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/cvs/deliantra/server/server/player.C
Revision: 1.35
Committed: Thu Dec 14 00:01:35 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +2 -1 lines
Log Message:
- further cleanup and rewrite
- fix a potential crash in "lock" and "mark" packets

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 root 1.35 //TODO socket copying is EVIL, do not do this
342     p->socket.inbuf_len = 0;
343 root 1.18 set_first_map (p->ob);
344 elmex 1.1
345 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346     add_friendly_object (p->ob);
347     send_rules (p->ob);
348     send_news (p->ob);
349     display_motd (p->ob);
350     get_name (p->ob);
351 root 1.26
352 root 1.18 return 0;
353 elmex 1.1 }
354    
355     /*
356     * get_player_archetype() return next player archetype from archetype
357     * list. Not very efficient routine, but used only creating new players.
358     * Note: there MUST be at least one player archetype!
359     */
360 root 1.18 archetype *
361     get_player_archetype (archetype *at)
362 elmex 1.1 {
363 root 1.18 archetype *start = at;
364    
365     for (;;)
366     {
367     if (at == NULL || at->next == NULL)
368     at = first_archetype;
369     else
370     at = at->next;
371     if (at->clone.type == PLAYER)
372     return at;
373     if (at == start)
374     {
375     LOG (llevError, "No Player archetypes\n");
376     exit (-1);
377 root 1.11 }
378 elmex 1.1 }
379     }
380    
381    
382 root 1.18 object *
383     get_nearest_player (object *mon)
384     {
385     object *op = NULL;
386     player *pl = NULL;
387     objectlink *ol;
388     unsigned lastdist;
389     rv_vector rv;
390    
391     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
392     {
393     /* We should not find free objects on this friendly list, but it
394     * does periodically happen. Given that, lets deal with it.
395     * While unlikely, it is possible the next object on the friendly
396     * list is also free, so encapsulate this in a while loop.
397     */
398     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
399     {
400     object *tmp = ol->ob;
401    
402     /* Can't do much more other than log the fact, because the object
403     * itself will have been cleared.
404     */
405     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
406     ol = ol->next;
407     remove_friendly_object (tmp);
408     if (!ol)
409     return op;
410     }
411 root 1.11
412 root 1.18 /* Remove special check for player from this. First, it looks to cause
413     * some crashes (ol->ob->contr not set properly?), but secondly, a more
414     * complicated method of state checking would be needed in any case -
415     * as it was, a clever player could type quit, and the function would
416     * skip them over while waiting for confirmation. Remove
417     * on_same_map check, as can_detect_enemy also does this
418     */
419     if (!can_detect_enemy (mon, ol->ob, &rv))
420     continue;
421 root 1.11
422 root 1.18 if (lastdist > rv.distance)
423     {
424     op = ol->ob;
425     lastdist = rv.distance;
426 root 1.11 }
427 elmex 1.1 }
428 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
429     {
430     if (can_detect_enemy (mon, pl->ob, &rv))
431     {
432 elmex 1.1
433 root 1.18 if (lastdist > rv.distance)
434     {
435     op = pl->ob;
436     lastdist = rv.distance;
437 root 1.11 }
438     }
439 elmex 1.1 }
440     #if 0
441 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442 elmex 1.1 #endif
443 root 1.18 return op;
444 elmex 1.1 }
445    
446     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
447     * result in a monster paths backtracking. It basically determines how large a
448     * detour a monster will take from the direction path when looking
449     * for a path to the player. The values are in the amount of direction
450     * the deviation is
451     */
452     #define DETOUR_AMOUNT 2
453    
454     /* This is used to prevent infinite loops. Consider a case where the
455     * player is in a chamber (with gate closed), and monsters are outside.
456     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
457     * find a path into the chamber. This is a good thing, but since there
458     * is no real path, it will just keep circling the chamber for
459     * ever (this could be a nice effect for monsters, but not for the function
460     * to get stuck in. I think for the monsters, if max is reached and
461     * we return the first direction the creature could move would result in the
462     * circling behaviour. Unfortunately, this function is also used to determined
463     * if the creature should cast a spell, so returning a direction in that case
464     * is probably not a good thing.
465     */
466     #define MAX_SPACES 50
467    
468    
469     /*
470     * Returns the direction to the player, if valid. Returns 0 otherwise.
471     * modified to verify there is a path to the player. Does this by stepping towards
472     * player and if path is blocked then see if blockage is close enough to player that
473     * direction to player is changed (ie zig or zag). Continue zig zag until either
474     * reach player or path is blocked. Thus, will only return true if there is a free
475     * path to player. Though path may not be a straight line. Note that it will find
476     * player hiding along a corridor at right angles to the corridor with the monster.
477     *
478     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
479     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
480     * down corriders.
481     * 2) I think the old code was broken if the first direction the monster
482     * should move was blocked - the code would store the first direction without
483     * verifying that the player can actually move in that direction. The new
484     * code does not store anything in firstdir until we have verified that the
485     * monster can in fact move one space in that direction.
486     * 3) I'm not sure how good this code will be for moving multipart monsters,
487     * since only simple checks to blocked are being called, which could mean the monster
488     * is blocking itself.
489     */
490 root 1.18 int
491     path_to_player (object *mon, object *pl, unsigned mindiff)
492     {
493     rv_vector rv;
494     sint16 x, y;
495     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
496 root 1.25 maptile *m, *lastmap;
497 root 1.18
498     get_rangevector (mon, pl, &rv, 0);
499    
500     if (rv.distance < mindiff)
501     return 0;
502    
503     x = mon->x;
504     y = mon->y;
505     m = mon->map;
506     dir = rv.direction;
507     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
509     /* If we can't solve it within the search distance, return now. */
510     if (diff > max)
511     return 0;
512     while (diff > 1 && max > 0)
513     {
514     lastx = x;
515     lasty = y;
516     lastmap = m;
517     x = lastx + freearr_x[dir];
518     y = lasty + freearr_y[dir];
519    
520     mflags = get_map_flags (m, &m, x, y, &x, &y);
521     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
522    
523     /* Space is blocked - try changing direction a little */
524     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
525     && (m == mon->map && blocked_link (mon, m, x, y))))
526     {
527     /* recalculate direction from last good location. Possible
528     * we were not traversing ideal location before.
529     */
530     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
531     if (rv.direction != dir)
532     {
533     /* OK - says direction should be different - lets reset the
534     * the values so it will try again.
535     */
536     x = lastx;
537     y = lasty;
538     m = lastmap;
539     dir = firstdir = rv.direction;
540     }
541     else
542     {
543     /* direct path is blocked - try taking a side step to
544     * either the left or right.
545     * Note increase the values in the loop below to be
546     * more than -1/1 respectively will mean the monster takes
547     * bigger detour. Have to be careful about these values getting
548     * too big (3 or maybe 4 or higher) as the monster may just try
549     * stepping back and forth
550     */
551     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
552     {
553     if (i == 0)
554     continue; /* already did this, so skip it */
555     /* Use lastdir here - otherwise,
556     * since the direction that the creature should move in
557     * may change, you could get infinite loops.
558     * ie, player is northwest, but monster can only
559     * move west, so it does that. It goes some distance,
560     * gets blocked, finds that it should move north,
561     * can't do that, but now finds it can move east, and
562     * gets back to its original point. lastdir contains
563     * the last direction the creature has successfully
564     * moved.
565     */
566    
567     x = lastx + freearr_x[absdir (lastdir + i)];
568     y = lasty + freearr_y[absdir (lastdir + i)];
569     m = lastmap;
570     mflags = get_map_flags (m, &m, x, y, &x, &y);
571     if (mflags & P_OUT_OF_MAP)
572     continue;
573     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
574     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
575     continue;
576     if (mflags & P_BLOCKSVIEW)
577     continue;
578    
579     if (m == mon->map && blocked_link (mon, m, x, y))
580     break;
581     }
582     /* go through entire loop without finding a valid
583     * sidestep to take - thus, no valid path.
584     */
585     if (i == (DETOUR_AMOUNT + 1))
586     return 0;
587     diff--;
588     lastdir = dir;
589     max--;
590     if (!firstdir)
591     firstdir = dir + i;
592     } /* else check alternate directions */
593     } /* if blocked */
594     else
595     {
596     /* we moved towards creature, so diff is less */
597     diff--;
598     max--;
599     lastdir = dir;
600     if (!firstdir)
601     firstdir = dir;
602     }
603     if (diff <= 1)
604     {
605     /* Recalculate diff (distance) because we may not have actually
606     * headed toward player for entire distance.
607     */
608     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
610     }
611     if (diff > max)
612     return 0;
613     }
614     /* If we reached the max, didn't find a direction in time */
615     if (!max)
616     return 0;
617    
618     return firstdir;
619     }
620    
621     void
622     give_initial_items (object *pl, treasurelist * items)
623     {
624     object *op, *next = NULL;
625    
626     if (pl->randomitems != NULL)
627     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
628    
629     for (op = pl->inv; op; op = next)
630     {
631     next = op->below;
632    
633     /* Forces get applied per default, unless they have the
634     * flag "neutral" set. Sorry but I can't think of a better way
635     */
636     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
637     SET_FLAG (op, FLAG_APPLIED);
638    
639     /* we never give weapons/armour if these cannot be used
640     * by this player due to race restrictions
641     */
642     if (pl->type == PLAYER)
643     {
644     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
645     (op->type == ARMOUR || op->type == BOOTS ||
646     op->type == CLOAK || op->type == HELMET ||
647     op->type == SHIELD || op->type == GLOVES ||
648     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
649     {
650 root 1.33 op->destroy ();
651 root 1.18 continue;
652     }
653 root 1.11 }
654    
655 root 1.18 /* This really needs to be better - we should really give
656     * a substitute spellbook. The problem is that we don't really
657     * have a good idea what to replace it with (need something like
658     * a first level treasurelist for each skill.)
659     * remove duplicate skills also
660     */
661     if (op->type == SPELLBOOK || op->type == SKILL)
662     {
663     object *tmp;
664 elmex 1.1
665 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
666     if (tmp->type == op->type && tmp->name == op->name)
667     break;
668 root 1.11
669 root 1.18 if (tmp)
670     {
671 root 1.33 op->destroy ();
672 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673     continue;
674 root 1.11 }
675 root 1.33
676 root 1.18 if (op->nrof > 1)
677     op->nrof = 1;
678 root 1.11 }
679 elmex 1.1
680 root 1.18 if (op->type == SPELLBOOK && op->inv)
681     {
682     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
683 root 1.11 }
684    
685 root 1.18 /* Give starting characters identified, uncursed, and undamned
686     * items. Just don't identify gold or silver, or it won't be
687     * merged properly.
688     */
689     if (need_identify (op))
690     {
691     SET_FLAG (op, FLAG_IDENTIFIED);
692     CLEAR_FLAG (op, FLAG_CURSED);
693     CLEAR_FLAG (op, FLAG_DAMNED);
694     }
695     if (op->type == SPELL)
696     {
697 root 1.33 op->destroy ();
698 root 1.18 continue;
699     }
700     else if (op->type == SKILL)
701     {
702     SET_FLAG (op, FLAG_CAN_USE_SKILL);
703     op->stats.exp = 0;
704     op->level = 1;
705 root 1.11 }
706 root 1.18 /* lock all 'normal items by default */
707     else
708     SET_FLAG (op, FLAG_INV_LOCKED);
709     } /* for loop of objects in player inv */
710    
711     /* Need to set up the skill pointers */
712     link_player_skills (pl);
713     }
714    
715     void
716     get_name (object *op)
717     {
718     op->contr->write_buf[0] = '\0';
719     op->contr->state = ST_GET_NAME;
720     send_query (&op->contr->socket, 0, "What is your name?\n:");
721     }
722    
723     void
724     get_password (object *op)
725     {
726     op->contr->write_buf[0] = '\0';
727     op->contr->state = ST_GET_PASSWORD;
728     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729     }
730    
731     void
732     play_again (object *op)
733     {
734     op->contr->state = ST_PLAY_AGAIN;
735     op->chosen_skill = NULL;
736     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737     /* a bit of a hack, but there are various places early in th
738     * player creation process that a user can quit (eg, roll
739     * stats) that isn't removing the player. Taking a quick
740     * look, there are many places that call play_again without
741     * removing the player - it probably makes more sense
742     * to leave it to play_again to remove the object in all
743     * cases.
744     */
745     if (!QUERY_FLAG (op, FLAG_REMOVED))
746 root 1.32 op->remove ();
747 root 1.18 /* Need to set this to null - otherwise, it could point to garbage,
748     * and draw() doesn't check to see if the player is removed, only if
749     * the map is null or not swapped out.
