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Revision: 1.31
Committed: Mon Dec 11 19:46:47 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.30: +1 -3 lines
Log Message:
removed #ifn?def WIN32 from all files

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 pippijn 1.31 #include <pwd.h>
26 elmex 1.1 #ifndef __CEXTRACT__
27 root 1.18 # include <sproto.h>
28 elmex 1.1 #endif
29     #include <sounds.h>
30     #include <living.h>
31     #include <object.h>
32     #include <spells.h>
33     #include <skills.h>
34     #include <newclient.h>
35    
36     #ifdef COZY_SERVER
37     extern int same_party (partylist *a, partylist *b);
38     #endif
39    
40 root 1.18 player *
41     find_player (const char *plname)
42 elmex 1.1 {
43     player *pl;
44 root 1.18
45     for (pl = first_player; pl != NULL; pl = pl->next)
46     {
47     if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 elmex 1.1 return pl;
49 root 1.18 };
50 elmex 1.1 return NULL;
51     }
52    
53 root 1.18 player *
54     find_player_partial_name (const char *plname)
55     {
56     player *pl;
57     player *found = NULL;
58     size_t namelen = strlen (plname);
59    
60     for (pl = first_player; pl != NULL; pl = pl->next)
61 elmex 1.1 {
62 root 1.18 if ((size_t) strlen (pl->ob->name) < namelen)
63     continue;
64 elmex 1.1
65 root 1.18 if (!strcmp (pl->ob->name, plname))
66     return pl;
67 elmex 1.1
68 root 1.18 if (!strncasecmp (pl->ob->name, plname, namelen))
69     {
70     if (found)
71     return NULL;
72 elmex 1.1
73 root 1.18 found = pl;
74 elmex 1.1 }
75     }
76 root 1.18 return found;
77     }
78    
79     void
80     display_motd (const object *op)
81     {
82     char buf[MAX_BUF];
83     char motd[HUGE_BUF];
84     FILE *fp;
85     int comp;
86     int size;
87 elmex 1.1
88 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90     {
91     return;
92 elmex 1.1 }
93 root 1.18 motd[0] = '\0';
94     size = 0;
95     while (fgets (buf, MAX_BUF, fp) != NULL)
96     {
97     if (*buf == '#')
98     continue;
99     strncat (motd + size, buf, HUGE_BUF - size);
100     size += strlen (buf);
101 elmex 1.1 }
102 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103     close_and_delete (fp, comp);
104 elmex 1.1 }
105    
106 root 1.18 void
107     send_rules (const object *op)
108     {
109     char buf[MAX_BUF];
110     char rules[HUGE_BUF];
111     FILE *fp;
112     int comp;
113     int size;
114    
115     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117     {
118     return;
119 elmex 1.1 }
120 root 1.18 rules[0] = '\0';
121     size = 0;
122     while (fgets (buf, MAX_BUF, fp) != NULL)
123     {
124     if (*buf == '#')
125 elmex 1.1 continue;
126 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
127     {
128     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 elmex 1.1 break;
130 root 1.18 }
131     strncat (rules + size, buf, HUGE_BUF - size);
132     size += strlen (buf);
133 elmex 1.1 }
134 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135     close_and_delete (fp, comp);
136 elmex 1.1 }
137    
138 root 1.18 void
139     send_news (const object *op)
140     {
141     char buf[MAX_BUF];
142     char news[HUGE_BUF];
143     char subject[MAX_BUF];
144     FILE *fp;
145     int comp;
146     int size;
147    
148     sprintf (buf, "%s/%s", settings.confdir, settings.news);
149     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150     return;
151     news[0] = '\0';
152     subject[0] = '\0';
153     size = 0;
154     while (fgets (buf, MAX_BUF, fp) != NULL)
155     {
156     if (*buf == '#')
157     continue;
158     if (*buf == '%')
159     { /* send one news */
160     if (size > 0)
161     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 */
162     strcpy (subject, buf + 1);
163     strip_endline (subject);
164     size = 0;
165     news[0] = '\0';
166     }
167     else
168     {
169     if (size + strlen (buf) >= HUGE_BUF)
170     {
171     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
172 elmex 1.1 break;
173 root 1.18 }
174     strncat (news + size, buf, HUGE_BUF - size);
175     size += strlen (buf);
176     }
177 elmex 1.1 }
178 root 1.18
179     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
181     close_and_delete (fp, comp);
182 elmex 1.1 }
183    
184 root 1.18 int
185     playername_ok (const char *cp)
186     {
187     /* Don't allow - or _ as first character in the name */
188     if (*cp == '-' || *cp == '_')
189     return 0;
190 elmex 1.1
191 root 1.18 for (; *cp != '\0'; cp++)
192     if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193     return 0;
194     return 1;
195 elmex 1.1 }
196    
197     /* This no longer sets the player map. Also, it now updates
198     * all the pointers so the caller doesn't need to do that.
199     * Caller is responsible for setting the correct map.
200     */
201    
202     /* Redo this to do both get_player_ob and get_player.
203     * Hopefully this will be less bugfree and simpler.
204     * Returns the player structure. If 'p' is null,
205     * we create a new one. Otherwise, we recycle
206     * the one that is passed.
207     */
208 root 1.15 static player *
209 root 1.18 get_player (player *p)
210 root 1.15 {
211     object *op = arch_to_object (get_player_archetype (NULL));
212     int i;
213    
214     if (!p)
215     {
216     p = new player;
217    
218     /* This adds the player in the linked list. There is extra
219     * complexity here because we want to add the new player at the
220     * end of the list - there is in fact no compelling reason that
221     * that needs to be done except for things like output of
222     * 'who'.
223     */
224     player *tmp = first_player;
225 root 1.18
226 root 1.15 while (tmp != NULL && tmp->next != NULL)
227 root 1.18 tmp = tmp->next;
228 root 1.15 if (tmp != NULL)
229 root 1.18 tmp->next = p;
230 root 1.15 else
231 root 1.18 first_player = p;
232 elmex 1.1
233 root 1.15 p->next = NULL;
234 elmex 1.1 }
235    
236 root 1.15 /* Clears basically the entire player structure except
237     * for next and socket.
238     */
239 root 1.16 p->clear ();
240 root 1.15
241     /* There are some elements we want initialized to non zero value -
242     * we deal with that below this point.
243     */
244     p->party = NULL;
245 root 1.18 p->outputs_sync = 16; /* Every 2 seconds */
246     p->outputs_count = 8; /* Keeps present behaviour */
247 root 1.15 p->unapply = unapply_nochoice;
248     p->Swap_First = -1;
249 elmex 1.1
250     #ifdef AUTOSAVE
251 root 1.15 p->last_save_tick = 9999999;
252 elmex 1.1 #endif
253 root 1.15
254 root 1.18 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255 root 1.15
256 root 1.18 op->contr = p; /* this aren't yet in archetype */
257 root 1.15 p->ob = op;
258     op->speed_left = 0.5;
259     op->speed = 1.0;
260 root 1.18 op->direction = 5; /* So player faces south */
261 root 1.15 op->stats.wc = 2;
262 root 1.18 op->run_away = 25; /* Then we panick... */
263     p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264 root 1.15
265     roll_stats (op);
266     p->state = ST_ROLL_STAT;
267     clear_los (op);
268    
269     p->gen_sp_armour = 10;
270     p->last_speed = -1;
271     p->shoottype = range_none;
272     p->bowtype = bow_normal;
273     p->petmode = pet_normal;
274     p->listening = 10;
275     p->usekeys = containers;
276     p->last_weapon_sp = -1;
277 root 1.18 p->peaceful = 1; /* default peaceful */
278 root 1.15 p->do_los = 1;
279     p->explore = 0;
280 root 1.18 p->no_shout = 0; /* default can shout */
281 root 1.15
282 root 1.21 assign (p->title, op->arch->clone.name);
283 root 1.15 op->race = op->arch->clone.race;
284    
285     CLEAR_FLAG (op, FLAG_READY_SKILL);
286    
287     /* we need to clear these to -1 and not zero - otherwise,
288     * if a player quits and starts a new character, we wont
289     * send new values to the client, as things like exp start
290     * at zero.
291     */
292     for (i = 0; i < NUM_SKILLS; i++)
293     {
294     p->last_skill_exp[i] = -1;
295     p->last_skill_ob[i] = NULL;
296     }
297     for (i = 0; i < NROFATTACKS; i++)
298     {
299     p->last_resist[i] = -1;
300     }
301     p->last_stats.exp = -1;
302     p->last_weight = (uint32) - 1;
303    
304     p->socket.update_look = 0;
305     p->socket.look_position = 0;
306     return p;
307 elmex 1.1 }
308    
309     /* This loads the first map an puts the player on it. */
310 root 1.18 static void
311     set_first_map (object *op)
312 elmex 1.1 {
313 root 1.18 strcpy (op->contr->maplevel, first_map_path);
314     op->x = -1;
315     op->y = -1;
316     enter_exit (op, NULL);
317 elmex 1.1 }
318    
319     /* Tries to add player on the connection passwd in ns.
320     * All we can really get in this is some settings like host and display
321     * mode.
322     */
323    
324 root 1.18 int
325     add_player (NewSocket * ns)
326     {
327     player *p;
328    
329     p = get_player (NULL);
330     p->socket = *ns;
331     p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 root 1.26
333 root 1.18 if (p->socket.faces_sent == NULL)
334     fatal (OUT_OF_MEMORY);
335 root 1.26
336 root 1.18 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337     /* Needed because the socket we just copied over needs to be cleared.
338     * Note that this can result in a client reset if there is partial data
339     * on the uncoming socket.
340     */
341     p->socket.inbuf.len = 0;
342     set_first_map (p->ob);
343 elmex 1.1
344 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345     add_friendly_object (p->ob);
346     send_rules (p->ob);
347     send_news (p->ob);
348     display_motd (p->ob);
349     get_name (p->ob);
350 root 1.26
351 root 1.18 return 0;
352 elmex 1.1 }
353    
354     /*
355     * get_player_archetype() return next player archetype from archetype
356     * list. Not very efficient routine, but used only creating new players.
357     * Note: there MUST be at least one player archetype!
358     */
359 root 1.18 archetype *
360     get_player_archetype (archetype *at)
361 elmex 1.1 {
362 root 1.18 archetype *start = at;
363    
364     for (;;)
365     {
366     if (at == NULL || at->next == NULL)
367     at = first_archetype;
368     else
369     at = at->next;
370     if (at->clone.type == PLAYER)
371     return at;
372     if (at == start)
373     {
374     LOG (llevError, "No Player archetypes\n");
375     exit (-1);
376 root 1.11 }
377 elmex 1.1 }
378     }
379    
380    
381 root 1.18 object *
382     get_nearest_player (object *mon)
383     {
384     object *op = NULL;
385     player *pl = NULL;
386     objectlink *ol;
387     unsigned lastdist;
388     rv_vector rv;
389    
390     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
391     {
392     /* We should not find free objects on this friendly list, but it
393     * does periodically happen. Given that, lets deal with it.
394     * While unlikely, it is possible the next object on the friendly
395     * list is also free, so encapsulate this in a while loop.
396     */
397     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
398     {
399     object *tmp = ol->ob;
400    
401     /* Can't do much more other than log the fact, because the object
402     * itself will have been cleared.
403     */
404     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
405     ol = ol->next;
406     remove_friendly_object (tmp);
407     if (!ol)
408     return op;
409     }
410 root 1.11
411 root 1.18 /* Remove special check for player from this. First, it looks to cause
412     * some crashes (ol->ob->contr not set properly?), but secondly, a more
413     * complicated method of state checking would be needed in any case -
414     * as it was, a clever player could type quit, and the function would
415     * skip them over while waiting for confirmation. Remove
416     * on_same_map check, as can_detect_enemy also does this
417     */
418     if (!can_detect_enemy (mon, ol->ob, &rv))
419     continue;
420 root 1.11
421 root 1.18 if (lastdist > rv.distance)
422     {
423     op = ol->ob;
424     lastdist = rv.distance;
425 root 1.11 }
426 elmex 1.1 }
427 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
428     {
429     if (can_detect_enemy (mon, pl->ob, &rv))
430     {
431 elmex 1.1
432 root 1.18 if (lastdist > rv.distance)
433     {
434     op = pl->ob;
435     lastdist = rv.distance;
436 root 1.11 }
437     }
438 elmex 1.1 }
439     #if 0
440 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441 elmex 1.1 #endif
442 root 1.18 return op;
443 elmex 1.1 }
444    
445     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
446     * result in a monster paths backtracking. It basically determines how large a
447     * detour a monster will take from the direction path when looking
448     * for a path to the player. The values are in the amount of direction
449     * the deviation is
450     */
451     #define DETOUR_AMOUNT 2
452    
453     /* This is used to prevent infinite loops. Consider a case where the
454     * player is in a chamber (with gate closed), and monsters are outside.
455     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
456     * find a path into the chamber. This is a good thing, but since there
457     * is no real path, it will just keep circling the chamber for
458     * ever (this could be a nice effect for monsters, but not for the function
459     * to get stuck in. I think for the monsters, if max is reached and
460     * we return the first direction the creature could move would result in the
461     * circling behaviour. Unfortunately, this function is also used to determined
462     * if the creature should cast a spell, so returning a direction in that case
463     * is probably not a good thing.
464     */
465     #define MAX_SPACES 50
466    
467    
468     /*
469     * Returns the direction to the player, if valid. Returns 0 otherwise.
470     * modified to verify there is a path to the player. Does this by stepping towards
471     * player and if path is blocked then see if blockage is close enough to player that
472     * direction to player is changed (ie zig or zag). Continue zig zag until either
473     * reach player or path is blocked. Thus, will only return true if there is a free
474     * path to player. Though path may not be a straight line. Note that it will find
475     * player hiding along a corridor at right angles to the corridor with the monster.
476     *
477     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
478     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
479     * down corriders.
480     * 2) I think the old code was broken if the first direction the monster
481     * should move was blocked - the code would store the first direction without
482     * verifying that the player can actually move in that direction. The new
483     * code does not store anything in firstdir until we have verified that the
484     * monster can in fact move one space in that direction.
485     * 3) I'm not sure how good this code will be for moving multipart monsters,
486     * since only simple checks to blocked are being called, which could mean the monster
487     * is blocking itself.
