     return 1;
2592     else
2593 root 1.11 return 0;
2594 root 1.18 }
2595     return 0;
2596     }
2597    
2598     int
2599     save_life (object *op)
2600     {
2601     object *tmp;
2602 elmex 1.1
2603 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 elmex 1.1 return 0;
2605 root 1.18
2606     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2607     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608     {
2609     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2610     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2611     if (op->contr)
2612     esrv_del_item (op->contr, tmp->count);
2613     remove_ob (tmp);
2614     free_object (tmp);
2615     CLEAR_FLAG (op, FLAG_LIFESAVE);
2616     if (op->stats.hp < 0)
2617     op->stats.hp = op->stats.maxhp;
2618     if (op->stats.food < 0)
2619     op->stats.food = 999;
2620     fix_player (op);
2621     return 1;
2622     }
2623     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624     CLEAR_FLAG (op, FLAG_LIFESAVE);
2625     enter_player_savebed (op); /* bring him home. */
2626     return 0;
2627 elmex 1.1 }
2628    
2629     /* This goes throws the inventory and removes unpaid objects, and puts them
2630     * back in the map (location and map determined by values of env). This
2631     * function will descend into containers. op is the object to start the search
2632     * from.
2633     */
2634 root 1.18 void
2635     remove_unpaid_objects (object *op, object *env)
2636 elmex 1.1 {
2637 root 1.18 object *next;
2638 elmex 1.1
2639 root 1.18 while (op)
2640     {
2641     next = op->below; /* Make sure we have a good value, in case
2642     * we remove object 'op'
2643     */
2644     if (QUERY_FLAG (op, FLAG_UNPAID))
2645     {
2646     remove_ob (op);
2647     op->x = env->x;
2648     op->y = env->y;
2649     if (env->type == PLAYER)
2650     esrv_del_item (env->contr, op->count);
2651     insert_ob_in_map (op, env->map, NULL, 0);
2652     }
2653     else if (op->inv)
2654     remove_unpaid_objects (op->inv, env);
2655     op = next;
2656 elmex 1.1 }
2657     }
2658    
2659    
2660     /*
2661     * Returns pointer a static string containing gravestone text
2662     * Moved from apply.c to player.c - player.c is what
2663     * actually uses this function. player.c may not be quite the
2664     * best, a misc file for object actions is probably better,
2665     * but there isn't one in the server directory.
2666     */
2667 root 1.18 char *
2668     gravestone_text (object *op)
2669 elmex 1.1 {
2670 root 1.18 static char buf2[MAX_BUF];
2671     char buf[MAX_BUF];
2672     time_t now = time (NULL);
2673    
2674     strcpy (buf2, " R.I.P.\n\n");
2675     if (op->type == PLAYER)
2676     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677     else
2678     sprintf (buf, "%s\n", &op->name);
2679     strncat (buf2, " ", 20 - strlen (buf) / 2);
2680     strcat (buf2, buf);
2681     if (op->type == PLAYER)
2682     sprintf (buf, "who was in level %d when killed\n", op->level);
2683     else
2684     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2685     strncat (buf2, " ", 20 - strlen (buf) / 2);
2686     strcat (buf2, buf);
2687     if (op->type == PLAYER)
2688     {
2689     sprintf (buf, "by %s.\n\n", op->contr->killer);
2690     strncat (buf2, " ", 21 - strlen (buf) / 2);
2691     strcat (buf2, buf);
2692     }
2693     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694     strncat (buf2, " ", 20 - strlen (buf) / 2);
2695     strcat (buf2, buf);
2696     return buf2;
2697 elmex 1.1 }
2698    
2699    
2700    
2701 root 1.18 void
2702     do_some_living (object *op)
2703     {
2704     int last_food = op->stats.food;
2705 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2706     int over_hp, over_sp, over_grace;
2707     int i;
2708     int rate_hp = 1200;
2709     int rate_sp = 2500;
2710     int rate_grace = 2000;
2711     const int max_hp = 1;
2712     const int max_sp = 1;
2713     const int max_grace = 1;
2714    
2715 pippijn 1.17 if (op->contr->outputs_sync)
2716 root 1.18 {
2717     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719     flush_output_element (op, &op->contr->outputs[i]);
2720     }
2721    
2722     if (op->contr->state == ST_PLAYING)
2723     {
2724    
2725     /* these next three if clauses make it possible to SLOW DOWN
2726     hp/grace/spellpoint regeneration. */
2727     if (op->contr->gen_hp >= 0)
2728     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729     else
2730     {
2731     gen_hp = op->stats.maxhp;
2732     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733     }
2734     if (op->contr->gen_sp >= 0)
2735     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736     else
2737     {
2738     gen_sp = op->stats.maxsp;
2739     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740     }
2741     if (op->contr->gen_grace >= 0)
2742     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743     else
2744     {
2745     gen_grace = op->stats.maxgrace;
2746     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747     }
2748    
2749     /* Regenerate Spell Points */
2750     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2751     {
2752     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2753     if (op->stats.sp < op->stats.maxsp)
2754     {
2755     op->stats.sp++;
2756     /* dms do not consume food */
2757     if (!QUERY_FLAG (op, FLAG_WIZ))
2758     {
2759     op->stats.food--;
2760     if (op->contr->digestion < 0)
