ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.37
Committed: Thu Dec 14 02:37:37 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +1 -1 lines
Log Message:
moar\! rewrite\!

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 root 1.37 add_player (client_socket * ns)
326 root 1.18 {
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 elmex 1.36
1067     treasurelist *tl = find_treasurelist ("starting_wealth");
1068     if (tl)
1069     create_treasure (tl, op, 0, 0, 0);
1070 elmex 1.1
1071 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1072     INVOKE_PLAYER (LOGIN, op->contr);
1073 elmex 1.1
1074 root 1.18 op->contr->state = ST_PLAYING;
1075 root 1.11
1076 root 1.18 if (op->msg)
1077     op->msg = NULL;
1078 elmex 1.1
1079 root 1.18 /* We create this now because some of the unique maps will need it
1080     * to save here.
1081     */
1082     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083     make_path_to_file (buf);
1084 elmex 1.1
1085     #ifdef AUTOSAVE
1086 root 1.18 op->contr->last_save_tick = pticks;
1087 elmex 1.1 #endif
1088 root 1.18 start_info (op);
1089     CLEAR_FLAG (op, FLAG_WIZ);
1090     give_initial_items (op, op->randomitems);
1091     link_player_skills (op);
1092     esrv_send_inventory (op, op);
1093     fix_player (op);
1094 elmex 1.1
1095 root 1.18 /* This moves the player to a different start map, if there
1096     * is one for this race
1097     */
1098     if (*first_map_ext_path)
1099     {
1100     object *tmp;
1101     char mapname[MAX_BUF];
1102    
1103     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 root 1.33 tmp = object::create ();
1105 root 1.18 EXIT_PATH (tmp) = mapname;
1106     EXIT_X (tmp) = op->x;
1107     EXIT_Y (tmp) = op->y;
1108     enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 elmex 1.1 * if the map isn't there, then stay on the
1110     * default initial map */
1111 root 1.33 tmp->destroy ();
1112 elmex 1.1 }
1113 root 1.18 else
1114     {
1115     LOG (llevDebug, "first_map_ext_path not set\n");
1116     }
1117     return 0;
1118 elmex 1.1 }
1119    
1120 root 1.18 /* Following actually changes the race - this is the default command
1121     * if we don't match with one of the options above.
1122     */
1123    
1124     tmp_loop = 0;
1125     while (!tmp_loop)
1126     {
1127     shstr name = op->name;
1128     int x = op->x, y = op->y;
1129    
1130     remove_statbonus (op);
1131 root 1.32 op->remove ();
1132 root 1.18 op->arch = get_player_archetype (op->arch);
1133 root 1.33 op->arch->clone.copy_to (op);
1134 root 1.18 op->instantiate ();
1135     op->stats = op->contr->orig_stats;
1136     op->name = op->name_pl = name;
1137     op->x = x;
1138     op->y = y;
1139     SET_ANIMATION (op, 2); /* So player faces south */
1140     insert_ob_in_map (op, op->map, op, 0);
1141 root 1.21 assign (op->contr->title, op->arch->clone.name);
1142 root 1.18 add_statbonus (op);
1143     tmp_loop = allowed_class (op);
1144     }
1145 root 1.19
1146 root 1.18 update_object (op, UP_OBJ_FACE);
1147     esrv_update_item (UPD_FACE, op, op);
1148     fix_player (op);
1149     op->stats.hp = op->stats.maxhp;
1150     op->stats.sp = op->stats.maxsp;
1151     op->stats.grace = 0;
1152 root 1.21
1153 root 1.18 if (op->msg)
1154     new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 root 1.21
1156 root 1.18 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157     return 0;
1158 elmex 1.1 }
1159    
1160 root 1.18 int
1161     key_confirm_quit (object *op, char key)
1162 elmex 1.1 {
1163 root 1.18 char buf[MAX_BUF];
1164 elmex 1.1
1165 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166     {
1167     op->contr->state = ST_PLAYING;
1168     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169     return 1;
1170 elmex 1.1 }
1171    
1172 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1173     INVOKE_PLAYER (QUIT, op->contr);
1174 root 1.3
1175 root 1.18 terminate_all_pets (op);
1176     leave_map (op);
1177     op->direction = 0;
1178     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179    
1180     strcpy (op->contr->killer, "quit");
1181     check_score (op);
1182     op->contr->party = NULL;
1183     if (settings.set_title == TRUE)
1184     op->contr->own_title[0] = '\0';
1185    
1186     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187     {
1188 root 1.25 maptile *mp, *next;
1189 root 1.18
1190     /* We need to hunt for any per player unique maps in memory and
1191     * get rid of them. The trailing slash in the path is intentional,
1192     * so that players named 'Ab' won't match against players 'Abe' pathname
1193     */
1194     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195     for (mp = first_map; mp != NULL; mp = next)
1196     {
1197     next = mp->next;
1198     if (!strncmp (mp->path, buf, strlen (buf)))
1199     delete_map (mp);
1200 root 1.11 }
1201 root 1.18
1202     delete_character (op->name, 1);
1203 elmex 1.1 }
1204 root 1.19
1205 root 1.18 play_again (op);
1206     return 1;
1207 elmex 1.1 }
1208    
1209 root 1.18 void
1210     flee_player (object *op)
1211     {
1212     int dir, diff;
1213     rv_vector rv;
1214    
1215     if (op->stats.hp < 0)
1216     {
1217     LOG (llevDebug, "Fleeing player is dead.\n");
1218     CLEAR_FLAG (op, FLAG_SCARED);
1219     return;
1220 elmex 1.1 }
1221    
1222 root 1.18 if (op->enemy == NULL)
1223     {
1224     LOG (llevDebug, "Fleeing player had no enemy.\n");
1225     CLEAR_FLAG (op, FLAG_SCARED);
1226     return;
1227 elmex 1.1 }
1228    
1229 root 1.18 /* Seen some crashes here. Since we don't store an
1230     * op->enemy_count, it is possible that something destroys the
1231     * actual enemy, and the object is recycled.
1232     */
1233     if (op->enemy->map == NULL)
1234     {
1235     CLEAR_FLAG (op, FLAG_SCARED);
1236     op->enemy = NULL;
1237     return;
1238 elmex 1.1 }
1239    
1240 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241     {
1242     op->enemy = NULL;
1243     CLEAR_FLAG (op, FLAG_SCARED);
1244     return;
1245 elmex 1.1 }
1246 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1247    
1248     dir = absdir (4 + rv.direction);
1249     for (diff = 0; diff < 3; diff++)
1250     {
1251     int m = 1 - (RANDOM () & 2);
1252 elmex 1.1
1253 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254     {
1255     return;
1256 root 1.11 }
1257 elmex 1.1 }
1258 root 1.18 /* Cornered, get rid of scared */
1259     CLEAR_FLAG (op, FLAG_SCARED);
1260     op->enemy = NULL;
1261 elmex 1.1 }
1262    
1263    
1264     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1265     * IT returns 1 if the player should keep on moving, 0 if he should
1266     * stop.
1267     */
1268 root 1.18 int
1269     check_pick (object *op)
1270     {
1271 elmex 1.1 object *tmp, *next;
1272     int stop = 0;
1273     int j, k, wvratio;
1274     char putstring[128], tmpstr[16];
1275    
1276     /* if you're flying, you cna't pick up anything */
1277     if (op->move_type & MOVE_FLYING)
1278     return 1;
1279    
1280     next = op->below;
1281    
1282     /* loop while there are items on the floor that are not marked as
1283     * destroyed */
1284 root 1.24 while (next && !next->destroyed ())
1285 root 1.18 {
1286     tmp = next;
1287     next = tmp->below;
1288 elmex 1.1
1289 root 1.24 if (op->destroyed ())
1290 elmex 1.1 return 0;
1291    
1292 root 1.18 if (!can_pick (op, tmp))
1293     continue;
1294 elmex 1.1
1295 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296     {
1297     if (item_matched_string (op, tmp, op->contr->search_str))
1298     pick_up (op, tmp);
1299     continue;
1300 root 1.11 }
1301    
1302 root 1.18 /* high not bit set? We're using the old autopickup model */
1303     if (!(op->contr->mode & PU_NEWMODE))
1304 root 1.11 {
1305 root 1.18 switch (op->contr->mode)
1306 root 1.11 {
1307 root 1.20 case 0:
1308     return 1; /* don't pick up */
1309     case 1:
1310     pick_up (op, tmp);
1311     return 1;
1312     case 2:
1313     pick_up (op, tmp);
1314     return 0;
1315     case 3:
1316     return 0; /* stop before pickup */
1317     case 4:
1318     pick_up (op, tmp);
1319     break;
1320     case 5:
1321     pick_up (op, tmp);
1322     stop = 1;
1323     break;
1324     case 6:
1325     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1326 root 1.18 pick_up (op, tmp);
1327 root 1.20 break;
1328    
1329     case 7:
1330     if (tmp->type == MONEY || tmp->type == GEM)
1331 root 1.18 pick_up (op, tmp);
1332 root 1.20 break;
1333    
1334     default:
1335     /* use value density */
1336     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1337     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1338 root 1.18 pick_up (op, tmp);
1339 root 1.11 }
1340     }
1341 root 1.18 else
1342     { /* old model */
1343     /* NEW pickup handling */
1344     if (op->contr->mode & PU_DEBUG)
1345     {
1346     /* some debugging code to figure out item information */
1347     if (tmp->name != NULL)
1348     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350     else
1351     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1353     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354    
1355     sprintf (putstring, "...flags: ");
1356     for (k = 0; k < 4; k++)
1357     {
1358     for (j = 0; j < 32; j++)
1359     {
1360     if ((tmp->flags[k] >> j) & 0x01)
1361     {
1362     sprintf (tmpstr, "%d ", k * 32 + j);
1363     strcat (putstring, tmpstr);
1364     }
1365     }
1366     }
1367     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368 elmex 1.1
1369     #if 0
1370 root 1.18 /* print the flags too */
1371     for (k = 0; k < 4; k++)
1372     {
1373     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374     for (j = 0; j < 32; j++)
1375     {
1376     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377     if (!((j + 1) % 4))
1378     fprintf (stderr, " ");
1379     }
1380     fprintf (stderr, " [%d]\n", k * 32);
1381     }
1382 elmex 1.1 #endif
1383 root 1.18 }
1384     /* philosophy:
1385     * It's easy to grab an item type from a pile, as long as it's
1386     * generic. This takes no game-time. For more detailed pickups
1387     * and selections, select-items shoul dbe used. This is a
1388     * grab-as-you-run type mode that's really useful for arrows for
1389     * example.