488     */
489 root 1.18 int
490     path_to_player (object *mon, object *pl, unsigned mindiff)
491     {
492     rv_vector rv;
493     sint16 x, y;
494     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
495 root 1.25 maptile *m, *lastmap;
496 root 1.18
497     get_rangevector (mon, pl, &rv, 0);
498    
499     if (rv.distance < mindiff)
500     return 0;
501    
502     x = mon->x;
503     y = mon->y;
504     m = mon->map;
505     dir = rv.direction;
506     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
507     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
508     /* If we can't solve it within the search distance, return now. */
509     if (diff > max)
510     return 0;
511     while (diff > 1 && max > 0)
512     {
513     lastx = x;
514     lasty = y;
515     lastmap = m;
516     x = lastx + freearr_x[dir];
517     y = lasty + freearr_y[dir];
518    
519     mflags = get_map_flags (m, &m, x, y, &x, &y);
520     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
521    
522     /* Space is blocked - try changing direction a little */
523     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
524     && (m == mon->map && blocked_link (mon, m, x, y))))
525     {
526     /* recalculate direction from last good location. Possible
527     * we were not traversing ideal location before.
528     */
529     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
530     if (rv.direction != dir)
531     {
532     /* OK - says direction should be different - lets reset the
533     * the values so it will try again.
534     */
535     x = lastx;
536     y = lasty;
537     m = lastmap;
538     dir = firstdir = rv.direction;
539     }
540     else
541     {
542     /* direct path is blocked - try taking a side step to
543     * either the left or right.
544     * Note increase the values in the loop below to be
545     * more than -1/1 respectively will mean the monster takes
546     * bigger detour. Have to be careful about these values getting
547     * too big (3 or maybe 4 or higher) as the monster may just try
548     * stepping back and forth
549     */
550     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
551     {
552     if (i == 0)
553     continue; /* already did this, so skip it */
554     /* Use lastdir here - otherwise,
555     * since the direction that the creature should move in
556     * may change, you could get infinite loops.
557     * ie, player is northwest, but monster can only
558     * move west, so it does that. It goes some distance,
559     * gets blocked, finds that it should move north,
560     * can't do that, but now finds it can move east, and
561     * gets back to its original point. lastdir contains
562     * the last direction the creature has successfully
563     * moved.
564     */
565    
566     x = lastx + freearr_x[absdir (lastdir + i)];
567     y = lasty + freearr_y[absdir (lastdir + i)];
568     m = lastmap;
569     mflags = get_map_flags (m, &m, x, y, &x, &y);
570     if (mflags & P_OUT_OF_MAP)
571     continue;
572     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
573     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
574     continue;
575     if (mflags & P_BLOCKSVIEW)
576     continue;
577    
578     if (m == mon->map && blocked_link (mon, m, x, y))
579     break;
580     }
581     /* go through entire loop without finding a valid
582     * sidestep to take - thus, no valid path.
583     */
584     if (i == (DETOUR_AMOUNT + 1))
585     return 0;
586     diff--;
587     lastdir = dir;
588     max--;
589     if (!firstdir)
590     firstdir = dir + i;
591     } /* else check alternate directions */
592     } /* if blocked */
593     else
594     {
595     /* we moved towards creature, so diff is less */
596     diff--;
597     max--;
598     lastdir = dir;
599     if (!firstdir)
600     firstdir = dir;
601     }
602     if (diff <= 1)
603     {
604     /* Recalculate diff (distance) because we may not have actually
605     * headed toward player for entire distance.
606     */
607     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
609     }
610     if (diff > max)
611     return 0;
612     }
613     /* If we reached the max, didn't find a direction in time */
614     if (!max)
615     return 0;
616    
617     return firstdir;
618     }
619    
620     void
621     give_initial_items (object *pl, treasurelist * items)
622     {
623     object *op, *next = NULL;
624    
625     if (pl->randomitems != NULL)
626     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
627    
628     for (op = pl->inv; op; op = next)
629     {
630     next = op->below;
631    
632     /* Forces get applied per default, unless they have the
633     * flag "neutral" set. Sorry but I can't think of a better way
634     */
635     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
636     SET_FLAG (op, FLAG_APPLIED);
637    
638     /* we never give weapons/armour if these cannot be used
639     * by this player due to race restrictions
640     */
641     if (pl->type == PLAYER)
642     {
643     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
644     (op->type == ARMOUR || op->type == BOOTS ||
645     op->type == CLOAK || op->type == HELMET ||
646     op->type == SHIELD || op->type == GLOVES ||
647     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648     {
649     remove_ob (op);
650     free_object (op);
651     continue;
652     }
653 root 1.11 }
654    
655 root 1.18 /* This really needs to be better - we should really give
656     * a substitute spellbook. The problem is that we don't really
657     * have a good idea what to replace it with (need something like
658     * a first level treasurelist for each skill.)
659     * remove duplicate skills also
660     */
661     if (op->type == SPELLBOOK || op->type == SKILL)
662     {
663     object *tmp;
664 elmex 1.1
665 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
666     if (tmp->type == op->type && tmp->name == op->name)
667     break;
668 root 1.11
669 root 1.18 if (tmp)
670     {
671     remove_ob (op);
672     free_object (op);
673     LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674     continue;
675 root 1.11 }
676 root 1.18 if (op->nrof > 1)
677     op->nrof = 1;
678 root 1.11 }
679 elmex 1.1
680 root 1.18 if (op->type == SPELLBOOK && op->inv)
681     {
682     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
683 root 1.11 }
684    
685 root 1.18 /* Give starting characters identified, uncursed, and undamned
686     * items. Just don't identify gold or silver, or it won't be
687     * merged properly.
688     */
689     if (need_identify (op))
690     {
691     SET_FLAG (op, FLAG_IDENTIFIED);
692     CLEAR_FLAG (op, FLAG_CURSED);
693     CLEAR_FLAG (op, FLAG_DAMNED);
694     }
695     if (op->type == SPELL)
696     {
697     remove_ob (op);
698     free_object (op);
699     continue;
700     }
701     else if (op->type == SKILL)
702     {
703     SET_FLAG (op, FLAG_CAN_USE_SKILL);
704     op->stats.exp = 0;
705     op->level = 1;
706 root 1.11 }
707 root 1.18 /* lock all 'normal items by default */
708     else
709     SET_FLAG (op, FLAG_INV_LOCKED);
710     } /* for loop of objects in player inv */
711    
712     /* Need to set up the skill pointers */
713     link_player_skills (pl);
714     }
715    
716     void
717     get_name (object *op)
718     {
719     op->contr->write_buf[0] = '\0';
720     op->contr->state = ST_GET_NAME;
721     send_query (&op->contr->socket, 0, "What is your name?\n:");
722     }
723    
724     void
725     get_password (object *op)
726     {
727     op->contr->write_buf[0] = '\0';
728     op->contr->state = ST_GET_PASSWORD;
729     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730     }
731    
732     void
733     play_again (object *op)
734     {
735     op->contr->state = ST_PLAY_AGAIN;
736     op->chosen_skill = NULL;
737     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738     /* a bit of a hack, but there are various places early in th
739     * player creation process that a user can quit (eg, roll
740     * stats) that isn't removing the player. Taking a quick
741     * look, there are many places that call play_again without
742     * removing the player - it probably makes more sense
743     * to leave it to play_again to remove the object in all
744     * cases.
745     */
746     if (!QUERY_FLAG (op, FLAG_REMOVED))
747     remove_ob (op);
748     /* Need to set this to null - otherwise, it could point to garbage,
749     * and draw() doesn't check to see if the player is removed, only if
750     * the map is null or not swapped out.
751     */
752     op->map = NULL;
753     }
754    
755     int
756     receive_play_again (object *op, char key)
757     {
758     if (key == 'q' || key == 'Q')
759     {
760     remove_friendly_object (op);
761     leave (op->contr, 0); /* ericserver will draw the message */
762     return 2;
763     }
764     else if (key == 'a' || key == 'A')
765     {
766     player *pl = op->contr;
767     shstr name = op->name;
768    
769 root 1.19 op->contr = 0;
770     op->type = 0;
771 root 1.27 op->destroy (1);
772 root 1.18 pl = get_player (pl);
773     op = pl->ob;
774     add_friendly_object (op);
775     op->contr->password[0] = '~';
776     op->name = op->name_pl = 0;
777     /* Lets put a space in here */
778     new_draw_info (NDI_UNIQUE, 0, op, "\n");
779     get_name (op);
780     op->name = op->name_pl = name;
781     set_first_map (op);
782     }
783     else
784 root 1.19 /* user pressed something else so just ask again... */
785     play_again (op);
786    
787 root 1.18 return 0;
788 elmex 1.1 }
789    
790 root 1.18 void
791     confirm_password (object *op)
792     {
793 elmex 1.1
794 root 1.18 op->contr->write_buf[0] = '\0';
795     op->contr->state = ST_CONFIRM_PASSWORD;
796     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797 elmex 1.1 }
798    
799 root 1.18 void
800     get_party_password (object *op, partylist *party)
801     {
802     if (party == NULL)
803     {
804     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805     return;
806 elmex 1.1 }
807 root 1.18 op->contr->write_buf[0] = '\0';
808     op->contr->state = ST_GET_PARTY_PASSWORD;
809     op->contr->party_to_join = party;
810     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811 elmex 1.1 }
812    
813    
814     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815 root 1.18 int
816     roll_stat (void)
817     {
818     int a[4], i, j, k;
819    
820     for (i = 0; i < 4; i++)
821     a[i] = (int) RANDOM () % 6 + 1;
822    
823     for (i = 0, j = 0, k = 7; i < 4; i++)
824     if (a[i] < k)
825     k = a[i], j = i;
826    
827     for (i = 0, k = 0; i < 4; i++)
828     {
829     if (i != j)
830     k += a[i];
831     }
832     return k;
833     }
834    
835     void
836     roll_stats (object *op)
837     {
838     int sum = 0;
839     int i = 0, j = 0;
840     int statsort[7];
841    
842     do
843     {
844     op->stats.Str = roll_stat ();
845     op->stats.Dex = roll_stat ();
846     op->stats.Int = roll_stat ();
847     op->stats.Con = roll_stat ();
848     op->stats.Wis = roll_stat ();
849     op->stats.Pow = roll_stat ();
850     op->stats.Cha = roll_stat ();
851     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852     }
853     while (sum < 82 || sum > 116);
854    
855     /* Sort the stats so that rerolling is easier... */
856     statsort[0] = op->stats.Str;
857     statsort[1] = op->stats.Dex;
858     statsort[2] = op->stats.Int;
859     statsort[3] = op->stats.Con;
860     statsort[4] = op->stats.Wis;
861     statsort[5] = op->stats.Pow;
862     statsort[6] = op->stats.Cha;
863    
864     /* a quick and dirty bubblesort? */
865     do
866     {
867     if (statsort[i] < statsort[i + 1])
868     {
869     j = statsort[i];
870     statsort[i] = statsort[i + 1];
871     statsort[i + 1] = j;
872     i = 0;
873     }
874     else
875     {
876     i++;
877     }
878     }
879     while (i < 6);
880    
881     op->stats.Str = statsort[0];
882     op->stats.Dex = statsort[1];
883     op->stats.Con = statsort[2];
884     op->stats.Int = statsort[3];
885     op->stats.Wis = statsort[4];
886     op->stats.Pow = statsort[5];
887     op->stats.Cha = statsort[6];
888    
889    
890     op->contr->orig_stats.Str = op->stats.Str;
891     op->contr->orig_stats.Dex = op->stats.Dex;
892     op->contr->orig_stats.Int = op->stats.Int;
893     op->contr->orig_stats.Con = op->stats.Con;
894     op->contr->orig_stats.Wis = op->stats.Wis;
895     op->contr->orig_stats.Pow = op->stats.Pow;
896     op->contr->orig_stats.Cha = op->stats.Cha;
897    
898     op->level = 1;
899     op->stats.exp = 0;
900     op->stats.ac = 0;
901    
902     op->contr->levhp[1] = 9;
903     op->contr->levsp[1] = 6;
904     op->contr->levgrace[1] = 3;
905    
906     fix_player (op);
907     op->stats.hp = op->stats.maxhp;
908     op->stats.sp = op->stats.maxsp;
909     op->stats.grace = op->stats.maxgrace;
910     op->contr->orig_stats = op->stats;
911     }
912    
913     void
914     Roll_Again (object *op)
915     {
916     esrv_new_player (op->contr, 0);
917     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
918     "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
919     }
920 elmex 1.1
921 root 1.18 void
922     Swap_Stat (object *op, int Swap_Second)
923     {
924     signed char tmp;
925     char buf[MAX_BUF];
926 elmex 1.1
927 root 1.18 if (op->contr->Swap_First == -1)
928     {
929     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932     return;
933 elmex 1.1 }
934    
935 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936 elmex 1.1
937 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938 elmex 1.1
939 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940 elmex 1.1
941 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942     new_draw_info (NDI_UNIQUE, 0, op, buf);
943     op->stats.Str = op->contr->orig_stats.Str;
944     op->stats.Dex = op->contr->orig_stats.Dex;
945     op->stats.Con = op->contr->orig_stats.Con;
946     op->stats.Int = op->contr->orig_stats.Int;
947     op->stats.Wis = op->contr->orig_stats.Wis;
948     op->stats.Pow = op->contr->orig_stats.Pow;
949     op->stats.Cha = op->contr->orig_stats.Cha;
950     op->stats.ac = 0;
951    
952     op->level = 1;
953     op->stats.exp = 0;
954     op->stats.ac = 0;
955    
956     op->contr->levhp[1] = 9;
957     op->contr->levsp[1] = 6;
958     op->contr->levgrace[1] = 3;
959    
960     fix_player (op);
961     op->stats.hp = op->stats.maxhp;
962     op->stats.sp = op->stats.maxsp;
963     op->stats.grace = op->stats.maxgrace;
964     op->contr->orig_stats = op->stats;
965     op->contr->Swap_First = -1;
966 elmex 1.1 }
967    
968    
969     /* This code has been greatly reduced, because with set_attr_value
970     * and get_attr_value, the stats can be accessed just numeric
971     * ids. stat_trans is a table that translate the number entered
972     * into the actual stat. It is needed because the order the stats
973     * are displayed in the stat window is not the same as how
974     * the number's access that stat. The table does that translation.