750     */
751     op->map = NULL;
752     }
753    
754     int
755     receive_play_again (object *op, char key)
756     {
757     if (key == 'q' || key == 'Q')
758     {
759     remove_friendly_object (op);
760     leave (op->contr, 0); /* ericserver will draw the message */
761     return 2;
762     }
763     else if (key == 'a' || key == 'A')
764     {
765     player *pl = op->contr;
766     shstr name = op->name;
767    
768 root 1.19 op->contr = 0;
769     op->type = 0;
770 root 1.27 op->destroy (1);
771 root 1.18 pl = get_player (pl);
772     op = pl->ob;
773     add_friendly_object (op);
774     op->contr->password[0] = '~';
775     op->name = op->name_pl = 0;
776     /* Lets put a space in here */
777     new_draw_info (NDI_UNIQUE, 0, op, "\n");
778     get_name (op);
779     op->name = op->name_pl = name;
780     set_first_map (op);
781     }
782     else
783 root 1.19 /* user pressed something else so just ask again... */
784     play_again (op);
785    
786 root 1.18 return 0;
787 elmex 1.1 }
788    
789 root 1.18 void
790     confirm_password (object *op)
791     {
792 elmex 1.1
793 root 1.18 op->contr->write_buf[0] = '\0';
794     op->contr->state = ST_CONFIRM_PASSWORD;
795     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796 elmex 1.1 }
797    
798 root 1.18 void
799     get_party_password (object *op, partylist *party)
800     {
801     if (party == NULL)
802     {
803     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804     return;
805 elmex 1.1 }
806 root 1.18 op->contr->write_buf[0] = '\0';
807     op->contr->state = ST_GET_PARTY_PASSWORD;
808     op->contr->party_to_join = party;
809     send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810 elmex 1.1 }
811    
812    
813     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814 root 1.18 int
815     roll_stat (void)
816     {
817     int a[4], i, j, k;
818    
819     for (i = 0; i < 4; i++)
820     a[i] = (int) RANDOM () % 6 + 1;
821    
822     for (i = 0, j = 0, k = 7; i < 4; i++)
823     if (a[i] < k)
824     k = a[i], j = i;
825    
826     for (i = 0, k = 0; i < 4; i++)
827     {
828     if (i != j)
829     k += a[i];
830     }
831     return k;
832     }
833    
834     void
835     roll_stats (object *op)
836     {
837     int sum = 0;
838     int i = 0, j = 0;
839     int statsort[7];
840    
841     do
842     {
843     op->stats.Str = roll_stat ();
844     op->stats.Dex = roll_stat ();
845     op->stats.Int = roll_stat ();
846     op->stats.Con = roll_stat ();
847     op->stats.Wis = roll_stat ();
848     op->stats.Pow = roll_stat ();
849     op->stats.Cha = roll_stat ();
850     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851     }
852     while (sum < 82 || sum > 116);
853    
854     /* Sort the stats so that rerolling is easier... */
855     statsort[0] = op->stats.Str;
856     statsort[1] = op->stats.Dex;
857     statsort[2] = op->stats.Int;
858     statsort[3] = op->stats.Con;
859     statsort[4] = op->stats.Wis;
860     statsort[5] = op->stats.Pow;
861     statsort[6] = op->stats.Cha;
862    
863     /* a quick and dirty bubblesort? */
864     do
865     {
866     if (statsort[i] < statsort[i + 1])
867     {
868     j = statsort[i];
869     statsort[i] = statsort[i + 1];
870     statsort[i + 1] = j;
871     i = 0;
872     }
873     else
874     {
875     i++;
876     }
877     }
878     while (i < 6);
879    
880     op->stats.Str = statsort[0];
881     op->stats.Dex = statsort[1];
882     op->stats.Con = statsort[2];
883     op->stats.Int = statsort[3];
884     op->stats.Wis = statsort[4];
885     op->stats.Pow = statsort[5];
886     op->stats.Cha = statsort[6];
887    
888    
889     op->contr->orig_stats.Str = op->stats.Str;
890     op->contr->orig_stats.Dex = op->stats.Dex;
891     op->contr->orig_stats.Int = op->stats.Int;
892     op->contr->orig_stats.Con = op->stats.Con;
893     op->contr->orig_stats.Wis = op->stats.Wis;
894     op->contr->orig_stats.Pow = op->stats.Pow;
895     op->contr->orig_stats.Cha = op->stats.Cha;
896    
897     op->level = 1;
898     op->stats.exp = 0;
899     op->stats.ac = 0;
900    
901     op->contr->levhp[1] = 9;
902     op->contr->levsp[1] = 6;
903     op->contr->levgrace[1] = 3;
904    
905     fix_player (op);
906     op->stats.hp = op->stats.maxhp;
907     op->stats.sp = op->stats.maxsp;
908     op->stats.grace = op->stats.maxgrace;
909     op->contr->orig_stats = op->stats;
910     }
911    
912     void
913     Roll_Again (object *op)
914     {
915     esrv_new_player (op->contr, 0);
916     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917     "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918     }
919 elmex 1.1
920 root 1.18 void
921     Swap_Stat (object *op, int Swap_Second)
922     {
923     signed char tmp;
924     char buf[MAX_BUF];
925 elmex 1.1
926 root 1.18 if (op->contr->Swap_First == -1)
927     {
928     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931     return;
932 elmex 1.1 }
933    
934 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935 elmex 1.1
936 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937 elmex 1.1
938 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939 elmex 1.1
940 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941     new_draw_info (NDI_UNIQUE, 0, op, buf);
942     op->stats.Str = op->contr->orig_stats.Str;
943     op->stats.Dex = op->contr->orig_stats.Dex;
944     op->stats.Con = op->contr->orig_stats.Con;
945     op->stats.Int = op->contr->orig_stats.Int;
946     op->stats.Wis = op->contr->orig_stats.Wis;
947     op->stats.Pow = op->contr->orig_stats.Pow;
948     op->stats.Cha = op->contr->orig_stats.Cha;
949     op->stats.ac = 0;
950    
951     op->level = 1;
952     op->stats.exp = 0;
953     op->stats.ac = 0;
954    
955     op->contr->levhp[1] = 9;
956     op->contr->levsp[1] = 6;
957     op->contr->levgrace[1] = 3;
958    
959     fix_player (op);
960     op->stats.hp = op->stats.maxhp;
961     op->stats.sp = op->stats.maxsp;
962     op->stats.grace = op->stats.maxgrace;
963     op->contr->orig_stats = op->stats;
964     op->contr->Swap_First = -1;
965 elmex 1.1 }
966    
967    
968     /* This code has been greatly reduced, because with set_attr_value
969     * and get_attr_value, the stats can be accessed just numeric
970     * ids. stat_trans is a table that translate the number entered
971     * into the actual stat. It is needed because the order the stats
972     * are displayed in the stat window is not the same as how
973     * the number's access that stat. The table does that translation.
974     */
975 root 1.18 int
976     key_roll_stat (object *op, char key)
977 elmex 1.1 {
978 root 1.18 int keynum = key - '0';
979     char buf[MAX_BUF];
980     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981    
982     if (keynum > 0 && keynum <= 7)
983     {
984     if (op->contr->Swap_First == -1)
985     {
986     op->contr->Swap_First = stat_trans[keynum];
987     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988     new_draw_info (NDI_UNIQUE, 0, op, buf);
989 root 1.11 }
990 root 1.18 else
991     Swap_Stat (op, stat_trans[keynum]);
992 elmex 1.1
993 root 1.18 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994     return 1;
995 elmex 1.1 }
996 root 1.18 switch (key)
997     {
998 root 1.20 case 'n':
999     case 'N':
1000     {
1001     SET_FLAG (op, FLAG_WIZ);
1002     if (op->map == NULL)
1003     {
1004     LOG (llevError, "Map == NULL in state 2\n");
1005     break;
1006     }
1007 elmex 1.1
1008     #if 0
1009 root 1.20 /* So that enter_exit will put us at startx/starty */
1010     op->x = -1;
1011 elmex 1.1
1012 root 1.20 enter_exit (op, NULL);
1013 elmex 1.1 #endif
1014 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
1015     /* Enter exit adds a player otherwise */
1016     add_statbonus (op);
1017     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018     "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019     op->contr->state = ST_CHANGE_CLASS;
1020     if (op->msg)
1021     new_draw_info (NDI_BLUE, 0, op, op->msg);
1022     return 0;
1023     }
1024     case 'y':
1025     case 'Y':
1026     roll_stats (op);
1027     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028     return 1;
1029 root 1.18
1030 root 1.20 case 'q':
1031     case 'Q':
1032     play_again (op);
1033     return 1;
1034 elmex 1.1
1035 root 1.20 default:
1036     send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037     return 0;
1038 elmex 1.1 }
1039 root 1.18 return 0;
1040 elmex 1.1 }
1041    
1042     /* This function takes the key that is passed, and does the
1043     * appropriate action with it (change race, or other things).
1044     * The function name is for historical reasons - now we have
1045     * separate race and class; this actually changes the RACE,
1046     * not the class.
1047     */
1048    
1049 root 1.18 int
1050     key_change_class (object *op, char key)
1051 elmex 1.1 {
1052 root 1.18 int tmp_loop;
1053 elmex 1.1
1054 root 1.18 if (key == 'q' || key == 'Q')
1055     {
1056 root 1.32 op->remove ();
1057 root 1.18 play_again (op);
1058 elmex 1.1 return 0;
1059     }
1060 root 1.18 if (key == 'd' || key == 'D')
1061     {
1062     char buf[MAX_BUF];
1063 elmex 1.1
1064 root 1.18 /* this must before then initial items are given */
1065     esrv_new_player (op->contr, op->weight + op->carrying);
1066     create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 elmex 1.1
1068 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1069     INVOKE_PLAYER (LOGIN, op->contr);
1070 elmex 1.1
1071 root 1.18 op->contr->state = ST_PLAYING;
1072 root 1.11
1073 root 1.18 if (op->msg)
1074     op->msg = NULL;
1075 elmex 1.1
1076 root 1.18 /* We create this now because some of the unique maps will need it
1077     * to save here.
1078     */
1079     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080     make_path_to_file (buf);
1081 elmex 1.1
1082     #ifdef AUTOSAVE
1083 root 1.18 op->contr->last_save_tick = pticks;
1084 elmex 1.1 #endif
1085 root 1.18 start_info (op);
1086     CLEAR_FLAG (op, FLAG_WIZ);
1087     give_initial_items (op, op->randomitems);
1088     link_player_skills (op);
1089     esrv_send_inventory (op, op);
1090     fix_player (op);
1091 elmex 1.1
1092 root 1.18 /* This moves the player to a different start map, if there
1093     * is one for this race
1094     */
1095     if (*first_map_ext_path)
1096     {
1097     object *tmp;
1098     char mapname[MAX_BUF];
1099    
1100     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 root 1.33 tmp = object::create ();
1102 root 1.18 EXIT_PATH (tmp) = mapname;
1103     EXIT_X (tmp) = op->x;
1104     EXIT_Y (tmp) = op->y;
1105     enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 elmex 1.1 * if the map isn't there, then stay on the
1107     * default initial map */
1108 root 1.33 tmp->destroy ();
1109 elmex 1.1 }
1110 root 1.18 else
1111     {
1112     LOG (llevDebug, "first_map_ext_path not set\n");
1113     }
1114     return 0;
1115 elmex 1.1 }
1116    
1117 root 1.18 /* Following actually changes the race - this is the default command
1118     * if we don't match with one of the options above.
1119     */
1120    
1121     tmp_loop = 0;
1122     while (!tmp_loop)
1123     {
1124     shstr name = op->name;
1125     int x = op->x, y = op->y;
1126    
1127     remove_statbonus (op);
1128 root 1.32 op->remove ();
1129 root 1.18 op->arch = get_player_archetype (op->arch);
1130 root 1.33 op->arch->clone.copy_to (op);
1131 root 1.18 op->instantiate ();
1132     op->stats = op->contr->orig_stats;
1133     op->name = op->name_pl = name;
1134     op->x = x;
1135     op->y = y;
1136     SET_ANIMATION (op, 2); /* So player faces south */
1137     insert_ob_in_map (op, op->map, op, 0);
1138 root 1.21 assign (op->contr->title, op->arch->clone.name);
1139 root 1.18 add_statbonus (op);
1140     tmp_loop = allowed_class (op);
1141     }
1142 root 1.19
1143 root 1.18 update_object (op, UP_OBJ_FACE);
1144     esrv_update_item (UPD_FACE, op, op);
1145     fix_player (op);
1146     op->stats.hp = op->stats.maxhp;
1147     op->stats.sp = op->stats.maxsp;
1148     op->stats.grace = 0;
1149 root 1.21
1150 root 1.18 if (op->msg)
1151     new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 root 1.21
1153 root 1.18 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154     return 0;
1155 elmex 1.1 }
1156    
1157 root 1.18 int
1158     key_confirm_quit (object *op, char key)
1159 elmex 1.1 {
1160 root 1.18 char buf[MAX_BUF];
1161 elmex 1.1
1162 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163     {
1164     op->contr->state = ST_PLAYING;
1165     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166     return 1;
1167 elmex 1.1 }
1168    
1169 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1170     INVOKE_PLAYER (QUIT, op->contr);
1171 root 1.3
1172 root 1.18 terminate_all_pets (op);
1173     leave_map (op);
1174     op->direction = 0;
1175     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176    
1177     strcpy (op->contr->killer, "quit");
1178     check_score (op);
1179     op->contr->party = NULL;
1180     if (settings.set_title == TRUE)
1181     op->contr->own_title[0] = '\0';
1182    
1183     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184     {
1185 root 1.25 maptile *mp, *next;
1186 root 1.18
1187     /* We need to hunt for any per player unique maps in memory and
1188     * get rid of them. The trailing slash in the path is intentional,
1189     * so that players named 'Ab' won't match against players 'Abe' pathname
1190     */
1191     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192     for (mp = first_map; mp != NULL; mp = next)
1193     {
1194     next = mp->next;
1195     if (!strncmp (mp->path, buf, strlen (buf)))
1196     delete_map (mp);
1197 root 1.11 }
1198 root 1.18
1199     delete_character (op->name, 1);
1200 elmex 1.1 }
1201 root 1.19
1202 root 1.18 play_again (op);
1203     return 1;
1204 elmex 1.1 }
1205    
1206 root 1.18 void
1207     flee_player (object *op)
1208     {
1209     int dir, diff;
1210     rv_vector rv;
1211    
1212     if (op->stats.hp < 0)
1213     {
1214     LOG (llevDebug, "Fleeing player is dead.\n");
1215     CLEAR_FLAG (op, FLAG_SCARED);
1216     return;
1217 elmex 1.1 }
1218    
1219 root 1.18 if (op->enemy == NULL)
1220     {
1221     LOG (llevDebug, "Fleeing player had no enemy.\n");
1222     CLEAR_FLAG (op, FLAG_SCARED);
1223     return;
1224 elmex 1.1 }
1225    
1226 root 1.18 /* Seen some crashes here. Since we don't store an
1227     * op->enemy_count, it is possible that something destroys the
1228     * actual enemy, and the object is recycled.
