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Revision: 1.33
Committed: Tue Dec 12 21:39:57 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +23 -28 lines
Log Message:
- more ooficiation
- removed now superfluous remove calls

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 root 1.33 op->destroy ();
650 root 1.18 continue;
651     }
652 root 1.11 }
653    
654 root 1.18 /* This really needs to be better - we should really give
655     * a substitute spellbook. The problem is that we don't really
656     * have a good idea what to replace it with (need something like
657     * a first level treasurelist for each skill.)
658     * remove duplicate skills also
659     */
660     if (op->type == SPELLBOOK || op->type == SKILL)
661     {
662     object *tmp;
663 elmex 1.1
664 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
665     if (tmp->type == op->type && tmp->name == op->name)
666     break;
667 root 1.11
668 root 1.18 if (tmp)
669     {
670 root 1.33 op->destroy ();
671 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
672     continue;
673 root 1.11 }
674 root 1.33
675 root 1.18 if (op->nrof > 1)
676     op->nrof = 1;
677 root 1.11 }
678 elmex 1.1
679 root 1.18 if (op->type == SPELLBOOK && op->inv)
680     {
681     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
682 root 1.11 }
683    
684 root 1.18 /* Give starting characters identified, uncursed, and undamned
685     * items. Just don't identify gold or silver, or it won't be
686     * merged properly.
687     */
688     if (need_identify (op))
689     {
690     SET_FLAG (op, FLAG_IDENTIFIED);
691     CLEAR_FLAG (op, FLAG_CURSED);
692     CLEAR_FLAG (op, FLAG_DAMNED);
693     }
694     if (op->type == SPELL)
695     {
696 root 1.33 op->destroy ();
697 root 1.18 continue;
698     }
699     else if (op->type == SKILL)
700     {
701     SET_FLAG (op, FLAG_CAN_USE_SKILL);
702     op->stats.exp = 0;
703     op->level = 1;
704 root 1.11 }
705 root 1.18 /* lock all 'normal items by default */
706     else
707     SET_FLAG (op, FLAG_INV_LOCKED);
708     } /* for loop of objects in player inv */
709    
710     /* Need to set up the skill pointers */
711     link_player_skills (pl);
712     }
713    
714     void
715     get_name (object *op)
716     {
717     op->contr->write_buf[0] = '\0';
718     op->contr->state = ST_GET_NAME;
719     send_query (&op->contr->socket, 0, "What is your name?\n:");
720     }
721    
722     void
723     get_password (object *op)
724     {
725     op->contr->write_buf[0] = '\0';
726     op->contr->state = ST_GET_PASSWORD;
727     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728     }
729    
730     void
731     play_again (object *op)
732     {
733     op->contr->state = ST_PLAY_AGAIN;
734     op->chosen_skill = NULL;
735     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736     /* a bit of a hack, but there are various places early in th
737     * player creation process that a user can quit (eg, roll
738     * stats) that isn't removing the player. Taking a quick
739     * look, there are many places that call play_again without
740     * removing the player - it probably makes more sense
741     * to leave it to play_again to remove the object in all
742     * cases.
743     */
744     if (!QUERY_FLAG (op, FLAG_REMOVED))
745 root 1.32 op->remove ();
746 root 1.18 /* Need to set this to null - otherwise, it could point to garbage,
747     * and draw() doesn't check to see if the player is removed, only if
748     * the map is null or not swapped out.
749     */
750     op->map = NULL;
751     }
752    
753     int
754     receive_play_again (object *op, char key)
755     {
756     if (key == 'q' || key == 'Q')
757     {
758     remove_friendly_object (op);
759     leave (op->contr, 0); /* ericserver will draw the message */
760     return 2;
761     }
762     else if (key == 'a' || key == 'A')
763     {
764     player *pl = op->contr;
765     shstr name = op->name;
766    
767 root 1.19 op->contr = 0;
768     op->type = 0;
769 root 1.27 op->destroy (1);
770 root 1.18 pl = get_player (pl);
771     op = pl->ob;
772     add_friendly_object (op);
773     op->contr->password[0] = '~';
774     op->name = op->name_pl = 0;
775     /* Lets put a space in here */
776     new_draw_info (NDI_UNIQUE, 0, op, "\n");
777     get_name (op);
778     op->name = op->name_pl = name;
779     set_first_map (op);
780     }
781     else
782 root 1.19 /* user pressed something else so just ask again... */
783     play_again (op);
784    
785 root 1.18 return 0;
786 elmex 1.1 }
787    
788 root 1.18 void
789     confirm_password (object *op)
790     {
791 elmex 1.1
792 root 1.18 op->contr->write_buf[0] = '\0';
793     op->contr->state = ST_CONFIRM_PASSWORD;
794     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795 elmex 1.1 }
796    
797 root 1.18 void
798     get_party_password (object *op, partylist *party)
799     {
800     if (party == NULL)
801     {
802     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
803     return;
804 elmex 1.1 }
805 root 1.18 op->contr->write_buf[0] = '\0';
806     op->contr->state = ST_GET_PARTY_PASSWORD;
807     op->contr->party_to_join = party;
808     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
809 elmex 1.1 }
810    
811    
812     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
813 root 1.18 int
814     roll_stat (void)
815     {
816     int a[4], i, j, k;
817    
818     for (i = 0; i < 4; i++)
819     a[i] = (int) RANDOM () % 6 + 1;
820    
821     for (i = 0, j = 0, k = 7; i < 4; i++)
822     if (a[i] < k)
823     k = a[i], j = i;
824    
825     for (i = 0, k = 0; i < 4; i++)
826     {
827     if (i != j)
828     k += a[i];
829     }
830     return k;
831     }
832    
833     void
834     roll_stats (object *op)
835     {
836     int sum = 0;
837     int i = 0, j = 0;
838     int statsort[7];
839    
840     do
841     {
842     op->stats.Str = roll_stat ();
843     op->stats.Dex = roll_stat ();
844     op->stats.Int = roll_stat ();
845     op->stats.Con = roll_stat ();
846     op->stats.Wis = roll_stat ();
847     op->stats.Pow = roll_stat ();
848     op->stats.Cha = roll_stat ();
849     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850     }
851     while (sum < 82 || sum > 116);
852    
853     /* Sort the stats so that rerolling is easier... */
854     statsort[0] = op->stats.Str;
855     statsort[1] = op->stats.Dex;
856     statsort[2] = op->stats.Int;
857     statsort[3] = op->stats.Con;
858     statsort[4] = op->stats.Wis;
859     statsort[5] = op->stats.Pow;
860     statsort[6] = op->stats.Cha;
861    
862     /* a quick and dirty bubblesort? */
863     do
864     {
865     if (statsort[i] < statsort[i + 1])
866     {
867     j = statsort[i];
868     statsort[i] = statsort[i + 1];
869     statsort[i + 1] = j;
870     i = 0;
871     }
872     else
873     {
874     i++;
875     }
876     }
877     while (i < 6);
878    
879     op->stats.Str = statsort[0];
880     op->stats.Dex = statsort[1];
881     op->stats.Con = statsort[2];
882     op->stats.Int = statsort[3];
883     op->stats.Wis = statsort[4];
884     op->stats.Pow = statsort[5];
885     op->stats.Cha = statsort[6];
886    
887    
888     op->contr->orig_stats.Str = op->stats.Str;
889     op->contr->orig_stats.Dex = op->stats.Dex;
890     op->contr->orig_stats.Int = op->stats.Int;
891     op->contr->orig_stats.Con = op->stats.Con;
892     op->contr->orig_stats.Wis = op->stats.Wis;
893     op->contr->orig_stats.Pow = op->stats.Pow;
894     op->contr->orig_stats.Cha = op->stats.Cha;
895    
896     op->level = 1;
897     op->stats.exp = 0;
898     op->stats.ac = 0;
899    
900     op->contr->levhp[1] = 9;
901     op->contr->levsp[1] = 6;
902     op->contr->levgrace[1] = 3;
903    
904     fix_player (op);
905     op->stats.hp = op->stats.maxhp;
906     op->stats.sp = op->stats.maxsp;
907     op->stats.grace = op->stats.maxgrace;
908     op->contr->orig_stats = op->stats;
909     }
910    
911     void
912     Roll_Again (object *op)
913     {
914     esrv_new_player (op->contr, 0);
915     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
916     "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
917     }
918 elmex 1.1
919 root 1.18 void
920     Swap_Stat (object *op, int Swap_Second)
921     {
922     signed char tmp;
923     char buf[MAX_BUF];
924 elmex 1.1
925 root 1.18 if (op->contr->Swap_First == -1)
926     {
927     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930     return;
931 elmex 1.1 }
932    
933 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934 elmex 1.1
935 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936 elmex 1.1
937 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938 elmex 1.1
939 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940     new_draw_info (NDI_UNIQUE, 0, op, buf);
941     op->stats.Str = op->contr->orig_stats.Str;
942     op->stats.Dex = op->contr->orig_stats.Dex;
943     op->stats.Con = op->contr->orig_stats.Con;
944     op->stats.Int = op->contr->orig_stats.Int;
945     op->stats.Wis = op->contr->orig_stats.Wis;
946     op->stats.Pow = op->contr->orig_stats.Pow;
947     op->stats.Cha = op->contr->orig_stats.Cha;
948     op->stats.ac = 0;
949    
950     op->level = 1;
951     op->stats.exp = 0;
952     op->stats.ac = 0;
953    
954     op->contr->levhp[1] = 9;
955     op->contr->levsp[1] = 6;
956     op->contr->levgrace[1] = 3;
957    
958     fix_player (op);
959     op->stats.hp = op->stats.maxhp;
960     op->stats.sp = op->stats.maxsp;
961     op->stats.grace = op->stats.maxgrace;
962     op->contr->orig_stats = op->stats;
963     op->contr->Swap_First = -1;
964 elmex 1.1 }
965    
966    
967     /* This code has been greatly reduced, because with set_attr_value
968     * and get_attr_value, the stats can be accessed just numeric
969     * ids. stat_trans is a table that translate the number entered
970     * into the actual stat. It is needed because the order the stats
971     * are displayed in the stat window is not the same as how
972     * the number's access that stat. The table does that translation.
973     */
974 root 1.18 int
975     key_roll_stat (object *op, char key)
976 elmex 1.1 {
977 root 1.18 int keynum = key - '0';
978     char buf[MAX_BUF];
979     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980    
981     if (keynum > 0 && keynum <= 7)
982     {
983     if (op->contr->Swap_First == -1)
984     {
985     op->contr->Swap_First = stat_trans[keynum];
986     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987     new_draw_info (NDI_UNIQUE, 0, op, buf);
988 root 1.11 }
989 root 1.18 else
990     Swap_Stat (op, stat_trans[keynum]);
991 elmex 1.1
992 root 1.18 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993     return 1;
994 elmex 1.1 }
995 root 1.18 switch (key)
996     {
997 root 1.20 case 'n':
998     case 'N':
999     {
1000     SET_FLAG (op, FLAG_WIZ);
1001     if (op->map == NULL)
1002     {
1003     LOG (llevError, "Map == NULL in state 2\n");
1004     break;
1005     }
1006 elmex 1.1
1007     #if 0
1008 root 1.20 /* So that enter_exit will put us at startx/starty */
1009     op->x = -1;
1010 elmex 1.1
1011 root 1.20 enter_exit (op, NULL);
1012 elmex 1.1 #endif
1013 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
1014     /* Enter exit adds a player otherwise */
1015     add_statbonus (op);
1016     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017     "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018     op->contr->state = ST_CHANGE_CLASS;
1019     if (op->msg)
1020     new_draw_info (NDI_BLUE, 0, op, op->msg);
1021     return 0;
1022     }
1023     case 'y':
1024     case 'Y':
1025     roll_stats (op);
1026     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027     return 1;
1028 root 1.18
1029 root 1.20 case 'q':
1030     case 'Q':
1031     play_again (op);
1032     return 1;
1033 elmex 1.1
1034 root 1.20 default:
1035     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036     return 0;
1037 elmex 1.1 }
1038 root 1.18 return 0;
1039 elmex 1.1 }
1040    
1041     /* This function takes the key that is passed, and does the
1042     * appropriate action with it (change race, or other things).