975     */
976 root 1.18 int
977     key_roll_stat (object *op, char key)
978 elmex 1.1 {
979 root 1.18 int keynum = key - '0';
980     char buf[MAX_BUF];
981     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982    
983     if (keynum > 0 && keynum <= 7)
984     {
985     if (op->contr->Swap_First == -1)
986     {
987     op->contr->Swap_First = stat_trans[keynum];
988     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989     new_draw_info (NDI_UNIQUE, 0, op, buf);
990 root 1.11 }
991 root 1.18 else
992     Swap_Stat (op, stat_trans[keynum]);
993 elmex 1.1
994 root 1.18 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995     return 1;
996 elmex 1.1 }
997 root 1.18 switch (key)
998     {
999 root 1.20 case 'n':
1000     case 'N':
1001     {
1002     SET_FLAG (op, FLAG_WIZ);
1003     if (op->map == NULL)
1004     {
1005     LOG (llevError, "Map == NULL in state 2\n");
1006     break;
1007     }
1008 elmex 1.1
1009     #if 0
1010 root 1.20 /* So that enter_exit will put us at startx/starty */
1011     op->x = -1;
1012 elmex 1.1
1013 root 1.20 enter_exit (op, NULL);
1014 elmex 1.1 #endif
1015 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
1016     /* Enter exit adds a player otherwise */
1017     add_statbonus (op);
1018     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019     "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020     op->contr->state = ST_CHANGE_CLASS;
1021     if (op->msg)
1022     new_draw_info (NDI_BLUE, 0, op, op->msg);
1023     return 0;
1024     }
1025     case 'y':
1026     case 'Y':
1027     roll_stats (op);
1028     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029     return 1;
1030 root 1.18
1031 root 1.20 case 'q':
1032     case 'Q':
1033     play_again (op);
1034     return 1;
1035 elmex 1.1
1036 root 1.20 default:
1037     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038     return 0;
1039 elmex 1.1 }
1040 root 1.18 return 0;
1041 elmex 1.1 }
1042    
1043     /* This function takes the key that is passed, and does the
1044     * appropriate action with it (change race, or other things).
1045     * The function name is for historical reasons - now we have
1046     * separate race and class; this actually changes the RACE,
1047     * not the class.
1048     */
1049    
1050 root 1.18 int
1051     key_change_class (object *op, char key)
1052 elmex 1.1 {
1053 root 1.18 int tmp_loop;
1054 elmex 1.1
1055 root 1.18 if (key == 'q' || key == 'Q')
1056     {
1057     remove_ob (op);
1058     play_again (op);
1059 elmex 1.1 return 0;
1060     }
1061 root 1.18 if (key == 'd' || key == 'D')
1062     {
1063     char buf[MAX_BUF];
1064 elmex 1.1
1065 root 1.18 /* this must before then initial items are given */
1066     esrv_new_player (op->contr, op->weight + op->carrying);
1067     create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1068 elmex 1.1
1069 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1070     INVOKE_PLAYER (LOGIN, op->contr);
1071 elmex 1.1
1072 root 1.18 op->contr->state = ST_PLAYING;
1073 root 1.11
1074 root 1.18 if (op->msg)
1075     op->msg = NULL;
1076 elmex 1.1
1077 root 1.18 /* We create this now because some of the unique maps will need it
1078     * to save here.
1079     */
1080     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1081     make_path_to_file (buf);
1082 elmex 1.1
1083     #ifdef AUTOSAVE
1084 root 1.18 op->contr->last_save_tick = pticks;
1085 elmex 1.1 #endif
1086 root 1.18 start_info (op);
1087     CLEAR_FLAG (op, FLAG_WIZ);
1088     give_initial_items (op, op->randomitems);
1089     link_player_skills (op);
1090     esrv_send_inventory (op, op);
1091     fix_player (op);
1092 elmex 1.1
1093 root 1.18 /* This moves the player to a different start map, if there
1094     * is one for this race
1095     */
1096     if (*first_map_ext_path)
1097     {
1098     object *tmp;
1099     char mapname[MAX_BUF];
1100    
1101     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1102     tmp = get_object ();
1103     EXIT_PATH (tmp) = mapname;
1104     EXIT_X (tmp) = op->x;
1105     EXIT_Y (tmp) = op->y;
1106     enter_exit (op, tmp); /* we don't really care if it succeeded;
1107 elmex 1.1 * if the map isn't there, then stay on the
1108     * default initial map */
1109 root 1.18 free_object (tmp);
1110 elmex 1.1 }
1111 root 1.18 else
1112     {
1113     LOG (llevDebug, "first_map_ext_path not set\n");
1114     }
1115     return 0;
1116 elmex 1.1 }
1117    
1118 root 1.18 /* Following actually changes the race - this is the default command
1119     * if we don't match with one of the options above.
1120     */
1121    
1122     tmp_loop = 0;
1123     while (!tmp_loop)
1124     {
1125     shstr name = op->name;
1126     int x = op->x, y = op->y;
1127    
1128     remove_statbonus (op);
1129     remove_ob (op);
1130     op->arch = get_player_archetype (op->arch);
1131     copy_object (&op->arch->clone, op);
1132     op->instantiate ();
1133     op->stats = op->contr->orig_stats;
1134     op->name = op->name_pl = name;
1135     op->x = x;
1136     op->y = y;
1137     SET_ANIMATION (op, 2); /* So player faces south */
1138     insert_ob_in_map (op, op->map, op, 0);
1139 root 1.21 assign (op->contr->title, op->arch->clone.name);
1140 root 1.18 add_statbonus (op);
1141     tmp_loop = allowed_class (op);
1142     }
1143 root 1.19
1144 root 1.18 update_object (op, UP_OBJ_FACE);
1145     esrv_update_item (UPD_FACE, op, op);
1146     fix_player (op);
1147     op->stats.hp = op->stats.maxhp;
1148     op->stats.sp = op->stats.maxsp;
1149     op->stats.grace = 0;
1150 root 1.21
1151 root 1.18 if (op->msg)
1152     new_draw_info (NDI_BLUE, 0, op, op->msg);
1153 root 1.21
1154 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");
1155     return 0;
1156 elmex 1.1 }
1157    
1158 root 1.18 int
1159     key_confirm_quit (object *op, char key)
1160 elmex 1.1 {
1161 root 1.18 char buf[MAX_BUF];
1162 elmex 1.1
1163 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164     {
1165     op->contr->state = ST_PLAYING;
1166     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167     return 1;
1168 elmex 1.1 }
1169    
1170 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1171     INVOKE_PLAYER (QUIT, op->contr);
1172 root 1.3
1173 root 1.18 terminate_all_pets (op);
1174     leave_map (op);
1175     op->direction = 0;
1176     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177    
1178     strcpy (op->contr->killer, "quit");
1179     check_score (op);
1180     op->contr->party = NULL;
1181     if (settings.set_title == TRUE)
1182     op->contr->own_title[0] = '\0';
1183    
1184     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185     {
1186 root 1.25 maptile *mp, *next;
1187 root 1.18
1188     /* We need to hunt for any per player unique maps in memory and
1189     * get rid of them. The trailing slash in the path is intentional,
1190     * so that players named 'Ab' won't match against players 'Abe' pathname
1191     */
1192     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193     for (mp = first_map; mp != NULL; mp = next)
1194     {
1195     next = mp->next;
1196     if (!strncmp (mp->path, buf, strlen (buf)))
1197     delete_map (mp);
1198 root 1.11 }
1199 root 1.18
1200     delete_character (op->name, 1);
1201 elmex 1.1 }
1202 root 1.19
1203 root 1.18 play_again (op);
1204     return 1;
1205 elmex 1.1 }
1206    
1207 root 1.18 void
1208     flee_player (object *op)
1209     {
1210     int dir, diff;
1211     rv_vector rv;
1212    
1213     if (op->stats.hp < 0)
1214     {
1215     LOG (llevDebug, "Fleeing player is dead.\n");
1216     CLEAR_FLAG (op, FLAG_SCARED);
1217     return;
1218 elmex 1.1 }
1219    
1220 root 1.18 if (op->enemy == NULL)
1221     {
1222     LOG (llevDebug, "Fleeing player had no enemy.\n");
1223     CLEAR_FLAG (op, FLAG_SCARED);
1224     return;
1225 elmex 1.1 }
1226    
1227 root 1.18 /* Seen some crashes here. Since we don't store an
1228     * op->enemy_count, it is possible that something destroys the
1229     * actual enemy, and the object is recycled.
1230     */
1231     if (op->enemy->map == NULL)
1232     {
1233     CLEAR_FLAG (op, FLAG_SCARED);
1234     op->enemy = NULL;
1235     return;
1236 elmex 1.1 }
1237    
1238 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1239     {
1240     op->enemy = NULL;
1241     CLEAR_FLAG (op, FLAG_SCARED);
1242     return;
1243 elmex 1.1 }
1244 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1245    
1246     dir = absdir (4 + rv.direction);
1247     for (diff = 0; diff < 3; diff++)
1248     {
1249     int m = 1 - (RANDOM () & 2);
1250 elmex 1.1
1251 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1252     {
1253     return;
1254 root 1.11 }
1255 elmex 1.1 }
1256 root 1.18 /* Cornered, get rid of scared */
1257     CLEAR_FLAG (op, FLAG_SCARED);
1258     op->enemy = NULL;
1259 elmex 1.1 }
1260    
1261    
1262     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1263     * IT returns 1 if the player should keep on moving, 0 if he should
1264     * stop.
1265     */
1266 root 1.18 int
1267     check_pick (object *op)
1268     {
1269 elmex 1.1 object *tmp, *next;
1270     int stop = 0;
1271     int j, k, wvratio;
1272     char putstring[128], tmpstr[16];
1273    
1274     /* if you're flying, you cna't pick up anything */
1275     if (op->move_type & MOVE_FLYING)
1276     return 1;
1277    
1278     next = op->below;
1279    
1280     /* loop while there are items on the floor that are not marked as
1281     * destroyed */
1282 root 1.24 while (next && !next->destroyed ())
1283 root 1.18 {
1284     tmp = next;
1285     next = tmp->below;
1286 elmex 1.1
1287 root 1.24 if (op->destroyed ())
1288 elmex 1.1 return 0;
1289    
1290 root 1.18 if (!can_pick (op, tmp))
1291     continue;
1292 elmex 1.1
1293 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1294     {
1295     if (item_matched_string (op, tmp, op->contr->search_str))
1296     pick_up (op, tmp);
1297     continue;
1298 root 1.11 }
1299    
1300 root 1.18 /* high not bit set? We're using the old autopickup model */
1301     if (!(op->contr->mode & PU_NEWMODE))
1302 root 1.11 {
1303 root 1.18 switch (op->contr->mode)
1304 root 1.11 {
1305 root 1.20 case 0:
1306     return 1; /* don't pick up */
1307     case 1:
1308     pick_up (op, tmp);
1309     return 1;
1310     case 2:
1311     pick_up (op, tmp);
1312     return 0;
1313     case 3:
1314     return 0; /* stop before pickup */
1315     case 4:
1316     pick_up (op, tmp);
1317     break;
1318     case 5:
1319     pick_up (op, tmp);
1320     stop = 1;
1321     break;
1322     case 6:
1323     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1324 root 1.18 pick_up (op, tmp);
1325 root 1.20 break;
1326    
1327     case 7:
1328     if (tmp->type == MONEY || tmp->type == GEM)
1329 root 1.18 pick_up (op, tmp);
1330 root 1.20 break;
1331    
1332     default:
1333     /* use value density */
1334     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1335     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1336 root 1.18 pick_up (op, tmp);
1337 root 1.11 }
1338     }
1339 root 1.18 else
1340     { /* old model */
1341     /* NEW pickup handling */
1342     if (op->contr->mode & PU_DEBUG)
1343     {
1344     /* some debugging code to figure out item information */
1345     if (tmp->name != NULL)
1346     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1348     else
1349     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1351     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352    
1353     sprintf (putstring, "...flags: ");
1354     for (k = 0; k < 4; k++)
1355     {
1356     for (j = 0; j < 32; j++)
1357     {
1358     if ((tmp->flags[k] >> j) & 0x01)
1359     {
1360     sprintf (tmpstr, "%d ", k * 32 + j);
1361     strcat (putstring, tmpstr);
1362     }
1363     }
1364     }
1365     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366 elmex 1.1
1367     #if 0
1368 root 1.18 /* print the flags too */
1369     for (k = 0; k < 4; k++)
1370     {
1371     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372     for (j = 0; j < 32; j++)
1373     {
1374     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375     if (!((j + 1) % 4))
1376     fprintf (stderr, " ");
1377     }
1378     fprintf (stderr, " [%d]\n", k * 32);
1379     }
1380 elmex 1.1 #endif
1381 root 1.18 }
1382     /* philosophy:
1383     * It's easy to grab an item type from a pile, as long as it's
1384     * generic. This takes no game-time. For more detailed pickups
1385     * and selections, select-items shoul dbe used. This is a
1386     * grab-as-you-run type mode that's really useful for arrows for
1387     * example.