1390     * The drawback: right now it has no frontend, so you need to
1391     * stick the bits you want into a calculator in hex mode and then
1392     * convert to decimal and then 'pickup <#>
1393     */
1394    
1395     /* the first two modes are exclusive: if NOTHING we return, if
1396     * STOP then we stop. All the rest are applied sequentially,
1397     * meaning if any test passes, the item gets picked up. */
1398    
1399     /* if mode is set to pick nothing up, return */
1400    
1401     if (op->contr->mode & PU_NOTHING)
1402     return 1;
1403    
1404     /* if mode is set to stop when encountering objects, return */
1405     /* take STOP before INHIBIT since it doesn't actually pick
1406     * anything up */
1407    
1408     if (op->contr->mode & PU_STOP)
1409     return 0;
1410    
1411     /* useful for going into stores and not losing your settings... */
1412     /* and for battles wher you don't want to get loaded down while
1413     * fighting */
1414     if (op->contr->mode & PU_INHIBIT)
1415     return 1;
1416    
1417     /* prevent us from turning into auto-thieves :) */
1418     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419     continue;
1420    
1421     /* ignore known cursed objects */
1422     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1423     continue;
1424    
1425     /* all food and drink if desired */
1426     /* question: don't pick up known-poisonous stuff? */
1427     if (op->contr->mode & PU_FOOD)
1428     if (tmp->type == FOOD)
1429     {
1430     pick_up (op, tmp);
1431     continue;
1432     }
1433 root 1.29
1434 root 1.18 if (op->contr->mode & PU_DRINK)
1435     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1436     {
1437     pick_up (op, tmp);
1438     continue;
1439     }
1440    
1441     if (op->contr->mode & PU_POTION)
1442     if (tmp->type == POTION)
1443     {
1444     pick_up (op, tmp);
1445     continue;
1446     }
1447    
1448     /* spellbooks, skillscrolls and normal books/scrolls */
1449     if (op->contr->mode & PU_SPELLBOOK)
1450     if (tmp->type == SPELLBOOK)
1451     {
1452     pick_up (op, tmp);
1453     continue;
1454     }
1455 root 1.29
1456 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1457     if (tmp->type == SKILLSCROLL)
1458     {
1459     pick_up (op, tmp);
1460     continue;
1461     }
1462 root 1.29
1463 root 1.18 if (op->contr->mode & PU_READABLES)
1464     if (tmp->type == BOOK || tmp->type == SCROLL)
1465     {
1466     pick_up (op, tmp);
1467     continue;
1468     }
1469    
1470     /* wands/staves/rods/horns */
1471     if (op->contr->mode & PU_MAGIC_DEVICE)
1472     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1473     {
1474     pick_up (op, tmp);
1475     continue;
1476     }
1477    
1478     /* pick up all magical items */
1479     if (op->contr->mode & PU_MAGICAL)
1480     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1481     {
1482     pick_up (op, tmp);
1483     continue;
1484     }
1485    
1486     if (op->contr->mode & PU_VALUABLES)
1487     {
1488     if (tmp->type == MONEY || tmp->type == GEM)
1489     {
1490     pick_up (op, tmp);
1491     continue;
1492     }
1493     }
1494    
1495     /* rings & amulets - talismans seems to be typed AMULET */
1496     if (op->contr->mode & PU_JEWELS)
1497     if (tmp->type == RING || tmp->type == AMULET)
1498     {
1499     pick_up (op, tmp);
1500 root 1.29 continue;
1501     }
1502    
1503     /* we don't forget dragon food */
1504     if (op->contr->mode & PU_FLESH)
1505     if (tmp->type == FLESH)
1506     {
1507     pick_up (op, tmp);
1508 root 1.18 continue;
1509     }
1510    
1511     /* bows and arrows. Bows are good for selling! */
1512     if (op->contr->mode & PU_BOW)
1513     if (tmp->type == BOW)
1514     {
1515     pick_up (op, tmp);
1516     continue;
1517     }
1518 root 1.29
1519 root 1.18 if (op->contr->mode & PU_ARROW)
1520     if (tmp->type == ARROW)
1521     {
1522     pick_up (op, tmp);
1523     continue;
1524     }
1525    
1526     /* all kinds of armor etc. */
1527     if (op->contr->mode & PU_ARMOUR)
1528     if (tmp->type == ARMOUR)
1529     {
1530     pick_up (op, tmp);
1531     continue;
1532     }
1533 root 1.29
1534 root 1.18 if (op->contr->mode & PU_HELMET)
1535     if (tmp->type == HELMET)
1536     {
1537     pick_up (op, tmp);
1538     continue;
1539     }
1540 root 1.29
1541 root 1.18 if (op->contr->mode & PU_SHIELD)
1542     if (tmp->type == SHIELD)
1543     {
1544     pick_up (op, tmp);
1545     continue;
1546     }
1547 root 1.29
1548 root 1.18 if (op->contr->mode & PU_BOOTS)
1549     if (tmp->type == BOOTS)
1550     {
1551     pick_up (op, tmp);
1552     continue;
1553     }
1554 root 1.29
1555 root 1.18 if (op->contr->mode & PU_GLOVES)
1556     if (tmp->type == GLOVES)
1557     {
1558     pick_up (op, tmp);
1559     continue;
1560     }
1561 root 1.29
1562 root 1.18 if (op->contr->mode & PU_CLOAK)
1563     if (tmp->type == CLOAK)
1564     {
1565     pick_up (op, tmp);
1566     continue;
1567     }
1568 elmex 1.1
1569 root 1.18 /* hoping to catch throwing daggers here */
1570     if (op->contr->mode & PU_MISSILEWEAPON)
1571     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1572     {
1573     pick_up (op, tmp);
1574     continue;
1575     }
1576 elmex 1.1
1577 root 1.18 /* careful: chairs and tables are weapons! */
1578     if (op->contr->mode & PU_ALLWEAPON)
1579     {
1580     if (tmp->type == WEAPON && tmp->name != NULL)
1581     {
1582     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1583     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1584     {
1585     pick_up (op, tmp);
1586     continue;
1587     }
1588     }
1589 root 1.29
1590 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1591     {
1592     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1593     {
1594     pick_up (op, tmp);
1595     continue;
1596     }
1597     }
1598     }
1599 elmex 1.1
1600 root 1.18 /* misc stuff that's useful */
1601     if (op->contr->mode & PU_KEY)
1602     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1603     {
1604     pick_up (op, tmp);
1605     continue;
1606     }
1607 elmex 1.1
1608 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1609     * pickups */
1610     if (op->contr->mode & PU_RATIO)
1611     {
1612     /* use value density to decide what else to grab */
1613     /* >=7 was >= op->contr->mode */
1614     /* >=7 is the old standard setting. Now we take the last 4 bits
1615     * and multiply them by 5, giving 0..15*5== 5..75 */
1616     wvratio = (op->contr->mode & PU_RATIO) * 5;
1617     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1618     {
1619     pick_up (op, tmp);
1620 elmex 1.1 #if 0
1621 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1622     if (tmp->name != NULL)
1623     {
1624     fprintf (stderr, "%s", tmp->name);
1625     }
1626     else
1627     fprintf (stderr, "%s", tmp->arch->name);
1628     fprintf (stderr, ",%d] = ", tmp->type);
1629     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1630 elmex 1.1 #endif
1631 root 1.18 continue;
1632     }
1633     }
1634     } /* the new pickup model */
1635     }
1636 root 1.29
1637 root 1.18 return !stop;
1638 elmex 1.1 }
1639    
1640     /*
1641     * Find an arrow in the inventory and after that
1642     * in the right type container (quiver). Pointer to the
1643     * found object is returned.
1644     */
1645 root 1.18 object *
1646     find_arrow (object *op, const char *type)
1647 elmex 1.1 {
1648 root 1.18 object *tmp = NULL;
1649 elmex 1.1
1650 root 1.18 for (op = op->inv; op; op = op->below)
1651     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652     tmp = find_arrow (op, type);
1653     else if (op->type == ARROW && op->race == type)
1654     return op;
1655     return tmp;
1656 elmex 1.1 }
1657    
1658     /*
1659     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660     * against the target. A full test is not performed, simply a basic test
1661     * of resistances. The archer is making a quick guess at what he sees down
1662     * the hall. Failing that it does it's best to pick the highest plus arrow.