1229     */
1230     if (op->enemy->map == NULL)
1231     {
1232     CLEAR_FLAG (op, FLAG_SCARED);
1233     op->enemy = NULL;
1234     return;
1235 elmex 1.1 }
1236    
1237 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1238     {
1239     op->enemy = NULL;
1240     CLEAR_FLAG (op, FLAG_SCARED);
1241     return;
1242 elmex 1.1 }
1243 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1244    
1245     dir = absdir (4 + rv.direction);
1246     for (diff = 0; diff < 3; diff++)
1247     {
1248     int m = 1 - (RANDOM () & 2);
1249 elmex 1.1
1250 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251     {
1252     return;
1253 root 1.11 }
1254 elmex 1.1 }
1255 root 1.18 /* Cornered, get rid of scared */
1256     CLEAR_FLAG (op, FLAG_SCARED);
1257     op->enemy = NULL;
1258 elmex 1.1 }
1259    
1260    
1261     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1262     * IT returns 1 if the player should keep on moving, 0 if he should
1263     * stop.
1264     */
1265 root 1.18 int
1266     check_pick (object *op)
1267     {
1268 elmex 1.1 object *tmp, *next;
1269     int stop = 0;
1270     int j, k, wvratio;
1271     char putstring[128], tmpstr[16];
1272    
1273     /* if you're flying, you cna't pick up anything */
1274     if (op->move_type & MOVE_FLYING)
1275     return 1;
1276    
1277     next = op->below;
1278    
1279     /* loop while there are items on the floor that are not marked as
1280     * destroyed */
1281 root 1.24 while (next && !next->destroyed ())
1282 root 1.18 {
1283     tmp = next;
1284     next = tmp->below;
1285 elmex 1.1
1286 root 1.24 if (op->destroyed ())
1287 elmex 1.1 return 0;
1288    
1289 root 1.18 if (!can_pick (op, tmp))
1290     continue;
1291 elmex 1.1
1292 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1293     {
1294     if (item_matched_string (op, tmp, op->contr->search_str))
1295     pick_up (op, tmp);
1296     continue;
1297 root 1.11 }
1298    
1299 root 1.18 /* high not bit set? We're using the old autopickup model */
1300     if (!(op->contr->mode & PU_NEWMODE))
1301 root 1.11 {
1302 root 1.18 switch (op->contr->mode)
1303 root 1.11 {
1304 root 1.20 case 0:
1305     return 1; /* don't pick up */
1306     case 1:
1307     pick_up (op, tmp);
1308     return 1;
1309     case 2:
1310     pick_up (op, tmp);
1311     return 0;
1312     case 3:
1313     return 0; /* stop before pickup */
1314     case 4:
1315     pick_up (op, tmp);
1316     break;
1317     case 5:
1318     pick_up (op, tmp);
1319     stop = 1;
1320     break;
1321     case 6:
1322     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1323 root 1.18 pick_up (op, tmp);
1324 root 1.20 break;
1325    
1326     case 7:
1327     if (tmp->type == MONEY || tmp->type == GEM)
1328 root 1.18 pick_up (op, tmp);
1329 root 1.20 break;
1330    
1331     default:
1332     /* use value density */
1333     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1334     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1335 root 1.18 pick_up (op, tmp);
1336 root 1.11 }
1337     }
1338 root 1.18 else
1339     { /* old model */
1340     /* NEW pickup handling */
1341     if (op->contr->mode & PU_DEBUG)
1342     {
1343     /* some debugging code to figure out item information */
1344     if (tmp->name != NULL)
1345     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347     else
1348     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351    
1352     sprintf (putstring, "...flags: ");
1353     for (k = 0; k < 4; k++)
1354     {
1355     for (j = 0; j < 32; j++)
1356     {
1357     if ((tmp->flags[k] >> j) & 0x01)
1358     {
1359     sprintf (tmpstr, "%d ", k * 32 + j);
1360     strcat (putstring, tmpstr);
1361     }
1362     }
1363     }
1364     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365 elmex 1.1
1366     #if 0
1367 root 1.18 /* print the flags too */
1368     for (k = 0; k < 4; k++)
1369     {
1370     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371     for (j = 0; j < 32; j++)
1372     {
1373     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374     if (!((j + 1) % 4))
1375     fprintf (stderr, " ");
1376     }
1377     fprintf (stderr, " [%d]\n", k * 32);
1378     }
1379 elmex 1.1 #endif
1380 root 1.18 }
1381     /* philosophy:
1382     * It's easy to grab an item type from a pile, as long as it's
1383     * generic. This takes no game-time. For more detailed pickups
1384     * and selections, select-items shoul dbe used. This is a
1385     * grab-as-you-run type mode that's really useful for arrows for
1386     * example.
1387     * The drawback: right now it has no frontend, so you need to
1388     * stick the bits you want into a calculator in hex mode and then
1389     * convert to decimal and then 'pickup <#>
1390     */
1391    
1392     /* the first two modes are exclusive: if NOTHING we return, if
1393     * STOP then we stop. All the rest are applied sequentially,
1394     * meaning if any test passes, the item gets picked up. */
1395    
1396     /* if mode is set to pick nothing up, return */
1397    
1398     if (op->contr->mode & PU_NOTHING)
1399     return 1;
1400    
1401     /* if mode is set to stop when encountering objects, return */
1402     /* take STOP before INHIBIT since it doesn't actually pick
1403     * anything up */
1404    
1405     if (op->contr->mode & PU_STOP)
1406     return 0;
1407    
1408     /* useful for going into stores and not losing your settings... */
1409     /* and for battles wher you don't want to get loaded down while
1410     * fighting */
1411     if (op->contr->mode & PU_INHIBIT)
1412     return 1;
1413    
1414     /* prevent us from turning into auto-thieves :) */
1415     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1416     continue;
1417    
1418     /* ignore known cursed objects */
1419     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1420     continue;
1421    
1422     /* all food and drink if desired */
1423     /* question: don't pick up known-poisonous stuff? */
1424     if (op->contr->mode & PU_FOOD)
1425     if (tmp->type == FOOD)
1426     {
1427     pick_up (op, tmp);
1428     continue;
1429     }
1430 root 1.29
1431 root 1.18 if (op->contr->mode & PU_DRINK)
1432     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1433     {
1434     pick_up (op, tmp);
1435     continue;
1436     }
1437    
1438     if (op->contr->mode & PU_POTION)
1439     if (tmp->type == POTION)
1440     {
1441     pick_up (op, tmp);
1442     continue;
1443     }
1444    
1445     /* spellbooks, skillscrolls and normal books/scrolls */
1446     if (op->contr->mode & PU_SPELLBOOK)
1447     if (tmp->type == SPELLBOOK)
1448     {
1449     pick_up (op, tmp);
1450     continue;
1451     }
1452 root 1.29
1453 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1454     if (tmp->type == SKILLSCROLL)
1455     {
1456     pick_up (op, tmp);
1457     continue;
1458     }
1459 root 1.29
1460 root 1.18 if (op->contr->mode & PU_READABLES)
1461     if (tmp->type == BOOK || tmp->type == SCROLL)
1462     {
1463     pick_up (op, tmp);
1464     continue;
1465     }
1466    
1467     /* wands/staves/rods/horns */
1468     if (op->contr->mode & PU_MAGIC_DEVICE)
1469     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1470     {
1471     pick_up (op, tmp);
1472     continue;
1473     }
1474    
1475     /* pick up all magical items */
1476     if (op->contr->mode & PU_MAGICAL)
1477     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1478     {
1479     pick_up (op, tmp);
1480     continue;
1481     }
1482    
1483     if (op->contr->mode & PU_VALUABLES)
1484     {
1485     if (tmp->type == MONEY || tmp->type == GEM)
1486     {
1487     pick_up (op, tmp);
1488     continue;
1489     }
1490     }
1491    
1492     /* rings & amulets - talismans seems to be typed AMULET */
1493     if (op->contr->mode & PU_JEWELS)
1494     if (tmp->type == RING || tmp->type == AMULET)
1495     {
1496     pick_up (op, tmp);
1497 root 1.29 continue;
1498     }
1499    
1500     /* we don't forget dragon food */
1501     if (op->contr->mode & PU_FLESH)
1502     if (tmp->type == FLESH)
1503     {
1504     pick_up (op, tmp);
1505 root 1.18 continue;
1506     }
1507    
1508     /* bows and arrows. Bows are good for selling! */
1509     if (op->contr->mode & PU_BOW)
1510     if (tmp->type == BOW)
1511     {
1512     pick_up (op, tmp);
1513     continue;
1514     }
1515 root 1.29
1516 root 1.18 if (op->contr->mode & PU_ARROW)
1517     if (tmp->type == ARROW)
1518     {
1519     pick_up (op, tmp);
1520     continue;
1521     }
1522    
1523     /* all kinds of armor etc. */
1524     if (op->contr->mode & PU_ARMOUR)
1525     if (tmp->type == ARMOUR)
1526     {
1527     pick_up (op, tmp);
1528     continue;
1529     }
1530 root 1.29
1531 root 1.18 if (op->contr->mode & PU_HELMET)
1532     if (tmp->type == HELMET)
1533     {
1534     pick_up (op, tmp);
1535     continue;
1536     }
1537 root 1.29
1538 root 1.18 if (op->contr->mode & PU_SHIELD)
1539     if (tmp->type == SHIELD)
1540     {
1541     pick_up (op, tmp);
1542     continue;
1543     }
1544 root 1.29
1545 root 1.18 if (op->contr->mode & PU_BOOTS)
1546     if (tmp->type == BOOTS)
1547     {
1548     pick_up (op, tmp);
1549     continue;
1550     }
1551 root 1.29
1552 root 1.18 if (op->contr->mode & PU_GLOVES)
1553     if (tmp->type == GLOVES)
1554     {
1555     pick_up (op, tmp);
1556     continue;
1557     }
1558 root 1.29
1559 root 1.18 if (op->contr->mode & PU_CLOAK)
1560     if (tmp->type == CLOAK)
1561     {
1562     pick_up (op, tmp);
1563     continue;
1564     }
1565 elmex 1.1
1566 root 1.18 /* hoping to catch throwing daggers here */
1567     if (op->contr->mode & PU_MISSILEWEAPON)
1568     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1569     {
1570     pick_up (op, tmp);
1571     continue;
1572     }
1573 elmex 1.1
1574 root 1.18 /* careful: chairs and tables are weapons! */
1575     if (op->contr->mode & PU_ALLWEAPON)
1576     {
1577     if (tmp->type == WEAPON && tmp->name != NULL)
1578     {
1579     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1580     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1581     {
1582     pick_up (op, tmp);
1583     continue;
1584     }
1585     }
1586 root 1.29
1587 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1588     {
1589     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1590     {
1591     pick_up (op, tmp);
1592     continue;
1593     }
1594     }
1595     }
1596 elmex 1.1
1597 root 1.18 /* misc stuff that's useful */
1598     if (op->contr->mode & PU_KEY)
1599     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1600     {
1601     pick_up (op, tmp);
1602     continue;
1603     }
1604 elmex 1.1
1605 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1606     * pickups */
1607     if (op->contr->mode & PU_RATIO)
1608     {
1609     /* use value density to decide what else to grab */
1610     /* >=7 was >= op->contr->mode */
1611     /* >=7 is the old standard setting. Now we take the last 4 bits
1612     * and multiply them by 5, giving 0..15*5== 5..75 */
1613     wvratio = (op->contr->mode & PU_RATIO) * 5;
1614     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1615     {
1616     pick_up (op, tmp);
1617 elmex 1.1 #if 0
1618 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1619     if (tmp->name != NULL)
1620     {
1621     fprintf (stderr, "%s", tmp->name);
1622     }
1623     else
1624     fprintf (stderr, "%s", tmp->arch->name);
1625     fprintf (stderr, ",%d] = ", tmp->type);
1626     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1627 elmex 1.1 #endif
1628 root 1.18 continue;
1629     }
1630     }
1631     } /* the new pickup model */
1632     }
1633 root 1.29
1634 root 1.18 return !stop;
1635 elmex 1.1 }
1636    
1637     /*
1638     * Find an arrow in the inventory and after that
1639     * in the right type container (quiver). Pointer to the
1640     * found object is returned.