1043     * The function name is for historical reasons - now we have
1044     * separate race and class; this actually changes the RACE,
1045     * not the class.
1046     */
1047    
1048 root 1.18 int
1049     key_change_class (object *op, char key)
1050 elmex 1.1 {
1051 root 1.18 int tmp_loop;
1052 elmex 1.1
1053 root 1.18 if (key == 'q' || key == 'Q')
1054     {
1055 root 1.32 op->remove ();
1056 root 1.18 play_again (op);
1057 elmex 1.1 return 0;
1058     }
1059 root 1.18 if (key == 'd' || key == 'D')
1060     {
1061     char buf[MAX_BUF];
1062 elmex 1.1
1063 root 1.18 /* this must before then initial items are given */
1064     esrv_new_player (op->contr, op->weight + op->carrying);
1065     create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 elmex 1.1
1067 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1068     INVOKE_PLAYER (LOGIN, op->contr);
1069 elmex 1.1
1070 root 1.18 op->contr->state = ST_PLAYING;
1071 root 1.11
1072 root 1.18 if (op->msg)
1073     op->msg = NULL;
1074 elmex 1.1
1075 root 1.18 /* We create this now because some of the unique maps will need it
1076     * to save here.
1077     */
1078     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1079     make_path_to_file (buf);
1080 elmex 1.1
1081     #ifdef AUTOSAVE
1082 root 1.18 op->contr->last_save_tick = pticks;
1083 elmex 1.1 #endif
1084 root 1.18 start_info (op);
1085     CLEAR_FLAG (op, FLAG_WIZ);
1086     give_initial_items (op, op->randomitems);
1087     link_player_skills (op);
1088     esrv_send_inventory (op, op);
1089     fix_player (op);
1090 elmex 1.1
1091 root 1.18 /* This moves the player to a different start map, if there
1092     * is one for this race
1093     */
1094     if (*first_map_ext_path)
1095     {
1096     object *tmp;
1097     char mapname[MAX_BUF];
1098    
1099     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1100 root 1.33 tmp = object::create ();
1101 root 1.18 EXIT_PATH (tmp) = mapname;
1102     EXIT_X (tmp) = op->x;
1103     EXIT_Y (tmp) = op->y;
1104     enter_exit (op, tmp); /* we don't really care if it succeeded;
1105 elmex 1.1 * if the map isn't there, then stay on the
1106     * default initial map */
1107 root 1.33 tmp->destroy ();
1108 elmex 1.1 }
1109 root 1.18 else
1110     {
1111     LOG (llevDebug, "first_map_ext_path not set\n");
1112     }
1113     return 0;
1114 elmex 1.1 }
1115    
1116 root 1.18 /* Following actually changes the race - this is the default command
1117     * if we don't match with one of the options above.
1118     */
1119    
1120     tmp_loop = 0;
1121     while (!tmp_loop)
1122     {
1123     shstr name = op->name;
1124     int x = op->x, y = op->y;
1125    
1126     remove_statbonus (op);
1127 root 1.32 op->remove ();
1128 root 1.18 op->arch = get_player_archetype (op->arch);
1129 root 1.33 op->arch->clone.copy_to (op);
1130 root 1.18 op->instantiate ();
1131     op->stats = op->contr->orig_stats;
1132     op->name = op->name_pl = name;
1133     op->x = x;
1134     op->y = y;
1135     SET_ANIMATION (op, 2); /* So player faces south */
1136     insert_ob_in_map (op, op->map, op, 0);
1137 root 1.21 assign (op->contr->title, op->arch->clone.name);
1138 root 1.18 add_statbonus (op);
1139     tmp_loop = allowed_class (op);
1140     }
1141 root 1.19
1142 root 1.18 update_object (op, UP_OBJ_FACE);
1143     esrv_update_item (UPD_FACE, op, op);
1144     fix_player (op);
1145     op->stats.hp = op->stats.maxhp;
1146     op->stats.sp = op->stats.maxsp;
1147     op->stats.grace = 0;
1148 root 1.21
1149 root 1.18 if (op->msg)
1150     new_draw_info (NDI_BLUE, 0, op, op->msg);
1151 root 1.21
1152 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");
1153     return 0;
1154 elmex 1.1 }
1155    
1156 root 1.18 int
1157     key_confirm_quit (object *op, char key)
1158 elmex 1.1 {
1159 root 1.18 char buf[MAX_BUF];
1160 elmex 1.1
1161 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162     {
1163     op->contr->state = ST_PLAYING;
1164     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165     return 1;
1166 elmex 1.1 }
1167    
1168 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1169     INVOKE_PLAYER (QUIT, op->contr);
1170 root 1.3
1171 root 1.18 terminate_all_pets (op);
1172     leave_map (op);
1173     op->direction = 0;
1174     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175    
1176     strcpy (op->contr->killer, "quit");
1177     check_score (op);
1178     op->contr->party = NULL;
1179     if (settings.set_title == TRUE)
1180     op->contr->own_title[0] = '\0';
1181    
1182     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183     {
1184 root 1.25 maptile *mp, *next;
1185 root 1.18
1186     /* We need to hunt for any per player unique maps in memory and
1187     * get rid of them. The trailing slash in the path is intentional,
1188     * so that players named 'Ab' won't match against players 'Abe' pathname
1189     */
1190     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191     for (mp = first_map; mp != NULL; mp = next)
1192     {
1193     next = mp->next;
1194     if (!strncmp (mp->path, buf, strlen (buf)))
1195     delete_map (mp);
1196 root 1.11 }
1197 root 1.18
1198     delete_character (op->name, 1);
1199 elmex 1.1 }
1200 root 1.19
1201 root 1.18 play_again (op);
1202     return 1;
1203 elmex 1.1 }
1204    
1205 root 1.18 void
1206     flee_player (object *op)
1207     {
1208     int dir, diff;
1209     rv_vector rv;
1210    
1211     if (op->stats.hp < 0)
1212     {
1213     LOG (llevDebug, "Fleeing player is dead.\n");
1214     CLEAR_FLAG (op, FLAG_SCARED);
1215     return;
1216 elmex 1.1 }
1217    
1218 root 1.18 if (op->enemy == NULL)
1219     {
1220     LOG (llevDebug, "Fleeing player had no enemy.\n");
1221     CLEAR_FLAG (op, FLAG_SCARED);
1222     return;
1223 elmex 1.1 }
1224    
1225 root 1.18 /* Seen some crashes here. Since we don't store an
1226     * op->enemy_count, it is possible that something destroys the
1227     * actual enemy, and the object is recycled.
1228     */
1229     if (op->enemy->map == NULL)
1230     {
1231     CLEAR_FLAG (op, FLAG_SCARED);
1232     op->enemy = NULL;
1233     return;
1234 elmex 1.1 }
1235    
1236 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1237     {
1238     op->enemy = NULL;
1239     CLEAR_FLAG (op, FLAG_SCARED);
1240     return;
1241 elmex 1.1 }
1242 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1243    
1244     dir = absdir (4 + rv.direction);
1245     for (diff = 0; diff < 3; diff++)
1246     {
1247     int m = 1 - (RANDOM () & 2);
1248 elmex 1.1
1249 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1250     {
1251     return;
1252 root 1.11 }
1253 elmex 1.1 }
1254 root 1.18 /* Cornered, get rid of scared */
1255     CLEAR_FLAG (op, FLAG_SCARED);
1256     op->enemy = NULL;
1257 elmex 1.1 }
1258    
1259    
1260     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1261     * IT returns 1 if the player should keep on moving, 0 if he should
1262     * stop.
1263     */
1264 root 1.18 int
1265     check_pick (object *op)
1266     {
1267 elmex 1.1 object *tmp, *next;
1268     int stop = 0;
1269     int j, k, wvratio;
1270     char putstring[128], tmpstr[16];
1271    
1272     /* if you're flying, you cna't pick up anything */
1273     if (op->move_type & MOVE_FLYING)
1274     return 1;
1275    
1276     next = op->below;
1277    
1278     /* loop while there are items on the floor that are not marked as
1279     * destroyed */
1280 root 1.24 while (next && !next->destroyed ())
1281 root 1.18 {
1282     tmp = next;
1283     next = tmp->below;
1284 elmex 1.1
1285 root 1.24 if (op->destroyed ())
1286 elmex 1.1 return 0;
1287    
1288 root 1.18 if (!can_pick (op, tmp))
1289     continue;
1290 elmex 1.1
1291 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1292     {
1293     if (item_matched_string (op, tmp, op->contr->search_str))
1294     pick_up (op, tmp);
1295     continue;
1296 root 1.11 }
1297    
1298 root 1.18 /* high not bit set? We're using the old autopickup model */
1299     if (!(op->contr->mode & PU_NEWMODE))
1300 root 1.11 {
1301 root 1.18 switch (op->contr->mode)
1302 root 1.11 {
1303 root 1.20 case 0:
1304     return 1; /* don't pick up */
1305     case 1:
1306     pick_up (op, tmp);
1307     return 1;
1308     case 2:
1309     pick_up (op, tmp);
1310     return 0;
1311     case 3:
1312     return 0; /* stop before pickup */
1313     case 4:
1314     pick_up (op, tmp);
1315     break;
1316     case 5:
1317     pick_up (op, tmp);
1318     stop = 1;
1319     break;
1320     case 6:
1321     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1322 root 1.18 pick_up (op, tmp);
1323 root 1.20 break;
1324    
1325     case 7:
1326     if (tmp->type == MONEY || tmp->type == GEM)
1327 root 1.18 pick_up (op, tmp);
1328 root 1.20 break;
1329    
1330     default:
1331     /* use value density */
1332     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1333     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1334 root 1.18 pick_up (op, tmp);
1335 root 1.11 }
1336     }
1337 root 1.18 else
1338     { /* old model */
1339     /* NEW pickup handling */
1340     if (op->contr->mode & PU_DEBUG)
1341     {
1342     /* some debugging code to figure out item information */
1343     if (tmp->name != NULL)
1344     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1346     else
1347     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1349     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350    
1351     sprintf (putstring, "...flags: ");
1352     for (k = 0; k < 4; k++)
1353     {
1354     for (j = 0; j < 32; j++)
1355     {
1356     if ((tmp->flags[k] >> j) & 0x01)
1357     {
1358     sprintf (tmpstr, "%d ", k * 32 + j);
1359     strcat (putstring, tmpstr);
1360     }
1361     }
1362     }
1363     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364 elmex 1.1
1365     #if 0
1366 root 1.18 /* print the flags too */
1367     for (k = 0; k < 4; k++)
1368     {
1369     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370     for (j = 0; j < 32; j++)
1371     {
1372     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373     if (!((j + 1) % 4))
1374     fprintf (stderr, " ");
1375     }
1376     fprintf (stderr, " [%d]\n", k * 32);
1377     }
1378 elmex 1.1 #endif
1379 root 1.18 }
1380     /* philosophy:
1381     * It's easy to grab an item type from a pile, as long as it's
1382     * generic. This takes no game-time. For more detailed pickups
1383     * and selections, select-items shoul dbe used. This is a
1384     * grab-as-you-run type mode that's really useful for arrows for
1385     * example.