1663     */
1664    
1665 root 1.18 object *
1666     find_better_arrow (object *op, object *target, const char *type, int *better)
1667 elmex 1.1 {
1668 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1669     int attacknum, attacktype, betterby = 0, i;
1670 elmex 1.1
1671 root 1.18 if (!type)
1672     return NULL;
1673 elmex 1.1
1674 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1675     {
1676     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1677     {
1678     i = 0;
1679     ntmp = find_better_arrow (arrow, target, type, &i);
1680     if (i > betterby)
1681     {
1682     tmp = ntmp;
1683     betterby = i;
1684     }
1685     }
1686     else if (arrow->type == ARROW && arrow->race == type)
1687     {
1688     /* allways prefer assasination/slaying */
1689     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1690     {
1691     if (arrow->attacktype & AT_DEATH)
1692     {
1693     *better = 100;
1694     return arrow;
1695     }
1696     else
1697     {
1698     tmp = arrow;
1699     betterby = (arrow->magic + arrow->stats.dam) * 2;
1700     }
1701     }
1702     else
1703     {
1704     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1705     {
1706     attacktype = 1 << attacknum;
1707     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1708     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1709     {
1710     tmp = arrow;
1711     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1712     }
1713 root 1.11 }
1714 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1715     {
1716     tmp = arrow;
1717     betterby = 2 + arrow->magic + arrow->stats.dam;
1718 root 1.11 }
1719 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1720     {
1721     tmp = arrow;
1722     betterby = 1 + arrow->magic + arrow->stats.dam;
1723 root 1.11 }
1724     }
1725     }
1726 elmex 1.1 }
1727 root 1.18 if (tmp == NULL && arrow == NULL)
1728     return find_arrow (op, type);
1729 elmex 1.1
1730 root 1.18 *better = betterby;
1731     return tmp;
1732 elmex 1.1 }
1733    
1734     /* looks in a given direction, finds the first valid target, and calls
1735     * find_better_arrow to find a decent arrow to use.
1736     * op = the shooter
1737     * type = bow->race
1738     * dir = fire direction
1739     */
1740    
1741 root 1.18 object *
1742     pick_arrow_target (object *op, const char *type, int dir)
1743 elmex 1.1 {
1744 root 1.18 object *tmp = NULL;
1745 root 1.25 maptile *m;
1746 root 1.18 int i, mflags, found, number;
1747     sint16 x, y;
1748    
1749     if (op->map == NULL)
1750     return find_arrow (op, type);
1751    
1752     /* do a dex check */
1753     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1754     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1755     return find_arrow (op, type);
1756    
1757     m = op->map;
1758     x = op->x;
1759     y = op->y;
1760    
1761     /* find the first target */
1762     for (i = 0, found = 0; i < 20; i++)
1763     {
1764     x += freearr_x[dir];
1765     y += freearr_y[dir];
1766     mflags = get_map_flags (m, &m, x, y, &x, &y);
1767     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1768     {
1769     tmp = NULL;
1770     break;
1771     }
1772     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1773     {
1774     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1775     * perhaps a bad assumption.
1776     */
1777     tmp = NULL;
1778     break;
1779 root 1.11 }
1780 root 1.18 if (mflags & P_IS_ALIVE)
1781     {
1782     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1783     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1784     {
1785     found++;
1786 root 1.11 break;
1787 root 1.18 }
1788     if (found)
1789     break;
1790 root 1.11 }
1791 elmex 1.1 }
1792 root 1.18 if (tmp == NULL)
1793     return find_arrow (op, type);
1794 elmex 1.1
1795 root 1.18 if (tmp->head)
1796     tmp = tmp->head;
1797 elmex 1.1
1798 root 1.18 return find_better_arrow (op, tmp, type, &i);
1799 elmex 1.1 }
1800    
1801     /*
1802     * Creature fires a bow - op can be monster or player. Returns
1803     * 1 if bow was actually fired, 0 otherwise.
1804     * op is the object firing the bow.
1805     * part is for multipart creatures - the part firing the bow.
1806     * dir is the direction of fire.
1807     * wc_mod is any special modifier to give (used in special player fire modes)
1808     * sx, sy are coordinates to fire arrow from - also used in some of the special
1809     * player fire modes.
1810     */
1811 root 1.18 int
1812     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1813 elmex 1.1 {
1814 root 1.18 object *left, *bow;
1815     int bowspeed, mflags;
1816 root 1.25 maptile *m;
1817 elmex 1.1
1818 root 1.18 if (!dir)
1819     {
1820     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821     return 0;
1822 elmex 1.1 }
1823 root 1.18 if (op->type == PLAYER)
1824     bow = op->contr->ranges[range_bow];
1825     else
1826     {
1827     for (bow = op->inv; bow; bow = bow->below)
1828     /* Don't check for applied - monsters don't apply bows - in that way, they
1829     * don't need to switch back and forth between bows and weapons.
1830     */
1831     if (bow->type == BOW)
1832     break;
1833 root 1.11
1834 root 1.18 if (!bow)
1835     {
1836     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837     return 0;
1838 root 1.11 }
1839 elmex 1.1 }
1840 root 1.18 if (!bow->race || !bow->skill)
1841     {
1842     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843     return 0;
1844 elmex 1.1 }
1845    
1846 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 elmex 1.1
1848 root 1.18 /* penalize ROF for bestarrow */
1849     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1851     if (bowspeed < 1)
1852     bowspeed = 1;
1853    
1854     if (arrow == NULL)
1855     {
1856     if ((arrow = find_arrow (op, bow->race)) == NULL)
1857     {
1858     if (op->type == PLAYER)
1859     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1861     else
1862     CLEAR_FLAG (op, FLAG_READY_BOW);
1863     return 0;
1864 root 1.11 }
1865 elmex 1.1 }
1866 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867     if (mflags & P_OUT_OF_MAP)
1868     {
1869     return 0;
1870     }
1871     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872     {
1873     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874     return 0;
1875     }
1876    
1877     /* this should not happen, but sometimes does */
1878     if (arrow->nrof == 0)
1879     {
1880 root 1.33 arrow->destroy ();
1881 root 1.18 return 0;
1882     }
1883    
1884     left = arrow; /* these are arrows left to the player */
1885     arrow = get_split_ob (arrow, 1);
1886     if (arrow == NULL)
1887     {
1888     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889     return 0;
1890 elmex 1.1 }
1891 root 1.34 arrow->set_owner (op);
1892 root 1.18 arrow->skill = bow->skill;
1893    
1894     arrow->direction = dir;
1895     arrow->x = sx;
1896     arrow->y = sy;
1897    
1898     if (op->type == PLAYER)
1899     {
1900     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901     fix_player (op);
1902 elmex 1.1 }
1903    
1904 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1905     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906     arrow->stats.hp = arrow->stats.dam;
1907     arrow->stats.grace = arrow->attacktype;
1908     if (arrow->slaying != NULL)
1909     arrow->spellarg = strdup_local (arrow->slaying);
1910    
1911     /* Note that this was different for monsters - they got their level
1912     * added to the damage. I think the strength bonus is more proper.
1913     */
1914    
1915     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1916    
1917     /* update the speed */
1918     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920    
1921     if (arrow->speed < 1.0)
1922     arrow->speed = 1.0;
1923     update_ob_speed (arrow);
1924     arrow->speed_left = 0;
1925    
1926     if (op->type == PLAYER)
1927     {
1928     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1930     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1931    
1932     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1933 elmex 1.1 }
1934 root 1.18 else
1935     {
1936     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1937     arrow->level = op->level;
1938 elmex 1.1 }
1939 root 1.24
1940 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1941     arrow->attacktype |= bow->attacktype;
1942 root 1.24
1943 root 1.18 if (bow->slaying != NULL)
1944     arrow->slaying = bow->slaying;
1945    
1946     arrow->map = m;
1947     arrow->move_type = MOVE_FLY_LOW;
1948     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949    
1950     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951     insert_ob_in_map (arrow, m, op, 0);
1952    
1953 root 1.24 if (!arrow->destroyed ())
1954 root 1.18 move_arrow (arrow);
1955 elmex 1.1
1956 root 1.18 if (op->type == PLAYER)
1957     {
1958 root 1.24 if (left->destroyed ())
1959     esrv_del_item (op->contr, left->count);
1960 root 1.18 else
1961     esrv_send_item (op, left);
1962 elmex 1.1 }
1963 root 1.24
1964 root 1.18 return 1;
1965 elmex 1.1 }
1966    
1967     /* Special fire code for players - this takes into
1968     * account the special fire modes players can have
1969     * but monsters can't. Putting that code here
1970     * makes the fire_bow code much cleaner.
1971     * this function should only be called if 'op' is a player,
1972     * hence the function name.
1973     */
1974 root 1.18 int
1975     player_fire_bow (object *op, int dir)
1976 elmex 1.1 {
1977 root 1.18 int ret = 0, wcmod = 0;
1978    
1979     if (op->contr->bowtype == bow_bestarrow)
1980     {
1981     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1982     }
1983     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984     {
1985     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986     wcmod = -1;
1987     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988     }
1989     else if (op->contr->bowtype == bow_threewide)
1990     {
1991     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1992     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1993     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1994     }
1995     else if (op->contr->bowtype == bow_spreadshot)
1996     {
1997     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1998     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1999     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2000 elmex 1.1
2001     }
2002 root 1.18 else
2003     {
2004     /* Simple case */
2005     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2006     }
2007     return ret;
2008 elmex 1.1 }
2009    
2010    
2011     /* Fires a misc (wand/rod/horn) object in 'dir'.
2012     * Broken apart from 'fire' to keep it more readable.