1641     */
1642 root 1.18 object *
1643     find_arrow (object *op, const char *type)
1644 elmex 1.1 {
1645 root 1.18 object *tmp = NULL;
1646 elmex 1.1
1647 root 1.18 for (op = op->inv; op; op = op->below)
1648     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1649     tmp = find_arrow (op, type);
1650     else if (op->type == ARROW && op->race == type)
1651     return op;
1652     return tmp;
1653 elmex 1.1 }
1654    
1655     /*
1656     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1657     * against the target. A full test is not performed, simply a basic test
1658     * of resistances. The archer is making a quick guess at what he sees down
1659     * the hall. Failing that it does it's best to pick the highest plus arrow.
1660     */
1661    
1662 root 1.18 object *
1663     find_better_arrow (object *op, object *target, const char *type, int *better)
1664 elmex 1.1 {
1665 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1666     int attacknum, attacktype, betterby = 0, i;
1667 elmex 1.1
1668 root 1.18 if (!type)
1669     return NULL;
1670 elmex 1.1
1671 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1672     {
1673     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1674     {
1675     i = 0;
1676     ntmp = find_better_arrow (arrow, target, type, &i);
1677     if (i > betterby)
1678     {
1679     tmp = ntmp;
1680     betterby = i;
1681     }
1682     }
1683     else if (arrow->type == ARROW && arrow->race == type)
1684     {
1685     /* allways prefer assasination/slaying */
1686     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1687     {
1688     if (arrow->attacktype & AT_DEATH)
1689     {
1690     *better = 100;
1691     return arrow;
1692     }
1693     else
1694     {
1695     tmp = arrow;
1696     betterby = (arrow->magic + arrow->stats.dam) * 2;
1697     }
1698     }
1699     else
1700     {
1701     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1702     {
1703     attacktype = 1 << attacknum;
1704     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1705     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1706     {
1707     tmp = arrow;
1708     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1709     }
1710 root 1.11 }
1711 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1712     {
1713     tmp = arrow;
1714     betterby = 2 + arrow->magic + arrow->stats.dam;
1715 root 1.11 }
1716 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1717     {
1718     tmp = arrow;
1719     betterby = 1 + arrow->magic + arrow->stats.dam;
1720 root 1.11 }
1721     }
1722     }
1723 elmex 1.1 }
1724 root 1.18 if (tmp == NULL && arrow == NULL)
1725     return find_arrow (op, type);
1726 elmex 1.1
1727 root 1.18 *better = betterby;
1728     return tmp;
1729 elmex 1.1 }
1730    
1731     /* looks in a given direction, finds the first valid target, and calls
1732     * find_better_arrow to find a decent arrow to use.
1733     * op = the shooter
1734     * type = bow->race
1735     * dir = fire direction
1736     */
1737    
1738 root 1.18 object *
1739     pick_arrow_target (object *op, const char *type, int dir)
1740 elmex 1.1 {
1741 root 1.18 object *tmp = NULL;
1742 root 1.25 maptile *m;
1743 root 1.18 int i, mflags, found, number;
1744     sint16 x, y;
1745    
1746     if (op->map == NULL)
1747     return find_arrow (op, type);
1748    
1749     /* do a dex check */
1750     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1751     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1752     return find_arrow (op, type);
1753    
1754     m = op->map;
1755     x = op->x;
1756     y = op->y;
1757    
1758     /* find the first target */
1759     for (i = 0, found = 0; i < 20; i++)
1760     {
1761     x += freearr_x[dir];
1762     y += freearr_y[dir];
1763     mflags = get_map_flags (m, &m, x, y, &x, &y);
1764     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1765     {
1766     tmp = NULL;
1767     break;
1768     }
1769     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1770     {
1771     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1772     * perhaps a bad assumption.
1773     */
1774     tmp = NULL;
1775     break;
1776 root 1.11 }
1777 root 1.18 if (mflags & P_IS_ALIVE)
1778     {
1779     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1780     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1781     {
1782     found++;
1783 root 1.11 break;
1784 root 1.18 }
1785     if (found)
1786     break;
1787 root 1.11 }
1788 elmex 1.1 }
1789 root 1.18 if (tmp == NULL)
1790     return find_arrow (op, type);
1791 elmex 1.1
1792 root 1.18 if (tmp->head)
1793     tmp = tmp->head;
1794 elmex 1.1
1795 root 1.18 return find_better_arrow (op, tmp, type, &i);
1796 elmex 1.1 }
1797    
1798     /*
1799     * Creature fires a bow - op can be monster or player. Returns
1800     * 1 if bow was actually fired, 0 otherwise.
1801     * op is the object firing the bow.
1802     * part is for multipart creatures - the part firing the bow.
1803     * dir is the direction of fire.
1804     * wc_mod is any special modifier to give (used in special player fire modes)
1805     * sx, sy are coordinates to fire arrow from - also used in some of the special
1806     * player fire modes.
1807     */
1808 root 1.18 int
1809     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1810 elmex 1.1 {
1811 root 1.18 object *left, *bow;
1812     int bowspeed, mflags;
1813 root 1.25 maptile *m;
1814 elmex 1.1
1815 root 1.18 if (!dir)
1816     {
1817     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1818     return 0;
1819 elmex 1.1 }
1820 root 1.18 if (op->type == PLAYER)
1821     bow = op->contr->ranges[range_bow];
1822     else
1823     {
1824     for (bow = op->inv; bow; bow = bow->below)
1825     /* Don't check for applied - monsters don't apply bows - in that way, they
1826     * don't need to switch back and forth between bows and weapons.
1827     */
1828     if (bow->type == BOW)
1829     break;
1830 root 1.11
1831 root 1.18 if (!bow)
1832     {
1833     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834     return 0;
1835 root 1.11 }
1836 elmex 1.1 }
1837 root 1.18 if (!bow->race || !bow->skill)
1838     {
1839     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1840     return 0;
1841 elmex 1.1 }
1842    
1843 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844 elmex 1.1
1845 root 1.18 /* penalize ROF for bestarrow */
1846     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1848     if (bowspeed < 1)
1849     bowspeed = 1;
1850    
1851     if (arrow == NULL)
1852     {
1853     if ((arrow = find_arrow (op, bow->race)) == NULL)
1854     {
1855     if (op->type == PLAYER)
1856     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1857     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1858     else
1859     CLEAR_FLAG (op, FLAG_READY_BOW);
1860     return 0;
1861 root 1.11 }
1862 elmex 1.1 }
1863 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864     if (mflags & P_OUT_OF_MAP)
1865     {
1866     return 0;
1867     }
1868     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869     {
1870     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1871     return 0;
1872     }
1873    
1874     /* this should not happen, but sometimes does */
1875     if (arrow->nrof == 0)
1876     {
1877 root 1.33 arrow->destroy ();
1878 root 1.18 return 0;
1879     }
1880    
1881     left = arrow; /* these are arrows left to the player */
1882     arrow = get_split_ob (arrow, 1);
1883     if (arrow == NULL)
1884     {
1885     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1886     return 0;
1887 elmex 1.1 }
1888 root 1.34 arrow->set_owner (op);
1889 root 1.18 arrow->skill = bow->skill;
1890    
1891     arrow->direction = dir;
1892     arrow->x = sx;
1893     arrow->y = sy;
1894    
1895     if (op->type == PLAYER)
1896     {
1897     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898     fix_player (op);
1899 elmex 1.1 }
1900    
1901 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1902     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903     arrow->stats.hp = arrow->stats.dam;
1904     arrow->stats.grace = arrow->attacktype;
1905     if (arrow->slaying != NULL)
1906     arrow->spellarg = strdup_local (arrow->slaying);
1907    
1908     /* Note that this was different for monsters - they got their level
1909     * added to the damage. I think the strength bonus is more proper.
1910     */
1911    
1912     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1913    
1914     /* update the speed */
1915     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1917    
1918     if (arrow->speed < 1.0)
1919     arrow->speed = 1.0;
1920     update_ob_speed (arrow);
1921     arrow->speed_left = 0;
1922    
1923     if (op->type == PLAYER)
1924     {
1925     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1926     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1927     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1928    
1929     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1930 elmex 1.1 }
1931 root 1.18 else
1932     {
1933     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1934     arrow->level = op->level;
1935 elmex 1.1 }
1936 root 1.24
1937 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1938     arrow->attacktype |= bow->attacktype;
1939 root 1.24
1940 root 1.18 if (bow->slaying != NULL)
1941     arrow->slaying = bow->slaying;
1942    
1943     arrow->map = m;
1944     arrow->move_type = MOVE_FLY_LOW;
1945     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946    
1947     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1948     insert_ob_in_map (arrow, m, op, 0);
1949    
1950 root 1.24 if (!arrow->destroyed ())
1951 root 1.18 move_arrow (arrow);
1952 elmex 1.1
1953 root 1.18 if (op->type == PLAYER)
1954     {
1955 root 1.24 if (left->destroyed ())
1956     esrv_del_item (op->contr, left->count);
1957 root 1.18 else
1958     esrv_send_item (op, left);
1959 elmex 1.1 }
1960 root 1.24
1961 root 1.18 return 1;
1962 elmex 1.1 }
1963    
1964     /* Special fire code for players - this takes into
1965     * account the special fire modes players can have
1966     * but monsters can't. Putting that code here
1967     * makes the fire_bow code much cleaner.
1968     * this function should only be called if 'op' is a player,
1969     * hence the function name.
1970     */
1971 root 1.18 int
1972     player_fire_bow (object *op, int dir)
1973 elmex 1.1 {
1974 root 1.18 int ret = 0, wcmod = 0;
1975    
1976     if (op->contr->bowtype == bow_bestarrow)
1977     {
1978     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1979     }
1980     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1981     {
1982     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983     wcmod = -1;
1984     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1985     }
1986     else if (op->contr->bowtype == bow_threewide)
1987     {
1988     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1989     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1990     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1991     }
1992     else if (op->contr->bowtype == bow_spreadshot)
1993     {
1994     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1995     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1996     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1997 elmex 1.1
1998     }
1999 root 1.18 else
2000     {
2001     /* Simple case */
2002     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2003     }
2004     return ret;
2005 elmex 1.1 }
2006    
2007    
2008     /* Fires a misc (wand/rod/horn) object in 'dir'.
2009     * Broken apart from 'fire' to keep it more readable.
2010     */
2011 root 1.18 void
2012     fire_misc_object (object *op, int dir)
2013 elmex 1.1 {
2014 root 1.18 object *item;
2015 elmex 1.1
2016 root 1.18 if (!op->contr->ranges[range_misc])
2017     {
2018     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2019     return;
2020 elmex 1.1 }
2021    
2022 root 1.18 item = op->contr->ranges[range_misc];
2023     if (!item->inv)
2024     {
2025     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2026     return;
2027 elmex 1.1 }
2028 root 1.18 if (item->type == WAND)
2029     {
2030     if (item->stats.food <= 0)
2031     {
2032     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2033     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2034     return;
2035 root 1.11 }
2036 root 1.18 }
2037     else if (item->type == ROD || item->type == HORN)
2038     {
2039     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2040     {
2041     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2042     if (item->type == ROD)
2043     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2044     else
2045     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2046     return;
2047 root 1.11 }
2048 elmex 1.1 }
2049    
2050 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2051     {
2052     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2053     if (item->type == WAND)
2054     {
2055     if (!(--item->stats.food))
2056     {
2057     object *tmp;
2058    
2059     if (item->arch)
2060     {
2061     CLEAR_FLAG (item, FLAG_ANIMATE);
2062     item->face = item->arch->clone.face;
2063     item->speed = 0;
2064     update_ob_speed (item);
2065 root 1.11 }
2066 root 1.18 if ((tmp = is_player_inv (item)))
2067     esrv_update_item (UPD_ANIM, tmp, item);
2068 root 1.11 }
2069     }
2070 root 1.18 else if (item->type == ROD || item->type == HORN)
2071     {
2072     drain_rod_charge (item);
2073 root 1.11 }
2074 elmex 1.1 }
2075     }
2076    
2077     /* Received a fire command for the player - go and do it.
2078     */
2079 root 1.18 void
2080     fire (object *op, int dir)
2081     {
2082     int spellcost = 0;
2083 elmex 1.1
2084 root 1.18 /* check for loss of invisiblity/hide */
2085     if (action_makes_visible (op))
2086     make_visible (op);
2087 elmex 1.1
2088 root 1.18 switch (op->contr->shoottype)
2089     {
2090 root 1.20 case range_none:
2091     return;
2092 elmex 1.1
2093 root 1.20 case range_bow:
2094     player_fire_bow (op, dir);
2095     return;
2096 elmex 1.1
2097 root 1.20 case range_magic: /* Casting spells */
2098     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2099     return;
2100 elmex 1.1
2101 root 1.20 case range_misc:
2102     fire_misc_object (op, dir);
2103     return;
2104 root 1.11
2105 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2106 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2107 root 1.20 {
2108 root 1.30 op->contr->ranges[range_golem] = 0;
2109 root 1.20 op->contr->shoottype = range_none;
2110     }
2111     else
2112     control_golem (op->contr->ranges[range_golem], dir);
2113     return;
2114 root 1.11
2115 root 1.20 case range_skill:
2116     if (!op->chosen_skill)
2117     {
2118     if (op->type == PLAYER)
2119     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2120     return;
2121     }
2122     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2123     return;
2124     case range_builder:
2125     apply_map_builder (op, dir);
2126     return;
2127     default:
2128     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2129     return;
2130 elmex 1.1 }
2131     }
2132    
2133    
2134    
2135     /* find_key
2136     * We try to find a key for the door as passed. If we find a key
2137     * and successfully use it, we return the key, otherwise NULL
2138     * This function merges both normal and locked door, since the logic
2139     * for both is the same - just the specific key is different.