1386     * The drawback: right now it has no frontend, so you need to
1387     * stick the bits you want into a calculator in hex mode and then
1388     * convert to decimal and then 'pickup <#>
1389     */
1390    
1391     /* the first two modes are exclusive: if NOTHING we return, if
1392     * STOP then we stop. All the rest are applied sequentially,
1393     * meaning if any test passes, the item gets picked up. */
1394    
1395     /* if mode is set to pick nothing up, return */
1396    
1397     if (op->contr->mode & PU_NOTHING)
1398     return 1;
1399    
1400     /* if mode is set to stop when encountering objects, return */
1401     /* take STOP before INHIBIT since it doesn't actually pick
1402     * anything up */
1403    
1404     if (op->contr->mode & PU_STOP)
1405     return 0;
1406    
1407     /* useful for going into stores and not losing your settings... */
1408     /* and for battles wher you don't want to get loaded down while
1409     * fighting */
1410     if (op->contr->mode & PU_INHIBIT)
1411     return 1;
1412    
1413     /* prevent us from turning into auto-thieves :) */
1414     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1415     continue;
1416    
1417     /* ignore known cursed objects */
1418     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1419     continue;
1420    
1421     /* all food and drink if desired */
1422     /* question: don't pick up known-poisonous stuff? */
1423     if (op->contr->mode & PU_FOOD)
1424     if (tmp->type == FOOD)
1425     {
1426     pick_up (op, tmp);
1427     continue;
1428     }
1429 root 1.29
1430 root 1.18 if (op->contr->mode & PU_DRINK)
1431     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1432     {
1433     pick_up (op, tmp);
1434     continue;
1435     }
1436    
1437     if (op->contr->mode & PU_POTION)
1438     if (tmp->type == POTION)
1439     {
1440     pick_up (op, tmp);
1441     continue;
1442     }
1443    
1444     /* spellbooks, skillscrolls and normal books/scrolls */
1445     if (op->contr->mode & PU_SPELLBOOK)
1446     if (tmp->type == SPELLBOOK)
1447     {
1448     pick_up (op, tmp);
1449     continue;
1450     }
1451 root 1.29
1452 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1453     if (tmp->type == SKILLSCROLL)
1454     {
1455     pick_up (op, tmp);
1456     continue;
1457     }
1458 root 1.29
1459 root 1.18 if (op->contr->mode & PU_READABLES)
1460     if (tmp->type == BOOK || tmp->type == SCROLL)
1461     {
1462     pick_up (op, tmp);
1463     continue;
1464     }
1465    
1466     /* wands/staves/rods/horns */
1467     if (op->contr->mode & PU_MAGIC_DEVICE)
1468     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1469     {
1470     pick_up (op, tmp);
1471     continue;
1472     }
1473    
1474     /* pick up all magical items */
1475     if (op->contr->mode & PU_MAGICAL)
1476     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1477     {
1478     pick_up (op, tmp);
1479     continue;
1480     }
1481    
1482     if (op->contr->mode & PU_VALUABLES)
1483     {
1484     if (tmp->type == MONEY || tmp->type == GEM)
1485     {
1486     pick_up (op, tmp);
1487     continue;
1488     }
1489     }
1490    
1491     /* rings & amulets - talismans seems to be typed AMULET */
1492     if (op->contr->mode & PU_JEWELS)
1493     if (tmp->type == RING || tmp->type == AMULET)
1494     {
1495     pick_up (op, tmp);
1496 root 1.29 continue;
1497     }
1498    
1499     /* we don't forget dragon food */
1500     if (op->contr->mode & PU_FLESH)
1501     if (tmp->type == FLESH)
1502     {
1503     pick_up (op, tmp);
1504 root 1.18 continue;
1505     }
1506    
1507     /* bows and arrows. Bows are good for selling! */
1508     if (op->contr->mode & PU_BOW)
1509     if (tmp->type == BOW)
1510     {
1511     pick_up (op, tmp);
1512     continue;
1513     }
1514 root 1.29
1515 root 1.18 if (op->contr->mode & PU_ARROW)
1516     if (tmp->type == ARROW)
1517     {
1518     pick_up (op, tmp);
1519     continue;
1520     }
1521    
1522     /* all kinds of armor etc. */
1523     if (op->contr->mode & PU_ARMOUR)
1524     if (tmp->type == ARMOUR)
1525     {
1526     pick_up (op, tmp);
1527     continue;
1528     }
1529 root 1.29
1530 root 1.18 if (op->contr->mode & PU_HELMET)
1531     if (tmp->type == HELMET)
1532     {
1533     pick_up (op, tmp);
1534     continue;
1535     }
1536 root 1.29
1537 root 1.18 if (op->contr->mode & PU_SHIELD)
1538     if (tmp->type == SHIELD)
1539     {
1540     pick_up (op, tmp);
1541     continue;
1542     }
1543 root 1.29
1544 root 1.18 if (op->contr->mode & PU_BOOTS)
1545     if (tmp->type == BOOTS)
1546     {
1547     pick_up (op, tmp);
1548     continue;
1549     }
1550 root 1.29
1551 root 1.18 if (op->contr->mode & PU_GLOVES)
1552     if (tmp->type == GLOVES)
1553     {
1554     pick_up (op, tmp);
1555     continue;
1556     }
1557 root 1.29
1558 root 1.18 if (op->contr->mode & PU_CLOAK)
1559     if (tmp->type == CLOAK)
1560     {
1561     pick_up (op, tmp);
1562     continue;
1563     }
1564 elmex 1.1
1565 root 1.18 /* hoping to catch throwing daggers here */
1566     if (op->contr->mode & PU_MISSILEWEAPON)
1567     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1568     {
1569     pick_up (op, tmp);
1570     continue;
1571     }
1572 elmex 1.1
1573 root 1.18 /* careful: chairs and tables are weapons! */
1574     if (op->contr->mode & PU_ALLWEAPON)
1575     {
1576     if (tmp->type == WEAPON && tmp->name != NULL)
1577     {
1578     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1579     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1580     {
1581     pick_up (op, tmp);
1582     continue;
1583     }
1584     }
1585 root 1.29
1586 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1587     {
1588     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1589     {
1590     pick_up (op, tmp);
1591     continue;
1592     }
1593     }
1594     }
1595 elmex 1.1
1596 root 1.18 /* misc stuff that's useful */
1597     if (op->contr->mode & PU_KEY)
1598     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1599     {
1600     pick_up (op, tmp);
1601     continue;
1602     }
1603 elmex 1.1
1604 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1605     * pickups */
1606     if (op->contr->mode & PU_RATIO)
1607     {
1608     /* use value density to decide what else to grab */
1609     /* >=7 was >= op->contr->mode */
1610     /* >=7 is the old standard setting. Now we take the last 4 bits
1611     * and multiply them by 5, giving 0..15*5== 5..75 */
1612     wvratio = (op->contr->mode & PU_RATIO) * 5;
1613     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1614     {
1615     pick_up (op, tmp);
1616 elmex 1.1 #if 0
1617 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1618     if (tmp->name != NULL)
1619     {
1620     fprintf (stderr, "%s", tmp->name);
1621     }
1622     else
1623     fprintf (stderr, "%s", tmp->arch->name);
1624     fprintf (stderr, ",%d] = ", tmp->type);
1625     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1626 elmex 1.1 #endif
1627 root 1.18 continue;
1628     }
1629     }
1630     } /* the new pickup model */
1631     }
1632 root 1.29
1633 root 1.18 return !stop;
1634 elmex 1.1 }
1635    
1636     /*
1637     * Find an arrow in the inventory and after that
1638     * in the right type container (quiver). Pointer to the
1639     * found object is returned.
1640     */
1641 root 1.18 object *
1642     find_arrow (object *op, const char *type)
1643 elmex 1.1 {
1644 root 1.18 object *tmp = NULL;
1645 elmex 1.1
1646 root 1.18 for (op = op->inv; op; op = op->below)
1647     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1648     tmp = find_arrow (op, type);
1649     else if (op->type == ARROW && op->race == type)
1650     return op;
1651     return tmp;
1652 elmex 1.1 }
1653    
1654     /*
1655     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1656     * against the target. A full test is not performed, simply a basic test
1657     * of resistances. The archer is making a quick guess at what he sees down
1658     * the hall. Failing that it does it's best to pick the highest plus arrow.
1659     */
1660    
1661 root 1.18 object *
1662     find_better_arrow (object *op, object *target, const char *type, int *better)
1663 elmex 1.1 {
1664 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1665     int attacknum, attacktype, betterby = 0, i;
1666 elmex 1.1
1667 root 1.18 if (!type)
1668     return NULL;
1669 elmex 1.1
1670 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1671     {
1672     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1673     {
1674     i = 0;
1675     ntmp = find_better_arrow (arrow, target, type, &i);
1676     if (i > betterby)
1677     {
1678     tmp = ntmp;
1679     betterby = i;
1680     }
1681     }
1682     else if (arrow->type == ARROW && arrow->race == type)
1683     {
1684     /* allways prefer assasination/slaying */
1685     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1686     {
1687     if (arrow->attacktype & AT_DEATH)
1688     {
1689     *better = 100;
1690     return arrow;
1691     }
1692     else
1693     {
1694     tmp = arrow;
1695     betterby = (arrow->magic + arrow->stats.dam) * 2;
1696     }
1697     }
1698     else
1699     {
1700     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1701     {
1702     attacktype = 1 << attacknum;
1703     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1704     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1705     {
1706     tmp = arrow;
1707     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1708     }
1709 root 1.11 }
1710 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1711     {
1712     tmp = arrow;
1713     betterby = 2 + arrow->magic + arrow->stats.dam;
1714 root 1.11 }
1715 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1716     {
1717     tmp = arrow;
1718     betterby = 1 + arrow->magic + arrow->stats.dam;
1719 root 1.11 }
1720     }
1721     }
1722 elmex 1.1 }
1723 root 1.18 if (tmp == NULL && arrow == NULL)
1724     return find_arrow (op, type);
1725 elmex 1.1
1726 root 1.18 *better = betterby;
1727     return tmp;
1728 elmex 1.1 }
1729    
1730     /* looks in a given direction, finds the first valid target, and calls
1731     * find_better_arrow to find a decent arrow to use.
1732     * op = the shooter
1733     * type = bow->race
1734     * dir = fire direction
1735     */
1736    
1737 root 1.18 object *
1738     pick_arrow_target (object *op, const char *type, int dir)
1739 elmex 1.1 {
1740 root 1.18 object *tmp = NULL;
1741 root 1.25 maptile *m;
1742 root 1.18 int i, mflags, found, number;
1743     sint16 x, y;
1744    
1745     if (op->map == NULL)
1746     return find_arrow (op, type);
1747    
1748     /* do a dex check */
1749     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1750     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1751     return find_arrow (op, type);
1752    
1753     m = op->map;
1754     x = op->x;
1755     y = op->y;
1756    
1757     /* find the first target */
1758     for (i = 0, found = 0; i < 20; i++)
1759     {
1760     x += freearr_x[dir];
1761     y += freearr_y[dir];
1762     mflags = get_map_flags (m, &m, x, y, &x, &y);
1763     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1764     {
1765     tmp = NULL;
1766     break;
1767     }
1768     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1769     {
1770     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1771     * perhaps a bad assumption.
1772     */
1773     tmp = NULL;
1774     break;
1775 root 1.11 }
1776 root 1.18 if (mflags & P_IS_ALIVE)
1777     {
1778     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1779     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1780     {
1781     found++;
1782 root 1.11 break;
1783 root 1.18 }
1784     if (found)
1785     break;
1786 root 1.11 }
1787 elmex 1.1 }
1788 root 1.18 if (tmp == NULL)
1789     return find_arrow (op, type);
1790 elmex 1.1
1791 root 1.18 if (tmp->head)
1792     tmp = tmp->head;
1793 elmex 1.1
1794 root 1.18 return find_better_arrow (op, tmp, type, &i);
1795 elmex 1.1 }
1796    
1797     /*
1798     * Creature fires a bow - op can be monster or player. Returns
1799     * 1 if bow was actually fired, 0 otherwise.
1800     * op is the object firing the bow.
1801     * part is for multipart creatures - the part firing the bow.
1802     * dir is the direction of fire.
1803     * wc_mod is any special modifier to give (used in special player fire modes)
1804     * sx, sy are coordinates to fire arrow from - also used in some of the special
1805     * player fire modes.
1806     */
1807 root 1.18 int
1808     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1809 elmex 1.1 {
1810 root 1.18 object *left, *bow;
1811     int bowspeed, mflags;
1812 root 1.25 maptile *m;
1813 elmex 1.1
1814 root 1.18 if (!dir)
1815     {
1816     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1817     return 0;
1818 elmex 1.1 }
1819 root 1.18 if (op->type == PLAYER)
1820     bow = op->contr->ranges[range_bow];
1821     else
1822     {
1823     for (bow = op->inv; bow; bow = bow->below)
1824     /* Don't check for applied - monsters don't apply bows - in that way, they
1825     * don't need to switch back and forth between bows and weapons.