2013     */
2014 root 1.18 void
2015     fire_misc_object (object *op, int dir)
2016 elmex 1.1 {
2017 root 1.18 object *item;
2018 elmex 1.1
2019 root 1.18 if (!op->contr->ranges[range_misc])
2020     {
2021     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2022     return;
2023 elmex 1.1 }
2024    
2025 root 1.18 item = op->contr->ranges[range_misc];
2026     if (!item->inv)
2027     {
2028     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2029     return;
2030 elmex 1.1 }
2031 root 1.18 if (item->type == WAND)
2032     {
2033     if (item->stats.food <= 0)
2034     {
2035     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2036     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2037     return;
2038 root 1.11 }
2039 root 1.18 }
2040     else if (item->type == ROD || item->type == HORN)
2041     {
2042     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2043     {
2044     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2045     if (item->type == ROD)
2046     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2047     else
2048     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2049     return;
2050 root 1.11 }
2051 elmex 1.1 }
2052    
2053 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2054     {
2055     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2056     if (item->type == WAND)
2057     {
2058     if (!(--item->stats.food))
2059     {
2060     object *tmp;
2061    
2062     if (item->arch)
2063     {
2064     CLEAR_FLAG (item, FLAG_ANIMATE);
2065     item->face = item->arch->clone.face;
2066     item->speed = 0;
2067     update_ob_speed (item);
2068 root 1.11 }
2069 root 1.18 if ((tmp = is_player_inv (item)))
2070     esrv_update_item (UPD_ANIM, tmp, item);
2071 root 1.11 }
2072     }
2073 root 1.18 else if (item->type == ROD || item->type == HORN)
2074     {
2075     drain_rod_charge (item);
2076 root 1.11 }
2077 elmex 1.1 }
2078     }
2079    
2080     /* Received a fire command for the player - go and do it.
2081     */
2082 root 1.18 void
2083     fire (object *op, int dir)
2084     {
2085     int spellcost = 0;
2086 elmex 1.1
2087 root 1.18 /* check for loss of invisiblity/hide */
2088     if (action_makes_visible (op))
2089     make_visible (op);
2090 elmex 1.1
2091 root 1.18 switch (op->contr->shoottype)
2092     {
2093 root 1.20 case range_none:
2094     return;
2095 elmex 1.1
2096 root 1.20 case range_bow:
2097     player_fire_bow (op, dir);
2098     return;
2099 elmex 1.1
2100 root 1.20 case range_magic: /* Casting spells */
2101     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2102     return;
2103 elmex 1.1
2104 root 1.20 case range_misc:
2105     fire_misc_object (op, dir);
2106     return;
2107 root 1.11
2108 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2109 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 root 1.20 {
2111 root 1.30 op->contr->ranges[range_golem] = 0;
2112 root 1.20 op->contr->shoottype = range_none;
2113     }
2114     else
2115     control_golem (op->contr->ranges[range_golem], dir);
2116     return;
2117 root 1.11
2118 root 1.20 case range_skill:
2119     if (!op->chosen_skill)
2120     {
2121     if (op->type == PLAYER)
2122     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123     return;
2124     }
2125     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2126     return;
2127     case range_builder:
2128     apply_map_builder (op, dir);
2129     return;
2130     default:
2131     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132     return;
2133 elmex 1.1 }
2134     }
2135    
2136    
2137    
2138     /* find_key
2139     * We try to find a key for the door as passed. If we find a key
2140     * and successfully use it, we return the key, otherwise NULL
2141     * This function merges both normal and locked door, since the logic
2142     * for both is the same - just the specific key is different.
2143     * pl is the player,
2144     * inv is the objects inventory to searched
2145     * door is the door we are trying to match against.
2146     * This function can be called recursively to search containers.
2147     */
2148    
2149 root 1.18 object *
2150     find_key (object *pl, object *container, object *door)
2151 elmex 1.1 {
2152 root 1.18 object *tmp, *key;
2153 elmex 1.1
2154 root 1.18 /* Should not happen, but sanity checking is never bad */
2155     if (container->inv == NULL)
2156     return NULL;
2157 elmex 1.1
2158 root 1.18 /* First, lets try to find a key in the top level inventory */
2159     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2160     {
2161     if (door->type == DOOR && tmp->type == KEY)
2162     break;
2163     /* For sanity, we should really check door type, but other stuff
2164     * (like containers) can be locked with special keys
2165     */
2166     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167     break;
2168     }
2169     /* No key found - lets search inventories now */
2170     /* If we find and use a key in an inventory, return at that time.
2171     * otherwise, if we search all the inventories and still don't find
2172     * a key, return
2173     */
2174     if (!tmp)
2175     {
2176     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2177     {
2178     /* No reason to search empty containers */
2179     if (tmp->type == CONTAINER && tmp->inv)
2180     {
2181     if ((key = find_key (pl, tmp, door)) != NULL)
2182     return key;
2183     }
2184     }
2185     if (!tmp)
2186     return NULL;
2187 elmex 1.1 }
2188 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2189     * see if we actually want to use it
2190     */
2191     if (pl != container)
2192     {
2193     /* Only let players use keys in containers */
2194     if (!pl->contr)
2195     return NULL;
2196     /* cases where this fails:
2197     * If we only search the player inventory, return now since we
2198     * are not in the players inventory.
2199     * If the container is not active, return now since only active
2200     * containers can be used.
2201     * If we only search keyrings and the container does not have
2202     * a race/isn't a keyring.
2203     * No checking for all containers - to fall through past here,
2204     * inv must have been an container and must have been active.
2205     *
2206     * Change the color so that the message doesn't disappear with
2207     * all the others.
2208     */
2209     if (pl->contr->usekeys == key_inventory ||
2210     !QUERY_FLAG (container, FLAG_APPLIED) ||
2211     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2212     {
2213     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2214     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215     return NULL;
2216 root 1.11 }
2217 elmex 1.1 }
2218 root 1.18 return tmp;
2219 elmex 1.1 }
2220    
2221     /* moved door processing out of move_player_attack.
2222     * returns 1 if player has opened the door with a key
2223     * such that the caller should not do anything more,
2224     * 0 otherwise
2225     */
2226 root 1.18 static int
2227     player_attack_door (object *op, object *door)
2228 elmex 1.1 {
2229    
2230 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2231     * might as well return immediately as there is nothing more to do -
2232     * otherwise, we fall through to the rest of the code.
2233     */
2234     object *key = find_key (op, op, door);
2235    
2236     /* IF we found a key, do some extra work */
2237     if (key)
2238     {
2239     object *container = key->env;
2240    
2241     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2242     if (action_makes_visible (op))
2243     make_visible (op);
2244     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245     spring_trap (door->inv, op);
2246     if (door->type == DOOR)
2247     {
2248     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249     }
2250     else if (door->type == LOCKED_DOOR)
2251     {
2252     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2253     remove_door2 (door); /* remove door without violence ;-) */
2254     }
2255     /* Do this after we print the message */
2256     decrease_ob (key); /* Use up one of the keys */
2257     /* Need to update the weight the container the key was in */
2258     if (container != op)
2259     esrv_update_item (UPD_WEIGHT, op, container);
2260     return 1; /* Nothing more to do below */
2261     }
2262     else if (door->type == LOCKED_DOOR)
2263     {
2264     /* Might as well return now - no other way to open this */
2265     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266     return 1;
2267 elmex 1.1 }
2268 root 1.18 return 0;
2269 elmex 1.1 }
2270    
2271     /* This function is just part of a breakup from move_player.
2272     * It should keep the code cleaner.
2273     * When this is called, the players direction has been updated
2274     * (taking into account confusion.) The player is also actually
2275     * going to try and move (not fire weapons).
2276     */
2277    
2278 root 1.18 void
2279     move_player_attack (object *op, int dir)
2280 elmex 1.1 {
2281 root 1.18 object *tmp, *mon;
2282     sint16 nx, ny;
2283     int on_battleground;
2284 root 1.25 maptile *m;
2285 root 1.18
2286     nx = freearr_x[dir] + op->x;
2287     ny = freearr_y[dir] + op->y;
2288    
2289     on_battleground = op_on_battleground (op, NULL, NULL);
2290    
2291     /* If braced, or can't move to the square, and it is not out of the
2292     * map, attack it. Note order of if statement is important - don't
2293     * want to be calling move_ob if braced, because move_ob will move the
2294     * player. This is a pretty nasty hack, because if we could
2295     * move to some space, it then means that if we are braced, we should
2296     * do nothing at all. As it is, if we are braced, we go through
2297     * quite a bit of processing. However, it probably is less than what
2298     * move_ob uses.
2299     */
2300     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301     {
2302     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303     {
2304     m = get_map_from_coord (op->map, &nx, &ny);
2305     if (!m)
2306     return; /* Don't think this should happen */
2307     }
2308     else
2309     m = op->map;
2310    
2311     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2312     {
2313     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314     return;
2315 root 1.11 }
2316    
2317 root 1.18 mon = NULL;
2318     /* Go through all the objects, and find ones of interest. Only stop if
2319     * we find a monster - that is something we know we want to attack.
2320     * if its a door or barrel (can roll) see if there may be monsters
2321     * on the space
2322     */
2323     while (tmp != NULL)
2324     {
2325     if (tmp == op)
2326     {
2327     tmp = tmp->above;
2328     continue;
2329 root 1.11 }
2330 root 1.27
2331 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2332     {
2333     mon = tmp;
2334     break;
2335 root 1.11 }
2336 root 1.27
2337 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2338     mon = tmp;
2339 root 1.27
2340 root 1.18 tmp = tmp->above;
2341     }
2342    
2343     if (mon == NULL) /* This happens anytime the player tries to move */
2344     return; /* into a wall */
2345    
2346     if (mon->head != NULL)
2347     mon = mon->head;
2348    
2349     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350     if (player_attack_door (op, mon))
2351     return;
2352    
2353     /* The following deals with possibly attacking peaceful
2354     * or frienddly creatures. Basically, all players are considered
2355     * unaggressive. If the moving player has peaceful set, then the
2356     * object should be pushed instead of attacked. It is assumed that
2357     * if you are braced, you will not attack friends accidently,
2358     * and thus will not push them.
2359     */
2360 root 1.11
2361 root 1.18 /* If the creature is a pet, push it even if the player is not
2362     * peaceful. Our assumption is the creature is a pet if the
2363     * player owns it and it is either friendly or unagressive.