2761     op->stats.food += op->contr->digestion;
2762     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763     op->stats.food = last_food;
2764     }
2765     }
2766     if (max_sp > 1)
2767     {
2768     over_sp = (gen_sp + 10) / rate_sp;
2769     if (over_sp > 0)
2770     {
2771     if (op->stats.sp < op->stats.maxsp)
2772     {
2773     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2774     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775     op->stats.sp--;
2776     if (op->stats.sp > op->stats.maxsp)
2777     op->stats.sp = op->stats.maxsp;
2778     }
2779     op->last_sp = 0;
2780     }
2781     else
2782     {
2783     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784     }
2785     }
2786     else
2787     {
2788     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789     }
2790     }
2791    
2792     /* Regenerate Grace */
2793     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794     if (--op->last_grace < 0)
2795     {
2796     if (op->stats.grace < op->stats.maxgrace / 2)
2797     op->stats.grace++; /* no penalty in food for regaining grace */
2798     if (max_grace > 1)
2799     {
2800     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801     if (over_grace > 0)
2802     {
2803     op->stats.sp += over_grace
2804     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2805     op->last_grace = 0;
2806     }
2807     else
2808     {
2809     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2810     }
2811     }
2812     else
2813     {
2814     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2815     }
2816     /* wearing stuff doesn't detract from grace generation. */
2817     }
2818    
2819     /* Regenerate Hit Points */
2820     if (--op->last_heal < 0)
2821     {
2822     if (op->stats.hp < op->stats.maxhp)
2823     {
2824     op->stats.hp++;
2825     /* dms do not consume food */
2826     if (!QUERY_FLAG (op, FLAG_WIZ))
2827     {
2828     op->stats.food--;
2829     if (op->contr->digestion < 0)
2830     op->stats.food += op->contr->digestion;
2831     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832     op->stats.food = last_food;
2833     }
2834     }
2835     if (max_hp > 1)
2836     {
2837     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838     if (over_hp > 0)
2839     {
2840     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2841     op->last_heal = 0;
2842     }
2843     else
2844     {
2845     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2846     }
2847     }
2848     else
2849     {
2850     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2851     }
2852 root 1.11 }
2853 elmex 1.1
2854 root 1.18 /* Digestion */
2855     if (--op->last_eat < 0)
2856     {
2857     #ifdef COZY_SERVER
2858     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2859     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860     #else
2861     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862     #endif
2863    
2864     if (op->contr->gen_hp > 0)
2865     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866     else
2867     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2868     /* dms do not consume food */
2869     if (!QUERY_FLAG (op, FLAG_WIZ))
2870     op->stats.food--;
2871 root 1.11 }
2872 elmex 1.1 }
2873    
2874 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2875     {
2876     object *tmp, *flesh = NULL;
2877    
2878     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2879     {
2880     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881     {
2882     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883     {
2884     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885     manual_apply (op, tmp, 0);
2886     if (op->stats.food >= 0 || op->stats.hp < 0)
2887     break;
2888     }
2889     else if (tmp->type == FLESH)
2890     flesh = tmp;
2891     } /* End if paid for object */
2892     } /* end of for loop */
2893     /* If player is still starving, it means they don't have any food, so
2894     * eat flesh instead.
2895     */
2896     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897     {
2898     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899     manual_apply (op, flesh, 0);
2900 root 1.11 }
2901 root 1.18 } /* end if player is starving */
2902 elmex 1.1
2903 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2904     op->stats.food++, op->stats.hp--;
2905 elmex 1.1
2906 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2907     kill_player (op);
2908 elmex 1.1 }
2909    
2910 root 1.18
2911 elmex 1.1
2912     /* If the player should die (lack of hp, food, etc), we call this.
2913     * op is the player in jeopardy. If the player can not be saved (not
2914     * permadeath, no lifesave), this will take care of removing the player
2915     * file.
2916     */
2917 root 1.18 void
2918     kill_player (object *op)
2919 elmex 1.1 {
2920 root 1.18 char buf[MAX_BUF];
2921     int x, y;
2922    
2923     //int i;
2924 root 1.25 maptile *map; /* this is for resurrection */
2925 root 1.18
2926     /* int z;
2927     int num_stats_lose;
2928     int lost_a_stat;
2929     int lose_this_stat;
2930     int this_stat; */
2931     int will_kill_again;
2932     archetype *at;
2933     object *tmp;
2934    
2935     if (save_life (op))
2936     return;
2937    
2938    
2939     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2940     * in cities ONLY!!! It is very important that this doesn't get abused.