1388     * The drawback: right now it has no frontend, so you need to
1389     * stick the bits you want into a calculator in hex mode and then
1390     * convert to decimal and then 'pickup <#>
1391     */
1392    
1393     /* the first two modes are exclusive: if NOTHING we return, if
1394     * STOP then we stop. All the rest are applied sequentially,
1395     * meaning if any test passes, the item gets picked up. */
1396    
1397     /* if mode is set to pick nothing up, return */
1398    
1399     if (op->contr->mode & PU_NOTHING)
1400     return 1;
1401    
1402     /* if mode is set to stop when encountering objects, return */
1403     /* take STOP before INHIBIT since it doesn't actually pick
1404     * anything up */
1405    
1406     if (op->contr->mode & PU_STOP)
1407     return 0;
1408    
1409     /* useful for going into stores and not losing your settings... */
1410     /* and for battles wher you don't want to get loaded down while
1411     * fighting */
1412     if (op->contr->mode & PU_INHIBIT)
1413     return 1;
1414    
1415     /* prevent us from turning into auto-thieves :) */
1416     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1417     continue;
1418    
1419     /* ignore known cursed objects */
1420     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1421     continue;
1422    
1423     /* all food and drink if desired */
1424     /* question: don't pick up known-poisonous stuff? */
1425     if (op->contr->mode & PU_FOOD)
1426     if (tmp->type == FOOD)
1427     {
1428     pick_up (op, tmp);
1429     continue;
1430     }
1431 root 1.29
1432 root 1.18 if (op->contr->mode & PU_DRINK)
1433     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1434     {
1435     pick_up (op, tmp);
1436     continue;
1437     }
1438    
1439     if (op->contr->mode & PU_POTION)
1440     if (tmp->type == POTION)
1441     {
1442     pick_up (op, tmp);
1443     continue;
1444     }
1445    
1446     /* spellbooks, skillscrolls and normal books/scrolls */
1447     if (op->contr->mode & PU_SPELLBOOK)
1448     if (tmp->type == SPELLBOOK)
1449     {
1450     pick_up (op, tmp);
1451     continue;
1452     }
1453 root 1.29
1454 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1455     if (tmp->type == SKILLSCROLL)
1456     {
1457     pick_up (op, tmp);
1458     continue;
1459     }
1460 root 1.29
1461 root 1.18 if (op->contr->mode & PU_READABLES)
1462     if (tmp->type == BOOK || tmp->type == SCROLL)
1463     {
1464     pick_up (op, tmp);
1465     continue;
1466     }
1467    
1468     /* wands/staves/rods/horns */
1469     if (op->contr->mode & PU_MAGIC_DEVICE)
1470     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1471     {
1472     pick_up (op, tmp);
1473     continue;
1474     }
1475    
1476     /* pick up all magical items */
1477     if (op->contr->mode & PU_MAGICAL)
1478     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1479     {
1480     pick_up (op, tmp);
1481     continue;
1482     }
1483    
1484     if (op->contr->mode & PU_VALUABLES)
1485     {
1486     if (tmp->type == MONEY || tmp->type == GEM)
1487     {
1488     pick_up (op, tmp);
1489     continue;
1490     }
1491     }
1492    
1493     /* rings & amulets - talismans seems to be typed AMULET */
1494     if (op->contr->mode & PU_JEWELS)
1495     if (tmp->type == RING || tmp->type == AMULET)
1496     {
1497     pick_up (op, tmp);
1498 root 1.29 continue;
1499     }
1500    
1501     /* we don't forget dragon food */
1502     if (op->contr->mode & PU_FLESH)
1503     if (tmp->type == FLESH)
1504     {
1505     pick_up (op, tmp);
1506 root 1.18 continue;
1507     }
1508    
1509     /* bows and arrows. Bows are good for selling! */
1510     if (op->contr->mode & PU_BOW)
1511     if (tmp->type == BOW)
1512     {
1513     pick_up (op, tmp);
1514     continue;
1515     }
1516 root 1.29
1517 root 1.18 if (op->contr->mode & PU_ARROW)
1518     if (tmp->type == ARROW)
1519     {
1520     pick_up (op, tmp);
1521     continue;
1522     }
1523    
1524     /* all kinds of armor etc. */
1525     if (op->contr->mode & PU_ARMOUR)
1526     if (tmp->type == ARMOUR)
1527     {
1528     pick_up (op, tmp);
1529     continue;
1530     }
1531 root 1.29
1532 root 1.18 if (op->contr->mode & PU_HELMET)
1533     if (tmp->type == HELMET)
1534     {
1535     pick_up (op, tmp);
1536     continue;
1537     }
1538 root 1.29
1539 root 1.18 if (op->contr->mode & PU_SHIELD)
1540     if (tmp->type == SHIELD)
1541     {
1542     pick_up (op, tmp);
1543     continue;
1544     }
1545 root 1.29
1546 root 1.18 if (op->contr->mode & PU_BOOTS)
1547     if (tmp->type == BOOTS)
1548     {
1549     pick_up (op, tmp);
1550     continue;
1551     }
1552 root 1.29
1553 root 1.18 if (op->contr->mode & PU_GLOVES)
1554     if (tmp->type == GLOVES)
1555     {
1556     pick_up (op, tmp);
1557     continue;
1558     }
1559 root 1.29
1560 root 1.18 if (op->contr->mode & PU_CLOAK)
1561     if (tmp->type == CLOAK)
1562     {
1563     pick_up (op, tmp);
1564     continue;
1565     }
1566 elmex 1.1
1567 root 1.18 /* hoping to catch throwing daggers here */
1568     if (op->contr->mode & PU_MISSILEWEAPON)
1569     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1570     {
1571     pick_up (op, tmp);
1572     continue;
1573     }
1574 elmex 1.1
1575 root 1.18 /* careful: chairs and tables are weapons! */
1576     if (op->contr->mode & PU_ALLWEAPON)
1577     {
1578     if (tmp->type == WEAPON && tmp->name != NULL)
1579     {
1580     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1581     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1582     {
1583     pick_up (op, tmp);
1584     continue;
1585     }
1586     }
1587 root 1.29
1588 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1589     {
1590     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1591     {
1592     pick_up (op, tmp);
1593     continue;
1594     }
1595     }
1596     }
1597 elmex 1.1
1598 root 1.18 /* misc stuff that's useful */
1599     if (op->contr->mode & PU_KEY)
1600     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1601     {
1602     pick_up (op, tmp);
1603     continue;
1604     }
1605 elmex 1.1
1606 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1607     * pickups */
1608     if (op->contr->mode & PU_RATIO)
1609     {
1610     /* use value density to decide what else to grab */
1611     /* >=7 was >= op->contr->mode */
1612     /* >=7 is the old standard setting. Now we take the last 4 bits
1613     * and multiply them by 5, giving 0..15*5== 5..75 */
1614     wvratio = (op->contr->mode & PU_RATIO) * 5;
1615     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1616     {
1617     pick_up (op, tmp);
1618 elmex 1.1 #if 0
1619 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1620     if (tmp->name != NULL)
1621     {
1622     fprintf (stderr, "%s", tmp->name);
1623     }
1624     else
1625     fprintf (stderr, "%s", tmp->arch->name);
1626     fprintf (stderr, ",%d] = ", tmp->type);
1627     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1628 elmex 1.1 #endif
1629 root 1.18 continue;
1630     }
1631     }
1632     } /* the new pickup model */
1633     }
1634 root 1.29
1635 root 1.18 return !stop;
1636 elmex 1.1 }
1637    
1638     /*
1639     * Find an arrow in the inventory and after that
1640     * in the right type container (quiver). Pointer to the
1641     * found object is returned.
1642     */
1643 root 1.18 object *
1644     find_arrow (object *op, const char *type)
1645 elmex 1.1 {
1646 root 1.18 object *tmp = NULL;
1647 elmex 1.1
1648 root 1.18 for (op = op->inv; op; op = op->below)
1649     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1650     tmp = find_arrow (op, type);
1651     else if (op->type == ARROW && op->race == type)
1652     return op;
1653     return tmp;
1654 elmex 1.1 }
1655    
1656     /*
1657     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1658     * against the target. A full test is not performed, simply a basic test
1659     * of resistances. The archer is making a quick guess at what he sees down
1660     * the hall. Failing that it does it's best to pick the highest plus arrow.
1661     */
1662    
1663 root 1.18 object *
1664     find_better_arrow (object *op, object *target, const char *type, int *better)
1665 elmex 1.1 {
1666 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1667     int attacknum, attacktype, betterby = 0, i;
1668 elmex 1.1
1669 root 1.18 if (!type)
1670     return NULL;
1671 elmex 1.1
1672 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1673     {
1674     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1675     {
1676     i = 0;
1677     ntmp = find_better_arrow (arrow, target, type, &i);
1678     if (i > betterby)
1679     {
1680     tmp = ntmp;
1681     betterby = i;
1682     }
1683     }
1684     else if (arrow->type == ARROW && arrow->race == type)
1685     {
1686     /* allways prefer assasination/slaying */
1687     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1688     {
1689     if (arrow->attacktype & AT_DEATH)
1690     {
1691     *better = 100;
1692     return arrow;
1693     }
1694     else
1695     {
1696     tmp = arrow;
1697     betterby = (arrow->magic + arrow->stats.dam) * 2;
1698     }
1699     }
1700     else
1701     {
1702     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1703     {
1704     attacktype = 1 << attacknum;
1705     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1706     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1707     {
1708     tmp = arrow;
1709     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1710     }
1711 root 1.11 }
1712 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1713     {
1714     tmp = arrow;
1715     betterby = 2 + arrow->magic + arrow->stats.dam;
1716 root 1.11 }
1717 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1718     {
1719     tmp = arrow;
1720     betterby = 1 + arrow->magic + arrow->stats.dam;
1721 root 1.11 }
1722     }
1723     }
1724 elmex 1.1 }
1725 root 1.18 if (tmp == NULL && arrow == NULL)
1726     return find_arrow (op, type);
1727 elmex 1.1
1728 root 1.18 *better = betterby;
1729     return tmp;
1730 elmex 1.1 }
1731    
1732     /* looks in a given direction, finds the first valid target, and calls
1733     * find_better_arrow to find a decent arrow to use.
1734     * op = the shooter
1735     * type = bow->race
1736     * dir = fire direction
1737     */
1738    
1739 root 1.18 object *
1740     pick_arrow_target (object *op, const char *type, int dir)
1741 elmex 1.1 {
1742 root 1.18 object *tmp = NULL;
1743 root 1.25 maptile *m;
1744 root 1.18 int i, mflags, found, number;
1745     sint16 x, y;
1746    
1747     if (op->map == NULL)
1748     return find_arrow (op, type);
1749    
1750     /* do a dex check */
1751     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1752     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1753     return find_arrow (op, type);
1754    
1755     m = op->map;
1756     x = op->x;
1757     y = op->y;
1758    
1759     /* find the first target */
1760     for (i = 0, found = 0; i < 20; i++)
1761     {
1762     x += freearr_x[dir];
1763     y += freearr_y[dir];
1764     mflags = get_map_flags (m, &m, x, y, &x, &y);
1765     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1766     {
1767     tmp = NULL;
1768     break;
1769     }
1770     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1771     {
1772     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1773     * perhaps a bad assumption.
1774     */
1775     tmp = NULL;
1776     break;
1777 root 1.11 }
1778 root 1.18 if (mflags & P_IS_ALIVE)
1779     {
1780     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1781     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1782     {
1783     found++;
1784 root 1.11 break;
1785 root 1.18 }
1786     if (found)
1787     break;
1788 root 1.11 }
1789 elmex 1.1 }
1790 root 1.18 if (tmp == NULL)
1791     return find_arrow (op, type);
1792 elmex 1.1
1793 root 1.18 if (tmp->head)
1794     tmp = tmp->head;
1795 elmex 1.1
1796 root 1.18 return find_better_arrow (op, tmp, type, &i);
1797 elmex 1.1 }
1798    
1799     /*
1800     * Creature fires a bow - op can be monster or player. Returns
1801     * 1 if bow was actually fired, 0 otherwise.
1802     * op is the object firing the bow.
1803     * part is for multipart creatures - the part firing the bow.
1804     * dir is the direction of fire.
1805     * wc_mod is any special modifier to give (used in special player fire modes)
1806     * sx, sy are coordinates to fire arrow from - also used in some of the special
1807     * player fire modes.
1808     */
1809 root 1.18 int
1810     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1811 elmex 1.1 {
1812 root 1.18 object *left, *bow;
1813     int bowspeed, mflags;
1814 root 1.25 maptile *m;
1815 elmex 1.1
1816 root 1.18 if (!dir)
1817     {
1818     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1819     return 0;
1820 elmex 1.1 }
1821 root 1.18 if (op->type == PLAYER)
1822     bow = op->contr->ranges[range_bow];
1823     else
1824     {
1825     for (bow = op->inv; bow; bow = bow->below)
1826     /* Don't check for applied - monsters don't apply bows - in that way, they
1827     * don't need to switch back and forth between bows and weapons.
1828     */
1829     if (bow->type == BOW)
1830     break;
1831 root 1.11
1832 root 1.18 if (!bow)
1833     {
1834     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835     return 0;
1836 root 1.11 }
1837 elmex 1.1 }
1838 root 1.18 if (!bow->race || !bow->skill)
1839     {
1840     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1841     return 0;
1842 elmex 1.1 }
1843    
1844 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845 elmex 1.1
1846 root 1.18 /* penalize ROF for bestarrow */
1847     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1849     if (bowspeed < 1)
1850     bowspeed = 1;
1851    
1852     if (arrow == NULL)
1853     {
1854     if ((arrow = find_arrow (op, bow->race)) == NULL)
1855     {
1856     if (op->type == PLAYER)
1857     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1858     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1859     else
1860     CLEAR_FLAG (op, FLAG_READY_BOW);
1861     return 0;
1862 root 1.11 }
1863 elmex 1.1 }
1864 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865     if (mflags & P_OUT_OF_MAP)
1866     {
1867     return 0;
1868     }
1869     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870     {
1871     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1872     return 0;
1873     }
1874    
1875     /* this should not happen, but sometimes does */
1876     if (arrow->nrof == 0)
1877     {
1878     remove_ob (arrow);
1879     free_object (arrow);
1880     return 0;
1881     }
1882    
1883     left = arrow; /* these are arrows left to the player */
1884     arrow = get_split_ob (arrow, 1);
1885     if (arrow == NULL)
1886     {
1887     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1888     return 0;
1889 elmex 1.1 }
1890 root 1.18 set_owner (arrow, op);
1891     arrow->skill = bow->skill;
1892    
1893     arrow->direction = dir;
1894     arrow->x = sx;
1895     arrow->y = sy;
1896    
1897     if (op->type == PLAYER)
1898     {
1899     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900     fix_player (op);
1901 elmex 1.1 }
1902    
1903 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1904     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905     arrow->stats.hp = arrow->stats.dam;
1906     arrow->stats.grace = arrow->attacktype;
1907     if (arrow->slaying != NULL)
1908     arrow->spellarg = strdup_local (arrow->slaying);
1909    
1910     /* Note that this was different for monsters - they got their level
1911     * added to the damage. I think the strength bonus is more proper.
1912     */
1913    
1914     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1915    
1916     /* update the speed */
1917     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1919    
1920     if (arrow->speed < 1.0)
1921     arrow->speed = 1.0;
1922     update_ob_speed (arrow);
1923     arrow->speed_left = 0;
1924    
1925     if (op->type == PLAYER)
1926     {
1927     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1928     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1929     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1930    
1931     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1932 elmex 1.1 }
1933 root 1.18 else
1934     {
1935     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1936     arrow->level = op->level;
1937 elmex 1.1 }
1938 root 1.24
1939 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1940     arrow->attacktype |= bow->attacktype;
1941 root 1.24
1942 root 1.18 if (bow->slaying != NULL)
1943     arrow->slaying = bow->slaying;
1944    
1945     arrow->map = m;
1946     arrow->move_type = MOVE_FLY_LOW;
1947     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948    
1949     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1950     insert_ob_in_map (arrow, m, op, 0);
1951    
1952 root 1.24 if (!arrow->destroyed ())
1953 root 1.18 move_arrow (arrow);
1954 elmex 1.1
1955 root 1.18 if (op->type == PLAYER)
1956     {
1957 root 1.24 if (left->destroyed ())
1958     esrv_del_item (op->contr, left->count);
1959 root 1.18 else
1960     esrv_send_item (op, left);
1961 elmex 1.1 }
1962 root 1.24
1963 root 1.18 return 1;
1964 elmex 1.1 }
1965    
1966     /* Special fire code for players - this takes into
1967     * account the special fire modes players can have
1968     * but monsters can't. Putting that code here
1969     * makes the fire_bow code much cleaner.