2140     * pl is the player,
2141     * inv is the objects inventory to searched
2142     * door is the door we are trying to match against.
2143     * This function can be called recursively to search containers.
2144     */
2145    
2146 root 1.18 object *
2147     find_key (object *pl, object *container, object *door)
2148 elmex 1.1 {
2149 root 1.18 object *tmp, *key;
2150 elmex 1.1
2151 root 1.18 /* Should not happen, but sanity checking is never bad */
2152     if (container->inv == NULL)
2153     return NULL;
2154 elmex 1.1
2155 root 1.18 /* First, lets try to find a key in the top level inventory */
2156     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2157     {
2158     if (door->type == DOOR && tmp->type == KEY)
2159     break;
2160     /* For sanity, we should really check door type, but other stuff
2161     * (like containers) can be locked with special keys
2162     */
2163     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2164     break;
2165     }
2166     /* No key found - lets search inventories now */
2167     /* If we find and use a key in an inventory, return at that time.
2168     * otherwise, if we search all the inventories and still don't find
2169     * a key, return
2170     */
2171     if (!tmp)
2172     {
2173     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2174     {
2175     /* No reason to search empty containers */
2176     if (tmp->type == CONTAINER && tmp->inv)
2177     {
2178     if ((key = find_key (pl, tmp, door)) != NULL)
2179     return key;
2180     }
2181     }
2182     if (!tmp)
2183     return NULL;
2184 elmex 1.1 }
2185 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2186     * see if we actually want to use it
2187     */
2188     if (pl != container)
2189     {
2190     /* Only let players use keys in containers */
2191     if (!pl->contr)
2192     return NULL;
2193     /* cases where this fails:
2194     * If we only search the player inventory, return now since we
2195     * are not in the players inventory.
2196     * If the container is not active, return now since only active
2197     * containers can be used.
2198     * If we only search keyrings and the container does not have
2199     * a race/isn't a keyring.
2200     * No checking for all containers - to fall through past here,
2201     * inv must have been an container and must have been active.
2202     *
2203     * Change the color so that the message doesn't disappear with
2204     * all the others.
2205     */
2206     if (pl->contr->usekeys == key_inventory ||
2207     !QUERY_FLAG (container, FLAG_APPLIED) ||
2208     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2209     {
2210     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2211     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2212     return NULL;
2213 root 1.11 }
2214 elmex 1.1 }
2215 root 1.18 return tmp;
2216 elmex 1.1 }
2217    
2218     /* moved door processing out of move_player_attack.
2219     * returns 1 if player has opened the door with a key
2220     * such that the caller should not do anything more,
2221     * 0 otherwise
2222     */
2223 root 1.18 static int
2224     player_attack_door (object *op, object *door)
2225 elmex 1.1 {
2226    
2227 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2228     * might as well return immediately as there is nothing more to do -
2229     * otherwise, we fall through to the rest of the code.
2230     */
2231     object *key = find_key (op, op, door);
2232    
2233     /* IF we found a key, do some extra work */
2234     if (key)
2235     {
2236     object *container = key->env;
2237    
2238     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2239     if (action_makes_visible (op))
2240     make_visible (op);
2241     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242     spring_trap (door->inv, op);
2243     if (door->type == DOOR)
2244     {
2245     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2246     }
2247     else if (door->type == LOCKED_DOOR)
2248     {
2249     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2250     remove_door2 (door); /* remove door without violence ;-) */
2251     }
2252     /* Do this after we print the message */
2253     decrease_ob (key); /* Use up one of the keys */
2254     /* Need to update the weight the container the key was in */
2255     if (container != op)
2256     esrv_update_item (UPD_WEIGHT, op, container);
2257     return 1; /* Nothing more to do below */
2258     }
2259     else if (door->type == LOCKED_DOOR)
2260     {
2261     /* Might as well return now - no other way to open this */
2262     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2263     return 1;
2264 elmex 1.1 }
2265 root 1.18 return 0;
2266 elmex 1.1 }
2267    
2268     /* This function is just part of a breakup from move_player.
2269     * It should keep the code cleaner.
2270     * When this is called, the players direction has been updated
2271     * (taking into account confusion.) The player is also actually
2272     * going to try and move (not fire weapons).
2273     */
2274    
2275 root 1.18 void
2276     move_player_attack (object *op, int dir)
2277 elmex 1.1 {
2278 root 1.18 object *tmp, *mon;
2279     sint16 nx, ny;
2280     int on_battleground;
2281 root 1.25 maptile *m;
2282 root 1.18
2283     nx = freearr_x[dir] + op->x;
2284     ny = freearr_y[dir] + op->y;
2285    
2286     on_battleground = op_on_battleground (op, NULL, NULL);
2287    
2288     /* If braced, or can't move to the square, and it is not out of the
2289     * map, attack it. Note order of if statement is important - don't
2290     * want to be calling move_ob if braced, because move_ob will move the
2291     * player. This is a pretty nasty hack, because if we could
2292     * move to some space, it then means that if we are braced, we should
2293     * do nothing at all. As it is, if we are braced, we go through
2294     * quite a bit of processing. However, it probably is less than what
2295     * move_ob uses.
2296     */
2297     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2298     {
2299     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300     {
2301     m = get_map_from_coord (op->map, &nx, &ny);
2302     if (!m)
2303     return; /* Don't think this should happen */
2304     }
2305     else
2306     m = op->map;
2307    
2308     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2309     {
2310     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311     return;
2312 root 1.11 }
2313    
2314 root 1.18 mon = NULL;
2315     /* Go through all the objects, and find ones of interest. Only stop if
2316     * we find a monster - that is something we know we want to attack.
2317     * if its a door or barrel (can roll) see if there may be monsters
2318     * on the space
2319     */
2320     while (tmp != NULL)
2321     {
2322     if (tmp == op)
2323     {
2324     tmp = tmp->above;
2325     continue;
2326 root 1.11 }
2327 root 1.27
2328 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2329     {
2330     mon = tmp;
2331     break;
2332 root 1.11 }
2333 root 1.27
2334 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2335     mon = tmp;
2336 root 1.27
2337 root 1.18 tmp = tmp->above;
2338     }
2339    
2340     if (mon == NULL) /* This happens anytime the player tries to move */
2341     return; /* into a wall */
2342    
2343     if (mon->head != NULL)
2344     mon = mon->head;
2345    
2346     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2347     if (player_attack_door (op, mon))
2348     return;
2349    
2350     /* The following deals with possibly attacking peaceful
2351     * or frienddly creatures. Basically, all players are considered
2352     * unaggressive. If the moving player has peaceful set, then the
2353     * object should be pushed instead of attacked. It is assumed that
2354     * if you are braced, you will not attack friends accidently,
2355     * and thus will not push them.
2356     */
2357 root 1.11
2358 root 1.18 /* If the creature is a pet, push it even if the player is not
2359     * peaceful. Our assumption is the creature is a pet if the
2360     * player owns it and it is either friendly or unagressive.
2361     */
2362     if ((op->type == PLAYER)
2363 elmex 1.1 #if COZY_SERVER
2364 root 1.18 &&
2365 root 1.34 ((mon->owner && mon->owner->contr
2366     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2367 elmex 1.1 #else
2368 root 1.34 && mon->owner == op
2369 elmex 1.1 #endif
2370 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 root 1.11 {
2372 root 1.18 /* If we're braced, we don't want to switch places with it */
2373     if (op->contr->braced)
2374 root 1.11 return;
2375 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2376     (void) push_ob (mon, dir, op);
2377     if (op->contr->tmp_invis || op->hide)
2378     make_visible (op);
2379     return;
2380 root 1.11 }
2381    
2382 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2383     * creatures. Note that if you are braced, you can't push
2384     * someone, but put it inside this loop so that you won't
2385     * attack them either.
2386     */
2387     if ((mon->type == PLAYER || mon->enemy != op) &&
2388     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2389 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2390 root 1.18 (op->contr->peaceful
2391     || (mon->type == PLAYER
2392     && mon->contr->
2393     peaceful)) &&
2394 elmex 1.1 #else
2395 root 1.18 op->contr->peaceful &&
2396 elmex 1.1 #endif
2397 root 1.18 !on_battleground))
2398     {
2399     if (!op->contr->braced)
2400     {
2401     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2402     (void) push_ob (mon, dir, op);
2403     }
2404     else
2405     {
2406     new_draw_info (0, 0, op, "You withhold your attack");
2407 root 1.11 }
2408 root 1.18 if (op->contr->tmp_invis || op->hide)
2409     make_visible (op);
2410 root 1.11 }
2411 elmex 1.1
2412 root 1.18 /* If the object is a boulder or other rollable object, then
2413     * roll it if not braced. You can't roll it if you are braced.
2414     */
2415     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2416     {
2417     recursive_roll (mon, dir, op);
2418     if (action_makes_visible (op))
2419     make_visible (op);
2420 root 1.11 }
2421    
2422 root 1.18 /* Any generic living creature. Including things like doors.
2423     * Way it works is like this: First, it must have some hit points
2424     * and be living. Then, it must be one of the following:
2425     * 1) Not a player, 2) A player, but of a different party. Note
2426     * that party_number -1 is no party, so attacks can still happen.
2427     */
2428 root 1.11
2429 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2431     {
2432 elmex 1.1
2433 root 1.18 /* If the player hasn't hit something this tick, and does
2434     * so, give them speed boost based on weapon speed. Doing
2435     * it here is better than process_players2, which basically
2436     * incurred a 1 tick offset.
2437     */
2438     if (!op->contr->has_hit)
2439     {
2440     op->speed_left += op->speed / op->contr->weapon_sp;
2441 root 1.11
2442 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2443 root 1.11 }
2444    
2445 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2446 root 1.11
2447 root 1.18 /* If attacking another player, that player gets automatic
2448     * hitback, and doesn't loose luck either.
2449     * Disable hitback on the battleground or if the target is
2450     * the wiz.
2451     */
2452     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2453     {
2454     short luck = mon->stats.luck;
2455    
2456     mon->contr->has_hit = 1;
2457     skill_attack (op, mon, 0, NULL, NULL);
2458     mon->stats.luck = luck;
2459 root 1.11 }
2460 root 1.18 if (action_makes_visible (op))
2461     make_visible (op);
2462 root 1.11 }
2463 root 1.18 } /* if player should attack something */
2464 elmex 1.1 }
2465    
2466 root 1.18 int
2467     move_player (object *op, int dir)
2468     {
2469     int pick;
2470 elmex 1.1
2471 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2472     return 0;
2473 elmex 1.1
2474 root 1.18 /* Sanity check: make sure dir is valid */
2475     if ((dir < 0) || (dir >= 9))
2476     {
2477     LOG (llevError, "move_player: invalid direction %d\n", dir);
2478     return 0;
2479 elmex 1.1 }
2480    
2481 root 1.18 /* peterm: added following line */
2482     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2484    
2485     op->facing = dir;
2486    
2487     if (op->hide)
2488     do_hidden_move (op);
2489    
2490     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2491     /*nop */ ;
2492     else if (op->contr->fire_on)
2493     fire (op, dir);
2494     else
2495     {
2496     move_player_attack (op, dir);
2497     pick = check_pick (op);
2498     }
2499 elmex 1.1
2500 root 1.18 /* Add special check for newcs players and fire on - this way, the
2501     * server can handle repeat firing.
2502     */
2503     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504     {
2505     op->direction = dir;
2506     }
2507     else
2508     {
2509     op->direction = 0;
2510     }
2511     /* Update how the player looks. Use the facing, so direction may
2512     * get reset to zero. This allows for full animation capabilities
2513     * for players.
2514     */
2515     animate_object (op, op->facing);
2516     return 0;
2517 elmex 1.1 }
2518    
2519     /* This is similar to handle_player, below, but is only used by the
2520     * new client/server stuff.
2521     * This is sort of special, in that the new client/server actually uses
2522     * the new speed values for commands.
2523     *
2524     * Returns true if there are more actions we can do.
2525     */
2526 root 1.18 int
2527     handle_newcs_player (object *op)
2528 elmex 1.1 {
2529 root 1.18 if (op->contr->hidden)
2530     {
2531     op->invisible = 1000;
2532     /* the socket code flashes the player visible/invisible
2533     * depending on the value of invisible, so we need to
2534     * alternate it here for it to work correctly.
2535     */
2536     if (pticks & 2)
2537 root 1.11 op->invisible--;
2538 root 1.18 }
2539     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2540     {
2541     op->invisible--;
2542     if (!op->invisible)
2543     {
2544     make_visible (op);
2545     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2546 root 1.11 }
2547 elmex 1.1 }
2548    
2549 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2550     {
2551     flee_player (op);
2552     /* If player is still scared, that is his action for this tick */
2553     if (QUERY_FLAG (op, FLAG_SCARED))
2554     {
2555     op->speed_left--;
2556     return 0;
2557 root 1.11 }
2558 elmex 1.1 }
2559    
2560 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2561     * the player object still points to the defunct golem. The code that
2562     * destroys the golem looks correct, and it doesn't always happen, so
2563     * put this in a a workaround to clean up the golem pointer.