2941     * Look at op_on_battleground() for more info --AndreasV
2942     */
2943     if (op_on_battleground (op, &x, &y))
2944     {
2945     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947    
2948     /* restore player */
2949 root 1.22 at = archetype::find ("poisoning");
2950 root 1.18 tmp = present_arch_in_ob (at, op);
2951     if (tmp)
2952     {
2953     remove_ob (tmp);
2954     free_object (tmp);
2955     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956     }
2957 elmex 1.1
2958 root 1.22 at = archetype::find ("confusion");
2959 root 1.18 tmp = present_arch_in_ob (at, op);
2960     if (tmp)
2961     {
2962     remove_ob (tmp);
2963     free_object (tmp);
2964     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965     }
2966    
2967     cure_disease (op, 0); /* remove any disease */
2968     op->stats.hp = op->stats.maxhp;
2969     if (op->stats.food <= 0)
2970     op->stats.food = 999;
2971 elmex 1.1
2972 root 1.18 /* create a bodypart-trophy to make the winner happy */
2973 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2974 root 1.18 if (tmp != NULL)
2975     {
2976     sprintf (buf, "%s's finger", &op->name);
2977     tmp->name = buf;
2978     sprintf (buf, " This finger has been cut off %s\n"
2979     " the %s, when he was defeated at\n level %d by %s.\n",
2980     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981     tmp->msg = buf;
2982     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2983     tmp->materialname = NULL;
2984     tmp->x = op->x, tmp->y = op->y;
2985     insert_ob_in_map (tmp, op->map, op, 0);
2986     }
2987 elmex 1.1
2988 root 1.18 /* teleport defeated player to new destination */
2989     transfer_ob (op, x, y, 0, NULL);
2990     op->contr->braced = 0;
2991     return;
2992 elmex 1.1 }
2993    
2994 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2995 root 1.3
2996 root 1.18 command_kill_pets (op, 0);
2997 elmex 1.1
2998 root 1.18 if (op->stats.food < 0)
2999     {
3000     if (op->contr->explore)
3001     {
3002     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3003     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004     op->stats.food = 999;
3005     return;
3006 root 1.11 }
3007 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3008     strcpy (op->contr->killer, "starvation");
3009 elmex 1.1 }
3010 root 1.18 else
3011     {
3012     if (op->contr->explore)
3013     {
3014     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3015     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3016     op->stats.hp = op->stats.maxhp;
3017     return;
3018 root 1.11 }
3019 root 1.18 sprintf (buf, "%s died.", &op->name);
3020 elmex 1.1 }
3021 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3022 elmex 1.1
3023 root 1.18 /* save the map location for corpse, gravestone */
3024     x = op->x;
3025     y = op->y;
3026     map = op->map;
3027 elmex 1.1
3028    
3029 root 1.18 if (settings.not_permadeth == TRUE)
3030     {
3031     /* NOT_PERMADEATH code. This basically brings the character back to
3032     * life if they are dead - it takes some exp and a random stat.
3033     * See the config.h file for a little more in depth detail about this.
3034     */
3035 root 1.11
3036 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3037     * make it depletion. This bunch of code deals with that aspect
3038     * of death.
3039     */
3040 elmex 1.1 #ifndef COZY_SERVER
3041 root 1.18 if (settings.balanced_stat_loss)
3042     {
3043     /* If stat loss is permanent, lose one stat only. */
3044     /* Lower level chars don't lose as many stats because they suffer
3045     more if they do. */
3046     /* Higher level characters can afford things such as potions of
3047     restoration, or better, stat potions. So we slug them that
3048     little bit harder. */
3049     /* GD */
3050     if (settings.stat_loss_on_death)
3051 root 1.11 num_stats_lose = 1;
3052 root 1.18 else
3053     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054     }
3055     else
3056     {
3057     num_stats_lose = 1;
3058 root 1.11 }
3059 root 1.18 lost_a_stat = 0;
3060 root 1.11
3061 root 1.18 for (z = 0; z < num_stats_lose; z++)
3062     {
3063     i = RANDOM () % NUM_STATS;
3064 root 1.11
3065 root 1.18 if (settings.stat_loss_on_death)
3066     {
3067     /* Pick a random stat and take a point off it. Tell the player
3068     * what he lost.
3069     */
3070     change_attr_value (&(op->stats), i, -1);
3071     check_stat_bounds (&(op->stats));
3072     change_attr_value (&(op->contr->orig_stats), i, -1);
3073     check_stat_bounds (&(op->contr->orig_stats));
3074     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075     lost_a_stat = 1;
3076     }
3077     else
3078     {
3079     /* deplete a stat */
3080 root 1.22 archetype *deparch = archetype::find ("depletion");
3081 root 1.18 object *dep;
3082    
3083     dep = present_arch_in_ob (deparch, op);
3084     if (!dep)
3085     {
3086     dep = arch_to_object (deparch);
3087     insert_ob_in_ob (dep, op);
3088     }
3089     lose_this_stat = 1;
3090     if (settings.balanced_stat_loss)
3091     {
3092     /* GD */
3093     /* Get the stat that we're about to deplete. */
3094     this_stat = get_attr_value (&(dep->stats), i);
3095     if (this_stat < 0)
3096     {
3097     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098     int keep_chance = this_stat * this_stat;
3099    
3100     /* Yes, I am paranoid. Sue me. */
3101     if (keep_chance < 1)
3102     keep_chance = 1;
3103    
3104     /* There is a maximum depletion total per level. */
3105     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106     {
3107     lose_this_stat = 0;
3108     /* Take loss chance vs keep chance to see if we
3109     retain the stat. */
3110     }
3111     else
3112     {
3113     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 root 1.11 lose_this_stat = 0;
3115 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116     this_stat, keep_chance, loss_chance,
3117     lose_this_stat?"LOSE":"KEEP"); */
3118 root 1.11 }
3119     }
3120     }
3121 root 1.18
3122     if (lose_this_stat)
3123     {
3124     this_stat = get_attr_value (&(dep->stats), i);
3125     /* We could try to do something clever like find another
3126     * stat to reduce if this fails. But chances are, if
3127     * stats have been depleted to -50, all are pretty low
3128     * and should be roughly the same, so it shouldn't make a
3129     * difference.