1970     * this function should only be called if 'op' is a player,
1971     * hence the function name.
1972     */
1973 root 1.18 int
1974     player_fire_bow (object *op, int dir)
1975 elmex 1.1 {
1976 root 1.18 int ret = 0, wcmod = 0;
1977    
1978     if (op->contr->bowtype == bow_bestarrow)
1979     {
1980     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1981     }
1982     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1983     {
1984     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985     wcmod = -1;
1986     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1987     }
1988     else if (op->contr->bowtype == bow_threewide)
1989     {
1990     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1991     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1992     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1993     }
1994     else if (op->contr->bowtype == bow_spreadshot)
1995     {
1996     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1997     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1998     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1999 elmex 1.1
2000     }
2001 root 1.18 else
2002     {
2003     /* Simple case */
2004     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2005     }
2006     return ret;
2007 elmex 1.1 }
2008    
2009    
2010     /* Fires a misc (wand/rod/horn) object in 'dir'.
2011     * Broken apart from 'fire' to keep it more readable.
2012     */
2013 root 1.18 void
2014     fire_misc_object (object *op, int dir)
2015 elmex 1.1 {
2016 root 1.18 object *item;
2017 elmex 1.1
2018 root 1.18 if (!op->contr->ranges[range_misc])
2019     {
2020     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2021     return;
2022 elmex 1.1 }
2023    
2024 root 1.18 item = op->contr->ranges[range_misc];
2025     if (!item->inv)
2026     {
2027     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2028     return;
2029 elmex 1.1 }
2030 root 1.18 if (item->type == WAND)
2031     {
2032     if (item->stats.food <= 0)
2033     {
2034     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2035     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2036     return;
2037 root 1.11 }
2038 root 1.18 }
2039     else if (item->type == ROD || item->type == HORN)
2040     {
2041     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2042     {
2043     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2044     if (item->type == ROD)
2045     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2046     else
2047     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2048     return;
2049 root 1.11 }
2050 elmex 1.1 }
2051    
2052 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2053     {
2054     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2055     if (item->type == WAND)
2056     {
2057     if (!(--item->stats.food))
2058     {
2059     object *tmp;
2060    
2061     if (item->arch)
2062     {
2063     CLEAR_FLAG (item, FLAG_ANIMATE);
2064     item->face = item->arch->clone.face;
2065     item->speed = 0;
2066     update_ob_speed (item);
2067 root 1.11 }
2068 root 1.18 if ((tmp = is_player_inv (item)))
2069     esrv_update_item (UPD_ANIM, tmp, item);
2070 root 1.11 }
2071     }
2072 root 1.18 else if (item->type == ROD || item->type == HORN)
2073     {
2074     drain_rod_charge (item);
2075 root 1.11 }
2076 elmex 1.1 }
2077     }
2078    
2079     /* Received a fire command for the player - go and do it.
2080     */
2081 root 1.18 void
2082     fire (object *op, int dir)
2083     {
2084     int spellcost = 0;
2085 elmex 1.1
2086 root 1.18 /* check for loss of invisiblity/hide */
2087     if (action_makes_visible (op))
2088     make_visible (op);
2089 elmex 1.1
2090 root 1.18 switch (op->contr->shoottype)
2091     {
2092 root 1.20 case range_none:
2093     return;
2094 elmex 1.1
2095 root 1.20 case range_bow:
2096     player_fire_bow (op, dir);
2097     return;
2098 elmex 1.1
2099 root 1.20 case range_magic: /* Casting spells */
2100     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2101     return;
2102 elmex 1.1
2103 root 1.20 case range_misc:
2104     fire_misc_object (op, dir);
2105     return;
2106 root 1.11
2107 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2108 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2109 root 1.20 {
2110 root 1.30 op->contr->ranges[range_golem] = 0;
2111 root 1.20 op->contr->shoottype = range_none;
2112     }
2113     else
2114     control_golem (op->contr->ranges[range_golem], dir);
2115     return;
2116 root 1.11
2117 root 1.20 case range_skill:
2118     if (!op->chosen_skill)
2119     {
2120     if (op->type == PLAYER)
2121     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2122     return;
2123     }
2124     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2125     return;
2126     case range_builder:
2127     apply_map_builder (op, dir);
2128     return;
2129     default:
2130     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2131     return;
2132 elmex 1.1 }
2133     }
2134    
2135    
2136    
2137     /* find_key
2138     * We try to find a key for the door as passed. If we find a key
2139     * and successfully use it, we return the key, otherwise NULL
2140     * This function merges both normal and locked door, since the logic
2141     * for both is the same - just the specific key is different.
2142     * pl is the player,
2143     * inv is the objects inventory to searched
2144     * door is the door we are trying to match against.
2145     * This function can be called recursively to search containers.
2146     */
2147    
2148 root 1.18 object *
2149     find_key (object *pl, object *container, object *door)
2150 elmex 1.1 {
2151 root 1.18 object *tmp, *key;
2152 elmex 1.1
2153 root 1.18 /* Should not happen, but sanity checking is never bad */
2154     if (container->inv == NULL)
2155     return NULL;
2156 elmex 1.1
2157 root 1.18 /* First, lets try to find a key in the top level inventory */
2158     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2159     {
2160     if (door->type == DOOR && tmp->type == KEY)
2161     break;
2162     /* For sanity, we should really check door type, but other stuff
2163     * (like containers) can be locked with special keys
2164     */
2165     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166     break;
2167     }
2168     /* No key found - lets search inventories now */
2169     /* If we find and use a key in an inventory, return at that time.
2170     * otherwise, if we search all the inventories and still don't find
2171     * a key, return
2172     */
2173     if (!tmp)
2174     {
2175     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2176     {
2177     /* No reason to search empty containers */
2178     if (tmp->type == CONTAINER && tmp->inv)
2179     {
2180     if ((key = find_key (pl, tmp, door)) != NULL)
2181     return key;
2182     }
2183     }
2184     if (!tmp)
2185     return NULL;
2186 elmex 1.1 }
2187 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2188     * see if we actually want to use it
2189     */
2190     if (pl != container)
2191     {
2192     /* Only let players use keys in containers */
2193     if (!pl->contr)
2194     return NULL;
2195     /* cases where this fails:
2196     * If we only search the player inventory, return now since we
2197     * are not in the players inventory.
2198     * If the container is not active, return now since only active
2199     * containers can be used.
2200     * If we only search keyrings and the container does not have
2201     * a race/isn't a keyring.
2202     * No checking for all containers - to fall through past here,
2203     * inv must have been an container and must have been active.
2204     *
2205     * Change the color so that the message doesn't disappear with
2206     * all the others.
2207     */
2208     if (pl->contr->usekeys == key_inventory ||
2209     !QUERY_FLAG (container, FLAG_APPLIED) ||
2210     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2211     {
2212     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2214     return NULL;
2215 root 1.11 }
2216 elmex 1.1 }
2217 root 1.18 return tmp;
2218 elmex 1.1 }
2219    
2220     /* moved door processing out of move_player_attack.
2221     * returns 1 if player has opened the door with a key
2222     * such that the caller should not do anything more,
2223     * 0 otherwise
2224     */
2225 root 1.18 static int
2226     player_attack_door (object *op, object *door)
2227 elmex 1.1 {
2228    
2229 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2230     * might as well return immediately as there is nothing more to do -
2231     * otherwise, we fall through to the rest of the code.
2232     */
2233     object *key = find_key (op, op, door);
2234    
2235     /* IF we found a key, do some extra work */
2236     if (key)
2237     {
2238     object *container = key->env;
2239    
2240     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2241     if (action_makes_visible (op))
2242     make_visible (op);
2243     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244     spring_trap (door->inv, op);
2245     if (door->type == DOOR)
2246     {
2247     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2248     }
2249     else if (door->type == LOCKED_DOOR)
2250     {
2251     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2252     remove_door2 (door); /* remove door without violence ;-) */
2253     }
2254     /* Do this after we print the message */
2255     decrease_ob (key); /* Use up one of the keys */
2256     /* Need to update the weight the container the key was in */
2257     if (container != op)
2258     esrv_update_item (UPD_WEIGHT, op, container);
2259     return 1; /* Nothing more to do below */
2260     }
2261     else if (door->type == LOCKED_DOOR)
2262     {
2263     /* Might as well return now - no other way to open this */
2264     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2265     return 1;
2266 elmex 1.1 }
2267 root 1.18 return 0;
2268 elmex 1.1 }
2269    
2270     /* This function is just part of a breakup from move_player.
2271     * It should keep the code cleaner.
2272     * When this is called, the players direction has been updated
2273     * (taking into account confusion.) The player is also actually
2274     * going to try and move (not fire weapons).
2275     */
2276    
2277 root 1.18 void
2278     move_player_attack (object *op, int dir)
2279 elmex 1.1 {
2280 root 1.18 object *tmp, *mon;
2281     sint16 nx, ny;
2282     int on_battleground;
2283 root 1.25 maptile *m;
2284 root 1.18
2285     nx = freearr_x[dir] + op->x;
2286     ny = freearr_y[dir] + op->y;
2287    
2288     on_battleground = op_on_battleground (op, NULL, NULL);
2289    
2290     /* If braced, or can't move to the square, and it is not out of the
2291     * map, attack it. Note order of if statement is important - don't
2292     * want to be calling move_ob if braced, because move_ob will move the
2293     * player. This is a pretty nasty hack, because if we could
2294     * move to some space, it then means that if we are braced, we should
2295     * do nothing at all. As it is, if we are braced, we go through
2296     * quite a bit of processing. However, it probably is less than what
2297     * move_ob uses.
2298     */
2299     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2300     {
2301     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302     {
2303     m = get_map_from_coord (op->map, &nx, &ny);
2304     if (!m)
2305     return; /* Don't think this should happen */
2306     }
2307     else
2308     m = op->map;
2309    
2310     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2311     {
2312     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313     return;
2314 root 1.11 }
2315    
2316 root 1.18 mon = NULL;
2317     /* Go through all the objects, and find ones of interest. Only stop if
2318     * we find a monster - that is something we know we want to attack.
2319     * if its a door or barrel (can roll) see if there may be monsters
2320     * on the space
2321     */
2322     while (tmp != NULL)
2323     {
2324     if (tmp == op)
2325     {
2326     tmp = tmp->above;
2327     continue;
2328 root 1.11 }
2329 root 1.27
2330 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2331     {
2332     mon = tmp;
2333     break;
2334 root 1.11 }
2335 root 1.27
2336 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2337     mon = tmp;
2338 root 1.27
2339 root 1.18 tmp = tmp->above;
2340     }
2341    
2342     if (mon == NULL) /* This happens anytime the player tries to move */
2343     return; /* into a wall */
2344    
2345     if (mon->head != NULL)
2346     mon = mon->head;
2347    
2348     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2349     if (player_attack_door (op, mon))
2350     return;
2351    
2352     /* The following deals with possibly attacking peaceful
2353     * or frienddly creatures. Basically, all players are considered
2354     * unaggressive. If the moving player has peaceful set, then the
2355     * object should be pushed instead of attacked. It is assumed that
2356     * if you are braced, you will not attack friends accidently,
2357     * and thus will not push them.
2358     */
2359 root 1.11
2360 root 1.18 /* If the creature is a pet, push it even if the player is not
2361     * peaceful. Our assumption is the creature is a pet if the
2362     * player owns it and it is either friendly or unagressive.
2363     */
2364     if ((op->type == PLAYER)
2365 elmex 1.1 #if COZY_SERVER
2366 root 1.18 &&
2367     ((get_owner (mon) && get_owner (mon)->contr
2368     && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2369 elmex 1.1 #else
2370 root 1.18 && get_owner (mon) == op
2371 elmex 1.1 #endif
2372 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 root 1.11 {
2374 root 1.18 /* If we're braced, we don't want to switch places with it */
2375     if (op->contr->braced)
2376 root 1.11 return;
2377 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2378     (void) push_ob (mon, dir, op);
2379     if (op->contr->tmp_invis || op->hide)
2380     make_visible (op);
2381     return;
2382 root 1.11 }
2383    
2384 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2385     * creatures. Note that if you are braced, you can't push
2386     * someone, but put it inside this loop so that you won't
2387     * attack them either.
2388     */
2389     if ((mon->type == PLAYER || mon->enemy != op) &&
2390     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2391 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2392 root 1.18 (op->contr->peaceful
2393     || (mon->type == PLAYER
2394     && mon->contr->
2395     peaceful)) &&
2396 elmex 1.1 #else
2397 root 1.18 op->contr->peaceful &&
2398 elmex 1.1 #endif
2399 root 1.18 !on_battleground))
2400     {
2401     if (!op->contr->braced)
2402     {
2403     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2404     (void) push_ob (mon, dir, op);
2405     }
2406     else
2407     {
2408     new_draw_info (0, 0, op, "You withhold your attack");
2409 root 1.11 }
2410 root 1.18 if (op->contr->tmp_invis || op->hide)
2411     make_visible (op);
2412 root 1.11 }
2413 elmex 1.1
2414 root 1.18 /* If the object is a boulder or other rollable object, then
2415     * roll it if not braced. You can't roll it if you are braced.
2416     */
2417     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2418     {
2419     recursive_roll (mon, dir, op);
2420     if (action_makes_visible (op))
2421     make_visible (op);
2422 root 1.11 }
2423    
2424 root 1.18 /* Any generic living creature. Including things like doors.
2425     * Way it works is like this: First, it must have some hit points
2426     * and be living. Then, it must be one of the following:
2427     * 1) Not a player, 2) A player, but of a different party. Note
2428     * that party_number -1 is no party, so attacks can still happen.
2429     */
2430 root 1.11
2431 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2433     {
2434 elmex 1.1
2435 root 1.18 /* If the player hasn't hit something this tick, and does
2436     * so, give them speed boost based on weapon speed. Doing
2437     * it here is better than process_players2, which basically
2438     * incurred a 1 tick offset.
2439     */
2440     if (!op->contr->has_hit)
2441     {
2442     op->speed_left += op->speed / op->contr->weapon_sp;
2443 root 1.11
2444 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2445 root 1.11 }
2446    
2447 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2448 root 1.11
2449 root 1.18 /* If attacking another player, that player gets automatic
2450     * hitback, and doesn't loose luck either.