1826     */
1827     if (bow->type == BOW)
1828     break;
1829 root 1.11
1830 root 1.18 if (!bow)
1831     {
1832     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833     return 0;
1834 root 1.11 }
1835 elmex 1.1 }
1836 root 1.18 if (!bow->race || !bow->skill)
1837     {
1838     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1839     return 0;
1840 elmex 1.1 }
1841    
1842 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843 elmex 1.1
1844 root 1.18 /* penalize ROF for bestarrow */
1845     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1847     if (bowspeed < 1)
1848     bowspeed = 1;
1849    
1850     if (arrow == NULL)
1851     {
1852     if ((arrow = find_arrow (op, bow->race)) == NULL)
1853     {
1854     if (op->type == PLAYER)
1855     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1856     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1857     else
1858     CLEAR_FLAG (op, FLAG_READY_BOW);
1859     return 0;
1860 root 1.11 }
1861 elmex 1.1 }
1862 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863     if (mflags & P_OUT_OF_MAP)
1864     {
1865     return 0;
1866     }
1867     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868     {
1869     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1870     return 0;
1871     }
1872    
1873     /* this should not happen, but sometimes does */
1874     if (arrow->nrof == 0)
1875     {
1876 root 1.33 arrow->destroy ();
1877 root 1.18 return 0;
1878     }
1879    
1880     left = arrow; /* these are arrows left to the player */
1881     arrow = get_split_ob (arrow, 1);
1882     if (arrow == NULL)
1883     {
1884     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885     return 0;
1886 elmex 1.1 }
1887 root 1.18 set_owner (arrow, op);
1888     arrow->skill = bow->skill;
1889    
1890     arrow->direction = dir;
1891     arrow->x = sx;
1892     arrow->y = sy;
1893    
1894     if (op->type == PLAYER)
1895     {
1896     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897     fix_player (op);
1898 elmex 1.1 }
1899    
1900 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1901     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902     arrow->stats.hp = arrow->stats.dam;
1903     arrow->stats.grace = arrow->attacktype;
1904     if (arrow->slaying != NULL)
1905     arrow->spellarg = strdup_local (arrow->slaying);
1906    
1907     /* Note that this was different for monsters - they got their level
1908     * added to the damage. I think the strength bonus is more proper.
1909     */
1910    
1911     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1912    
1913     /* update the speed */
1914     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1916    
1917     if (arrow->speed < 1.0)
1918     arrow->speed = 1.0;
1919     update_ob_speed (arrow);
1920     arrow->speed_left = 0;
1921    
1922     if (op->type == PLAYER)
1923     {
1924     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1925     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1926     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1927    
1928     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1929 elmex 1.1 }
1930 root 1.18 else
1931     {
1932     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1933     arrow->level = op->level;
1934 elmex 1.1 }
1935 root 1.24
1936 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1937     arrow->attacktype |= bow->attacktype;
1938 root 1.24
1939 root 1.18 if (bow->slaying != NULL)
1940     arrow->slaying = bow->slaying;
1941    
1942     arrow->map = m;
1943     arrow->move_type = MOVE_FLY_LOW;
1944     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945    
1946     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1947     insert_ob_in_map (arrow, m, op, 0);
1948    
1949 root 1.24 if (!arrow->destroyed ())
1950 root 1.18 move_arrow (arrow);
1951 elmex 1.1
1952 root 1.18 if (op->type == PLAYER)
1953     {
1954 root 1.24 if (left->destroyed ())
1955     esrv_del_item (op->contr, left->count);
1956 root 1.18 else
1957     esrv_send_item (op, left);
1958 elmex 1.1 }
1959 root 1.24
1960 root 1.18 return 1;
1961 elmex 1.1 }
1962    
1963     /* Special fire code for players - this takes into
1964     * account the special fire modes players can have
1965     * but monsters can't. Putting that code here
1966     * makes the fire_bow code much cleaner.
1967     * this function should only be called if 'op' is a player,
1968     * hence the function name.
1969     */
1970 root 1.18 int
1971     player_fire_bow (object *op, int dir)
1972 elmex 1.1 {
1973 root 1.18 int ret = 0, wcmod = 0;
1974    
1975     if (op->contr->bowtype == bow_bestarrow)
1976     {
1977     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1978     }
1979     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1980     {
1981     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982     wcmod = -1;
1983     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1984     }
1985     else if (op->contr->bowtype == bow_threewide)
1986     {
1987     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1988     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1989     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1990     }
1991     else if (op->contr->bowtype == bow_spreadshot)
1992     {
1993     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1995     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1996 elmex 1.1
1997     }
1998 root 1.18 else
1999     {
2000     /* Simple case */
2001     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2002     }
2003     return ret;
2004 elmex 1.1 }
2005    
2006    
2007     /* Fires a misc (wand/rod/horn) object in 'dir'.
2008     * Broken apart from 'fire' to keep it more readable.
2009     */
2010 root 1.18 void
2011     fire_misc_object (object *op, int dir)
2012 elmex 1.1 {
2013 root 1.18 object *item;
2014 elmex 1.1
2015 root 1.18 if (!op->contr->ranges[range_misc])
2016     {
2017     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2018     return;
2019 elmex 1.1 }
2020    
2021 root 1.18 item = op->contr->ranges[range_misc];
2022     if (!item->inv)
2023     {
2024     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2025     return;
2026 elmex 1.1 }
2027 root 1.18 if (item->type == WAND)
2028     {
2029     if (item->stats.food <= 0)
2030     {
2031     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2032     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2033     return;
2034 root 1.11 }
2035 root 1.18 }
2036     else if (item->type == ROD || item->type == HORN)
2037     {
2038     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2039     {
2040     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2041     if (item->type == ROD)
2042     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2043     else
2044     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2045     return;
2046 root 1.11 }
2047 elmex 1.1 }
2048    
2049 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2050     {
2051     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2052     if (item->type == WAND)
2053     {
2054     if (!(--item->stats.food))
2055     {
2056     object *tmp;
2057    
2058     if (item->arch)
2059     {
2060     CLEAR_FLAG (item, FLAG_ANIMATE);
2061     item->face = item->arch->clone.face;
2062     item->speed = 0;
2063     update_ob_speed (item);
2064 root 1.11 }
2065 root 1.18 if ((tmp = is_player_inv (item)))
2066     esrv_update_item (UPD_ANIM, tmp, item);
2067 root 1.11 }
2068     }
2069 root 1.18 else if (item->type == ROD || item->type == HORN)
2070     {
2071     drain_rod_charge (item);
2072 root 1.11 }
2073 elmex 1.1 }
2074     }
2075    
2076     /* Received a fire command for the player - go and do it.
2077     */
2078 root 1.18 void
2079     fire (object *op, int dir)
2080     {
2081     int spellcost = 0;
2082 elmex 1.1
2083 root 1.18 /* check for loss of invisiblity/hide */
2084     if (action_makes_visible (op))
2085     make_visible (op);
2086 elmex 1.1
2087 root 1.18 switch (op->contr->shoottype)
2088     {
2089 root 1.20 case range_none:
2090     return;
2091 elmex 1.1
2092 root 1.20 case range_bow:
2093     player_fire_bow (op, dir);
2094     return;
2095 elmex 1.1
2096 root 1.20 case range_magic: /* Casting spells */
2097     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2098     return;
2099 elmex 1.1
2100 root 1.20 case range_misc:
2101     fire_misc_object (op, dir);
2102     return;
2103 root 1.11
2104 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2105 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 root 1.20 {
2107 root 1.30 op->contr->ranges[range_golem] = 0;
2108 root 1.20 op->contr->shoottype = range_none;
2109     }
2110     else
2111     control_golem (op->contr->ranges[range_golem], dir);
2112     return;
2113 root 1.11
2114 root 1.20 case range_skill:
2115     if (!op->chosen_skill)
2116     {
2117     if (op->type == PLAYER)
2118     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2119     return;
2120     }
2121     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2122     return;
2123     case range_builder:
2124     apply_map_builder (op, dir);
2125     return;
2126     default:
2127     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2128     return;
2129 elmex 1.1 }
2130     }
2131    
2132    
2133    
2134     /* find_key
2135     * We try to find a key for the door as passed. If we find a key
2136     * and successfully use it, we return the key, otherwise NULL
2137     * This function merges both normal and locked door, since the logic
2138     * for both is the same - just the specific key is different.
2139     * pl is the player,
2140     * inv is the objects inventory to searched
2141     * door is the door we are trying to match against.
2142     * This function can be called recursively to search containers.
2143     */
2144    
2145 root 1.18 object *
2146     find_key (object *pl, object *container, object *door)
2147 elmex 1.1 {
2148 root 1.18 object *tmp, *key;
2149 elmex 1.1
2150 root 1.18 /* Should not happen, but sanity checking is never bad */
2151     if (container->inv == NULL)
2152     return NULL;
2153 elmex 1.1
2154 root 1.18 /* First, lets try to find a key in the top level inventory */
2155     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2156     {
2157     if (door->type == DOOR && tmp->type == KEY)
2158     break;
2159     /* For sanity, we should really check door type, but other stuff
2160     * (like containers) can be locked with special keys
2161     */
2162     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163     break;
2164     }
2165     /* No key found - lets search inventories now */
2166     /* If we find and use a key in an inventory, return at that time.
2167     * otherwise, if we search all the inventories and still don't find
2168     * a key, return
2169     */
2170     if (!tmp)
2171     {
2172     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2173     {
2174     /* No reason to search empty containers */
2175     if (tmp->type == CONTAINER && tmp->inv)
2176     {
2177     if ((key = find_key (pl, tmp, door)) != NULL)
2178     return key;
2179     }
2180     }
2181     if (!tmp)
2182     return NULL;
2183 elmex 1.1 }
2184 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2185     * see if we actually want to use it
2186     */
2187     if (pl != container)
2188     {
2189     /* Only let players use keys in containers */
2190     if (!pl->contr)
2191     return NULL;
2192     /* cases where this fails:
2193     * If we only search the player inventory, return now since we
2194     * are not in the players inventory.
2195     * If the container is not active, return now since only active
2196     * containers can be used.
2197     * If we only search keyrings and the container does not have
2198     * a race/isn't a keyring.
2199     * No checking for all containers - to fall through past here,
2200     * inv must have been an container and must have been active.
2201     *
2202     * Change the color so that the message doesn't disappear with
2203     * all the others.
2204     */
2205     if (pl->contr->usekeys == key_inventory ||
2206     !QUERY_FLAG (container, FLAG_APPLIED) ||
2207     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2208     {
2209     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2211     return NULL;
2212 root 1.11 }
2213 elmex 1.1 }
2214 root 1.18 return tmp;
2215 elmex 1.1 }
2216    
2217     /* moved door processing out of move_player_attack.
2218     * returns 1 if player has opened the door with a key
2219     * such that the caller should not do anything more,
2220     * 0 otherwise
2221     */
2222 root 1.18 static int
2223     player_attack_door (object *op, object *door)
2224 elmex 1.1 {
2225    
2226 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2227     * might as well return immediately as there is nothing more to do -
2228     * otherwise, we fall through to the rest of the code.
2229     */
2230     object *key = find_key (op, op, door);
2231    
2232     /* IF we found a key, do some extra work */
2233     if (key)
2234     {
2235     object *container = key->env;
2236    
2237     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2238     if (action_makes_visible (op))
2239     make_visible (op);
2240     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241     spring_trap (door->inv, op);
2242     if (door->type == DOOR)
2243     {
2244     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2245     }
2246     else if (door->type == LOCKED_DOOR)
2247     {
2248     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2249     remove_door2 (door); /* remove door without violence ;-) */
2250     }
2251     /* Do this after we print the message */
2252     decrease_ob (key); /* Use up one of the keys */
2253     /* Need to update the weight the container the key was in */
2254     if (container != op)
2255     esrv_update_item (UPD_WEIGHT, op, container);
2256     return 1; /* Nothing more to do below */
2257     }
2258     else if (door->type == LOCKED_DOOR)
2259     {
2260     /* Might as well return now - no other way to open this */
2261     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2262     return 1;
2263 elmex 1.1 }
2264 root 1.18 return 0;
2265 elmex 1.1 }
2266    
2267     /* This function is just part of a breakup from move_player.
2268     * It should keep the code cleaner.
2269     * When this is called, the players direction has been updated
2270     * (taking into account confusion.) The player is also actually
2271     * going to try and move (not fire weapons).