3130     */
3131     if (this_stat >= -50)
3132     {
3133     change_attr_value (&(dep->stats), i, -1);
3134     SET_FLAG (dep, FLAG_APPLIED);
3135     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3136     fix_player (op);
3137     lost_a_stat = 1;
3138 root 1.11 }
3139     }
3140     }
3141     }
3142 root 1.18 /* If no stat lost, tell the player. */
3143     if (!lost_a_stat)
3144     {
3145     /* determine_god() seems to not work sometimes... why is this?
3146     Should I be using something else? GD */
3147     const char *god = determine_god (op);
3148    
3149     if (god && (strcmp (god, "none")))
3150 root 1.28 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3151 root 1.18 else
3152 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3153 root 1.18 }
3154 root 1.28 #else
3155     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156 elmex 1.1 #endif
3157    
3158 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3159     * exp loss on the stone.
3160     */
3161 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3162 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3163     tmp->name = buf;
3164     sprintf (buf, "%s's gravestones", &op->name);
3165     tmp->name_pl = buf;
3166     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);
3167     tmp->msg = buf;
3168     tmp->x = op->x, tmp->y = op->y;
3169     insert_ob_in_map (tmp, op->map, NULL, 0);
3170 root 1.11
3171 root 1.28 /**************************************/
3172 root 1.18 /* */
3173     /* Subtract the experience points, */
3174     /* if we died cause of food, give us */
3175     /* food, and reset HP's... */
3176     /* */
3177 root 1.28 /**************************************/
3178 root 1.11
3179 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3180     /* restore player */
3181 root 1.22 at = archetype::find ("poisoning");
3182 root 1.18 tmp = present_arch_in_ob (at, op);
3183     if (tmp)
3184     {
3185     remove_ob (tmp);
3186     free_object (tmp);
3187     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188     }
3189    
3190 root 1.22 at = archetype::find ("confusion");
3191 root 1.18 tmp = present_arch_in_ob (at, op);
3192     if (tmp)
3193     {
3194     remove_ob (tmp);
3195     free_object (tmp);
3196     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197     }
3198 root 1.28
3199 root 1.18 cure_disease (op, 0); /* remove any disease */
3200    
3201     /*add_exp(op, (op->stats.exp * -0.20)); */
3202     apply_death_exp_penalty (op);
3203     if (op->stats.food < 100)
3204     op->stats.food = 900;
3205     op->stats.hp = op->stats.maxhp;
3206     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208    
3209     /*
3210     * Check to see if the player is in a shop. IF so, then check to see if
3211     * the player has any unpaid items. If so, remove them and put them back
3212     * in the map.
3213     */
3214 root 1.11
3215 root 1.18 if (is_in_shop (op))
3216     remove_unpaid_objects (op->inv, op);
3217 elmex 1.1
3218 root 1.28 /****************************************/
3219 root 1.18 /* */
3220     /* Move player to his current respawn- */
3221     /* position (usually last savebed) */
3222     /* */
3223 root 1.28 /****************************************/
3224 root 1.11
3225 root 1.18 enter_player_savebed (op);
3226    
3227     /* Save the player before inserting the force to reduce
3228     * chance of abuse.
3229     */
3230     op->contr->braced = 0;
3231     save_player (op, 1);
3232    
3233     /* it is possible that the player has blown something up
3234     * at his savebed location, and that can have long lasting
3235     * spell effects. So first see if there is a spell effect
3236     * on the space that might harm the player.
3237     */
3238     will_kill_again = 0;
3239     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 root 1.28 if (tmp->type == SPELL_EFFECT)
3241     will_kill_again |= tmp->attacktype;
3242    
3243 root 1.18 if (will_kill_again)
3244     {
3245     object *force;
3246     int at;
3247 root 1.11
3248 root 1.18 force = get_archetype (FORCE_NAME);
3249     /* 50 ticks should be enough time for the spell to abate */
3250     force->speed = 0.1;
3251     force->speed_left = -5.0;
3252     SET_FLAG (force, FLAG_APPLIED);
3253     for (at = 0; at < NROFATTACKS; at++)
3254 root 1.28 if (will_kill_again & (1 << at))
3255     force->resist[at] = 100;
3256    
3257 root 1.18 insert_ob_in_ob (force, op);
3258     fix_player (op);
3259 elmex 1.1
3260 root 1.11 }
3261 root 1.18
3262     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263     return;
3264     } /* NOT_PERMADETH */
3265     else
3266     {
3267     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268     * should probably be embedded in an else statement.