2451     * Disable hitback on the battleground or if the target is
2452     * the wiz.
2453     */
2454     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2455     {
2456     short luck = mon->stats.luck;
2457    
2458     mon->contr->has_hit = 1;
2459     skill_attack (op, mon, 0, NULL, NULL);
2460     mon->stats.luck = luck;
2461 root 1.11 }
2462 root 1.18 if (action_makes_visible (op))
2463     make_visible (op);
2464 root 1.11 }
2465 root 1.18 } /* if player should attack something */
2466 elmex 1.1 }
2467    
2468 root 1.18 int
2469     move_player (object *op, int dir)
2470     {
2471     int pick;
2472 elmex 1.1
2473 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2474     return 0;
2475 elmex 1.1
2476 root 1.18 /* Sanity check: make sure dir is valid */
2477     if ((dir < 0) || (dir >= 9))
2478     {
2479     LOG (llevError, "move_player: invalid direction %d\n", dir);
2480     return 0;
2481 elmex 1.1 }
2482    
2483 root 1.18 /* peterm: added following line */
2484     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2486    
2487     op->facing = dir;
2488    
2489     if (op->hide)
2490     do_hidden_move (op);
2491    
2492     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2493     /*nop */ ;
2494     else if (op->contr->fire_on)
2495     fire (op, dir);
2496     else
2497     {
2498     move_player_attack (op, dir);
2499     pick = check_pick (op);
2500     }
2501 elmex 1.1
2502 root 1.18 /* Add special check for newcs players and fire on - this way, the
2503     * server can handle repeat firing.
2504     */
2505     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506     {
2507     op->direction = dir;
2508     }
2509     else
2510     {
2511     op->direction = 0;
2512     }
2513     /* Update how the player looks. Use the facing, so direction may
2514     * get reset to zero. This allows for full animation capabilities
2515     * for players.
2516     */
2517     animate_object (op, op->facing);
2518     return 0;
2519 elmex 1.1 }
2520    
2521     /* This is similar to handle_player, below, but is only used by the
2522     * new client/server stuff.
2523     * This is sort of special, in that the new client/server actually uses
2524     * the new speed values for commands.
2525     *
2526     * Returns true if there are more actions we can do.
2527     */
2528 root 1.18 int
2529     handle_newcs_player (object *op)
2530 elmex 1.1 {
2531 root 1.18 if (op->contr->hidden)
2532     {
2533     op->invisible = 1000;
2534     /* the socket code flashes the player visible/invisible
2535     * depending on the value of invisible, so we need to
2536     * alternate it here for it to work correctly.
2537     */
2538     if (pticks & 2)
2539 root 1.11 op->invisible--;
2540 root 1.18 }
2541     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2542     {
2543     op->invisible--;
2544     if (!op->invisible)
2545     {
2546     make_visible (op);
2547     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2548 root 1.11 }
2549 elmex 1.1 }
2550    
2551 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2552     {
2553     flee_player (op);
2554     /* If player is still scared, that is his action for this tick */
2555     if (QUERY_FLAG (op, FLAG_SCARED))
2556     {
2557     op->speed_left--;
2558     return 0;
2559 root 1.11 }
2560 elmex 1.1 }
2561    
2562 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2563     * the player object still points to the defunct golem. The code that
2564     * destroys the golem looks correct, and it doesn't always happen, so
2565     * put this in a a workaround to clean up the golem pointer.
2566     */
2567 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2568     op->contr->ranges[range_golem] = 0;
2569 root 1.18
2570     /* call this here - we also will call this in do_ericserver, but
2571     * the players time has been increased when doericserver has been
2572     * called, so we recheck it here.
2573     */
2574     HandleClient (&op->contr->socket, op->contr);
2575     if (op->speed_left < 0)
2576 elmex 1.1 return 0;
2577    
2578 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579     {
2580     /* All move commands take 1 tick, at least for now */
2581     op->speed_left--;
2582 elmex 1.1
2583 root 1.18 /* Instead of all the stuff below, let move_player take care
2584     * of it. Also, some of the skill stuff is only put in
2585     * there, as well as the confusion stuff.
2586     */
2587     move_player (op, op->direction);
2588     if (op->speed_left > 0)
2589     return 1;
2590     else
2591 root 1.11 return 0;
2592 root 1.18 }
2593     return 0;
2594     }
2595    
2596     int
2597     save_life (object *op)
2598     {
2599     object *tmp;
2600 elmex 1.1
2601 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 elmex 1.1 return 0;
2603 root 1.18
2604     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2605     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606     {
2607     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2608     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2609     if (op->contr)
2610     esrv_del_item (op->contr, tmp->count);
2611     remove_ob (tmp);
2612     free_object (tmp);
2613     CLEAR_FLAG (op, FLAG_LIFESAVE);
2614     if (op->stats.hp < 0)
2615     op->stats.hp = op->stats.maxhp;
2616     if (op->stats.food < 0)
2617     op->stats.food = 999;
2618     fix_player (op);
2619     return 1;
2620     }
2621     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622     CLEAR_FLAG (op, FLAG_LIFESAVE);
2623     enter_player_savebed (op); /* bring him home. */
2624     return 0;
2625 elmex 1.1 }
2626    
2627     /* This goes throws the inventory and removes unpaid objects, and puts them
2628     * back in the map (location and map determined by values of env). This
2629     * function will descend into containers. op is the object to start the search
2630     * from.
2631     */
2632 root 1.18 void
2633     remove_unpaid_objects (object *op, object *env)
2634 elmex 1.1 {
2635 root 1.18 object *next;
2636 elmex 1.1
2637 root 1.18 while (op)
2638     {
2639     next = op->below; /* Make sure we have a good value, in case
2640     * we remove object 'op'
2641     */
2642     if (QUERY_FLAG (op, FLAG_UNPAID))
2643     {
2644     remove_ob (op);
2645     op->x = env->x;
2646     op->y = env->y;
2647     if (env->type == PLAYER)
2648     esrv_del_item (env->contr, op->count);
2649     insert_ob_in_map (op, env->map, NULL, 0);
2650     }
2651     else if (op->inv)
2652     remove_unpaid_objects (op->inv, env);
2653     op = next;
2654 elmex 1.1 }
2655     }
2656    
2657    
2658     /*
2659     * Returns pointer a static string containing gravestone text
2660     * Moved from apply.c to player.c - player.c is what
2661     * actually uses this function. player.c may not be quite the
2662     * best, a misc file for object actions is probably better,
2663     * but there isn't one in the server directory.
2664     */
2665 root 1.18 char *
2666     gravestone_text (object *op)
2667 elmex 1.1 {
2668 root 1.18 static char buf2[MAX_BUF];
2669     char buf[MAX_BUF];
2670     time_t now = time (NULL);
2671    
2672     strcpy (buf2, " R.I.P.\n\n");
2673     if (op->type == PLAYER)
2674     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675     else
2676     sprintf (buf, "%s\n", &op->name);
2677     strncat (buf2, " ", 20 - strlen (buf) / 2);
2678     strcat (buf2, buf);
2679     if (op->type == PLAYER)
2680     sprintf (buf, "who was in level %d when killed\n", op->level);
2681     else
2682     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2683     strncat (buf2, " ", 20 - strlen (buf) / 2);
2684     strcat (buf2, buf);
2685     if (op->type == PLAYER)
2686     {
2687     sprintf (buf, "by %s.\n\n", op->contr->killer);
2688     strncat (buf2, " ", 21 - strlen (buf) / 2);
2689     strcat (buf2, buf);
2690     }
2691     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692     strncat (buf2, " ", 20 - strlen (buf) / 2);
2693     strcat (buf2, buf);
2694     return buf2;
2695 elmex 1.1 }
2696    
2697    
2698    
2699 root 1.18 void
2700     do_some_living (object *op)
2701     {
2702     int last_food = op->stats.food;
2703 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2704     int over_hp, over_sp, over_grace;
2705     int i;
2706     int rate_hp = 1200;
2707     int rate_sp = 2500;
2708     int rate_grace = 2000;
2709     const int max_hp = 1;
2710     const int max_sp = 1;
2711     const int max_grace = 1;
2712    
2713 pippijn 1.17 if (op->contr->outputs_sync)
2714 root 1.18 {
2715     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2717     flush_output_element (op, &op->contr->outputs[i]);
2718     }
2719    
2720     if (op->contr->state == ST_PLAYING)
2721     {
2722    
2723     /* these next three if clauses make it possible to SLOW DOWN
2724     hp/grace/spellpoint regeneration. */
2725     if (op->contr->gen_hp >= 0)
2726     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727     else
2728     {
2729     gen_hp = op->stats.maxhp;
2730     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731     }
2732     if (op->contr->gen_sp >= 0)
2733     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734     else
2735     {
2736     gen_sp = op->stats.maxsp;
2737     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738     }
2739     if (op->contr->gen_grace >= 0)
2740     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741     else
2742     {
2743     gen_grace = op->stats.maxgrace;
2744     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2745     }
2746    
2747     /* Regenerate Spell Points */
2748     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2749     {
2750     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2751     if (op->stats.sp < op->stats.maxsp)
2752     {
2753     op->stats.sp++;
2754     /* dms do not consume food */
2755     if (!QUERY_FLAG (op, FLAG_WIZ))
2756     {
2757     op->stats.food--;
2758     if (op->contr->digestion < 0)
2759     op->stats.food += op->contr->digestion;
2760     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2761     op->stats.food = last_food;
2762     }
2763     }
2764     if (max_sp > 1)
2765     {
2766     over_sp = (gen_sp + 10) / rate_sp;
2767     if (over_sp > 0)
2768     {
2769     if (op->stats.sp < op->stats.maxsp)
2770     {
2771     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2772     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2773     op->stats.sp--;
2774     if (op->stats.sp > op->stats.maxsp)
2775     op->stats.sp = op->stats.maxsp;
2776     }
2777     op->last_sp = 0;
2778     }
2779     else
2780     {
2781     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2782     }
2783     }
2784     else
2785     {
2786     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787     }
2788     }
2789    
2790     /* Regenerate Grace */
2791     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2792     if (--op->last_grace < 0)
2793     {
2794     if (op->stats.grace < op->stats.maxgrace / 2)
2795     op->stats.grace++; /* no penalty in food for regaining grace */
2796     if (max_grace > 1)
2797     {
2798     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799     if (over_grace > 0)
2800     {
2801     op->stats.sp += over_grace
2802     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2803     op->last_grace = 0;
2804     }
2805     else
2806     {
2807     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2808     }
2809     }
2810     else
2811     {
2812     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2813     }
2814     /* wearing stuff doesn't detract from grace generation. */
2815     }
2816    
2817     /* Regenerate Hit Points */
2818     if (--op->last_heal < 0)
2819     {
2820     if (op->stats.hp < op->stats.maxhp)
2821     {
2822     op->stats.hp++;
2823     /* dms do not consume food */
2824     if (!QUERY_FLAG (op, FLAG_WIZ))
2825     {
2826     op->stats.food--;
2827     if (op->contr->digestion < 0)
2828     op->stats.food += op->contr->digestion;
2829     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2830     op->stats.food = last_food;
2831     }
2832     }
2833     if (max_hp > 1)
2834     {
2835     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836     if (over_hp > 0)
2837     {
2838     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2839     op->last_heal = 0;
2840     }
2841     else
2842     {
2843     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2844     }
2845     }
2846     else
2847     {
2848     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2849     }
2850 root 1.11 }
2851 elmex 1.1
2852 root 1.18 /* Digestion */
2853     if (--op->last_eat < 0)
2854     {
2855     #ifdef COZY_SERVER
2856     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2857     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2858     #else
2859     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2860     #endif
2861    
2862     if (op->contr->gen_hp > 0)
2863     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2864     else
2865     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2866     /* dms do not consume food */
2867     if (!QUERY_FLAG (op, FLAG_WIZ))
2868     op->stats.food--;
2869 root 1.11 }
2870 elmex 1.1 }
2871    
2872 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2873     {
2874     object *tmp, *flesh = NULL;
2875    
2876     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2877     {
2878     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879     {
2880     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881     {
2882     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2883     manual_apply (op, tmp, 0);
2884     if (op->stats.food >= 0 || op->stats.hp < 0)
2885     break;
2886     }
2887     else if (tmp->type == FLESH)
2888     flesh = tmp;
2889     } /* End if paid for object */
2890     } /* end of for loop */
2891     /* If player is still starving, it means they don't have any food, so
2892     * eat flesh instead.
2893     */
2894     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895     {
2896     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2897     manual_apply (op, flesh, 0);
2898 root 1.11 }
2899 root 1.18 } /* end if player is starving */
2900 elmex 1.1
2901 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2902     op->stats.food++, op->stats.hp--;
2903 elmex 1.1
2904 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2905     kill_player (op);
2906 elmex 1.1 }
2907    
2908 root 1.18
2909 elmex 1.1
2910     /* If the player should die (lack of hp, food, etc), we call this.
2911     * op is the player in jeopardy. If the player can not be saved (not
2912     * permadeath, no lifesave), this will take care of removing the player
2913     * file.
2914     */
2915 root 1.18 void
2916     kill_player (object *op)
2917 elmex 1.1 {
2918 root 1.18 char buf[MAX_BUF];
2919     int x, y;
2920    
2921     //int i;
2922 root 1.25 maptile *map; /* this is for resurrection */
2923 root 1.18
2924     /* int z;
2925     int num_stats_lose;
2926     int lost_a_stat;
2927     int lose_this_stat;
2928     int this_stat; */
2929     int will_kill_again;
2930     archetype *at;
2931     object *tmp;
2932    
2933     if (save_life (op))
2934     return;
2935    
2936    
2937     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2938     * in cities ONLY!!! It is very important that this doesn't get abused.