2272     */
2273    
2274 root 1.18 void
2275     move_player_attack (object *op, int dir)
2276 elmex 1.1 {
2277 root 1.18 object *tmp, *mon;
2278     sint16 nx, ny;
2279     int on_battleground;
2280 root 1.25 maptile *m;
2281 root 1.18
2282     nx = freearr_x[dir] + op->x;
2283     ny = freearr_y[dir] + op->y;
2284    
2285     on_battleground = op_on_battleground (op, NULL, NULL);
2286    
2287     /* If braced, or can't move to the square, and it is not out of the
2288     * map, attack it. Note order of if statement is important - don't
2289     * want to be calling move_ob if braced, because move_ob will move the
2290     * player. This is a pretty nasty hack, because if we could
2291     * move to some space, it then means that if we are braced, we should
2292     * do nothing at all. As it is, if we are braced, we go through
2293     * quite a bit of processing. However, it probably is less than what
2294     * move_ob uses.
2295     */
2296     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2297     {
2298     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299     {
2300     m = get_map_from_coord (op->map, &nx, &ny);
2301     if (!m)
2302     return; /* Don't think this should happen */
2303     }
2304     else
2305     m = op->map;
2306    
2307     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2308     {
2309     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310     return;
2311 root 1.11 }
2312    
2313 root 1.18 mon = NULL;
2314     /* Go through all the objects, and find ones of interest. Only stop if
2315     * we find a monster - that is something we know we want to attack.
2316     * if its a door or barrel (can roll) see if there may be monsters
2317     * on the space
2318     */
2319     while (tmp != NULL)
2320     {
2321     if (tmp == op)
2322     {
2323     tmp = tmp->above;
2324     continue;
2325 root 1.11 }
2326 root 1.27
2327 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2328     {
2329     mon = tmp;
2330     break;
2331 root 1.11 }
2332 root 1.27
2333 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2334     mon = tmp;
2335 root 1.27
2336 root 1.18 tmp = tmp->above;
2337     }
2338    
2339     if (mon == NULL) /* This happens anytime the player tries to move */
2340     return; /* into a wall */
2341    
2342     if (mon->head != NULL)
2343     mon = mon->head;
2344    
2345     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2346     if (player_attack_door (op, mon))
2347     return;
2348    
2349     /* The following deals with possibly attacking peaceful
2350     * or frienddly creatures. Basically, all players are considered
2351     * unaggressive. If the moving player has peaceful set, then the
2352     * object should be pushed instead of attacked. It is assumed that
2353     * if you are braced, you will not attack friends accidently,
2354     * and thus will not push them.
2355     */
2356 root 1.11
2357 root 1.18 /* If the creature is a pet, push it even if the player is not
2358     * peaceful. Our assumption is the creature is a pet if the
2359     * player owns it and it is either friendly or unagressive.
2360     */
2361     if ((op->type == PLAYER)
2362 elmex 1.1 #if COZY_SERVER
2363 root 1.18 &&
2364     ((get_owner (mon) && get_owner (mon)->contr
2365     && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2366 elmex 1.1 #else
2367 root 1.18 && get_owner (mon) == op
2368 elmex 1.1 #endif
2369 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 root 1.11 {
2371 root 1.18 /* If we're braced, we don't want to switch places with it */
2372     if (op->contr->braced)
2373 root 1.11 return;
2374 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2375     (void) push_ob (mon, dir, op);
2376     if (op->contr->tmp_invis || op->hide)
2377     make_visible (op);
2378     return;
2379 root 1.11 }
2380    
2381 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2382     * creatures. Note that if you are braced, you can't push
2383     * someone, but put it inside this loop so that you won't
2384     * attack them either.
2385     */
2386     if ((mon->type == PLAYER || mon->enemy != op) &&
2387     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2388 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2389 root 1.18 (op->contr->peaceful
2390     || (mon->type == PLAYER
2391     && mon->contr->
2392     peaceful)) &&
2393 elmex 1.1 #else
2394 root 1.18 op->contr->peaceful &&
2395 elmex 1.1 #endif
2396 root 1.18 !on_battleground))
2397     {
2398     if (!op->contr->braced)
2399     {
2400     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2401     (void) push_ob (mon, dir, op);
2402     }
2403     else
2404     {
2405     new_draw_info (0, 0, op, "You withhold your attack");
2406 root 1.11 }
2407 root 1.18 if (op->contr->tmp_invis || op->hide)
2408     make_visible (op);
2409 root 1.11 }
2410 elmex 1.1
2411 root 1.18 /* If the object is a boulder or other rollable object, then
2412     * roll it if not braced. You can't roll it if you are braced.
2413     */
2414     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2415     {
2416     recursive_roll (mon, dir, op);
2417     if (action_makes_visible (op))
2418     make_visible (op);
2419 root 1.11 }
2420    
2421 root 1.18 /* Any generic living creature. Including things like doors.
2422     * Way it works is like this: First, it must have some hit points
2423     * and be living. Then, it must be one of the following:
2424     * 1) Not a player, 2) A player, but of a different party. Note
2425     * that party_number -1 is no party, so attacks can still happen.
2426     */
2427 root 1.11
2428 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2430     {
2431 elmex 1.1
2432 root 1.18 /* If the player hasn't hit something this tick, and does
2433     * so, give them speed boost based on weapon speed. Doing
2434     * it here is better than process_players2, which basically
2435     * incurred a 1 tick offset.
2436     */
2437     if (!op->contr->has_hit)
2438     {
2439     op->speed_left += op->speed / op->contr->weapon_sp;
2440 root 1.11
2441 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2442 root 1.11 }
2443    
2444 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2445 root 1.11
2446 root 1.18 /* If attacking another player, that player gets automatic
2447     * hitback, and doesn't loose luck either.
2448     * Disable hitback on the battleground or if the target is
2449     * the wiz.
2450     */
2451     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2452     {
2453     short luck = mon->stats.luck;
2454    
2455     mon->contr->has_hit = 1;
2456     skill_attack (op, mon, 0, NULL, NULL);
2457     mon->stats.luck = luck;
2458 root 1.11 }
2459 root 1.18 if (action_makes_visible (op))
2460     make_visible (op);
2461 root 1.11 }
2462 root 1.18 } /* if player should attack something */
2463 elmex 1.1 }
2464    
2465 root 1.18 int
2466     move_player (object *op, int dir)
2467     {
2468     int pick;
2469 elmex 1.1
2470 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2471     return 0;
2472 elmex 1.1
2473 root 1.18 /* Sanity check: make sure dir is valid */
2474     if ((dir < 0) || (dir >= 9))
2475     {
2476     LOG (llevError, "move_player: invalid direction %d\n", dir);
2477     return 0;
2478 elmex 1.1 }
2479    
2480 root 1.18 /* peterm: added following line */
2481     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2483    
2484     op->facing = dir;
2485    
2486     if (op->hide)
2487     do_hidden_move (op);
2488    
2489     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2490     /*nop */ ;
2491     else if (op->contr->fire_on)
2492     fire (op, dir);
2493     else
2494     {
2495     move_player_attack (op, dir);
2496     pick = check_pick (op);
2497     }
2498 elmex 1.1
2499 root 1.18 /* Add special check for newcs players and fire on - this way, the
2500     * server can handle repeat firing.
2501     */
2502     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503     {
2504     op->direction = dir;
2505     }
2506     else
2507     {
2508     op->direction = 0;
2509     }
2510     /* Update how the player looks. Use the facing, so direction may
2511     * get reset to zero. This allows for full animation capabilities
2512     * for players.
2513     */
2514     animate_object (op, op->facing);
2515     return 0;
2516 elmex 1.1 }
2517    
2518     /* This is similar to handle_player, below, but is only used by the
2519     * new client/server stuff.
2520     * This is sort of special, in that the new client/server actually uses
2521     * the new speed values for commands.
2522     *
2523     * Returns true if there are more actions we can do.
2524     */
2525 root 1.18 int
2526     handle_newcs_player (object *op)
2527 elmex 1.1 {
2528 root 1.18 if (op->contr->hidden)
2529     {
2530     op->invisible = 1000;
2531     /* the socket code flashes the player visible/invisible
2532     * depending on the value of invisible, so we need to
2533     * alternate it here for it to work correctly.
2534     */
2535     if (pticks & 2)
2536 root 1.11 op->invisible--;
2537 root 1.18 }
2538     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539     {
2540     op->invisible--;
2541     if (!op->invisible)
2542     {
2543     make_visible (op);
2544     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 root 1.11 }
2546 elmex 1.1 }
2547    
2548 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2549     {
2550     flee_player (op);
2551     /* If player is still scared, that is his action for this tick */
2552     if (QUERY_FLAG (op, FLAG_SCARED))
2553     {
2554     op->speed_left--;
2555     return 0;
2556 root 1.11 }
2557 elmex 1.1 }
2558    
2559 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2560     * the player object still points to the defunct golem. The code that
2561     * destroys the golem looks correct, and it doesn't always happen, so
2562     * put this in a a workaround to clean up the golem pointer.
2563     */
2564 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565     op->contr->ranges[range_golem] = 0;
2566 root 1.18
2567     /* call this here - we also will call this in do_ericserver, but
2568     * the players time has been increased when doericserver has been
2569     * called, so we recheck it here.
2570     */
2571     HandleClient (&op->contr->socket, op->contr);
2572     if (op->speed_left < 0)
2573 elmex 1.1 return 0;
2574    
2575 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576     {
2577     /* All move commands take 1 tick, at least for now */
2578     op->speed_left--;
2579 elmex 1.1
2580 root 1.18 /* Instead of all the stuff below, let move_player take care
2581     * of it. Also, some of the skill stuff is only put in
2582     * there, as well as the confusion stuff.
2583     */
2584     move_player (op, op->direction);
2585     if (op->speed_left > 0)
2586     return 1;
2587     else
2588 root 1.11 return 0;
2589 root 1.18 }
2590     return 0;
2591     }
2592    
2593     int
2594     save_life (object *op)
2595     {
2596     object *tmp;
2597 elmex 1.1
2598 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 elmex 1.1 return 0;
2600 root 1.18
2601     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2602     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603     {
2604     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2605     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2606 root 1.33
2607 root 1.18 if (op->contr)
2608     esrv_del_item (op->contr, tmp->count);
2609 root 1.33
2610     tmp->destroy ();
2611 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2612 root 1.33
2613 root 1.18 if (op->stats.hp < 0)
2614     op->stats.hp = op->stats.maxhp;
2615 root 1.33
2616 root 1.18 if (op->stats.food < 0)
2617     op->stats.food = 999;
2618 root 1.33
2619 root 1.18 fix_player (op);
2620     return 1;
2621     }
2622     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623     CLEAR_FLAG (op, FLAG_LIFESAVE);
2624     enter_player_savebed (op); /* bring him home. */
2625     return 0;
2626 elmex 1.1 }
2627    
2628     /* This goes throws the inventory and removes unpaid objects, and puts them
2629     * back in the map (location and map determined by values of env). This
2630     * function will descend into containers. op is the object to start the search
2631     * from.
2632     */
2633 root 1.18 void
2634     remove_unpaid_objects (object *op, object *env)
2635 elmex 1.1 {
2636 root 1.18 object *next;
2637 elmex 1.1
2638 root 1.18 while (op)
2639     {
2640     next = op->below; /* Make sure we have a good value, in case
2641     * we remove object 'op'
2642     */
2643     if (QUERY_FLAG (op, FLAG_UNPAID))
2644     {
2645 root 1.32 op->remove ();
2646 root 1.18 op->x = env->x;
2647     op->y = env->y;
2648     if (env->type == PLAYER)
2649     esrv_del_item (env->contr, op->count);
2650     insert_ob_in_map (op, env->map, NULL, 0);
2651     }
2652     else if (op->inv)
2653     remove_unpaid_objects (op->inv, env);
2654     op = next;
2655 elmex 1.1 }
2656     }
2657    
2658    
2659     /*
2660     * Returns pointer a static string containing gravestone text
2661     * Moved from apply.c to player.c - player.c is what
2662     * actually uses this function. player.c may not be quite the
2663     * best, a misc file for object actions is probably better,
2664     * but there isn't one in the server directory.