3269     */
3270    
3271     op->contr->party = NULL;
3272     if (settings.set_title == TRUE)
3273     op->contr->own_title[0] = '\0';
3274     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275     check_score (op);
3276 root 1.30
3277     if (op->contr->ranges[range_golem])
3278 root 1.18 {
3279     remove_friendly_object (op->contr->ranges[range_golem]);
3280     remove_ob (op->contr->ranges[range_golem]);
3281     free_object (op->contr->ranges[range_golem]);
3282 root 1.30 op->contr->ranges[range_golem] = 0;
3283 root 1.18 }
3284 root 1.30
3285 root 1.18 loot_object (op); /* Remove some of the items for good */
3286     remove_ob (op);
3287     op->direction = 0;
3288    
3289     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290     {
3291     delete_character (op->name, 0);
3292     if (settings.resurrection == TRUE)
3293     {
3294     /* save playerfile sans equipment when player dies
3295     ** then save it as player.pl.dead so that future resurrection
3296     ** type spells will work on them nicely
3297     */
3298     delete_character (op->name, 0);
3299     op->stats.hp = op->stats.maxhp;
3300     op->stats.food = 999;
3301    
3302     /* set the location of where the person will reappear when */
3303     /* maybe resurrection code should fix map also */
3304     strcpy (op->contr->maplevel, settings.emergency_mapname);
3305     if (op->map != NULL)
3306     op->map = NULL;
3307     op->x = settings.emergency_x;
3308     op->y = settings.emergency_y;
3309     save_player (op, 0);
3310     op->map = map;
3311     /* please see resurrection.c: peterm */
3312     dead_player (op);
3313     }
3314     else
3315 root 1.19 delete_character (op->name, 1);
3316 root 1.18 }
3317 root 1.19
3318 root 1.18 play_again (op);
3319 root 1.11
3320 root 1.18 /* peterm: added to create a corpse at deathsite. */
3321 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 root 1.18 sprintf (buf, "%s", &op->name);
3323     tmp->name = tmp->name_pl = buf;
3324     tmp->level = op->level;
3325     tmp->x = x;
3326     tmp->y = y;
3327     tmp->msg = gravestone_text (op);
3328     SET_FLAG (tmp, FLAG_UNIQUE);
3329     insert_ob_in_map (tmp, map, NULL, 0);
3330 elmex 1.1 }
3331     }
3332    
3333    
3334 root 1.18 void
3335     loot_object (object *op)
3336     { /* Grab and destroy some treasure */
3337     object *tmp, *tmp2, *next;
3338 elmex 1.1
3339 root 1.18 if (op->container)
3340     { /* close open sack first */
3341 elmex 1.1 esrv_apply_container (op, op->container);
3342 root 1.18 }
3343 elmex 1.1
3344 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3345     {
3346     next = tmp->below;
3347     if (tmp->type == EXPERIENCE || tmp->invisible)
3348     continue;
3349     remove_ob (tmp);
3350     tmp->x = op->x, tmp->y = op->y;
3351     if (tmp->type == CONTAINER)
3352     { /* empty container to ground */
3353     loot_object (tmp);
3354     }
3355     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3356     {
3357     if (tmp->nrof > 1)
3358     {
3359     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360     free_object (tmp2);
3361     insert_ob_in_map (tmp, op->map, NULL, 0);
3362     }
3363     else
3364     free_object (tmp);
3365     }
3366     else
3367     insert_ob_in_map (tmp, op->map, NULL, 0);
3368     }
3369 elmex 1.1 }
3370    
3371     /*
3372     * fix_weight(): Check recursively the weight of all players, and fix
3373     * what needs to be fixed. Refresh windows and fix speed if anything
3374     * was changed.
3375     */
3376    
3377 root 1.18 void
3378     fix_weight (void)
3379     {
3380 elmex 1.1 player *pl;
3381 root 1.18
3382     for (pl = first_player; pl != NULL; pl = pl->next)
3383     {
3384     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385    
3386     if (old == sum)
3387     continue;
3388     fix_player (pl->ob);
3389     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3390     }
3391 elmex 1.1 }
3392    
3393 root 1.18 void
3394     fix_luck (void)
3395     {
3396 elmex 1.1 player *pl;
3397 root 1.18
3398 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3399     if (!pl->ob->contr->state)
3400 root 1.18 change_luck (pl->ob, 0);
3401 elmex 1.1 }
3402    
3403    
3404     /* cast_dust() - handles op throwing objects of type 'DUST'.
3405     * This is much simpler in the new spell code - we basically
3406     * just treat this as any other spell casting object.