2939     * Look at op_on_battleground() for more info --AndreasV
2940     */
2941     if (op_on_battleground (op, &x, &y))
2942     {
2943     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2944     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2945    
2946     /* restore player */
2947 root 1.22 at = archetype::find ("poisoning");
2948 root 1.18 tmp = present_arch_in_ob (at, op);
2949     if (tmp)
2950     {
2951     remove_ob (tmp);
2952     free_object (tmp);
2953     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954     }
2955 elmex 1.1
2956 root 1.22 at = archetype::find ("confusion");
2957 root 1.18 tmp = present_arch_in_ob (at, op);
2958     if (tmp)
2959     {
2960     remove_ob (tmp);
2961     free_object (tmp);
2962     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963     }
2964    
2965     cure_disease (op, 0); /* remove any disease */
2966     op->stats.hp = op->stats.maxhp;
2967     if (op->stats.food <= 0)
2968     op->stats.food = 999;
2969 elmex 1.1
2970 root 1.18 /* create a bodypart-trophy to make the winner happy */
2971 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2972 root 1.18 if (tmp != NULL)
2973     {
2974     sprintf (buf, "%s's finger", &op->name);
2975     tmp->name = buf;
2976     sprintf (buf, " This finger has been cut off %s\n"
2977     " the %s, when he was defeated at\n level %d by %s.\n",
2978     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979     tmp->msg = buf;
2980     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2981     tmp->materialname = NULL;
2982     tmp->x = op->x, tmp->y = op->y;
2983     insert_ob_in_map (tmp, op->map, op, 0);
2984     }
2985 elmex 1.1
2986 root 1.18 /* teleport defeated player to new destination */
2987     transfer_ob (op, x, y, 0, NULL);
2988     op->contr->braced = 0;
2989     return;
2990 elmex 1.1 }
2991    
2992 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2993 root 1.3
2994 root 1.18 command_kill_pets (op, 0);
2995 elmex 1.1
2996 root 1.18 if (op->stats.food < 0)
2997     {
2998     if (op->contr->explore)
2999     {
3000     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002     op->stats.food = 999;
3003     return;
3004 root 1.11 }
3005 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3006     strcpy (op->contr->killer, "starvation");
3007 elmex 1.1 }
3008 root 1.18 else
3009     {
3010     if (op->contr->explore)
3011     {
3012     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014     op->stats.hp = op->stats.maxhp;
3015     return;
3016 root 1.11 }
3017 root 1.18 sprintf (buf, "%s died.", &op->name);
3018 elmex 1.1 }
3019 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 elmex 1.1
3021 root 1.18 /* save the map location for corpse, gravestone */
3022     x = op->x;
3023     y = op->y;
3024     map = op->map;
3025 elmex 1.1
3026    
3027 root 1.18 if (settings.not_permadeth == TRUE)
3028     {
3029     /* NOT_PERMADEATH code. This basically brings the character back to
3030     * life if they are dead - it takes some exp and a random stat.
3031     * See the config.h file for a little more in depth detail about this.
3032     */
3033 root 1.11
3034 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3035     * make it depletion. This bunch of code deals with that aspect
3036     * of death.
3037     */
3038 elmex 1.1 #ifndef COZY_SERVER
3039 root 1.18 if (settings.balanced_stat_loss)
3040     {
3041     /* If stat loss is permanent, lose one stat only. */
3042     /* Lower level chars don't lose as many stats because they suffer
3043     more if they do. */
3044     /* Higher level characters can afford things such as potions of
3045     restoration, or better, stat potions. So we slug them that
3046     little bit harder. */
3047     /* GD */
3048     if (settings.stat_loss_on_death)
3049 root 1.11 num_stats_lose = 1;
3050 root 1.18 else
3051     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052     }
3053     else
3054     {
3055     num_stats_lose = 1;
3056 root 1.11 }
3057 root 1.18 lost_a_stat = 0;
3058 root 1.11
3059 root 1.18 for (z = 0; z < num_stats_lose; z++)
3060     {
3061     i = RANDOM () % NUM_STATS;
3062 root 1.11
3063 root 1.18 if (settings.stat_loss_on_death)
3064     {
3065     /* Pick a random stat and take a point off it. Tell the player
3066     * what he lost.
3067     */
3068     change_attr_value (&(op->stats), i, -1);
3069     check_stat_bounds (&(op->stats));
3070     change_attr_value (&(op->contr->orig_stats), i, -1);
3071     check_stat_bounds (&(op->contr->orig_stats));
3072     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073     lost_a_stat = 1;
3074     }
3075     else
3076     {
3077     /* deplete a stat */
3078 root 1.22 archetype *deparch = archetype::find ("depletion");
3079 root 1.18 object *dep;
3080    
3081     dep = present_arch_in_ob (deparch, op);
3082     if (!dep)
3083     {
3084     dep = arch_to_object (deparch);
3085     insert_ob_in_ob (dep, op);
3086     }
3087     lose_this_stat = 1;
3088     if (settings.balanced_stat_loss)
3089     {
3090     /* GD */
3091     /* Get the stat that we're about to deplete. */
3092     this_stat = get_attr_value (&(dep->stats), i);
3093     if (this_stat < 0)
3094     {
3095     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096     int keep_chance = this_stat * this_stat;
3097    
3098     /* Yes, I am paranoid. Sue me. */
3099     if (keep_chance < 1)
3100     keep_chance = 1;
3101    
3102     /* There is a maximum depletion total per level. */
3103     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104     {
3105     lose_this_stat = 0;
3106     /* Take loss chance vs keep chance to see if we
3107     retain the stat. */
3108     }
3109     else
3110     {
3111     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 root 1.11 lose_this_stat = 0;
3113 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114     this_stat, keep_chance, loss_chance,
3115     lose_this_stat?"LOSE":"KEEP"); */
3116 root 1.11 }
3117     }
3118     }
3119 root 1.18
3120     if (lose_this_stat)
3121     {
3122     this_stat = get_attr_value (&(dep->stats), i);
3123     /* We could try to do something clever like find another
3124     * stat to reduce if this fails. But chances are, if
3125     * stats have been depleted to -50, all are pretty low
3126     * and should be roughly the same, so it shouldn't make a
3127     * difference.
3128     */
3129     if (this_stat >= -50)
3130     {
3131     change_attr_value (&(dep->stats), i, -1);
3132     SET_FLAG (dep, FLAG_APPLIED);
3133     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134     fix_player (op);
3135     lost_a_stat = 1;
3136 root 1.11 }
3137     }
3138     }
3139     }
3140 root 1.18 /* If no stat lost, tell the player. */
3141     if (!lost_a_stat)
3142     {
3143     /* determine_god() seems to not work sometimes... why is this?
3144     Should I be using something else? GD */
3145     const char *god = determine_god (op);
3146    
3147     if (god && (strcmp (god, "none")))
3148 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);
3149 root 1.18 else
3150 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 root 1.18 }
3152 root 1.28 #else
3153     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154 elmex 1.1 #endif
3155    
3156 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3157     * exp loss on the stone.
3158     */
3159 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3160 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3161     tmp->name = buf;
3162     sprintf (buf, "%s's gravestones", &op->name);
3163     tmp->name_pl = buf;
3164     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);
3165     tmp->msg = buf;
3166     tmp->x = op->x, tmp->y = op->y;
3167     insert_ob_in_map (tmp, op->map, NULL, 0);
3168 root 1.11
3169 root 1.28 /**************************************/
3170 root 1.18 /* */
3171     /* Subtract the experience points, */
3172     /* if we died cause of food, give us */
3173     /* food, and reset HP's... */
3174     /* */
3175 root 1.28 /**************************************/
3176 root 1.11
3177 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3178     /* restore player */
3179 root 1.22 at = archetype::find ("poisoning");
3180 root 1.18 tmp = present_arch_in_ob (at, op);
3181     if (tmp)
3182     {
3183     remove_ob (tmp);
3184     free_object (tmp);
3185     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186     }
3187    
3188 root 1.22 at = archetype::find ("confusion");
3189 root 1.18 tmp = present_arch_in_ob (at, op);
3190     if (tmp)
3191     {
3192     remove_ob (tmp);
3193     free_object (tmp);
3194     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195     }
3196 root 1.28
3197 root 1.18 cure_disease (op, 0); /* remove any disease */
3198    
3199     /*add_exp(op, (op->stats.exp * -0.20)); */
3200     apply_death_exp_penalty (op);
3201     if (op->stats.food < 100)
3202     op->stats.food = 900;
3203     op->stats.hp = op->stats.maxhp;
3204     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206    
3207     /*
3208     * Check to see if the player is in a shop. IF so, then check to see if
3209     * the player has any unpaid items. If so, remove them and put them back
3210     * in the map.
3211     */
3212 root 1.11
3213 root 1.18 if (is_in_shop (op))
3214     remove_unpaid_objects (op->inv, op);
3215 elmex 1.1
3216 root 1.28 /****************************************/
3217 root 1.18 /* */
3218     /* Move player to his current respawn- */
3219     /* position (usually last savebed) */
3220     /* */
3221 root 1.28 /****************************************/
3222 root 1.11
3223 root 1.18 enter_player_savebed (op);
3224    
3225     /* Save the player before inserting the force to reduce
3226     * chance of abuse.
3227     */
3228     op->contr->braced = 0;
3229     save_player (op, 1);
3230    
3231     /* it is possible that the player has blown something up
3232     * at his savebed location, and that can have long lasting
3233     * spell effects. So first see if there is a spell effect
3234     * on the space that might harm the player.
3235     */
3236     will_kill_again = 0;
3237     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3238 root 1.28 if (tmp->type == SPELL_EFFECT)
3239     will_kill_again |= tmp->attacktype;
3240    
3241 root 1.18 if (will_kill_again)
3242     {
3243     object *force;
3244     int at;
3245 root 1.11
3246 root 1.18 force = get_archetype (FORCE_NAME);
3247     /* 50 ticks should be enough time for the spell to abate */
3248     force->speed = 0.1;
3249     force->speed_left = -5.0;
3250     SET_FLAG (force, FLAG_APPLIED);
3251     for (at = 0; at < NROFATTACKS; at++)
3252 root 1.28 if (will_kill_again & (1 << at))
3253     force->resist[at] = 100;
3254    
3255 root 1.18 insert_ob_in_ob (force, op);
3256     fix_player (op);
3257 elmex 1.1
3258 root 1.11 }
3259 root 1.18
3260     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261     return;
3262     } /* NOT_PERMADETH */
3263     else
3264     {
3265     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266     * should probably be embedded in an else statement.
3267     */
3268    
3269     op->contr->party = NULL;
3270     if (settings.set_title == TRUE)
3271     op->contr->own_title[0] = '\0';
3272     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273     check_score (op);
3274 root 1.30
3275     if (op->contr->ranges[range_golem])
3276 root 1.18 {
3277     remove_friendly_object (op->contr->ranges[range_golem]);
3278     remove_ob (op->contr->ranges[range_golem]);
3279     free_object (op->contr->ranges[range_golem]);
3280 root 1.30 op->contr->ranges[range_golem] = 0;
3281 root 1.18 }
3282 root 1.30
3283 root 1.18 loot_object (op); /* Remove some of the items for good */
3284     remove_ob (op);
3285     op->direction = 0;
3286    
3287     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288     {
3289     delete_character (op->name, 0);
3290     if (settings.resurrection == TRUE)
3291     {
3292     /* save playerfile sans equipment when player dies
3293     ** then save it as player.pl.dead so that future resurrection
3294     ** type spells will work on them nicely
3295     */
3296     delete_character (op->name, 0);
3297     op->stats.hp = op->stats.maxhp;
3298     op->stats.food = 999;
3299    
3300     /* set the location of where the person will reappear when */
3301     /* maybe resurrection code should fix map also */
3302     strcpy (op->contr->maplevel, settings.emergency_mapname);
3303     if (op->map != NULL)
3304     op->map = NULL;
3305     op->x = settings.emergency_x;
3306     op->y = settings.emergency_y;
3307     save_player (op, 0);
3308     op->map = map;
3309     /* please see resurrection.c: peterm */
3310     dead_player (op);
3311     }
3312     else
3313 root 1.19 delete_character (op->name, 1);
3314 root 1.18 }
3315 root 1.19
3316 root 1.18 play_again (op);
3317 root 1.11
3318 root 1.18 /* peterm: added to create a corpse at deathsite. */
3319 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 root 1.18 sprintf (buf, "%s", &op->name);
3321     tmp->name = tmp->name_pl = buf;
3322     tmp->level = op->level;
3323     tmp->x = x;
3324     tmp->y = y;
3325     tmp->msg = gravestone_text (op);
3326     SET_FLAG (tmp, FLAG_UNIQUE);
3327     insert_ob_in_map (tmp, map, NULL, 0);
3328 elmex 1.1 }
3329     }
3330    
3331    
3332 root 1.18 void
3333     loot_object (object *op)
3334     { /* Grab and destroy some treasure */
3335     object *tmp, *tmp2, *next;
3336 elmex 1.1
3337 root 1.18 if (op->container)
3338     { /* close open sack first */
3339 elmex 1.1 esrv_apply_container (op, op->container);
3340 root 1.18 }
3341 elmex 1.1
3342 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3343     {
3344     next = tmp->below;
3345     if (tmp->type == EXPERIENCE || tmp->invisible)
3346     continue;
3347     remove_ob (tmp);
3348     tmp->x = op->x, tmp->y = op->y;
3349     if (tmp->type == CONTAINER)
3350     { /* empty container to ground */
3351     loot_object (tmp);
3352     }
3353     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3354     {
3355     if (tmp->nrof > 1)
3356     {
3357     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358     free_object (tmp2);
3359     insert_ob_in_map (tmp, op->map, NULL, 0);
3360     }
3361     else
3362     free_object (tmp);
3363     }
3364     else
3365     insert_ob_in_map (tmp, op->map, NULL, 0);
3366     }
3367 elmex 1.1 }
3368    
3369     /*
3370     * fix_weight(): Check recursively the weight of all players, and fix
3371     * what needs to be fixed. Refresh windows and fix speed if anything
3372     * was changed.
3373     */
3374    
3375 root 1.18 void
3376     fix_weight (void)
3377     {
3378 elmex 1.1 player *pl;
3379 root 1.18
3380     for (pl = first_player; pl != NULL; pl = pl->next)
3381     {
3382     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383    
3384     if (old == sum)
3385     continue;
3386     fix_player (pl->ob);
3387     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3388     }
3389 elmex 1.1 }
3390    
3391 root 1.18 void
3392     fix_luck (void)
3393     {
3394 elmex 1.1 player *pl;
3395 root 1.18
3396 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3397     if (!pl->ob->contr->state)
3398 root 1.18 change_luck (pl->ob, 0);
3399 elmex 1.1 }
3400    
3401    
3402     /* cast_dust() - handles op throwing objects of type 'DUST'.
3403     * This is much simpler in the new spell code - we basically
3404     * just treat this as any other spell casting object.