2364     */
2365     if ((op->type == PLAYER)
2366 elmex 1.1 #if COZY_SERVER
2367 root 1.18 &&
2368 root 1.34 ((mon->owner && mon->owner->contr
2369     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2370 elmex 1.1 #else
2371 root 1.34 && mon->owner == op
2372 elmex 1.1 #endif
2373 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 root 1.11 {
2375 root 1.18 /* If we're braced, we don't want to switch places with it */
2376     if (op->contr->braced)
2377 root 1.11 return;
2378 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379     (void) push_ob (mon, dir, op);
2380     if (op->contr->tmp_invis || op->hide)
2381     make_visible (op);
2382     return;
2383 root 1.11 }
2384    
2385 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2386     * creatures. Note that if you are braced, you can't push
2387     * someone, but put it inside this loop so that you won't
2388     * attack them either.
2389     */
2390     if ((mon->type == PLAYER || mon->enemy != op) &&
2391     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2393 root 1.18 (op->contr->peaceful
2394     || (mon->type == PLAYER
2395     && mon->contr->
2396     peaceful)) &&
2397 elmex 1.1 #else
2398 root 1.18 op->contr->peaceful &&
2399 elmex 1.1 #endif
2400 root 1.18 !on_battleground))
2401     {
2402     if (!op->contr->braced)
2403     {
2404     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405     (void) push_ob (mon, dir, op);
2406     }
2407     else
2408     {
2409     new_draw_info (0, 0, op, "You withhold your attack");
2410 root 1.11 }
2411 root 1.18 if (op->contr->tmp_invis || op->hide)
2412     make_visible (op);
2413 root 1.11 }
2414 elmex 1.1
2415 root 1.18 /* If the object is a boulder or other rollable object, then
2416     * roll it if not braced. You can't roll it if you are braced.
2417     */
2418     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2419     {
2420     recursive_roll (mon, dir, op);
2421     if (action_makes_visible (op))
2422     make_visible (op);
2423 root 1.11 }
2424    
2425 root 1.18 /* Any generic living creature. Including things like doors.
2426     * Way it works is like this: First, it must have some hit points
2427     * and be living. Then, it must be one of the following:
2428     * 1) Not a player, 2) A player, but of a different party. Note
2429     * that party_number -1 is no party, so attacks can still happen.
2430     */
2431 root 1.11
2432 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434     {
2435 elmex 1.1
2436 root 1.18 /* If the player hasn't hit something this tick, and does
2437     * so, give them speed boost based on weapon speed. Doing
2438     * it here is better than process_players2, which basically
2439     * incurred a 1 tick offset.
2440     */
2441     if (!op->contr->has_hit)
2442     {
2443     op->speed_left += op->speed / op->contr->weapon_sp;
2444 root 1.11
2445 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 root 1.11 }
2447    
2448 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2449 root 1.11
2450 root 1.18 /* If attacking another player, that player gets automatic
2451     * hitback, and doesn't loose luck either.
2452     * Disable hitback on the battleground or if the target is
2453     * the wiz.
2454     */
2455     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456     {
2457     short luck = mon->stats.luck;
2458    
2459     mon->contr->has_hit = 1;
2460     skill_attack (op, mon, 0, NULL, NULL);
2461     mon->stats.luck = luck;
2462 root 1.11 }
2463 root 1.18 if (action_makes_visible (op))
2464     make_visible (op);
2465 root 1.11 }
2466 root 1.18 } /* if player should attack something */
2467 elmex 1.1 }
2468    
2469 root 1.18 int
2470     move_player (object *op, int dir)
2471     {
2472     int pick;
2473 elmex 1.1
2474 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2475     return 0;
2476 elmex 1.1
2477 root 1.18 /* Sanity check: make sure dir is valid */
2478     if ((dir < 0) || (dir >= 9))
2479     {
2480     LOG (llevError, "move_player: invalid direction %d\n", dir);
2481     return 0;
2482 elmex 1.1 }
2483    
2484 root 1.18 /* peterm: added following line */
2485     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2487    
2488     op->facing = dir;
2489    
2490     if (op->hide)
2491     do_hidden_move (op);
2492    
2493     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2494     /*nop */ ;
2495     else if (op->contr->fire_on)
2496     fire (op, dir);
2497     else
2498     {
2499     move_player_attack (op, dir);
2500     pick = check_pick (op);
2501     }
2502 elmex 1.1
2503 root 1.18 /* Add special check for newcs players and fire on - this way, the
2504     * server can handle repeat firing.
2505     */
2506     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507     {
2508     op->direction = dir;
2509     }
2510     else
2511     {
2512     op->direction = 0;
2513     }
2514     /* Update how the player looks. Use the facing, so direction may
2515     * get reset to zero. This allows for full animation capabilities
2516     * for players.
2517     */
2518     animate_object (op, op->facing);
2519     return 0;
2520 elmex 1.1 }
2521    
2522     /* This is similar to handle_player, below, but is only used by the
2523     * new client/server stuff.
2524     * This is sort of special, in that the new client/server actually uses
2525     * the new speed values for commands.
2526     *
2527     * Returns true if there are more actions we can do.
2528     */
2529 root 1.18 int
2530     handle_newcs_player (object *op)
2531 elmex 1.1 {
2532 root 1.18 if (op->contr->hidden)
2533     {
2534     op->invisible = 1000;
2535     /* the socket code flashes the player visible/invisible
2536     * depending on the value of invisible, so we need to
2537     * alternate it here for it to work correctly.
2538     */
2539     if (pticks & 2)
2540 root 1.11 op->invisible--;
2541 root 1.18 }
2542     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543     {
2544     op->invisible--;
2545     if (!op->invisible)
2546     {
2547     make_visible (op);
2548     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2549 root 1.11 }
2550 elmex 1.1 }
2551    
2552 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2553     {
2554     flee_player (op);
2555     /* If player is still scared, that is his action for this tick */
2556     if (QUERY_FLAG (op, FLAG_SCARED))
2557     {
2558     op->speed_left--;
2559     return 0;
2560 root 1.11 }
2561 elmex 1.1 }
2562    
2563 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2564     * the player object still points to the defunct golem. The code that
2565     * destroys the golem looks correct, and it doesn't always happen, so
2566     * put this in a a workaround to clean up the golem pointer.
2567     */
2568 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2569     op->contr->ranges[range_golem] = 0;
2570 root 1.18
2571     /* call this here - we also will call this in do_ericserver, but
2572     * the players time has been increased when doericserver has been
2573     * called, so we recheck it here.
2574     */
2575     HandleClient (&op->contr->socket, op->contr);
2576     if (op->speed_left < 0)
2577 elmex 1.1 return 0;
2578    
2579 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580     {
2581     /* All move commands take 1 tick, at least for now */
2582     op->speed_left--;
2583 elmex 1.1
2584 root 1.18 /* Instead of all the stuff below, let move_player take care
2585     * of it. Also, some of the skill stuff is only put in
2586     * there, as well as the confusion stuff.
2587     */
2588     move_player (op, op->direction);
2589     if (op->speed_left > 0)
2590     return 1;
2591     else
2592 root 1.11 return 0;
2593 root 1.18 }
2594     return 0;
2595     }
2596    
2597     int
2598     save_life (object *op)
2599     {
2600     object *tmp;
2601 elmex 1.1
2602 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 elmex 1.1 return 0;
2604 root 1.18
2605     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2606     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607     {
2608     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 root 1.33
2611 root 1.18 if (op->contr)
2612     esrv_del_item (op->contr, tmp->count);
2613 root 1.33
2614     tmp->destroy ();
2615 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2616 root 1.33
2617 root 1.18 if (op->stats.hp < 0)
2618     op->stats.hp = op->stats.maxhp;
2619 root 1.33
2620 root 1.18 if (op->stats.food < 0)
2621     op->stats.food = 999;
2622 root 1.33
2623 root 1.18 fix_player (op);
2624     return 1;
2625     }
2626     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627     CLEAR_FLAG (op, FLAG_LIFESAVE);
2628     enter_player_savebed (op); /* bring him home. */
2629     return 0;
2630 elmex 1.1 }
2631    
2632     /* This goes throws the inventory and removes unpaid objects, and puts them
2633     * back in the map (location and map determined by values of env). This
2634     * function will descend into containers. op is the object to start the search
2635     * from.
2636     */
2637 root 1.18 void
2638     remove_unpaid_objects (object *op, object *env)
2639 elmex 1.1 {
2640 root 1.18 object *next;
2641 elmex 1.1
2642 root 1.18 while (op)
2643     {
2644     next = op->below; /* Make sure we have a good value, in case
2645     * we remove object 'op'
2646     */
2647     if (QUERY_FLAG (op, FLAG_UNPAID))
2648     {
2649 root 1.32 op->remove ();
2650 root 1.18 op->x = env->x;
2651     op->y = env->y;
2652     if (env->type == PLAYER)
2653     esrv_del_item (env->contr, op->count);
2654     insert_ob_in_map (op, env->map, NULL, 0);
2655     }
2656     else if (op->inv)
2657     remove_unpaid_objects (op->inv, env);
2658     op = next;
2659 elmex 1.1 }
2660     }
2661    
2662    
2663     /*
2664     * Returns pointer a static string containing gravestone text
2665     * Moved from apply.c to player.c - player.c is what
2666     * actually uses this function. player.c may not be quite the
2667     * best, a misc file for object actions is probably better,
2668     * but there isn't one in the server directory.