2564     */
2565 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2566     op->contr->ranges[range_golem] = 0;
2567 root 1.18
2568     /* call this here - we also will call this in do_ericserver, but
2569     * the players time has been increased when doericserver has been
2570     * called, so we recheck it here.
2571     */
2572     HandleClient (&op->contr->socket, op->contr);
2573     if (op->speed_left < 0)
2574 elmex 1.1 return 0;
2575    
2576 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577     {
2578     /* All move commands take 1 tick, at least for now */
2579     op->speed_left--;
2580 elmex 1.1
2581 root 1.18 /* Instead of all the stuff below, let move_player take care
2582     * of it. Also, some of the skill stuff is only put in
2583     * there, as well as the confusion stuff.
2584     */
2585     move_player (op, op->direction);
2586     if (op->speed_left > 0)
2587     return 1;
2588     else
2589 root 1.11 return 0;
2590 root 1.18 }
2591     return 0;
2592     }
2593    
2594     int
2595     save_life (object *op)
2596     {
2597     object *tmp;
2598 elmex 1.1
2599 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 elmex 1.1 return 0;
2601 root 1.18
2602     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2603     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604     {
2605     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2606     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2607 root 1.33
2608 root 1.18 if (op->contr)
2609     esrv_del_item (op->contr, tmp->count);
2610 root 1.33
2611     tmp->destroy ();
2612 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613 root 1.33
2614 root 1.18 if (op->stats.hp < 0)
2615     op->stats.hp = op->stats.maxhp;
2616 root 1.33
2617 root 1.18 if (op->stats.food < 0)
2618     op->stats.food = 999;
2619 root 1.33
2620 root 1.18 fix_player (op);
2621     return 1;
2622     }
2623     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624     CLEAR_FLAG (op, FLAG_LIFESAVE);
2625     enter_player_savebed (op); /* bring him home. */
2626     return 0;
2627 elmex 1.1 }
2628    
2629     /* This goes throws the inventory and removes unpaid objects, and puts them
2630     * back in the map (location and map determined by values of env). This
2631     * function will descend into containers. op is the object to start the search
2632     * from.
2633     */
2634 root 1.18 void
2635     remove_unpaid_objects (object *op, object *env)
2636 elmex 1.1 {
2637 root 1.18 object *next;
2638 elmex 1.1
2639 root 1.18 while (op)
2640     {
2641     next = op->below; /* Make sure we have a good value, in case
2642     * we remove object 'op'
2643     */
2644     if (QUERY_FLAG (op, FLAG_UNPAID))
2645     {
2646 root 1.32 op->remove ();
2647 root 1.18 op->x = env->x;
2648     op->y = env->y;
2649     if (env->type == PLAYER)
2650     esrv_del_item (env->contr, op->count);
2651     insert_ob_in_map (op, env->map, NULL, 0);
2652     }
2653     else if (op->inv)
2654     remove_unpaid_objects (op->inv, env);
2655     op = next;
2656 elmex 1.1 }
2657     }
2658    
2659    
2660     /*
2661     * Returns pointer a static string containing gravestone text
2662     * Moved from apply.c to player.c - player.c is what
2663     * actually uses this function. player.c may not be quite the
2664     * best, a misc file for object actions is probably better,
2665     * but there isn't one in the server directory.
2666     */
2667 root 1.18 char *
2668     gravestone_text (object *op)
2669 elmex 1.1 {
2670 root 1.18 static char buf2[MAX_BUF];
2671     char buf[MAX_BUF];
2672     time_t now = time (NULL);
2673    
2674     strcpy (buf2, " R.I.P.\n\n");
2675     if (op->type == PLAYER)
2676     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677     else
2678     sprintf (buf, "%s\n", &op->name);
2679     strncat (buf2, " ", 20 - strlen (buf) / 2);
2680     strcat (buf2, buf);
2681     if (op->type == PLAYER)
2682     sprintf (buf, "who was in level %d when killed\n", op->level);
2683     else
2684     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2685     strncat (buf2, " ", 20 - strlen (buf) / 2);
2686     strcat (buf2, buf);
2687     if (op->type == PLAYER)
2688     {
2689     sprintf (buf, "by %s.\n\n", op->contr->killer);
2690     strncat (buf2, " ", 21 - strlen (buf) / 2);
2691     strcat (buf2, buf);
2692     }
2693     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694     strncat (buf2, " ", 20 - strlen (buf) / 2);
2695     strcat (buf2, buf);
2696     return buf2;
2697 elmex 1.1 }
2698    
2699    
2700    
2701 root 1.18 void
2702     do_some_living (object *op)
2703     {
2704     int last_food = op->stats.food;
2705 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2706     int over_hp, over_sp, over_grace;
2707     int i;
2708     int rate_hp = 1200;
2709     int rate_sp = 2500;
2710     int rate_grace = 2000;
2711     const int max_hp = 1;
2712     const int max_sp = 1;
2713     const int max_grace = 1;
2714    
2715 pippijn 1.17 if (op->contr->outputs_sync)
2716 root 1.18 {
2717     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719     flush_output_element (op, &op->contr->outputs[i]);
2720     }
2721    
2722     if (op->contr->state == ST_PLAYING)
2723     {
2724    
2725     /* these next three if clauses make it possible to SLOW DOWN
2726     hp/grace/spellpoint regeneration. */
2727     if (op->contr->gen_hp >= 0)
2728     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729     else
2730     {
2731     gen_hp = op->stats.maxhp;
2732     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733     }
2734     if (op->contr->gen_sp >= 0)
2735     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736     else
2737     {
2738     gen_sp = op->stats.maxsp;
2739     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740     }
2741     if (op->contr->gen_grace >= 0)
2742     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743     else
2744     {
2745     gen_grace = op->stats.maxgrace;
2746     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747     }
2748    
2749     /* Regenerate Spell Points */
2750     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2751     {
2752     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2753     if (op->stats.sp < op->stats.maxsp)
2754     {
2755     op->stats.sp++;
2756     /* dms do not consume food */
2757     if (!QUERY_FLAG (op, FLAG_WIZ))
2758     {
2759     op->stats.food--;
2760     if (op->contr->digestion < 0)
2761     op->stats.food += op->contr->digestion;
2762     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763     op->stats.food = last_food;
2764     }
2765     }
2766     if (max_sp > 1)
2767     {
2768     over_sp = (gen_sp + 10) / rate_sp;
2769     if (over_sp > 0)
2770     {
2771     if (op->stats.sp < op->stats.maxsp)
2772     {
2773     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2774     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775     op->stats.sp--;
2776     if (op->stats.sp > op->stats.maxsp)
2777     op->stats.sp = op->stats.maxsp;
2778     }
2779     op->last_sp = 0;
2780     }
2781     else
2782     {
2783     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784     }
2785     }
2786     else
2787     {
2788     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2789     }
2790     }
2791    
2792     /* Regenerate Grace */
2793     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794     if (--op->last_grace < 0)
2795     {
2796     if (op->stats.grace < op->stats.maxgrace / 2)
2797     op->stats.grace++; /* no penalty in food for regaining grace */
2798     if (max_grace > 1)
2799     {
2800     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801     if (over_grace > 0)
2802     {
2803     op->stats.sp += over_grace
2804     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2805     op->last_grace = 0;
2806     }
2807     else
2808     {
2809     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2810     }
2811     }
2812     else
2813     {
2814     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2815     }
2816     /* wearing stuff doesn't detract from grace generation. */
2817     }
2818    
2819     /* Regenerate Hit Points */
2820     if (--op->last_heal < 0)
2821     {
2822     if (op->stats.hp < op->stats.maxhp)
2823     {
2824     op->stats.hp++;
2825     /* dms do not consume food */
2826     if (!QUERY_FLAG (op, FLAG_WIZ))
2827     {
2828     op->stats.food--;
2829     if (op->contr->digestion < 0)
2830     op->stats.food += op->contr->digestion;
2831     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832     op->stats.food = last_food;
2833     }
2834     }
2835     if (max_hp > 1)
2836     {
2837     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838     if (over_hp > 0)
2839     {
2840     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2841     op->last_heal = 0;
2842     }
2843     else
2844     {
2845     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2846     }
2847     }
2848     else
2849     {
2850     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2851     }
2852 root 1.11 }
2853 elmex 1.1
2854 root 1.18 /* Digestion */
2855     if (--op->last_eat < 0)
2856     {
2857     #ifdef COZY_SERVER
2858     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2859     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2860     #else
2861     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2862     #endif
2863    
2864     if (op->contr->gen_hp > 0)
2865     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866     else
2867     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2868     /* dms do not consume food */
2869     if (!QUERY_FLAG (op, FLAG_WIZ))
2870     op->stats.food--;
2871 root 1.11 }
2872 elmex 1.1 }
2873    
2874 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2875     {
2876     object *tmp, *flesh = NULL;
2877    
2878     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2879     {
2880     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881     {
2882     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883     {
2884     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885     manual_apply (op, tmp, 0);
2886     if (op->stats.food >= 0 || op->stats.hp < 0)
2887     break;
2888     }
2889     else if (tmp->type == FLESH)
2890     flesh = tmp;
2891     } /* End if paid for object */
2892     } /* end of for loop */
2893     /* If player is still starving, it means they don't have any food, so
2894     * eat flesh instead.
2895     */
2896     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897     {
2898     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899     manual_apply (op, flesh, 0);
2900 root 1.11 }
2901 root 1.18 } /* end if player is starving */
2902 elmex 1.1
2903 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2904     op->stats.food++, op->stats.hp--;
2905 elmex 1.1
2906 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2907     kill_player (op);
2908 elmex 1.1 }
2909    
2910 root 1.18
2911 elmex 1.1
2912     /* If the player should die (lack of hp, food, etc), we call this.
2913     * op is the player in jeopardy. If the player can not be saved (not
2914     * permadeath, no lifesave), this will take care of removing the player
2915     * file.
2916     */
2917 root 1.18 void
2918     kill_player (object *op)
2919 elmex 1.1 {
2920 root 1.18 char buf[MAX_BUF];
2921     int x, y;
2922    
2923     //int i;
2924 root 1.25 maptile *map; /* this is for resurrection */
2925 root 1.18
2926     /* int z;
2927     int num_stats_lose;
2928     int lost_a_stat;
2929     int lose_this_stat;
2930     int this_stat; */
2931     int will_kill_again;
2932     archetype *at;
2933     object *tmp;
2934    
2935     if (save_life (op))
2936     return;
2937    
2938    
2939     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2940     * in cities ONLY!!! It is very important that this doesn't get abused.
2941     * Look at op_on_battleground() for more info --AndreasV
2942     */
2943     if (op_on_battleground (op, &x, &y))
2944     {
2945     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947    
2948     /* restore player */
2949 root 1.22 at = archetype::find ("poisoning");
2950 root 1.18 tmp = present_arch_in_ob (at, op);
2951     if (tmp)
2952     {
2953 root 1.33 tmp->destroy ();
2954 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955     }
2956 elmex 1.1
2957 root 1.22 at = archetype::find ("confusion");
2958 root 1.18 tmp = present_arch_in_ob (at, op);
2959     if (tmp)
2960     {
2961 root 1.33 tmp->destroy ();
2962 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963     }
2964    
2965     cure_disease (op, 0); /* remove any disease */
2966     op->stats.hp = op->stats.maxhp;
2967     if (op->stats.food <= 0)
2968     op->stats.food = 999;
2969 elmex 1.1
2970 root 1.18 /* create a bodypart-trophy to make the winner happy */
2971 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2972 root 1.18 if (tmp != NULL)
2973     {
2974     sprintf (buf, "%s's finger", &op->name);
2975     tmp->name = buf;
2976     sprintf (buf, " This finger has been cut off %s\n"
2977     " the %s, when he was defeated at\n level %d by %s.\n",
2978     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979     tmp->msg = buf;
2980     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2981     tmp->materialname = NULL;
2982     tmp->x = op->x, tmp->y = op->y;
2983     insert_ob_in_map (tmp, op->map, op, 0);
2984     }
2985 elmex 1.1
2986 root 1.18 /* teleport defeated player to new destination */
2987     transfer_ob (op, x, y, 0, NULL);
2988     op->contr->braced = 0;
2989     return;
2990 elmex 1.1 }
2991    
2992 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2993 root 1.3
2994 root 1.18 command_kill_pets (op, 0);
2995 elmex 1.1
2996 root 1.18 if (op->stats.food < 0)
2997     {
2998     if (op->contr->explore)
2999     {
3000     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002     op->stats.food = 999;
3003     return;
3004 root 1.11 }
3005 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3006     strcpy (op->contr->killer, "starvation");
3007 elmex 1.1 }
3008 root 1.18 else
3009     {
3010     if (op->contr->explore)
3011     {
3012     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014     op->stats.hp = op->stats.maxhp;
3015     return;
3016 root 1.11 }
3017 root 1.18 sprintf (buf, "%s died.", &op->name);
3018 elmex 1.1 }
3019 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 elmex 1.1
3021 root 1.18 /* save the map location for corpse, gravestone */
3022     x = op->x;
3023     y = op->y;
3024     map = op->map;
3025 elmex 1.1
3026    
3027 root 1.18 if (settings.not_permadeth == TRUE)
3028     {
3029     /* NOT_PERMADEATH code. This basically brings the character back to
3030     * life if they are dead - it takes some exp and a random stat.
3031     * See the config.h file for a little more in depth detail about this.