3405     */
3406    
3407 elmex 1.2 void
3408 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3409 elmex 1.2 {
3410     object *skop, *spob;
3411    
3412     skop = find_skill_by_name (op, throw_ob->skill);
3413    
3414     /* casting POTION 'dusts' is really a use_magic_item skill */
3415     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3416     {
3417 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3418 elmex 1.2 return;
3419     }
3420    
3421     spob = throw_ob->inv;
3422    
3423     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3424     // not pass NULL to cast_spell (which did indeed check itself, but
3425     // errors should be reported as early as possible IMHO)
3426     if (!spob)
3427     {
3428 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3429 elmex 1.2 return;
3430 elmex 1.1 }
3431    
3432 elmex 1.2 if (op->type == PLAYER)
3433 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3434 elmex 1.2
3435     cast_spell (op, throw_ob, dir, spob, NULL);
3436    
3437     if (!QUERY_FLAG (throw_ob, FLAG_REMOVED))
3438     remove_ob (throw_ob);
3439     free_object (throw_ob);
3440 elmex 1.1 }
3441    
3442 root 1.18 void
3443     make_visible (object *op)
3444     {
3445     op->hide = 0;
3446     op->invisible = 0;
3447     if (op->type == PLAYER)
3448     {
3449     op->contr->tmp_invis = 0;
3450     op->contr->invis_race = 0;
3451     }
3452     update_object (op, UP_OBJ_FACE);
3453     }
3454    
3455     int
3456     is_true_undead (object *op)
3457     {
3458     object *tmp = NULL;
3459    
3460     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461     return 1;
3462    
3463     if (op->type == PLAYER)
3464     for (tmp = op->inv; tmp; tmp = tmp->below)
3465     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467     return 1;
3468 elmex 1.1 return 0;
3469     }
3470    
3471     /* look at the surrounding terrain to determine
3472     * the hideability of this object. Positive levels
3473     * indicate greater hideability.
3474     */
3475    
3476 root 1.18 int
3477     hideability (object *ob)
3478     {
3479     int i, level = 0, mflag;
3480     sint16 x, y;
3481    
3482     if (!ob || !ob->map)
3483     return 0;
3484    
3485     /* so, on normal lighted maps, its hard to hide */
3486     level = ob->map->darkness - 2;
3487    
3488     /* this also picks up whether the object is glowing.
3489     * If you carry a light on a non-dark map, its not
3490     * as bad as carrying a light on a pitch dark map */
3491     if (has_carried_lights (ob))
3492     level = -(10 + (2 * ob->map->darkness));
3493    
3494     /* scan through all nearby squares for terrain to hide in */
3495     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3496     {
3497     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3498     if (mflag & P_OUT_OF_MAP)
3499     {
3500     continue;
3501     }
3502     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3503     level += 2;
3504     else /* open terrain! */
3505     level -= 1;
3506 elmex 1.1 }
3507 root 1.18
3508 elmex 1.1 #if 0
3509 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3510 elmex 1.1 #endif
3511 root 1.18 return level;
3512 elmex 1.1 }
3513    
3514     /* For Hidden creatures - a chance of becoming 'unhidden'
3515     * every time they move - as we subtract off 'invisibility'
3516     * AND, for players, if they move into a ridiculously unhideable
3517     * spot (surrounded by clear terrain in broad daylight). -b.t.
3518     */
3519    
3520 root 1.18 void
3521     do_hidden_move (object *op)
3522     {
3523     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3524     object *skop;
3525    
3526     if (!op || !op->map)
3527     return;
3528    
3529     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530    
3531     /* its *extremely* hard to run and sneak/hide at the same time! */
3532     if (op->type == PLAYER && op->contr->run_on)
3533     {
3534     if (!skop || num >= skop->level)
3535     {
3536     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3537     make_visible (op);
3538     return;
3539     }
3540     else
3541     num += 20;
3542 elmex 1.1 }
3543 root 1.18 num += op->map->difficulty;
3544     hide = hideability (op); /* modify by terrain hidden level */
3545     num -= hide;
3546     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547     {
3548     make_visible (op);
3549     if (op->type == PLAYER)
3550     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3551 elmex 1.1 }
3552 root 1.18 else if (op->type == PLAYER && skop)
3553     {
3554     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3555 elmex 1.1 }
3556     }
3557    
3558     /* determine if who is standing near a hostile creature. */
3559    
3560 root 1.18 int
3561     stand_near_hostile (object *who)
3562     {
3563     object *tmp = NULL;
3564     int i, friendly = 0, player = 0, mflags;
3565 root 1.25 maptile *m;
3566 root 1.18 sint16 x, y;
3567    
3568     if (!who)
3569     return 0;
3570    
3571     if (who->type == PLAYER)
3572     player = 1;
3573    
3574     else
3575     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3576    
3577     /* search adjacent squares */
3578     for (i = 1; i < 9; i++)
3579     {
3580     x = who->x + freearr_x[i];
3581     y = who->y + freearr_y[i];
3582     m = who->map;
3583     mflags = get_map_flags (m, &m, x, y, &x, &y);
3584     /* space must be blocked if there is a monster. If not
3585     * blocked, don't need to check this space.
3586     */
3587     if (mflags & P_OUT_OF_MAP)
3588     continue;
3589     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3590     continue;
3591    
3592     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3593     {
3594     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3595     return 1;
3596     else if (tmp->type == PLAYER)
3597     {
3598     /*don't let a hidden DM prevent you from hiding */
3599     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3600 root 1.11 return 1;
3601 root 1.18 }
3602 root 1.11 }
3603 elmex 1.1 }
3604 root 1.18 return 0;
3605 elmex 1.1 }
3606    
3607     /* check the player los field for viewability of the
3608     * object op. This function works fine for monsters,
3609     * but we dont worry if the object isnt the top one in
3610     * a pile (say a coin under a table would return "viewable"
3611     * by this routine). Another question, should we be
3612     * concerned with the direction the player is looking
3613     * in? Realistically, most of use cant see stuff behind
3614     * our backs...on the other hand, does the "facing" direction
3615     * imply the way your head, or body is facing? Its possible
3616     * for them to differ. Sigh, this fctn could get a bit more complex.
3617     * -b.t.
3618     * This function is now map tiling safe.
3619     */
3620    
3621 root 1.18 int
3622     player_can_view (object *pl, object *op)
3623     {
3624     rv_vector rv;
3625     int dx, dy;
3626    
3627     if (pl->type != PLAYER)
3628     {
3629     LOG (llevError, "player_can_view() called for non-player object\n");
3630     return -1;
3631 elmex 1.1 }
3632 root 1.18 if (!pl || !op)
3633 elmex 1.1 return 0;
3634 root 1.18
3635     if (op->head)
3636     {
3637     op = op->head;
3638     }
3639     get_rangevector (pl, op, &rv, 0x1);
3640    
3641     /* starting with the 'head' part, lets loop
3642     * through the object and find if it has any
3643     * part that is in the los array but isnt on
3644     * a blocked los square.
3645     * we use the archetype to figure out offsets.
3646     */
3647     while (op)
3648     {
3649     dx = rv.distance_x + op->arch->clone.x;
3650     dy = rv.distance_y + op->arch->clone.y;
3651    
3652     /* only the viewable area the player sees is updated by LOS
3653     * code, so we need to restrict ourselves to that range of values
3654     * for any meaningful values.
3655     */
3656     if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3657     FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3658     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3659     return 1;
3660     op = op->more;
3661     }
3662     return 0;
3663 elmex 1.1 }
3664    
3665     /* routine for both players and monsters. We call this when
3666     * there is a possibility for our action distrubing our hiding
3667     * place or invisiblity spell. Artefact invisiblity is not
3668     * effected by this. If we arent invisible to begin with, we
3669     * return 0.
3670     */
3671 root 1.18 int
3672     action_makes_visible (object *op)
3673     {
3674    
3675     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3676     {
3677     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3678     return 0;
3679    
3680     if (op->contr && op->contr->tmp_invis == 0)
3681     return 0;
3682 elmex 1.1
3683 root 1.18 /* If monsters, they should become visible */
3684     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3685     {
3686     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3687     return 1;
3688 root 1.11 }
3689 elmex 1.1 }
3690 root 1.18 return 0;
3691 elmex 1.1 }
3692    
3693     /* op_on_battleground - checks if the given object op (usually
3694     * a player) is standing on a valid battleground-tile,
3695     * function returns TRUE/FALSE. If true x, y returns the battleground
3696     * -exit-coord. (and if x, y not NULL)
3697     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3698     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3699     * Default is to do the same as before, so only people wanting to have different points need worry about this
3700     */
3701 root 1.18 int
3702     op_on_battleground (object *op, int *x, int *y)
3703     {
3704 elmex 1.1 object *tmp;
3705 root 1.18
3706 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3707     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3708     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3709     * and the exit-coordinates sp/hp must both be > 0.
3710     * => The intention here is to prevent abuse of the battleground-
3711     * feature (like pickable or hidden battleground tiles). */
3712 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3713     {
3714     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3715     {
3716     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3717     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3718     {
3719     /*before we assign the exit, check if this is a teambattle */
3720     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3721     {
3722     object *invtmp;
3723    
3724     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3725     {
3726     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3727     {
3728     if (x != NULL && y != NULL)
3729     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3730     return 1;
3731     }
3732     }
3733     }
3734     if (x != NULL && y != NULL)
3735     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3736     return 1;
3737     }
3738     }
3739 elmex 1.1 }
3740     /* If we got here, did not find a battleground */
3741     return 0;
3742     }
3743    
3744     /*
3745     * When a dragon-player gains a new stage of evolution,
3746     * he gets some treasure
3747     *
3748     * attributes:
3749     * object *who the dragon player
3750     * int atnr the attack-number of the ability focus
3751     * int level ability level
3752     */
3753 root 1.18 void
3754     dragon_ability_gain (object *who, int atnr, int level)
3755     {
3756     treasurelist *trlist = NULL; /* treasurelist */
3757     treasure *tr; /* treasure */
3758     object *tmp, *skop; /* tmp. object */
3759     object *item; /* treasure object */
3760     char buf[MAX_BUF]; /* tmp. string buffer */
3761     int i = 0, j = 0;
3762    
3763     /* get the appropriate treasurelist */
3764     if (atnr == ATNR_FIRE)
3765     trlist = find_treasurelist ("dragon_ability_fire");
3766     else if (atnr == ATNR_COLD)
3767     trlist = find_treasurelist ("dragon_ability_cold");
3768     else if (atnr == ATNR_ELECTRICITY)
3769     trlist = find_treasurelist ("dragon_ability_elec");
3770     else if (atnr == ATNR_POISON)
3771     trlist = find_treasurelist ("dragon_ability_poison");
3772    
3773     if (trlist == NULL || who->type != PLAYER)
3774     return;
3775    
3776     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3777    
3778     if (tr == NULL || tr->item == NULL)
3779     {
3780     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3781     return;
3782 elmex 1.1 }
3783    
3784 root 1.18 /* everything seems okay - now bring on the gift: */
3785     item = &(tr->item->clone);
3786 elmex 1.1
3787 root 1.18 if (item->type == SPELL)
3788     {
3789     if (check_spell_known (who, item->name))
3790 root 1.11 return;
3791 root 1.18
3792     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3793     do_learn_spell (who, item, 0);
3794     return;
3795 elmex 1.1 }
3796    
3797 root 1.18 /* grant direct spell */
3798     if (item->type == SPELLBOOK)
3799     {
3800     if (!item->inv)
3801     {
3802     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3803     return;
3804     }
3805     if (check_spell_known (who, item->inv->name))
3806     return;
3807     if (item->invisible)
3808     {
3809     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3810     do_learn_spell (who, item->inv, 0);
3811     return;
3812 root 1.11 }
3813 root 1.18 }
3814     else if (item->type == SKILL_TOOL && item->invisible)
3815     {
3816     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3817     {
3818    
3819     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3820     * in this way, if the player is missing any of the attacktypes, he gets
3821     * them. As it is now, if the player has any that match the granted skill,
3822     * but not all of them, he gets nothing.
3823     */
3824     if (!(skop->attacktype & item->attacktype))
3825     {
3826     /* Give new attacktype */
3827     skop->attacktype |= item->attacktype;
3828    
3829     /* always add physical if there's none */
3830     skop->attacktype |= AT_PHYSICAL;
3831    
3832     if (item->msg != NULL)
3833     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3834    
3835     /* Give player new face */
3836     if (item->animation_id)
3837     {
3838     who->face = skop->face;
3839     who->animation_id = item->animation_id;
3840     who->anim_speed = item->anim_speed;
3841     who->last_anim = 0;
3842     who->state = 0;
3843     animate_object (who, who->direction);
3844     }
3845     }
3846 root 1.11 }
3847 elmex 1.1 }
3848 root 1.18 else if (item->type == FORCE)
3849     {
3850     /* forces in the treasurelist can alter the player's stats */
3851     object *skin;
3852 elmex 1.1
3853 root 1.18 /* first get the dragon skin force */
3854     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3855     if (skin == NULL)
3856     return;
3857    
3858     /* adding new spellpath attunements */
3859     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860     {
3861     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3862    
3863     /* print message */
3864     sprintf (buf, "You feel attuned to ");
3865     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3866     {
3867     if (item->path_attuned & (1 << i))
3868     {
3869     if (j)
3870     strcat (buf, " and ");
3871     else
3872     j = 1;
3873     strcat (buf, spellpathnames[i]);
3874     }
3875     }
3876     strcat (buf, ".");
3877     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3878     }
3879    
3880     /* evtl. adding flags: */
3881     if (QUERY_FLAG (item, FLAG_XRAYS))
3882     SET_FLAG (skin, FLAG_XRAYS);
3883     if (QUERY_FLAG (item, FLAG_STEALTH))
3884     SET_FLAG (skin, FLAG_STEALTH);
3885     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3886     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3887    
3888     /* print message if there is one */
3889     if (item->msg != NULL)
3890     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3891     }
3892     else
3893     {
3894     /* generate misc. treasure */
3895     tmp = arch_to_object (tr->item);
3896     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3897     tmp = insert_ob_in_ob (tmp, who);
3898     if (who->type == PLAYER)
3899     esrv_send_item (who, tmp);
3900 elmex 1.1 }
3901     }
3902    
3903     /**
3904     * Unready an object for a player. This function does nothing if the object was
3905     * not readied.
3906     */
3907 root 1.18 void
3908     player_unready_range_ob (player *pl, object *ob)
3909     {
3910     rangetype i;
3911 elmex 1.1
3912 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3913     {
3914     if (pl->ranges[i] == ob)
3915     {
3916     pl->ranges[i] = NULL;
3917     if (pl->shoottype == i)
3918     {
3919     pl->shoottype = range_none;
3920 elmex 1.1 }
3921     }
3922     }
3923     }