2669     */
2670 root 1.18 char *
2671     gravestone_text (object *op)
2672 elmex 1.1 {
2673 root 1.18 static char buf2[MAX_BUF];
2674     char buf[MAX_BUF];
2675     time_t now = time (NULL);
2676    
2677     strcpy (buf2, " R.I.P.\n\n");
2678     if (op->type == PLAYER)
2679     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680     else
2681     sprintf (buf, "%s\n", &op->name);
2682     strncat (buf2, " ", 20 - strlen (buf) / 2);
2683     strcat (buf2, buf);
2684     if (op->type == PLAYER)
2685     sprintf (buf, "who was in level %d when killed\n", op->level);
2686     else
2687     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2688     strncat (buf2, " ", 20 - strlen (buf) / 2);
2689     strcat (buf2, buf);
2690     if (op->type == PLAYER)
2691     {
2692     sprintf (buf, "by %s.\n\n", op->contr->killer);
2693     strncat (buf2, " ", 21 - strlen (buf) / 2);
2694     strcat (buf2, buf);
2695     }
2696     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697     strncat (buf2, " ", 20 - strlen (buf) / 2);
2698     strcat (buf2, buf);
2699     return buf2;
2700 elmex 1.1 }
2701    
2702    
2703    
2704 root 1.18 void
2705     do_some_living (object *op)
2706     {
2707     int last_food = op->stats.food;
2708 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2709     int over_hp, over_sp, over_grace;
2710     int i;
2711     int rate_hp = 1200;
2712     int rate_sp = 2500;
2713     int rate_grace = 2000;
2714     const int max_hp = 1;
2715     const int max_sp = 1;
2716     const int max_grace = 1;
2717    
2718 pippijn 1.17 if (op->contr->outputs_sync)
2719 root 1.18 {
2720     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722     flush_output_element (op, &op->contr->outputs[i]);
2723     }
2724    
2725     if (op->contr->state == ST_PLAYING)
2726     {
2727    
2728     /* these next three if clauses make it possible to SLOW DOWN
2729     hp/grace/spellpoint regeneration. */
2730     if (op->contr->gen_hp >= 0)
2731     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732     else
2733     {
2734     gen_hp = op->stats.maxhp;
2735     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736     }
2737     if (op->contr->gen_sp >= 0)
2738     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739     else
2740     {
2741     gen_sp = op->stats.maxsp;
2742     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743     }
2744     if (op->contr->gen_grace >= 0)
2745     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746     else
2747     {
2748     gen_grace = op->stats.maxgrace;
2749     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750     }
2751    
2752     /* Regenerate Spell Points */
2753     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2754     {
2755     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2756     if (op->stats.sp < op->stats.maxsp)
2757     {
2758     op->stats.sp++;
2759     /* dms do not consume food */
2760     if (!QUERY_FLAG (op, FLAG_WIZ))
2761     {
2762     op->stats.food--;
2763     if (op->contr->digestion < 0)
2764     op->stats.food += op->contr->digestion;
2765     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766     op->stats.food = last_food;
2767     }
2768     }
2769     if (max_sp > 1)
2770     {
2771     over_sp = (gen_sp + 10) / rate_sp;
2772     if (over_sp > 0)
2773     {
2774     if (op->stats.sp < op->stats.maxsp)
2775     {
2776     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2777     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778     op->stats.sp--;
2779     if (op->stats.sp > op->stats.maxsp)
2780     op->stats.sp = op->stats.maxsp;
2781     }
2782     op->last_sp = 0;
2783     }
2784     else
2785     {
2786     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787     }
2788     }
2789     else
2790     {
2791     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792     }
2793     }
2794    
2795     /* Regenerate Grace */
2796     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797     if (--op->last_grace < 0)
2798     {
2799     if (op->stats.grace < op->stats.maxgrace / 2)
2800     op->stats.grace++; /* no penalty in food for regaining grace */
2801     if (max_grace > 1)
2802     {
2803     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804     if (over_grace > 0)
2805     {
2806     op->stats.sp += over_grace
2807     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2808     op->last_grace = 0;
2809     }
2810     else
2811     {
2812     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2813     }
2814     }
2815     else
2816     {
2817     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2818     }
2819     /* wearing stuff doesn't detract from grace generation. */
2820     }
2821    
2822     /* Regenerate Hit Points */
2823     if (--op->last_heal < 0)
2824     {
2825     if (op->stats.hp < op->stats.maxhp)
2826     {
2827     op->stats.hp++;
2828     /* dms do not consume food */
2829     if (!QUERY_FLAG (op, FLAG_WIZ))
2830     {
2831     op->stats.food--;
2832     if (op->contr->digestion < 0)
2833     op->stats.food += op->contr->digestion;
2834     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835     op->stats.food = last_food;
2836     }
2837     }
2838     if (max_hp > 1)
2839     {
2840     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841     if (over_hp > 0)
2842     {
2843     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2844     op->last_heal = 0;
2845     }
2846     else
2847     {
2848     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2849     }
2850     }
2851     else
2852     {
2853     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2854     }
2855 root 1.11 }
2856 elmex 1.1
2857 root 1.18 /* Digestion */
2858     if (--op->last_eat < 0)
2859     {
2860     #ifdef COZY_SERVER
2861     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2862     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2863     #else
2864     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2865     #endif
2866    
2867     if (op->contr->gen_hp > 0)
2868     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869     else
2870     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2871     /* dms do not consume food */
2872     if (!QUERY_FLAG (op, FLAG_WIZ))
2873     op->stats.food--;
2874 root 1.11 }
2875 elmex 1.1 }
2876    
2877 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2878     {
2879     object *tmp, *flesh = NULL;
2880    
2881     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2882     {
2883     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884     {
2885     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886     {
2887     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888     manual_apply (op, tmp, 0);
2889     if (op->stats.food >= 0 || op->stats.hp < 0)
2890     break;
2891     }
2892     else if (tmp->type == FLESH)
2893     flesh = tmp;
2894     } /* End if paid for object */
2895     } /* end of for loop */
2896     /* If player is still starving, it means they don't have any food, so
2897     * eat flesh instead.
2898     */
2899     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900     {
2901     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902     manual_apply (op, flesh, 0);
2903 root 1.11 }
2904 root 1.18 } /* end if player is starving */
2905 elmex 1.1
2906 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2907     op->stats.food++, op->stats.hp--;
2908 elmex 1.1
2909 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2910     kill_player (op);
2911 elmex 1.1 }
2912    
2913 root 1.18
2914 elmex 1.1
2915     /* If the player should die (lack of hp, food, etc), we call this.
2916     * op is the player in jeopardy. If the player can not be saved (not
2917     * permadeath, no lifesave), this will take care of removing the player
2918     * file.
2919     */
2920 root 1.18 void
2921     kill_player (object *op)
2922 elmex 1.1 {
2923 root 1.18 char buf[MAX_BUF];
2924     int x, y;
2925    
2926     //int i;
2927 root 1.25 maptile *map; /* this is for resurrection */
2928 root 1.18
2929     /* int z;
2930     int num_stats_lose;
2931     int lost_a_stat;
2932     int lose_this_stat;
2933     int this_stat; */
2934     int will_kill_again;
2935     archetype *at;
2936     object *tmp;
2937    
2938     if (save_life (op))
2939     return;
2940    
2941    
2942     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2943     * in cities ONLY!!! It is very important that this doesn't get abused.
2944     * Look at op_on_battleground() for more info --AndreasV
2945     */
2946     if (op_on_battleground (op, &x, &y))
2947     {
2948     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950    
2951     /* restore player */
2952 root 1.22 at = archetype::find ("poisoning");
2953 root 1.18 tmp = present_arch_in_ob (at, op);
2954     if (tmp)
2955     {
2956 root 1.33 tmp->destroy ();
2957 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958     }
2959 elmex 1.1
2960 root 1.22 at = archetype::find ("confusion");
2961 root 1.18 tmp = present_arch_in_ob (at, op);
2962     if (tmp)
2963     {
2964 root 1.33 tmp->destroy ();
2965 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966     }
2967    
2968     cure_disease (op, 0); /* remove any disease */
2969     op->stats.hp = op->stats.maxhp;
2970     if (op->stats.food <= 0)
2971     op->stats.food = 999;
2972 elmex 1.1
2973 root 1.18 /* create a bodypart-trophy to make the winner happy */
2974 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2975 root 1.18 if (tmp != NULL)
2976     {
2977     sprintf (buf, "%s's finger", &op->name);
2978     tmp->name = buf;
2979     sprintf (buf, " This finger has been cut off %s\n"
2980     " the %s, when he was defeated at\n level %d by %s.\n",
2981     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982     tmp->msg = buf;
2983     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2984     tmp->materialname = NULL;
2985     tmp->x = op->x, tmp->y = op->y;
2986     insert_ob_in_map (tmp, op->map, op, 0);
2987     }
2988 elmex 1.1
2989 root 1.18 /* teleport defeated player to new destination */
2990     transfer_ob (op, x, y, 0, NULL);
2991     op->contr->braced = 0;
2992     return;
2993 elmex 1.1 }
2994    
2995 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2996 root 1.3
2997 root 1.18 command_kill_pets (op, 0);
2998 elmex 1.1
2999 root 1.18 if (op->stats.food < 0)
3000     {
3001     if (op->contr->explore)
3002     {
3003     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005     op->stats.food = 999;
3006     return;
3007 root 1.11 }
3008 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3009     strcpy (op->contr->killer, "starvation");
3010 elmex 1.1 }
3011 root 1.18 else
3012     {
3013     if (op->contr->explore)
3014     {
3015     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017     op->stats.hp = op->stats.maxhp;
3018     return;
3019 root 1.11 }
3020 root 1.18 sprintf (buf, "%s died.", &op->name);
3021 elmex 1.1 }
3022 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 elmex 1.1
3024 root 1.18 /* save the map location for corpse, gravestone */
3025     x = op->x;
3026     y = op->y;
3027     map = op->map;
3028 elmex 1.1
3029    
3030 root 1.18 if (settings.not_permadeth == TRUE)
3031     {
3032     /* NOT_PERMADEATH code. This basically brings the character back to
3033     * life if they are dead - it takes some exp and a random stat.
3034     * See the config.h file for a little more in depth detail about this.
3035     */
3036 root 1.11
3037 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3038     * make it depletion. This bunch of code deals with that aspect
3039     * of death.