3032     */
3033 root 1.11
3034 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3035     * make it depletion. This bunch of code deals with that aspect
3036     * of death.
3037     */
3038 elmex 1.1 #ifndef COZY_SERVER
3039 root 1.18 if (settings.balanced_stat_loss)
3040     {
3041     /* If stat loss is permanent, lose one stat only. */
3042     /* Lower level chars don't lose as many stats because they suffer
3043     more if they do. */
3044     /* Higher level characters can afford things such as potions of
3045     restoration, or better, stat potions. So we slug them that
3046     little bit harder. */
3047     /* GD */
3048     if (settings.stat_loss_on_death)
3049 root 1.11 num_stats_lose = 1;
3050 root 1.18 else
3051     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052     }
3053     else
3054     {
3055     num_stats_lose = 1;
3056 root 1.11 }
3057 root 1.18 lost_a_stat = 0;
3058 root 1.11
3059 root 1.18 for (z = 0; z < num_stats_lose; z++)
3060     {
3061     i = RANDOM () % NUM_STATS;
3062 root 1.11
3063 root 1.18 if (settings.stat_loss_on_death)
3064     {
3065     /* Pick a random stat and take a point off it. Tell the player
3066     * what he lost.
3067     */
3068     change_attr_value (&(op->stats), i, -1);
3069     check_stat_bounds (&(op->stats));
3070     change_attr_value (&(op->contr->orig_stats), i, -1);
3071     check_stat_bounds (&(op->contr->orig_stats));
3072     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073     lost_a_stat = 1;
3074     }
3075     else
3076     {
3077     /* deplete a stat */
3078 root 1.22 archetype *deparch = archetype::find ("depletion");
3079 root 1.18 object *dep;
3080    
3081     dep = present_arch_in_ob (deparch, op);
3082     if (!dep)
3083     {
3084     dep = arch_to_object (deparch);
3085     insert_ob_in_ob (dep, op);
3086     }
3087     lose_this_stat = 1;
3088     if (settings.balanced_stat_loss)
3089     {
3090     /* GD */
3091     /* Get the stat that we're about to deplete. */
3092     this_stat = get_attr_value (&(dep->stats), i);
3093     if (this_stat < 0)
3094     {
3095     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096     int keep_chance = this_stat * this_stat;
3097    
3098     /* Yes, I am paranoid. Sue me. */
3099     if (keep_chance < 1)
3100     keep_chance = 1;
3101    
3102     /* There is a maximum depletion total per level. */
3103     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104     {
3105     lose_this_stat = 0;
3106     /* Take loss chance vs keep chance to see if we
3107     retain the stat. */
3108     }
3109     else
3110     {
3111     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 root 1.11 lose_this_stat = 0;
3113 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114     this_stat, keep_chance, loss_chance,
3115     lose_this_stat?"LOSE":"KEEP"); */
3116 root 1.11 }
3117     }
3118     }
3119 root 1.18
3120     if (lose_this_stat)
3121     {
3122     this_stat = get_attr_value (&(dep->stats), i);
3123     /* We could try to do something clever like find another
3124     * stat to reduce if this fails. But chances are, if
3125     * stats have been depleted to -50, all are pretty low
3126     * and should be roughly the same, so it shouldn't make a
3127     * difference.
3128     */
3129     if (this_stat >= -50)
3130     {
3131     change_attr_value (&(dep->stats), i, -1);
3132     SET_FLAG (dep, FLAG_APPLIED);
3133     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134     fix_player (op);
3135     lost_a_stat = 1;
3136 root 1.11 }
3137     }
3138     }
3139     }
3140 root 1.18 /* If no stat lost, tell the player. */
3141     if (!lost_a_stat)
3142     {
3143     /* determine_god() seems to not work sometimes... why is this?
3144     Should I be using something else? GD */
3145     const char *god = determine_god (op);
3146    
3147     if (god && (strcmp (god, "none")))
3148 root 1.28 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 root 1.18 else
3150 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 root 1.18 }
3152 root 1.28 #else
3153     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154 elmex 1.1 #endif
3155    
3156 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3157     * exp loss on the stone.
3158     */
3159 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3160 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3161     tmp->name = buf;
3162     sprintf (buf, "%s's gravestones", &op->name);
3163     tmp->name_pl = buf;
3164     sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3165     tmp->msg = buf;
3166     tmp->x = op->x, tmp->y = op->y;
3167     insert_ob_in_map (tmp, op->map, NULL, 0);
3168 root 1.11
3169 root 1.28 /**************************************/
3170 root 1.18 /* */
3171     /* Subtract the experience points, */
3172     /* if we died cause of food, give us */
3173     /* food, and reset HP's... */
3174     /* */
3175 root 1.28 /**************************************/
3176 root 1.11
3177 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3178     /* restore player */
3179 root 1.22 at = archetype::find ("poisoning");
3180 root 1.18 tmp = present_arch_in_ob (at, op);
3181 root 1.33
3182 root 1.18 if (tmp)
3183     {
3184 root 1.33 tmp->destroy ();
3185 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186     }
3187    
3188 root 1.22 at = archetype::find ("confusion");
3189 root 1.18 tmp = present_arch_in_ob (at, op);
3190     if (tmp)
3191     {
3192 root 1.33 tmp->destroy ();
3193 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194     }
3195 root 1.28
3196 root 1.18 cure_disease (op, 0); /* remove any disease */
3197    
3198     /*add_exp(op, (op->stats.exp * -0.20)); */
3199     apply_death_exp_penalty (op);
3200     if (op->stats.food < 100)
3201     op->stats.food = 900;
3202     op->stats.hp = op->stats.maxhp;
3203     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205    
3206     /*
3207     * Check to see if the player is in a shop. IF so, then check to see if
3208     * the player has any unpaid items. If so, remove them and put them back
3209     * in the map.
3210     */
3211 root 1.11
3212 root 1.18 if (is_in_shop (op))
3213     remove_unpaid_objects (op->inv, op);
3214 elmex 1.1
3215 root 1.28 /****************************************/
3216 root 1.18 /* */
3217     /* Move player to his current respawn- */
3218     /* position (usually last savebed) */
3219     /* */
3220 root 1.28 /****************************************/
3221 root 1.11
3222 root 1.18 enter_player_savebed (op);
3223    
3224     /* Save the player before inserting the force to reduce
3225     * chance of abuse.
3226     */
3227     op->contr->braced = 0;
3228     save_player (op, 1);
3229    
3230     /* it is possible that the player has blown something up
3231     * at his savebed location, and that can have long lasting
3232     * spell effects. So first see if there is a spell effect
3233     * on the space that might harm the player.
3234     */
3235     will_kill_again = 0;
3236     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3237 root 1.28 if (tmp->type == SPELL_EFFECT)
3238     will_kill_again |= tmp->attacktype;
3239    
3240 root 1.18 if (will_kill_again)
3241     {
3242     object *force;
3243     int at;
3244 root 1.11
3245 root 1.18 force = get_archetype (FORCE_NAME);
3246     /* 50 ticks should be enough time for the spell to abate */
3247     force->speed = 0.1;
3248     force->speed_left = -5.0;
3249     SET_FLAG (force, FLAG_APPLIED);
3250     for (at = 0; at < NROFATTACKS; at++)
3251 root 1.28 if (will_kill_again & (1 << at))
3252     force->resist[at] = 100;
3253    
3254 root 1.18 insert_ob_in_ob (force, op);
3255     fix_player (op);
3256 elmex 1.1
3257 root 1.11 }
3258 root 1.18
3259     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260     return;
3261     } /* NOT_PERMADETH */
3262     else
3263     {
3264     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265     * should probably be embedded in an else statement.
3266     */
3267    
3268     op->contr->party = NULL;
3269     if (settings.set_title == TRUE)
3270     op->contr->own_title[0] = '\0';
3271     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272     check_score (op);
3273 root 1.30
3274     if (op->contr->ranges[range_golem])
3275 root 1.18 {
3276     remove_friendly_object (op->contr->ranges[range_golem]);
3277 root 1.33 op->contr->ranges[range_golem]->destroy ();
3278 root 1.30 op->contr->ranges[range_golem] = 0;
3279 root 1.18 }
3280 root 1.30
3281 root 1.18 loot_object (op); /* Remove some of the items for good */
3282 root 1.32 op->remove ();
3283 root 1.18 op->direction = 0;
3284    
3285     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286     {
3287     delete_character (op->name, 0);
3288     if (settings.resurrection == TRUE)
3289     {
3290     /* save playerfile sans equipment when player dies
3291     ** then save it as player.pl.dead so that future resurrection
3292     ** type spells will work on them nicely
3293     */
3294     delete_character (op->name, 0);
3295     op->stats.hp = op->stats.maxhp;
3296     op->stats.food = 999;
3297    
3298     /* set the location of where the person will reappear when */
3299     /* maybe resurrection code should fix map also */
3300     strcpy (op->contr->maplevel, settings.emergency_mapname);
3301     if (op->map != NULL)
3302     op->map = NULL;
3303     op->x = settings.emergency_x;
3304     op->y = settings.emergency_y;
3305     save_player (op, 0);
3306     op->map = map;
3307     /* please see resurrection.c: peterm */
3308     dead_player (op);
3309     }
3310     else
3311 root 1.19 delete_character (op->name, 1);
3312 root 1.18 }
3313 root 1.19
3314 root 1.18 play_again (op);
3315 root 1.11
3316 root 1.18 /* peterm: added to create a corpse at deathsite. */
3317 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 root 1.18 sprintf (buf, "%s", &op->name);
3319     tmp->name = tmp->name_pl = buf;
3320     tmp->level = op->level;
3321     tmp->x = x;
3322     tmp->y = y;
3323     tmp->msg = gravestone_text (op);
3324     SET_FLAG (tmp, FLAG_UNIQUE);
3325     insert_ob_in_map (tmp, map, NULL, 0);
3326 elmex 1.1 }
3327     }
3328    
3329    
3330 root 1.18 void
3331     loot_object (object *op)
3332     { /* Grab and destroy some treasure */
3333     object *tmp, *tmp2, *next;
3334 elmex 1.1
3335 root 1.18 if (op->container)
3336     { /* close open sack first */
3337 elmex 1.1 esrv_apply_container (op, op->container);
3338 root 1.18 }
3339 elmex 1.1
3340 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3341     {
3342     next = tmp->below;
3343     if (tmp->type == EXPERIENCE || tmp->invisible)
3344     continue;
3345 root 1.32 tmp->remove ();
3346 root 1.18 tmp->x = op->x, tmp->y = op->y;
3347     if (tmp->type == CONTAINER)
3348     { /* empty container to ground */
3349     loot_object (tmp);
3350     }
3351     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3352     {
3353     if (tmp->nrof > 1)
3354     {
3355     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3356 root 1.33 tmp2->destroy ();
3357 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3358     }
3359     else
3360 root 1.33 tmp->destroy ();
3361 root 1.18 }
3362     else
3363     insert_ob_in_map (tmp, op->map, NULL, 0);
3364     }
3365 elmex 1.1 }
3366    
3367     /*
3368     * fix_weight(): Check recursively the weight of all players, and fix
3369     * what needs to be fixed. Refresh windows and fix speed if anything
3370     * was changed.
3371     */
3372    
3373 root 1.18 void
3374     fix_weight (void)
3375     {
3376 elmex 1.1 player *pl;
3377 root 1.18
3378     for (pl = first_player; pl != NULL; pl = pl->next)
3379     {
3380     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381    
3382     if (old == sum)
3383     continue;
3384     fix_player (pl->ob);
3385     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3386     }
3387 elmex 1.1 }
3388    
3389 root 1.18 void
3390     fix_luck (void)
3391     {
3392 elmex 1.1 player *pl;
3393 root 1.18
3394 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3395     if (!pl->ob->contr->state)
3396 root 1.18 change_luck (pl->ob, 0);
3397 elmex 1.1 }
3398    
3399    
3400     /* cast_dust() - handles op throwing objects of type 'DUST'.
3401     * This is much simpler in the new spell code - we basically
3402     * just treat this as any other spell casting object.
3403     */
3404    
3405 elmex 1.2 void
3406 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3407 elmex 1.2 {
3408     object *skop, *spob;
3409    
3410     skop = find_skill_by_name (op, throw_ob->skill);
3411    
3412     /* casting POTION 'dusts' is really a use_magic_item skill */
3413     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3414     {
3415 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3416 elmex 1.2 return;
3417     }
3418    
3419     spob = throw_ob->inv;
3420    
3421     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3422     // not pass NULL to cast_spell (which did indeed check itself, but
3423     // errors should be reported as early as possible IMHO)
3424     if (!spob)
3425     {
3426 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3427 elmex 1.2 return;
3428 elmex 1.1 }
3429    
3430 elmex 1.2 if (op->type == PLAYER)
3431 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3432 elmex 1.2
3433     cast_spell (op, throw_ob, dir, spob, NULL);
3434    
3435 root 1.33 throw_ob->destroy ();
3436 elmex 1.1 }
3437    
3438 root 1.18 void
3439     make_visible (object *op)
3440     {
3441     op->hide = 0;
3442     op->invisible = 0;
3443     if (op->type == PLAYER)
3444     {
3445     op->contr->tmp_invis = 0;
3446     op->contr->invis_race = 0;
3447     }
3448     update_object (op, UP_OBJ_FACE);
3449     }
3450    
3451     int
3452     is_true_undead (object *op)
3453     {
3454     object *tmp = NULL;
3455    
3456     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457     return 1;
3458    
3459     if (op->type == PLAYER)
3460     for (tmp = op->inv; tmp; tmp = tmp->below)
3461     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463     return 1;
3464 elmex 1.1 return 0;
3465     }
3466    
3467     /* look at the surrounding terrain to determine
3468     * the hideability of this object. Positive levels
3469     * indicate greater hideability.