2665     */
2666 root 1.18 char *
2667     gravestone_text (object *op)
2668 elmex 1.1 {
2669 root 1.18 static char buf2[MAX_BUF];
2670     char buf[MAX_BUF];
2671     time_t now = time (NULL);
2672    
2673     strcpy (buf2, " R.I.P.\n\n");
2674     if (op->type == PLAYER)
2675     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676     else
2677     sprintf (buf, "%s\n", &op->name);
2678     strncat (buf2, " ", 20 - strlen (buf) / 2);
2679     strcat (buf2, buf);
2680     if (op->type == PLAYER)
2681     sprintf (buf, "who was in level %d when killed\n", op->level);
2682     else
2683     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2684     strncat (buf2, " ", 20 - strlen (buf) / 2);
2685     strcat (buf2, buf);
2686     if (op->type == PLAYER)
2687     {
2688     sprintf (buf, "by %s.\n\n", op->contr->killer);
2689     strncat (buf2, " ", 21 - strlen (buf) / 2);
2690     strcat (buf2, buf);
2691     }
2692     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693     strncat (buf2, " ", 20 - strlen (buf) / 2);
2694     strcat (buf2, buf);
2695     return buf2;
2696 elmex 1.1 }
2697    
2698    
2699    
2700 root 1.18 void
2701     do_some_living (object *op)
2702     {
2703     int last_food = op->stats.food;
2704 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2705     int over_hp, over_sp, over_grace;
2706     int i;
2707     int rate_hp = 1200;
2708     int rate_sp = 2500;
2709     int rate_grace = 2000;
2710     const int max_hp = 1;
2711     const int max_sp = 1;
2712     const int max_grace = 1;
2713    
2714 pippijn 1.17 if (op->contr->outputs_sync)
2715 root 1.18 {
2716     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718     flush_output_element (op, &op->contr->outputs[i]);
2719     }
2720    
2721     if (op->contr->state == ST_PLAYING)
2722     {
2723    
2724     /* these next three if clauses make it possible to SLOW DOWN
2725     hp/grace/spellpoint regeneration. */
2726     if (op->contr->gen_hp >= 0)
2727     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728     else
2729     {
2730     gen_hp = op->stats.maxhp;
2731     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732     }
2733     if (op->contr->gen_sp >= 0)
2734     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735     else
2736     {
2737     gen_sp = op->stats.maxsp;
2738     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739     }
2740     if (op->contr->gen_grace >= 0)
2741     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742     else
2743     {
2744     gen_grace = op->stats.maxgrace;
2745     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746     }
2747    
2748     /* Regenerate Spell Points */
2749     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2750     {
2751     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2752     if (op->stats.sp < op->stats.maxsp)
2753     {
2754     op->stats.sp++;
2755     /* dms do not consume food */
2756     if (!QUERY_FLAG (op, FLAG_WIZ))
2757     {
2758     op->stats.food--;
2759     if (op->contr->digestion < 0)
2760     op->stats.food += op->contr->digestion;
2761     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2762     op->stats.food = last_food;
2763     }
2764     }
2765     if (max_sp > 1)
2766     {
2767     over_sp = (gen_sp + 10) / rate_sp;
2768     if (over_sp > 0)
2769     {
2770     if (op->stats.sp < op->stats.maxsp)
2771     {
2772     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2773     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2774     op->stats.sp--;
2775     if (op->stats.sp > op->stats.maxsp)
2776     op->stats.sp = op->stats.maxsp;
2777     }
2778     op->last_sp = 0;
2779     }
2780     else
2781     {
2782     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783     }
2784     }
2785     else
2786     {
2787     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2788     }
2789     }
2790    
2791     /* Regenerate Grace */
2792     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2793     if (--op->last_grace < 0)
2794     {
2795     if (op->stats.grace < op->stats.maxgrace / 2)
2796     op->stats.grace++; /* no penalty in food for regaining grace */
2797     if (max_grace > 1)
2798     {
2799     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800     if (over_grace > 0)
2801     {
2802     op->stats.sp += over_grace
2803     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2804     op->last_grace = 0;
2805     }
2806     else
2807     {
2808     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2809     }
2810     }
2811     else
2812     {
2813     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2814     }
2815     /* wearing stuff doesn't detract from grace generation. */
2816     }
2817    
2818     /* Regenerate Hit Points */
2819     if (--op->last_heal < 0)
2820     {
2821     if (op->stats.hp < op->stats.maxhp)
2822     {
2823     op->stats.hp++;
2824     /* dms do not consume food */
2825     if (!QUERY_FLAG (op, FLAG_WIZ))
2826     {
2827     op->stats.food--;
2828     if (op->contr->digestion < 0)
2829     op->stats.food += op->contr->digestion;
2830     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2831     op->stats.food = last_food;
2832     }
2833     }
2834     if (max_hp > 1)
2835     {
2836     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837     if (over_hp > 0)
2838     {
2839     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2840     op->last_heal = 0;
2841     }
2842     else
2843     {
2844     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845     }
2846     }
2847     else
2848     {
2849     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2850     }
2851 root 1.11 }
2852 elmex 1.1
2853 root 1.18 /* Digestion */
2854     if (--op->last_eat < 0)
2855     {
2856     #ifdef COZY_SERVER
2857     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2858     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2859     #else
2860     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2861     #endif
2862    
2863     if (op->contr->gen_hp > 0)
2864     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2865     else
2866     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2867     /* dms do not consume food */
2868     if (!QUERY_FLAG (op, FLAG_WIZ))
2869     op->stats.food--;
2870 root 1.11 }
2871 elmex 1.1 }
2872    
2873 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2874     {
2875     object *tmp, *flesh = NULL;
2876    
2877     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2878     {
2879     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880     {
2881     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882     {
2883     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2884     manual_apply (op, tmp, 0);
2885     if (op->stats.food >= 0 || op->stats.hp < 0)
2886     break;
2887     }
2888     else if (tmp->type == FLESH)
2889     flesh = tmp;
2890     } /* End if paid for object */
2891     } /* end of for loop */
2892     /* If player is still starving, it means they don't have any food, so
2893     * eat flesh instead.
2894     */
2895     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896     {
2897     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2898     manual_apply (op, flesh, 0);
2899 root 1.11 }
2900 root 1.18 } /* end if player is starving */
2901 elmex 1.1
2902 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2903     op->stats.food++, op->stats.hp--;
2904 elmex 1.1
2905 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2906     kill_player (op);
2907 elmex 1.1 }
2908    
2909 root 1.18
2910 elmex 1.1
2911     /* If the player should die (lack of hp, food, etc), we call this.
2912     * op is the player in jeopardy. If the player can not be saved (not
2913     * permadeath, no lifesave), this will take care of removing the player
2914     * file.
2915     */
2916 root 1.18 void
2917     kill_player (object *op)
2918 elmex 1.1 {
2919 root 1.18 char buf[MAX_BUF];
2920     int x, y;
2921    
2922     //int i;
2923 root 1.25 maptile *map; /* this is for resurrection */
2924 root 1.18
2925     /* int z;
2926     int num_stats_lose;
2927     int lost_a_stat;
2928     int lose_this_stat;
2929     int this_stat; */
2930     int will_kill_again;
2931     archetype *at;
2932     object *tmp;
2933    
2934     if (save_life (op))
2935     return;
2936    
2937    
2938     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2939     * in cities ONLY!!! It is very important that this doesn't get abused.
2940     * Look at op_on_battleground() for more info --AndreasV
2941     */
2942     if (op_on_battleground (op, &x, &y))
2943     {
2944     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2945     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2946    
2947     /* restore player */
2948 root 1.22 at = archetype::find ("poisoning");
2949 root 1.18 tmp = present_arch_in_ob (at, op);
2950     if (tmp)
2951     {
2952 root 1.33 tmp->destroy ();
2953 root 1.18 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 root 1.33 tmp->destroy ();
2961 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962     }
2963    
2964     cure_disease (op, 0); /* remove any disease */
2965     op->stats.hp = op->stats.maxhp;
2966     if (op->stats.food <= 0)
2967     op->stats.food = 999;
2968 elmex 1.1
2969 root 1.18 /* create a bodypart-trophy to make the winner happy */
2970 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2971 root 1.18 if (tmp != NULL)
2972     {
2973     sprintf (buf, "%s's finger", &op->name);
2974     tmp->name = buf;
2975     sprintf (buf, " This finger has been cut off %s\n"
2976     " the %s, when he was defeated at\n level %d by %s.\n",
2977     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978     tmp->msg = buf;
2979     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2980     tmp->materialname = NULL;
2981     tmp->x = op->x, tmp->y = op->y;
2982     insert_ob_in_map (tmp, op->map, op, 0);
2983     }
2984 elmex 1.1
2985 root 1.18 /* teleport defeated player to new destination */
2986     transfer_ob (op, x, y, 0, NULL);
2987     op->contr->braced = 0;
2988     return;
2989 elmex 1.1 }
2990    
2991 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2992 root 1.3
2993 root 1.18 command_kill_pets (op, 0);
2994 elmex 1.1
2995 root 1.18 if (op->stats.food < 0)
2996     {
2997     if (op->contr->explore)
2998     {
2999     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001     op->stats.food = 999;
3002     return;
3003 root 1.11 }
3004 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3005     strcpy (op->contr->killer, "starvation");
3006 elmex 1.1 }
3007 root 1.18 else
3008     {
3009     if (op->contr->explore)
3010     {
3011     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013     op->stats.hp = op->stats.maxhp;
3014     return;
3015 root 1.11 }
3016 root 1.18 sprintf (buf, "%s died.", &op->name);
3017 elmex 1.1 }
3018 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3019 elmex 1.1
3020 root 1.18 /* save the map location for corpse, gravestone */
3021     x = op->x;
3022     y = op->y;
3023     map = op->map;
3024 elmex 1.1
3025    
3026 root 1.18 if (settings.not_permadeth == TRUE)
3027     {
3028     /* NOT_PERMADEATH code. This basically brings the character back to
3029     * life if they are dead - it takes some exp and a random stat.
3030     * See the config.h file for a little more in depth detail about this.
3031     */
3032 root 1.11
3033 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3034     * make it depletion. This bunch of code deals with that aspect
3035     * of death.
3036     */
3037 elmex 1.1 #ifndef COZY_SERVER
3038 root 1.18 if (settings.balanced_stat_loss)
3039     {
3040     /* If stat loss is permanent, lose one stat only. */
3041     /* Lower level chars don't lose as many stats because they suffer
3042     more if they do. */
3043     /* Higher level characters can afford things such as potions of
3044     restoration, or better, stat potions. So we slug them that
3045     little bit harder. */
3046     /* GD */
3047     if (settings.stat_loss_on_death)
3048 root 1.11 num_stats_lose = 1;
3049 root 1.18 else
3050     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051     }
3052     else
3053     {
3054     num_stats_lose = 1;
3055 root 1.11 }
3056 root 1.18 lost_a_stat = 0;
3057 root 1.11
3058 root 1.18 for (z = 0; z < num_stats_lose; z++)
3059     {
3060     i = RANDOM () % NUM_STATS;
3061 root 1.11
3062 root 1.18 if (settings.stat_loss_on_death)
3063     {
3064     /* Pick a random stat and take a point off it. Tell the player
3065     * what he lost.
3066     */
3067     change_attr_value (&(op->stats), i, -1);
3068     check_stat_bounds (&(op->stats));
3069     change_attr_value (&(op->contr->orig_stats), i, -1);
3070     check_stat_bounds (&(op->contr->orig_stats));
3071     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072     lost_a_stat = 1;
3073     }
3074     else
3075     {
3076     /* deplete a stat */
3077 root 1.22 archetype *deparch = archetype::find ("depletion");
3078 root 1.18 object *dep;
3079    
3080     dep = present_arch_in_ob (deparch, op);
3081     if (!dep)
3082     {
3083     dep = arch_to_object (deparch);
3084     insert_ob_in_ob (dep, op);
3085     }
3086     lose_this_stat = 1;
3087     if (settings.balanced_stat_loss)
3088     {
3089     /* GD */
3090     /* Get the stat that we're about to deplete. */
3091     this_stat = get_attr_value (&(dep->stats), i);
3092     if (this_stat < 0)
3093     {
3094     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095     int keep_chance = this_stat * this_stat;
3096    
3097     /* Yes, I am paranoid. Sue me. */
3098     if (keep_chance < 1)
3099     keep_chance = 1;
3100    
3101     /* There is a maximum depletion total per level. */
3102     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103     {
3104     lose_this_stat = 0;
3105     /* Take loss chance vs keep chance to see if we
3106     retain the stat. */
3107     }
3108     else
3109     {
3110     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 root 1.11 lose_this_stat = 0;
3112 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113     this_stat, keep_chance, loss_chance,
3114     lose_this_stat?"LOSE":"KEEP"); */
3115 root 1.11 }
3116     }
3117     }
3118 root 1.18
3119     if (lose_this_stat)
3120     {
3121     this_stat = get_attr_value (&(dep->stats), i);
3122     /* We could try to do something clever like find another
3123     * stat to reduce if this fails. But chances are, if
3124     * stats have been depleted to -50, all are pretty low
3125     * and should be roughly the same, so it shouldn't make a
3126     * difference.