3040     */
3041 elmex 1.1 #ifndef COZY_SERVER
3042 root 1.18 if (settings.balanced_stat_loss)
3043     {
3044     /* If stat loss is permanent, lose one stat only. */
3045     /* Lower level chars don't lose as many stats because they suffer
3046     more if they do. */
3047     /* Higher level characters can afford things such as potions of
3048     restoration, or better, stat potions. So we slug them that
3049     little bit harder. */
3050     /* GD */
3051     if (settings.stat_loss_on_death)
3052 root 1.11 num_stats_lose = 1;
3053 root 1.18 else
3054     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055     }
3056     else
3057     {
3058     num_stats_lose = 1;
3059 root 1.11 }
3060 root 1.18 lost_a_stat = 0;
3061 root 1.11
3062 root 1.18 for (z = 0; z < num_stats_lose; z++)
3063     {
3064     i = RANDOM () % NUM_STATS;
3065 root 1.11
3066 root 1.18 if (settings.stat_loss_on_death)
3067     {
3068     /* Pick a random stat and take a point off it. Tell the player
3069     * what he lost.
3070     */
3071     change_attr_value (&(op->stats), i, -1);
3072     check_stat_bounds (&(op->stats));
3073     change_attr_value (&(op->contr->orig_stats), i, -1);
3074     check_stat_bounds (&(op->contr->orig_stats));
3075     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076     lost_a_stat = 1;
3077     }
3078     else
3079     {
3080     /* deplete a stat */
3081 root 1.22 archetype *deparch = archetype::find ("depletion");
3082 root 1.18 object *dep;
3083    
3084     dep = present_arch_in_ob (deparch, op);
3085     if (!dep)
3086     {
3087     dep = arch_to_object (deparch);
3088     insert_ob_in_ob (dep, op);
3089     }
3090     lose_this_stat = 1;
3091     if (settings.balanced_stat_loss)
3092     {
3093     /* GD */
3094     /* Get the stat that we're about to deplete. */
3095     this_stat = get_attr_value (&(dep->stats), i);
3096     if (this_stat < 0)
3097     {
3098     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099     int keep_chance = this_stat * this_stat;
3100    
3101     /* Yes, I am paranoid. Sue me. */
3102     if (keep_chance < 1)
3103     keep_chance = 1;
3104    
3105     /* There is a maximum depletion total per level. */
3106     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107     {
3108     lose_this_stat = 0;
3109     /* Take loss chance vs keep chance to see if we
3110     retain the stat. */
3111     }
3112     else
3113     {
3114     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 root 1.11 lose_this_stat = 0;
3116 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117     this_stat, keep_chance, loss_chance,
3118     lose_this_stat?"LOSE":"KEEP"); */
3119 root 1.11 }
3120     }
3121     }
3122 root 1.18
3123     if (lose_this_stat)
3124     {
3125     this_stat = get_attr_value (&(dep->stats), i);
3126     /* We could try to do something clever like find another
3127     * stat to reduce if this fails. But chances are, if
3128     * stats have been depleted to -50, all are pretty low
3129     * and should be roughly the same, so it shouldn't make a
3130     * difference.
3131     */
3132     if (this_stat >= -50)
3133     {
3134     change_attr_value (&(dep->stats), i, -1);
3135     SET_FLAG (dep, FLAG_APPLIED);
3136     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137     fix_player (op);
3138     lost_a_stat = 1;
3139 root 1.11 }
3140     }
3141     }
3142     }
3143 root 1.18 /* If no stat lost, tell the player. */
3144     if (!lost_a_stat)
3145     {
3146     /* determine_god() seems to not work sometimes... why is this?
3147     Should I be using something else? GD */
3148     const char *god = determine_god (op);
3149    
3150     if (god && (strcmp (god, "none")))
3151 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);
3152 root 1.18 else
3153 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 root 1.18 }
3155 root 1.28 #else
3156     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157 elmex 1.1 #endif
3158    
3159 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3160     * exp loss on the stone.
3161     */
3162 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3163 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3164     tmp->name = buf;
3165     sprintf (buf, "%s's gravestones", &op->name);
3166     tmp->name_pl = buf;
3167     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);
3168     tmp->msg = buf;
3169     tmp->x = op->x, tmp->y = op->y;
3170     insert_ob_in_map (tmp, op->map, NULL, 0);
3171 root 1.11
3172 root 1.28 /**************************************/
3173 root 1.18 /* */
3174     /* Subtract the experience points, */
3175     /* if we died cause of food, give us */
3176     /* food, and reset HP's... */
3177     /* */
3178 root 1.28 /**************************************/
3179 root 1.11
3180 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3181     /* restore player */
3182 root 1.22 at = archetype::find ("poisoning");
3183 root 1.18 tmp = present_arch_in_ob (at, op);
3184 root 1.33
3185 root 1.18 if (tmp)
3186     {
3187 root 1.33 tmp->destroy ();
3188 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189     }
3190    
3191 root 1.22 at = archetype::find ("confusion");
3192 root 1.18 tmp = present_arch_in_ob (at, op);
3193     if (tmp)
3194     {
3195 root 1.33 tmp->destroy ();
3196 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197     }
3198 root 1.28
3199 root 1.18 cure_disease (op, 0); /* remove any disease */
3200    
3201     /*add_exp(op, (op->stats.exp * -0.20)); */
3202     apply_death_exp_penalty (op);
3203     if (op->stats.food < 100)
3204     op->stats.food = 900;
3205     op->stats.hp = op->stats.maxhp;
3206     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208    
3209     /*
3210     * Check to see if the player is in a shop. IF so, then check to see if
3211     * the player has any unpaid items. If so, remove them and put them back
3212     * in the map.
3213     */
3214 root 1.11
3215 root 1.18 if (is_in_shop (op))
3216     remove_unpaid_objects (op->inv, op);
3217 elmex 1.1
3218 root 1.28 /****************************************/
3219 root 1.18 /* */
3220     /* Move player to his current respawn- */
3221     /* position (usually last savebed) */
3222     /* */
3223 root 1.28 /****************************************/
3224 root 1.11
3225 root 1.18 enter_player_savebed (op);
3226    
3227     /* Save the player before inserting the force to reduce
3228     * chance of abuse.
3229     */
3230     op->contr->braced = 0;
3231     save_player (op, 1);
3232    
3233     /* it is possible that the player has blown something up
3234     * at his savebed location, and that can have long lasting
3235     * spell effects. So first see if there is a spell effect
3236     * on the space that might harm the player.
3237     */
3238     will_kill_again = 0;
3239     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 root 1.28 if (tmp->type == SPELL_EFFECT)
3241     will_kill_again |= tmp->attacktype;
3242    
3243 root 1.18 if (will_kill_again)
3244     {
3245     object *force;
3246     int at;
3247 root 1.11
3248 root 1.18 force = get_archetype (FORCE_NAME);
3249     /* 50 ticks should be enough time for the spell to abate */
3250     force->speed = 0.1;
3251     force->speed_left = -5.0;
3252     SET_FLAG (force, FLAG_APPLIED);
3253     for (at = 0; at < NROFATTACKS; at++)
3254 root 1.28 if (will_kill_again & (1 << at))
3255     force->resist[at] = 100;
3256    
3257 root 1.18 insert_ob_in_ob (force, op);
3258     fix_player (op);
3259 elmex 1.1
3260 root 1.11 }
3261 root 1.18
3262     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263     return;
3264     } /* NOT_PERMADETH */
3265     else
3266     {
3267     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268     * should probably be embedded in an else statement.
3269     */
3270    
3271     op->contr->party = NULL;
3272     if (settings.set_title == TRUE)
3273     op->contr->own_title[0] = '\0';
3274     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275     check_score (op);
3276 root 1.30
3277     if (op->contr->ranges[range_golem])
3278 root 1.18 {
3279     remove_friendly_object (op->contr->ranges[range_golem]);
3280 root 1.33 op->contr->ranges[range_golem]->destroy ();
3281 root 1.30 op->contr->ranges[range_golem] = 0;
3282 root 1.18 }
3283 root 1.30
3284 root 1.18 loot_object (op); /* Remove some of the items for good */
3285 root 1.32 op->remove ();
3286 root 1.18 op->direction = 0;
3287    
3288     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289     {
3290     delete_character (op->name, 0);
3291     if (settings.resurrection == TRUE)
3292     {
3293     /* save playerfile sans equipment when player dies
3294     ** then save it as player.pl.dead so that future resurrection
3295     ** type spells will work on them nicely
3296     */
3297     delete_character (op->name, 0);
3298     op->stats.hp = op->stats.maxhp;
3299     op->stats.food = 999;
3300    
3301     /* set the location of where the person will reappear when */
3302     /* maybe resurrection code should fix map also */
3303     strcpy (op->contr->maplevel, settings.emergency_mapname);
3304     if (op->map != NULL)
3305     op->map = NULL;
3306     op->x = settings.emergency_x;
3307     op->y = settings.emergency_y;
3308     save_player (op, 0);
3309     op->map = map;
3310     /* please see resurrection.c: peterm */
3311     dead_player (op);
3312     }
3313     else
3314 root 1.19 delete_character (op->name, 1);
3315 root 1.18 }
3316 root 1.19
3317 root 1.18 play_again (op);
3318 root 1.11
3319 root 1.18 /* peterm: added to create a corpse at deathsite. */
3320 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 root 1.18 sprintf (buf, "%s", &op->name);
3322     tmp->name = tmp->name_pl = buf;
3323     tmp->level = op->level;
3324     tmp->x = x;
3325     tmp->y = y;
3326     tmp->msg = gravestone_text (op);
3327     SET_FLAG (tmp, FLAG_UNIQUE);
3328     insert_ob_in_map (tmp, map, NULL, 0);
3329 elmex 1.1 }
3330     }
3331    
3332    
3333 root 1.18 void
3334     loot_object (object *op)
3335     { /* Grab and destroy some treasure */
3336     object *tmp, *tmp2, *next;
3337 elmex 1.1
3338 root 1.18 if (op->container)
3339     { /* close open sack first */
3340 elmex 1.1 esrv_apply_container (op, op->container);
3341 root 1.18 }
3342 elmex 1.1
3343 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3344     {
3345     next = tmp->below;
3346     if (tmp->type == EXPERIENCE || tmp->invisible)
3347     continue;
3348 root 1.32 tmp->remove ();
3349 root 1.18 tmp->x = op->x, tmp->y = op->y;
3350     if (tmp->type == CONTAINER)
3351     { /* empty container to ground */
3352     loot_object (tmp);
3353     }
3354     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3355     {
3356     if (tmp->nrof > 1)
3357     {
3358     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 root 1.33 tmp2->destroy ();
3360 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3361     }
3362     else
3363 root 1.33 tmp->destroy ();
3364 root 1.18 }
3365     else
3366     insert_ob_in_map (tmp, op->map, NULL, 0);
3367     }
3368 elmex 1.1 }
3369    
3370     /*
3371     * fix_weight(): Check recursively the weight of all players, and fix
3372     * what needs to be fixed. Refresh windows and fix speed if anything
3373     * was changed.