3407     */
3408    
3409 elmex 1.2 void
3410 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3411 elmex 1.2 {
3412     object *skop, *spob;
3413    
3414     skop = find_skill_by_name (op, throw_ob->skill);
3415    
3416     /* casting POTION 'dusts' is really a use_magic_item skill */
3417     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3418     {
3419 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3420 elmex 1.2 return;
3421     }
3422    
3423     spob = throw_ob->inv;
3424    
3425     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3426     // not pass NULL to cast_spell (which did indeed check itself, but
3427     // errors should be reported as early as possible IMHO)
3428     if (!spob)
3429     {
3430 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3431 elmex 1.2 return;
3432 elmex 1.1 }
3433    
3434 elmex 1.2 if (op->type == PLAYER)
3435 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3436 elmex 1.2
3437     cast_spell (op, throw_ob, dir, spob, NULL);
3438    
3439     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3440     remove_ob (throw_ob);
3441     free_object (throw_ob);
3442 elmex 1.1 }
3443    
3444 root 1.18 void
3445     make_visible (object *op)
3446     {
3447     op->hide = 0;
3448     op->invisible = 0;
3449     if (op->type == PLAYER)
3450     {
3451     op->contr->tmp_invis = 0;
3452     op->contr->invis_race = 0;
3453     }
3454     update_object (op, UP_OBJ_FACE);
3455     }
3456    
3457     int
3458     is_true_undead (object *op)
3459     {
3460     object *tmp = NULL;
3461    
3462     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463     return 1;
3464    
3465     if (op->type == PLAYER)
3466     for (tmp = op->inv; tmp; tmp = tmp->below)
3467     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3468     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469     return 1;
3470 elmex 1.1 return 0;
3471     }
3472    
3473     /* look at the surrounding terrain to determine
3474     * the hideability of this object. Positive levels
3475     * indicate greater hideability.
3476     */
3477    
3478 root 1.18 int
3479     hideability (object *ob)
3480     {
3481     int i, level = 0, mflag;
3482     sint16 x, y;
3483    
3484     if (!ob || !ob->map)
3485     return 0;
3486    
3487     /* so, on normal lighted maps, its hard to hide */
3488     level = ob->map->darkness - 2;
3489    
3490     /* this also picks up whether the object is glowing.
3491     * If you carry a light on a non-dark map, its not
3492     * as bad as carrying a light on a pitch dark map */
3493     if (has_carried_lights (ob))
3494     level = -(10 + (2 * ob->map->darkness));
3495    
3496     /* scan through all nearby squares for terrain to hide in */
3497     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3498     {
3499     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3500     if (mflag & P_OUT_OF_MAP)
3501     {
3502     continue;
3503     }
3504     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3505     level += 2;
3506     else /* open terrain! */
3507     level -= 1;
3508 elmex 1.1 }
3509 root 1.18
3510 elmex 1.1 #if 0
3511 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3512 elmex 1.1 #endif
3513 root 1.18 return level;
3514 elmex 1.1 }
3515    
3516     /* For Hidden creatures - a chance of becoming 'unhidden'
3517     * every time they move - as we subtract off 'invisibility'
3518     * AND, for players, if they move into a ridiculously unhideable
3519     * spot (surrounded by clear terrain in broad daylight). -b.t.
3520     */
3521    
3522 root 1.18 void
3523     do_hidden_move (object *op)
3524     {
3525     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3526     object *skop;
3527    
3528     if (!op || !op->map)
3529     return;
3530    
3531     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3532    
3533     /* its *extremely* hard to run and sneak/hide at the same time! */
3534     if (op->type == PLAYER && op->contr->run_on)
3535     {
3536     if (!skop || num >= skop->level)
3537     {
3538     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3539     make_visible (op);
3540     return;
3541     }
3542     else
3543     num += 20;
3544 elmex 1.1 }
3545 root 1.18 num += op->map->difficulty;
3546     hide = hideability (op); /* modify by terrain hidden level */
3547     num -= hide;
3548     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549     {
3550     make_visible (op);
3551     if (op->type == PLAYER)
3552     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3553 elmex 1.1 }
3554 root 1.18 else if (op->type == PLAYER && skop)
3555     {
3556     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3557 elmex 1.1 }
3558     }
3559    
3560     /* determine if who is standing near a hostile creature. */
3561    
3562 root 1.18 int
3563     stand_near_hostile (object *who)
3564     {
3565     object *tmp = NULL;
3566     int i, friendly = 0, player = 0, mflags;
3567 root 1.25 maptile *m;
3568 root 1.18 sint16 x, y;
3569    
3570     if (!who)
3571     return 0;
3572    
3573     if (who->type == PLAYER)
3574     player = 1;
3575    
3576     else
3577     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3578    
3579     /* search adjacent squares */
3580     for (i = 1; i < 9; i++)
3581     {
3582     x = who->x + freearr_x[i];
3583     y = who->y + freearr_y[i];
3584     m = who->map;
3585     mflags = get_map_flags (m, &m, x, y, &x, &y);
3586     /* space must be blocked if there is a monster. If not
3587     * blocked, don't need to check this space.