3470     */
3471    
3472 root 1.18 int
3473     hideability (object *ob)
3474     {
3475     int i, level = 0, mflag;
3476     sint16 x, y;
3477    
3478     if (!ob || !ob->map)
3479     return 0;
3480    
3481     /* so, on normal lighted maps, its hard to hide */
3482     level = ob->map->darkness - 2;
3483    
3484     /* this also picks up whether the object is glowing.
3485     * If you carry a light on a non-dark map, its not
3486     * as bad as carrying a light on a pitch dark map */
3487     if (has_carried_lights (ob))
3488     level = -(10 + (2 * ob->map->darkness));
3489    
3490     /* scan through all nearby squares for terrain to hide in */
3491     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3492     {
3493     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3494     if (mflag & P_OUT_OF_MAP)
3495     {
3496     continue;
3497     }
3498     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3499     level += 2;
3500     else /* open terrain! */
3501     level -= 1;
3502 elmex 1.1 }
3503 root 1.18
3504 elmex 1.1 #if 0
3505 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3506 elmex 1.1 #endif
3507 root 1.18 return level;
3508 elmex 1.1 }
3509    
3510     /* For Hidden creatures - a chance of becoming 'unhidden'
3511     * every time they move - as we subtract off 'invisibility'
3512     * AND, for players, if they move into a ridiculously unhideable
3513     * spot (surrounded by clear terrain in broad daylight). -b.t.
3514     */
3515    
3516 root 1.18 void
3517     do_hidden_move (object *op)
3518     {
3519     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3520     object *skop;
3521    
3522     if (!op || !op->map)
3523     return;
3524    
3525     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3526    
3527     /* its *extremely* hard to run and sneak/hide at the same time! */
3528     if (op->type == PLAYER && op->contr->run_on)
3529     {
3530     if (!skop || num >= skop->level)
3531     {
3532     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3533     make_visible (op);
3534     return;
3535     }
3536     else
3537     num += 20;
3538 elmex 1.1 }
3539 root 1.18 num += op->map->difficulty;
3540     hide = hideability (op); /* modify by terrain hidden level */
3541     num -= hide;
3542     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543     {
3544     make_visible (op);
3545     if (op->type == PLAYER)
3546     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3547 elmex 1.1 }
3548 root 1.18 else if (op->type == PLAYER && skop)
3549     {
3550     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3551 elmex 1.1 }
3552     }
3553    
3554     /* determine if who is standing near a hostile creature. */
3555    
3556 root 1.18 int
3557     stand_near_hostile (object *who)
3558     {
3559     object *tmp = NULL;
3560     int i, friendly = 0, player = 0, mflags;
3561 root 1.25 maptile *m;
3562 root 1.18 sint16 x, y;
3563    
3564     if (!who)
3565     return 0;
3566    
3567     if (who->type == PLAYER)
3568     player = 1;
3569    
3570     else
3571     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3572    
3573     /* search adjacent squares */
3574     for (i = 1; i < 9; i++)
3575     {
3576     x = who->x + freearr_x[i];
3577     y = who->y + freearr_y[i];
3578     m = who->map;
3579     mflags = get_map_flags (m, &m, x, y, &x, &y);
3580     /* space must be blocked if there is a monster. If not
3581     * blocked, don't need to check this space.
3582     */
3583     if (mflags & P_OUT_OF_MAP)
3584     continue;
3585     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3586     continue;
3587    
3588     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3589     {
3590     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3591     return 1;
3592     else if (tmp->type == PLAYER)
3593     {
3594     /*don't let a hidden DM prevent you from hiding */
3595     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3596 root 1.11 return 1;
3597 root 1.18 }
3598 root 1.11 }
3599 elmex 1.1 }
3600 root 1.18 return 0;
3601 elmex 1.1 }
3602    
3603     /* check the player los field for viewability of the
3604     * object op. This function works fine for monsters,
3605     * but we dont worry if the object isnt the top one in
3606     * a pile (say a coin under a table would return "viewable"
3607     * by this routine). Another question, should we be
3608     * concerned with the direction the player is looking
3609     * in? Realistically, most of use cant see stuff behind
3610     * our backs...on the other hand, does the "facing" direction
3611     * imply the way your head, or body is facing? Its possible
3612     * for them to differ. Sigh, this fctn could get a bit more complex.
3613     * -b.t.
3614     * This function is now map tiling safe.
3615     */
3616    
3617 root 1.18 int
3618     player_can_view (object *pl, object *op)
3619     {
3620     rv_vector rv;
3621     int dx, dy;
3622    
3623     if (pl->type != PLAYER)
3624     {
3625     LOG (llevError, "player_can_view() called for non-player object\n");
3626     return -1;
3627 elmex 1.1 }
3628 root 1.18 if (!pl || !op)
3629 elmex 1.1 return 0;
3630 root 1.18
3631     if (op->head)
3632     {
3633     op = op->head;
3634     }
3635     get_rangevector (pl, op, &rv, 0x1);
3636    
3637     /* starting with the 'head' part, lets loop
3638     * through the object and find if it has any
3639     * part that is in the los array but isnt on
3640     * a blocked los square.
3641     * we use the archetype to figure out offsets.
3642     */
3643     while (op)
3644     {
3645     dx = rv.distance_x + op->arch->clone.x;
3646     dy = rv.distance_y + op->arch->clone.y;
3647    
3648     /* only the viewable area the player sees is updated by LOS
3649     * code, so we need to restrict ourselves to that range of values
3650     * for any meaningful values.
3651     */
3652     if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3653     FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3654     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3655     return 1;
3656     op = op->more;
3657     }
3658     return 0;
3659 elmex 1.1 }
3660    
3661     /* routine for both players and monsters. We call this when
3662     * there is a possibility for our action distrubing our hiding
3663     * place or invisiblity spell. Artefact invisiblity is not
3664     * effected by this. If we arent invisible to begin with, we
3665     * return 0.
3666     */
3667 root 1.18 int
3668     action_makes_visible (object *op)
3669     {
3670    
3671     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3672     {
3673     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3674     return 0;
3675    
3676     if (op->contr && op->contr->tmp_invis == 0)
3677     return 0;
3678 elmex 1.1
3679 root 1.18 /* If monsters, they should become visible */
3680     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3681     {
3682     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3683     return 1;
3684 root 1.11 }
3685 elmex 1.1 }
3686 root 1.18 return 0;
3687 elmex 1.1 }
3688    
3689     /* op_on_battleground - checks if the given object op (usually
3690     * a player) is standing on a valid battleground-tile,
3691     * function returns TRUE/FALSE. If true x, y returns the battleground
3692     * -exit-coord. (and if x, y not NULL)
3693     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3694     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3695     * Default is to do the same as before, so only people wanting to have different points need worry about this
3696     */
3697 root 1.18 int
3698     op_on_battleground (object *op, int *x, int *y)
3699     {
3700 elmex 1.1 object *tmp;
3701 root 1.18
3702 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3703     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3704     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3705     * and the exit-coordinates sp/hp must both be > 0.
3706     * => The intention here is to prevent abuse of the battleground-
3707     * feature (like pickable or hidden battleground tiles). */
3708 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3709     {
3710     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3711     {
3712     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3713     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3714     {
3715     /*before we assign the exit, check if this is a teambattle */
3716     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3717     {
3718     object *invtmp;
3719    
3720     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3721     {
3722     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3723     {
3724     if (x != NULL && y != NULL)
3725     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3726     return 1;
3727     }
3728     }
3729     }
3730     if (x != NULL && y != NULL)
3731     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3732     return 1;
3733     }
3734     }
3735 elmex 1.1 }
3736     /* If we got here, did not find a battleground */
3737     return 0;
3738     }
3739    
3740     /*
3741     * When a dragon-player gains a new stage of evolution,
3742     * he gets some treasure
3743     *
3744     * attributes:
3745     * object *who the dragon player
3746     * int atnr the attack-number of the ability focus
3747     * int level ability level
3748     */
3749 root 1.18 void
3750     dragon_ability_gain (object *who, int atnr, int level)
3751     {
3752     treasurelist *trlist = NULL; /* treasurelist */
3753     treasure *tr; /* treasure */
3754     object *tmp, *skop; /* tmp. object */
3755     object *item; /* treasure object */
3756     char buf[MAX_BUF]; /* tmp. string buffer */
3757     int i = 0, j = 0;
3758    
3759     /* get the appropriate treasurelist */
3760     if (atnr == ATNR_FIRE)
3761     trlist = find_treasurelist ("dragon_ability_fire");
3762     else if (atnr == ATNR_COLD)
3763     trlist = find_treasurelist ("dragon_ability_cold");
3764     else if (atnr == ATNR_ELECTRICITY)
3765     trlist = find_treasurelist ("dragon_ability_elec");
3766     else if (atnr == ATNR_POISON)
3767     trlist = find_treasurelist ("dragon_ability_poison");
3768    
3769     if (trlist == NULL || who->type != PLAYER)
3770     return;
3771    
3772     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3773    
3774     if (tr == NULL || tr->item == NULL)
3775     {
3776     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3777     return;
3778 elmex 1.1 }
3779    
3780 root 1.18 /* everything seems okay - now bring on the gift: */
3781     item = &(tr->item->clone);
3782 elmex 1.1
3783 root 1.18 if (item->type == SPELL)
3784     {
3785     if (check_spell_known (who, item->name))
3786 root 1.11 return;
3787 root 1.18
3788     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3789     do_learn_spell (who, item, 0);
3790     return;
3791 elmex 1.1 }
3792    
3793 root 1.18 /* grant direct spell */
3794     if (item->type == SPELLBOOK)
3795     {
3796     if (!item->inv)
3797     {
3798     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3799     return;
3800     }
3801     if (check_spell_known (who, item->inv->name))
3802     return;
3803     if (item->invisible)
3804     {
3805     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3806     do_learn_spell (who, item->inv, 0);
3807     return;
3808 root 1.11 }
3809 root 1.18 }
3810     else if (item->type == SKILL_TOOL && item->invisible)
3811     {
3812     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3813     {
3814    
3815     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3816     * in this way, if the player is missing any of the attacktypes, he gets
3817     * them. As it is now, if the player has any that match the granted skill,
3818     * but not all of them, he gets nothing.
3819     */
3820     if (!(skop->attacktype & item->attacktype))
3821     {
3822     /* Give new attacktype */
3823     skop->attacktype |= item->attacktype;
3824    
3825     /* always add physical if there's none */
3826     skop->attacktype |= AT_PHYSICAL;
3827    
3828     if (item->msg != NULL)
3829     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3830    
3831     /* Give player new face */
3832     if (item->animation_id)
3833     {
3834     who->face = skop->face;
3835     who->animation_id = item->animation_id;
3836     who->anim_speed = item->anim_speed;
3837     who->last_anim = 0;
3838     who->state = 0;
3839     animate_object (who, who->direction);
3840     }
3841     }
3842 root 1.11 }
3843 elmex 1.1 }
3844 root 1.18 else if (item->type == FORCE)
3845     {
3846     /* forces in the treasurelist can alter the player's stats */
3847     object *skin;
3848 elmex 1.1
3849 root 1.18 /* first get the dragon skin force */
3850     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3851     if (skin == NULL)
3852     return;
3853    
3854     /* adding new spellpath attunements */
3855     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856     {
3857     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3858    
3859     /* print message */
3860     sprintf (buf, "You feel attuned to ");
3861     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3862     {
3863     if (item->path_attuned & (1 << i))
3864     {
3865     if (j)
3866     strcat (buf, " and ");
3867     else
3868     j = 1;
3869     strcat (buf, spellpathnames[i]);
3870     }
3871     }
3872     strcat (buf, ".");
3873     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3874     }
3875    
3876     /* evtl. adding flags: */
3877     if (QUERY_FLAG (item, FLAG_XRAYS))
3878     SET_FLAG (skin, FLAG_XRAYS);
3879     if (QUERY_FLAG (item, FLAG_STEALTH))
3880     SET_FLAG (skin, FLAG_STEALTH);
3881     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3882     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3883    
3884     /* print message if there is one */
3885     if (item->msg != NULL)
3886     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3887     }
3888     else
3889     {
3890     /* generate misc. treasure */
3891     tmp = arch_to_object (tr->item);
3892     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3893     tmp = insert_ob_in_ob (tmp, who);
3894     if (who->type == PLAYER)
3895     esrv_send_item (who, tmp);
3896 elmex 1.1 }
3897     }
3898    
3899     /**
3900     * Unready an object for a player. This function does nothing if the object was
3901     * not readied.
3902     */
3903 root 1.18 void
3904     player_unready_range_ob (player *pl, object *ob)
3905     {
3906     rangetype i;
3907 elmex 1.1
3908 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3909     {
3910     if (pl->ranges[i] == ob)
3911     {
3912     pl->ranges[i] = NULL;
3913     if (pl->shoottype == i)
3914     {
3915     pl->shoottype = range_none;
3916 elmex 1.1 }
3917     }
3918     }
3919     }