3127     */
3128     if (this_stat >= -50)
3129     {
3130     change_attr_value (&(dep->stats), i, -1);
3131     SET_FLAG (dep, FLAG_APPLIED);
3132     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133     fix_player (op);
3134     lost_a_stat = 1;
3135 root 1.11 }
3136     }
3137     }
3138     }
3139 root 1.18 /* If no stat lost, tell the player. */
3140     if (!lost_a_stat)
3141     {
3142     /* determine_god() seems to not work sometimes... why is this?
3143     Should I be using something else? GD */
3144     const char *god = determine_god (op);
3145    
3146     if (god && (strcmp (god, "none")))
3147 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);
3148 root 1.18 else
3149 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3150 root 1.18 }
3151 root 1.28 #else
3152     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3153 elmex 1.1 #endif
3154    
3155 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3156     * exp loss on the stone.
3157     */
3158 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3159 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3160     tmp->name = buf;
3161     sprintf (buf, "%s's gravestones", &op->name);
3162     tmp->name_pl = buf;
3163     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);
3164     tmp->msg = buf;
3165     tmp->x = op->x, tmp->y = op->y;
3166     insert_ob_in_map (tmp, op->map, NULL, 0);
3167 root 1.11
3168 root 1.28 /**************************************/
3169 root 1.18 /* */
3170     /* Subtract the experience points, */
3171     /* if we died cause of food, give us */
3172     /* food, and reset HP's... */
3173     /* */
3174 root 1.28 /**************************************/
3175 root 1.11
3176 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3177     /* restore player */
3178 root 1.22 at = archetype::find ("poisoning");
3179 root 1.18 tmp = present_arch_in_ob (at, op);
3180 root 1.33
3181 root 1.18 if (tmp)
3182     {
3183 root 1.33 tmp->destroy ();
3184 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185     }
3186    
3187 root 1.22 at = archetype::find ("confusion");
3188 root 1.18 tmp = present_arch_in_ob (at, op);
3189     if (tmp)
3190     {
3191 root 1.33 tmp->destroy ();
3192 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193     }
3194 root 1.28
3195 root 1.18 cure_disease (op, 0); /* remove any disease */
3196    
3197     /*add_exp(op, (op->stats.exp * -0.20)); */
3198     apply_death_exp_penalty (op);
3199     if (op->stats.food < 100)
3200     op->stats.food = 900;
3201     op->stats.hp = op->stats.maxhp;
3202     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204    
3205     /*
3206     * Check to see if the player is in a shop. IF so, then check to see if
3207     * the player has any unpaid items. If so, remove them and put them back
3208     * in the map.
3209     */
3210 root 1.11
3211 root 1.18 if (is_in_shop (op))
3212     remove_unpaid_objects (op->inv, op);
3213 elmex 1.1
3214 root 1.28 /****************************************/
3215 root 1.18 /* */
3216     /* Move player to his current respawn- */
3217     /* position (usually last savebed) */
3218     /* */
3219 root 1.28 /****************************************/
3220 root 1.11
3221 root 1.18 enter_player_savebed (op);
3222    
3223     /* Save the player before inserting the force to reduce
3224     * chance of abuse.
3225     */
3226     op->contr->braced = 0;
3227     save_player (op, 1);
3228    
3229     /* it is possible that the player has blown something up
3230     * at his savebed location, and that can have long lasting
3231     * spell effects. So first see if there is a spell effect
3232     * on the space that might harm the player.
3233     */
3234     will_kill_again = 0;
3235     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3236 root 1.28 if (tmp->type == SPELL_EFFECT)
3237     will_kill_again |= tmp->attacktype;
3238    
3239 root 1.18 if (will_kill_again)
3240     {
3241     object *force;
3242     int at;
3243 root 1.11
3244 root 1.18 force = get_archetype (FORCE_NAME);
3245     /* 50 ticks should be enough time for the spell to abate */
3246     force->speed = 0.1;
3247     force->speed_left = -5.0;
3248     SET_FLAG (force, FLAG_APPLIED);
3249     for (at = 0; at < NROFATTACKS; at++)
3250 root 1.28 if (will_kill_again & (1 << at))
3251     force->resist[at] = 100;
3252    
3253 root 1.18 insert_ob_in_ob (force, op);
3254     fix_player (op);
3255 elmex 1.1
3256 root 1.11 }
3257 root 1.18
3258     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259     return;
3260     } /* NOT_PERMADETH */
3261     else
3262     {
3263     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264     * should probably be embedded in an else statement.
3265     */
3266    
3267     op->contr->party = NULL;
3268     if (settings.set_title == TRUE)
3269     op->contr->own_title[0] = '\0';
3270     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271     check_score (op);
3272 root 1.30
3273     if (op->contr->ranges[range_golem])
3274 root 1.18 {
3275     remove_friendly_object (op->contr->ranges[range_golem]);
3276 root 1.33 op->contr->ranges[range_golem]->destroy ();
3277 root 1.30 op->contr->ranges[range_golem] = 0;
3278 root 1.18 }
3279 root 1.30
3280 root 1.18 loot_object (op); /* Remove some of the items for good */
3281 root 1.32 op->remove ();
3282 root 1.18 op->direction = 0;
3283    
3284     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285     {
3286     delete_character (op->name, 0);
3287     if (settings.resurrection == TRUE)
3288     {
3289     /* save playerfile sans equipment when player dies
3290     ** then save it as player.pl.dead so that future resurrection
3291     ** type spells will work on them nicely
3292     */
3293     delete_character (op->name, 0);
3294     op->stats.hp = op->stats.maxhp;
3295     op->stats.food = 999;
3296    
3297     /* set the location of where the person will reappear when */
3298     /* maybe resurrection code should fix map also */
3299     strcpy (op->contr->maplevel, settings.emergency_mapname);
3300     if (op->map != NULL)
3301     op->map = NULL;
3302     op->x = settings.emergency_x;
3303     op->y = settings.emergency_y;
3304     save_player (op, 0);
3305     op->map = map;
3306     /* please see resurrection.c: peterm */
3307     dead_player (op);
3308     }
3309     else
3310 root 1.19 delete_character (op->name, 1);
3311 root 1.18 }
3312 root 1.19
3313 root 1.18 play_again (op);
3314 root 1.11
3315 root 1.18 /* peterm: added to create a corpse at deathsite. */
3316 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 root 1.18 sprintf (buf, "%s", &op->name);
3318     tmp->name = tmp->name_pl = buf;
3319     tmp->level = op->level;
3320     tmp->x = x;
3321     tmp->y = y;
3322     tmp->msg = gravestone_text (op);
3323     SET_FLAG (tmp, FLAG_UNIQUE);
3324     insert_ob_in_map (tmp, map, NULL, 0);
3325 elmex 1.1 }
3326     }
3327    
3328    
3329 root 1.18 void
3330     loot_object (object *op)
3331     { /* Grab and destroy some treasure */
3332     object *tmp, *tmp2, *next;
3333 elmex 1.1
3334 root 1.18 if (op->container)
3335     { /* close open sack first */
3336 elmex 1.1 esrv_apply_container (op, op->container);
3337 root 1.18 }
3338 elmex 1.1
3339 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3340     {
3341     next = tmp->below;
3342     if (tmp->type == EXPERIENCE || tmp->invisible)
3343     continue;
3344 root 1.32 tmp->remove ();
3345 root 1.18 tmp->x = op->x, tmp->y = op->y;
3346     if (tmp->type == CONTAINER)
3347     { /* empty container to ground */
3348     loot_object (tmp);
3349     }
3350     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3351     {
3352     if (tmp->nrof > 1)
3353     {
3354     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3355 root 1.33 tmp2->destroy ();
3356 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3357     }
3358     else
3359 root 1.33 tmp->destroy ();
3360 root 1.18 }
3361     else
3362     insert_ob_in_map (tmp, op->map, NULL, 0);
3363     }
3364 elmex 1.1 }
3365    
3366     /*
3367     * fix_weight(): Check recursively the weight of all players, and fix
3368     * what needs to be fixed. Refresh windows and fix speed if anything
3369     * was changed.
3370     */
3371    
3372 root 1.18 void
3373     fix_weight (void)
3374     {
3375 elmex 1.1 player *pl;
3376 root 1.18
3377     for (pl = first_player; pl != NULL; pl = pl->next)
3378     {
3379     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380    
3381     if (old == sum)
3382     continue;
3383     fix_player (pl->ob);
3384     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3385     }
3386 elmex 1.1 }
3387    
3388 root 1.18 void
3389     fix_luck (void)
3390     {
3391 elmex 1.1 player *pl;
3392 root 1.18
3393 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3394     if (!pl->ob->contr->state)
3395 root 1.18 change_luck (pl->ob, 0);
3396 elmex 1.1 }
3397    
3398    
3399     /* cast_dust() - handles op throwing objects of type 'DUST'.
3400     * This is much simpler in the new spell code - we basically
3401     * just treat this as any other spell casting object.
3402     */
3403    
3404 elmex 1.2 void
3405 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3406 elmex 1.2 {
3407     object *skop, *spob;
3408    
3409     skop = find_skill_by_name (op, throw_ob->skill);
3410    
3411     /* casting POTION 'dusts' is really a use_magic_item skill */
3412     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3413     {
3414 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3415 elmex 1.2 return;
3416     }
3417    
3418     spob = throw_ob->inv;
3419    
3420     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3421     // not pass NULL to cast_spell (which did indeed check itself, but
3422     // errors should be reported as early as possible IMHO)
3423     if (!spob)
3424     {
3425 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3426 elmex 1.2 return;
3427 elmex 1.1 }
3428    
3429 elmex 1.2 if (op->type == PLAYER)
3430 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3431 elmex 1.2
3432     cast_spell (op, throw_ob, dir, spob, NULL);
3433    
3434 root 1.33 throw_ob->destroy ();
3435 elmex 1.1 }
3436    
3437 root 1.18 void
3438     make_visible (object *op)
3439     {
3440     op->hide = 0;
3441     op->invisible = 0;
3442     if (op->type == PLAYER)
3443     {
3444     op->contr->tmp_invis = 0;
3445     op->contr->invis_race = 0;
3446     }
3447     update_object (op, UP_OBJ_FACE);
3448     }
3449    
3450     int
3451     is_true_undead (object *op)
3452     {
3453     object *tmp = NULL;
3454    
3455     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456     return 1;
3457    
3458     if (op->type == PLAYER)
3459     for (tmp = op->inv; tmp; tmp = tmp->below)
3460     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462     return 1;
3463 elmex 1.1 return 0;
3464     }
3465    
3466     /* look at the surrounding terrain to determine
3467     * the hideability of this object. Positive levels
3468     * indicate greater hideability.
3469     */
3470    
3471 root 1.18 int
3472     hideability (object *ob)
3473     {
3474     int i, level = 0, mflag;
3475     sint16 x, y;
3476    
3477     if (!ob || !ob->map)
3478     return 0;
3479    
3480     /* so, on normal lighted maps, its hard to hide */
3481     level = ob->map->darkness - 2;
3482    
3483     /* this also picks up whether the object is glowing.