3588     */
3589     if (mflags & P_OUT_OF_MAP)
3590     continue;
3591     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3592     continue;
3593    
3594     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3595     {
3596     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3597     return 1;
3598     else if (tmp->type == PLAYER)
3599     {
3600     /*don't let a hidden DM prevent you from hiding */
3601     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3602 root 1.11 return 1;
3603 root 1.18 }
3604 root 1.11 }
3605 elmex 1.1 }
3606 root 1.18 return 0;
3607 elmex 1.1 }
3608    
3609     /* check the player los field for viewability of the
3610     * object op. This function works fine for monsters,
3611     * but we dont worry if the object isnt the top one in
3612     * a pile (say a coin under a table would return "viewable"
3613     * by this routine). Another question, should we be
3614     * concerned with the direction the player is looking
3615     * in? Realistically, most of use cant see stuff behind
3616     * our backs...on the other hand, does the "facing" direction
3617     * imply the way your head, or body is facing? Its possible
3618     * for them to differ. Sigh, this fctn could get a bit more complex.
3619     * -b.t.
3620     * This function is now map tiling safe.
3621     */
3622    
3623 root 1.18 int
3624     player_can_view (object *pl, object *op)
3625     {
3626     rv_vector rv;
3627     int dx, dy;
3628    
3629     if (pl->type != PLAYER)
3630     {
3631     LOG (llevError, "player_can_view() called for non-player object\n");
3632     return -1;
3633 elmex 1.1 }
3634 root 1.18 if (!pl || !op)
3635 elmex 1.1 return 0;
3636 root 1.18
3637     if (op->head)
3638     {
3639     op = op->head;
3640     }
3641     get_rangevector (pl, op, &rv, 0x1);
3642    
3643     /* starting with the 'head' part, lets loop
3644     * through the object and find if it has any
3645     * part that is in the los array but isnt on
3646     * a blocked los square.
3647     * we use the archetype to figure out offsets.
3648     */
3649     while (op)
3650     {
3651     dx = rv.distance_x + op->arch->clone.x;
3652     dy = rv.distance_y + op->arch->clone.y;
3653    
3654     /* only the viewable area the player sees is updated by LOS
3655     * code, so we need to restrict ourselves to that range of values
3656     * for any meaningful values.
3657     */
3658     if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3659     FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3660     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3661     return 1;
3662     op = op->more;
3663     }
3664     return 0;
3665 elmex 1.1 }
3666    
3667     /* routine for both players and monsters. We call this when
3668     * there is a possibility for our action distrubing our hiding
3669     * place or invisiblity spell. Artefact invisiblity is not
3670     * effected by this. If we arent invisible to begin with, we
3671     * return 0.
3672     */
3673 root 1.18 int
3674     action_makes_visible (object *op)
3675     {
3676    
3677     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3678     {
3679     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3680     return 0;
3681    
3682     if (op->contr && op->contr->tmp_invis == 0)
3683     return 0;
3684 elmex 1.1
3685 root 1.18 /* If monsters, they should become visible */
3686     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3687     {
3688     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3689     return 1;
3690 root 1.11 }
3691 elmex 1.1 }
3692 root 1.18 return 0;
3693 elmex 1.1 }
3694    
3695     /* op_on_battleground - checks if the given object op (usually
3696     * a player) is standing on a valid battleground-tile,
3697     * function returns TRUE/FALSE. If true x, y returns the battleground
3698     * -exit-coord. (and if x, y not NULL)
3699     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3700     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3701     * Default is to do the same as before, so only people wanting to have different points need worry about this
3702     */
3703 root 1.18 int
3704     op_on_battleground (object *op, int *x, int *y)
3705     {
3706 elmex 1.1 object *tmp;
3707 root 1.18
3708 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3709     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3710     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3711     * and the exit-coordinates sp/hp must both be > 0.