3484     * If you carry a light on a non-dark map, its not
3485     * as bad as carrying a light on a pitch dark map */
3486     if (has_carried_lights (ob))
3487     level = -(10 + (2 * ob->map->darkness));
3488    
3489     /* scan through all nearby squares for terrain to hide in */
3490     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3491     {
3492     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3493     if (mflag & P_OUT_OF_MAP)
3494     {
3495     continue;
3496     }
3497     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3498     level += 2;
3499     else /* open terrain! */
3500     level -= 1;
3501 elmex 1.1 }
3502 root 1.18
3503 elmex 1.1 #if 0
3504 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3505 elmex 1.1 #endif
3506 root 1.18 return level;
3507 elmex 1.1 }
3508    
3509     /* For Hidden creatures - a chance of becoming 'unhidden'
3510     * every time they move - as we subtract off 'invisibility'
3511     * AND, for players, if they move into a ridiculously unhideable
3512     * spot (surrounded by clear terrain in broad daylight). -b.t.
3513     */
3514    
3515 root 1.18 void
3516     do_hidden_move (object *op)
3517     {
3518     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3519     object *skop;
3520    
3521     if (!op || !op->map)
3522     return;
3523    
3524     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525    
3526     /* its *extremely* hard to run and sneak/hide at the same time! */
3527     if (op->type == PLAYER && op->contr->run_on)
3528     {
3529     if (!skop || num >= skop->level)
3530     {
3531     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3532     make_visible (op);
3533     return;
3534     }
3535     else
3536     num += 20;
3537 elmex 1.1 }
3538 root 1.18 num += op->map->difficulty;
3539     hide = hideability (op); /* modify by terrain hidden level */
3540     num -= hide;
3541     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542     {
3543     make_visible (op);
3544     if (op->type == PLAYER)
3545     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3546 elmex 1.1 }
3547 root 1.18 else if (op->type == PLAYER && skop)
3548     {
3549     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3550 elmex 1.1 }
3551     }
3552    
3553     /* determine if who is standing near a hostile creature. */
3554    
3555 root 1.18 int
3556     stand_near_hostile (object *who)
3557     {
3558     object *tmp = NULL;
3559     int i, friendly = 0, player = 0, mflags;
3560 root 1.25 maptile *m;
3561 root 1.18 sint16 x, y;
3562    
3563     if (!who)
3564     return 0;
3565    
3566     if (who->type == PLAYER)
3567     player = 1;
3568    
3569     else
3570     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3571    
3572     /* search adjacent squares */
3573     for (i = 1; i < 9; i++)
3574     {
3575     x = who->x + freearr_x[i];
3576     y = who->y + freearr_y[i];
3577     m = who->map;
3578     mflags = get_map_flags (m, &m, x, y, &x, &y);
3579     /* space must be blocked if there is a monster. If not
3580     * blocked, don't need to check this space.
3581     */
3582     if (mflags & P_OUT_OF_MAP)
3583     continue;
3584     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3585     continue;
3586    
3587     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3588     {
3589     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3590     return 1;
3591     else if (tmp->type == PLAYER)
3592     {
3593     /*don't let a hidden DM prevent you from hiding */
3594     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3595 root 1.11 return 1;
3596 root 1.18 }
3597 root 1.11 }
3598 elmex 1.1 }
3599 root 1.18 return 0;
3600 elmex 1.1 }
3601    
3602     /* check the player los field for viewability of the
3603     * object op. This function works fine for monsters,
3604     * but we dont worry if the object isnt the top one in
3605     * a pile (say a coin under a table would return "viewable"
3606     * by this routine). Another question, should we be
3607     * concerned with the direction the player is looking
3608     * in? Realistically, most of use cant see stuff behind
3609     * our backs...on the other hand, does the "facing" direction
3610     * imply the way your head, or body is facing? Its possible
3611     * for them to differ. Sigh, this fctn could get a bit more complex.
3612     * -b.t.
3613     * This function is now map tiling safe.
3614     */
3615    
3616 root 1.18 int
3617     player_can_view (object *pl, object *op)
3618     {
3619     rv_vector rv;
3620     int dx, dy;
3621    
3622     if (pl->type != PLAYER)
3623     {
3624     LOG (llevError, "player_can_view() called for non-player object\n");
3625     return -1;
3626 elmex 1.1 }
3627 root 1.18 if (!pl || !op)
3628 elmex 1.1 return 0;
3629 root 1.18
3630     if (op->head)
3631     {
3632     op = op->head;
3633     }
3634     get_rangevector (pl, op, &rv, 0x1);
3635    
3636     /* starting with the 'head' part, lets loop
3637     * through the object and find if it has any
3638     * part that is in the los array but isnt on
3639     * a blocked los square.
3640     * we use the archetype to figure out offsets.
3641     */
3642     while (op)
3643     {
3644     dx = rv.distance_x + op->arch->clone.x;
3645     dy = rv.distance_y + op->arch->clone.y;
3646    
3647     /* only the viewable area the player sees is updated by LOS
3648     * code, so we need to restrict ourselves to that range of values
3649     * for any meaningful values.
3650     */
3651     if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3652     FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3653     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3654     return 1;
3655     op = op->more;
3656     }
3657     return 0;
3658 elmex 1.1 }
3659    
3660     /* routine for both players and monsters. We call this when
3661     * there is a possibility for our action distrubing our hiding
3662     * place or invisiblity spell. Artefact invisiblity is not
3663     * effected by this. If we arent invisible to begin with, we
3664     * return 0.
3665     */
3666 root 1.18 int
3667     action_makes_visible (object *op)
3668     {
3669    
3670     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3671     {
3672     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3673     return 0;
3674    
3675     if (op->contr && op->contr->tmp_invis == 0)
3676     return 0;
3677 elmex 1.1
3678 root 1.18 /* If monsters, they should become visible */
3679     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3680     {
3681     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3682     return 1;
3683 root 1.11 }
3684 elmex 1.1 }
3685 root 1.18 return 0;
3686 elmex 1.1 }
3687    
3688     /* op_on_battleground - checks if the given object op (usually
3689     * a player) is standing on a valid battleground-tile,
3690     * function returns TRUE/FALSE. If true x, y returns the battleground
3691     * -exit-coord. (and if x, y not NULL)
3692     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3693     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3694     * Default is to do the same as before, so only people wanting to have different points need worry about this
3695     */
3696 root 1.18 int
3697     op_on_battleground (object *op, int *x, int *y)
3698     {
3699 elmex 1.1 object *tmp;
3700 root 1.18
3701 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3702     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3703     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3704     * and the exit-coordinates sp/hp must both be > 0.
3705     * => The intention here is to prevent abuse of the battleground-
3706     * feature (like pickable or hidden battleground tiles). */
3707 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3708     {
3709     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3710     {
3711     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3712     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3713     {
3714     /*before we assign the exit, check if this is a teambattle */
3715     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3716     {
3717     object *invtmp;
3718    
3719     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3720     {
3721     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3722     {
3723     if (x != NULL && y != NULL)
3724     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3725     return 1;
3726     }
3727     }
3728     }
3729     if (x != NULL && y != NULL)
3730     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3731     return 1;
3732     }
3733     }
3734 elmex 1.1 }
3735     /* If we got here, did not find a battleground */
3736     return 0;
3737     }
3738    
3739     /*
3740     * When a dragon-player gains a new stage of evolution,
3741     * he gets some treasure
3742     *
3743     * attributes:
3744     * object *who the dragon player
3745     * int atnr the attack-number of the ability focus
3746     * int level ability level
3747     */
3748 root 1.18 void
3749     dragon_ability_gain (object *who, int atnr, int level)
3750     {
3751     treasurelist *trlist = NULL; /* treasurelist */
3752     treasure *tr; /* treasure */
3753     object *tmp, *skop; /* tmp. object */
3754     object *item; /* treasure object */
3755     char buf[MAX_BUF]; /* tmp. string buffer */
3756     int i = 0, j = 0;
3757    
3758     /* get the appropriate treasurelist */
3759     if (atnr == ATNR_FIRE)
3760     trlist = find_treasurelist ("dragon_ability_fire");
3761     else if (atnr == ATNR_COLD)
3762     trlist = find_treasurelist ("dragon_ability_cold");
3763     else if (atnr == ATNR_ELECTRICITY)
3764     trlist = find_treasurelist ("dragon_ability_elec");
3765     else if (atnr == ATNR_POISON)
3766     trlist = find_treasurelist ("dragon_ability_poison");
3767    
3768     if (trlist == NULL || who->type != PLAYER)
3769     return;
3770    
3771     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3772    
3773     if (tr == NULL || tr->item == NULL)
3774     {
3775     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3776     return;
3777 elmex 1.1 }
3778    
3779 root 1.18 /* everything seems okay - now bring on the gift: */
3780     item = &(tr->item->clone);
3781 elmex 1.1
3782 root 1.18 if (item->type == SPELL)
3783     {
3784     if (check_spell_known (who, item->name))
3785 root 1.11 return;
3786 root 1.18
3787     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3788     do_learn_spell (who, item, 0);
3789     return;
3790 elmex 1.1 }
3791    
3792 root 1.18 /* grant direct spell */
3793     if (item->type == SPELLBOOK)
3794     {
3795     if (!item->inv)
3796     {
3797     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3798     return;
3799     }
3800     if (check_spell_known (who, item->inv->name))
3801     return;
3802     if (item->invisible)
3803     {
3804     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3805     do_learn_spell (who, item->inv, 0);
3806     return;
3807 root 1.11 }
3808 root 1.18 }
3809     else if (item->type == SKILL_TOOL && item->invisible)
3810     {
3811     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3812     {
3813    
3814     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3815     * in this way, if the player is missing any of the attacktypes, he gets
3816     * them. As it is now, if the player has any that match the granted skill,
3817     * but not all of them, he gets nothing.
3818     */
3819     if (!(skop->attacktype & item->attacktype))
3820     {
3821     /* Give new attacktype */
3822     skop->attacktype |= item->attacktype;
3823    
3824     /* always add physical if there's none */
3825     skop->attacktype |= AT_PHYSICAL;
3826    
3827     if (item->msg != NULL)
3828     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3829    
3830     /* Give player new face */
3831     if (item->animation_id)
3832     {
3833     who->face = skop->face;
3834     who->animation_id = item->animation_id;
3835     who->anim_speed = item->anim_speed;
3836     who->last_anim = 0;
3837     who->state = 0;
3838     animate_object (who, who->direction);
3839     }
3840     }
3841 root 1.11 }
3842 elmex 1.1 }
3843 root 1.18 else if (item->type == FORCE)
3844     {
3845     /* forces in the treasurelist can alter the player's stats */
3846     object *skin;
3847 elmex 1.1
3848 root 1.18 /* first get the dragon skin force */
3849     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3850     if (skin == NULL)
3851     return;
3852    
3853     /* adding new spellpath attunements */
3854     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855     {
3856     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3857    
3858     /* print message */
3859     sprintf (buf, "You feel attuned to ");
3860     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3861     {
3862     if (item->path_attuned & (1 << i))
3863     {
3864     if (j)
3865     strcat (buf, " and ");
3866     else
3867     j = 1;
3868     strcat (buf, spellpathnames[i]);
3869     }
3870     }
3871     strcat (buf, ".");
3872     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3873     }
3874    
3875     /* evtl. adding flags: */
3876     if (QUERY_FLAG (item, FLAG_XRAYS))
3877     SET_FLAG (skin, FLAG_XRAYS);
3878     if (QUERY_FLAG (item, FLAG_STEALTH))
3879     SET_FLAG (skin, FLAG_STEALTH);
3880     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3881     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3882    
3883     /* print message if there is one */
3884     if (item->msg != NULL)
3885     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3886     }
3887     else
3888     {
3889     /* generate misc. treasure */
3890     tmp = arch_to_object (tr->item);
3891     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3892     tmp = insert_ob_in_ob (tmp, who);
3893     if (who->type == PLAYER)
3894     esrv_send_item (who, tmp);
3895 elmex 1.1 }
3896     }
3897    
3898     /**
3899     * Unready an object for a player. This function does nothing if the object was
3900     * not readied.
3901     */
3902 root 1.18 void
3903     player_unready_range_ob (player *pl, object *ob)
3904     {
3905     rangetype i;
3906 elmex 1.1
3907 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3908     {
3909     if (pl->ranges[i] == ob)
3910     {
3911     pl->ranges[i] = NULL;
3912     if (pl->shoottype == i)
3913     {
3914     pl->shoottype = range_none;
3915 elmex 1.1 }
3916     }
3917     }
3918     }