3712     * => The intention here is to prevent abuse of the battleground-
3713     * feature (like pickable or hidden battleground tiles). */
3714 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3715     {
3716     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3717     {
3718     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3719     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3720     {
3721     /*before we assign the exit, check if this is a teambattle */
3722     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3723     {
3724     object *invtmp;
3725    
3726     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3727     {
3728     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3729     {
3730     if (x != NULL && y != NULL)
3731     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3732     return 1;
3733     }
3734     }
3735     }
3736     if (x != NULL && y != NULL)
3737     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3738     return 1;
3739     }
3740     }
3741 elmex 1.1 }
3742     /* If we got here, did not find a battleground */
3743     return 0;
3744     }
3745    
3746     /*
3747     * When a dragon-player gains a new stage of evolution,
3748     * he gets some treasure
3749     *
3750     * attributes:
3751     * object *who the dragon player
3752     * int atnr the attack-number of the ability focus
3753     * int level ability level
3754     */
3755 root 1.18 void
3756     dragon_ability_gain (object *who, int atnr, int level)
3757     {
3758     treasurelist *trlist = NULL; /* treasurelist */
3759     treasure *tr; /* treasure */
3760     object *tmp, *skop; /* tmp. object */
3761     object *item; /* treasure object */
3762     char buf[MAX_BUF]; /* tmp. string buffer */
3763     int i = 0, j = 0;
3764    
3765     /* get the appropriate treasurelist */
3766     if (atnr == ATNR_FIRE)
3767     trlist = find_treasurelist ("dragon_ability_fire");
3768     else if (atnr == ATNR_COLD)
3769     trlist = find_treasurelist ("dragon_ability_cold");
3770     else if (atnr == ATNR_ELECTRICITY)
3771     trlist = find_treasurelist ("dragon_ability_elec");
3772     else if (atnr == ATNR_POISON)
3773     trlist = find_treasurelist ("dragon_ability_poison");
3774    
3775     if (trlist == NULL || who->type != PLAYER)
3776     return;
3777    
3778     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3779    
3780     if (tr == NULL || tr->item == NULL)
3781     {
3782     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3783     return;
3784 elmex 1.1 }
3785    
3786 root 1.18 /* everything seems okay - now bring on the gift: */
3787     item = &(tr->item->clone);
3788 elmex 1.1
3789 root 1.18 if (item->type == SPELL)
3790     {
3791     if (check_spell_known (who, item->name))
3792 root 1.11 return;
3793 root 1.18
3794     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3795     do_learn_spell (who, item, 0);
3796     return;
3797 elmex 1.1 }
3798    
3799 root 1.18 /* grant direct spell */
3800     if (item->type == SPELLBOOK)
3801     {
3802     if (!item->inv)
3803     {
3804     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3805     return;
3806     }
3807     if (check_spell_known (who, item->inv->name))
3808     return;
3809     if (item->invisible)
3810     {
3811     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3812     do_learn_spell (who, item->inv, 0);
3813     return;
3814 root 1.11 }
3815 root 1.18 }
3816     else if (item->type == SKILL_TOOL && item->invisible)
3817     {
3818     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3819     {
3820    
3821     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3822     * in this way, if the player is missing any of the attacktypes, he gets
3823     * them. As it is now, if the player has any that match the granted skill,
3824     * but not all of them, he gets nothing.
3825     */
3826     if (!(skop->attacktype & item->attacktype))
3827     {
3828     /* Give new attacktype */
3829     skop->attacktype |= item->attacktype;
3830    
3831     /* always add physical if there's none */
3832     skop->attacktype |= AT_PHYSICAL;
3833    
3834     if (item->msg != NULL)
3835     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3836    
3837     /* Give player new face */
3838     if (item->animation_id)
3839     {
3840     who->face = skop->face;
3841     who->animation_id = item->animation_id;
3842     who->anim_speed = item->anim_speed;
3843     who->last_anim = 0;
3844     who->state = 0;
3845     animate_object (who, who->direction);
3846     }
3847     }
3848 root 1.11 }
3849 elmex 1.1 }
3850 root 1.18 else if (item->type == FORCE)
3851     {
3852     /* forces in the treasurelist can alter the player's stats */
3853     object *skin;
3854 elmex 1.1
3855 root 1.18 /* first get the dragon skin force */
3856     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3857     if (skin == NULL)
3858     return;
3859    
3860     /* adding new spellpath attunements */
3861     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862     {
3863     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3864    
3865     /* print message */
3866     sprintf (buf, "You feel attuned to ");
3867     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3868     {
3869     if (item->path_attuned & (1 << i))
3870     {
3871     if (j)
3872     strcat (buf, " and ");
3873     else
3874     j = 1;
3875     strcat (buf, spellpathnames[i]);
3876     }
3877     }
3878     strcat (buf, ".");
3879     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3880     }
3881    
3882     /* evtl. adding flags: */
3883     if (QUERY_FLAG (item, FLAG_XRAYS))
3884     SET_FLAG (skin, FLAG_XRAYS);
3885     if (QUERY_FLAG (item, FLAG_STEALTH))
3886     SET_FLAG (skin, FLAG_STEALTH);
3887     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3888     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3889    
3890     /* print message if there is one */
3891     if (item->msg != NULL)
3892     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3893     }
3894     else
3895     {
3896     /* generate misc. treasure */
3897     tmp = arch_to_object (tr->item);
3898     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3899     tmp = insert_ob_in_ob (tmp, who);
3900     if (who->type == PLAYER)
3901     esrv_send_item (who, tmp);
3902 elmex 1.1 }
3903     }
3904    
3905     /**
3906     * Unready an object for a player. This function does nothing if the object was
3907     * not readied.
3908     */
3909 root 1.18 void
3910     player_unready_range_ob (player *pl, object *ob)
3911     {
3912     rangetype i;
3913 elmex 1.1
3914 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3915     {
3916     if (pl->ranges[i] == ob)
3917     {
3918     pl->ranges[i] = NULL;
3919     if (pl->shoottype == i)
3920     {
3921     pl->shoottype = range_none;
3922 elmex 1.1 }
3923     }
3924     }
3925     }