3374     */
3375    
3376 root 1.18 void
3377     fix_weight (void)
3378     {
3379 elmex 1.1 player *pl;
3380 root 1.18
3381     for (pl = first_player; pl != NULL; pl = pl->next)
3382     {
3383     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384    
3385     if (old == sum)
3386     continue;
3387     fix_player (pl->ob);
3388     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389     }
3390 elmex 1.1 }
3391    
3392 root 1.18 void
3393     fix_luck (void)
3394     {
3395 elmex 1.1 player *pl;
3396 root 1.18
3397 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3398     if (!pl->ob->contr->state)
3399 root 1.18 change_luck (pl->ob, 0);
3400 elmex 1.1 }
3401    
3402    
3403     /* cast_dust() - handles op throwing objects of type 'DUST'.
3404     * This is much simpler in the new spell code - we basically
3405     * just treat this as any other spell casting object.
3406     */
3407    
3408 elmex 1.2 void
3409 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3410 elmex 1.2 {
3411     object *skop, *spob;
3412    
3413     skop = find_skill_by_name (op, throw_ob->skill);
3414    
3415     /* casting POTION 'dusts' is really a use_magic_item skill */
3416     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3417     {
3418 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3419 elmex 1.2 return;
3420     }
3421    
3422     spob = throw_ob->inv;
3423    
3424     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3425     // not pass NULL to cast_spell (which did indeed check itself, but
3426     // errors should be reported as early as possible IMHO)
3427     if (!spob)
3428     {
3429 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3430 elmex 1.2 return;
3431 elmex 1.1 }
3432    
3433 elmex 1.2 if (op->type == PLAYER)
3434 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3435 elmex 1.2
3436     cast_spell (op, throw_ob, dir, spob, NULL);
3437    
3438 root 1.33 throw_ob->destroy ();
3439 elmex 1.1 }
3440    
3441 root 1.18 void
3442     make_visible (object *op)
3443     {
3444     op->hide = 0;
3445     op->invisible = 0;
3446     if (op->type == PLAYER)
3447     {
3448     op->contr->tmp_invis = 0;
3449     op->contr->invis_race = 0;
3450     }
3451     update_object (op, UP_OBJ_FACE);
3452     }
3453    
3454     int
3455     is_true_undead (object *op)
3456     {
3457     object *tmp = NULL;
3458    
3459     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460     return 1;
3461    
3462     if (op->type == PLAYER)
3463     for (tmp = op->inv; tmp; tmp = tmp->below)
3464     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466     return 1;
3467 elmex 1.1 return 0;
3468     }
3469    
3470     /* look at the surrounding terrain to determine
3471     * the hideability of this object. Positive levels
3472     * indicate greater hideability.
3473     */
3474    
3475 root 1.18 int
3476     hideability (object *ob)
3477     {
3478     int i, level = 0, mflag;
3479     sint16 x, y;
3480    
3481     if (!ob || !ob->map)
3482     return 0;
3483    
3484     /* so, on normal lighted maps, its hard to hide */
3485     level = ob->map->darkness - 2;
3486    
3487     /* this also picks up whether the object is glowing.
3488     * If you carry a light on a non-dark map, its not
3489     * as bad as carrying a light on a pitch dark map */
3490     if (has_carried_lights (ob))
3491     level = -(10 + (2 * ob->map->darkness));
3492    
3493     /* scan through all nearby squares for terrain to hide in */
3494     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3495     {
3496     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3497     if (mflag & P_OUT_OF_MAP)
3498     {
3499     continue;
3500     }
3501     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3502     level += 2;
3503     else /* open terrain! */
3504     level -= 1;
3505 elmex 1.1 }
3506 root 1.18
3507 elmex 1.1 #if 0
3508 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3509 elmex 1.1 #endif
3510 root 1.18 return level;
3511 elmex 1.1 }
3512    
3513     /* For Hidden creatures - a chance of becoming 'unhidden'
3514     * every time they move - as we subtract off 'invisibility'
3515     * AND, for players, if they move into a ridiculously unhideable
3516     * spot (surrounded by clear terrain in broad daylight). -b.t.
3517     */
3518    
3519 root 1.18 void
3520     do_hidden_move (object *op)
3521     {
3522     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3523     object *skop;
3524    
3525     if (!op || !op->map)
3526     return;
3527    
3528     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529    
3530     /* its *extremely* hard to run and sneak/hide at the same time! */
3531     if (op->type == PLAYER && op->contr->run_on)
3532     {
3533     if (!skop || num >= skop->level)
3534     {
3535     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536     make_visible (op);
3537     return;
3538     }
3539     else
3540     num += 20;
3541 elmex 1.1 }
3542 root 1.18 num += op->map->difficulty;
3543     hide = hideability (op); /* modify by terrain hidden level */
3544     num -= hide;
3545     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546     {
3547     make_visible (op);
3548     if (op->type == PLAYER)
3549     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 elmex 1.1 }
3551 root 1.18 else if (op->type == PLAYER && skop)
3552     {
3553     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 elmex 1.1 }
3555     }
3556    
3557     /* determine if who is standing near a hostile creature. */
3558    
3559 root 1.18 int
3560     stand_near_hostile (object *who)
3561     {
3562     object *tmp = NULL;
3563     int i, friendly = 0, player = 0, mflags;
3564 root 1.25 maptile *m;
3565 root 1.18 sint16 x, y;
3566    
3567     if (!who)
3568     return 0;
3569    
3570     if (who->type == PLAYER)
3571     player = 1;
3572    
3573     else
3574     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3575    
3576     /* search adjacent squares */
3577     for (i = 1; i < 9; i++)
3578     {
3579     x = who->x + freearr_x[i];
3580     y = who->y + freearr_y[i];
3581     m = who->map;
3582     mflags = get_map_flags (m, &m, x, y, &x, &y);
3583     /* space must be blocked if there is a monster. If not
3584     * blocked, don't need to check this space.
3585     */
3586     if (mflags & P_OUT_OF_MAP)
3587     continue;
3588     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589     continue;
3590    
3591     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3592     {
3593     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594     return 1;
3595     else if (tmp->type == PLAYER)
3596     {
3597     /*don't let a hidden DM prevent you from hiding */
3598     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3599 root 1.11 return 1;
3600 root 1.18 }
3601 root 1.11 }
3602 elmex 1.1 }
3603 root 1.18 return 0;
3604 elmex 1.1 }
3605    
3606     /* check the player los field for viewability of the
3607     * object op. This function works fine for monsters,
3608     * but we dont worry if the object isnt the top one in
3609     * a pile (say a coin under a table would return "viewable"
3610     * by this routine). Another question, should we be
3611     * concerned with the direction the player is looking
3612     * in? Realistically, most of use cant see stuff behind
3613     * our backs...on the other hand, does the "facing" direction
3614     * imply the way your head, or body is facing? Its possible
3615     * for them to differ. Sigh, this fctn could get a bit more complex.
3616     * -b.t.
3617     * This function is now map tiling safe.
3618     */
3619    
3620 root 1.18 int
3621     player_can_view (object *pl, object *op)
3622     {
3623     rv_vector rv;
3624     int dx, dy;
3625    
3626     if (pl->type != PLAYER)
3627     {
3628     LOG (llevError, "player_can_view() called for non-player object\n");
3629     return -1;
3630 elmex 1.1 }
3631 root 1.18 if (!pl || !op)
3632 elmex 1.1 return 0;
3633 root 1.18
3634     if (op->head)
3635     {
3636     op = op->head;
3637     }
3638     get_rangevector (pl, op, &rv, 0x1);
3639    
3640     /* starting with the 'head' part, lets loop
3641     * through the object and find if it has any
3642     * part that is in the los array but isnt on
3643     * a blocked los square.
3644     * we use the archetype to figure out offsets.
3645     */
3646     while (op)
3647     {
3648     dx = rv.distance_x + op->arch->clone.x;
3649     dy = rv.distance_y + op->arch->clone.y;
3650    
3651     /* only the viewable area the player sees is updated by LOS
3652     * code, so we need to restrict ourselves to that range of values
3653     * for any meaningful values.
3654     */
3655     if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3656     FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3657     !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3658     return 1;
3659     op = op->more;
3660     }
3661     return 0;
3662 elmex 1.1 }
3663    
3664     /* routine for both players and monsters. We call this when
3665     * there is a possibility for our action distrubing our hiding
3666     * place or invisiblity spell. Artefact invisiblity is not
3667     * effected by this. If we arent invisible to begin with, we
3668     * return 0.
3669     */
3670 root 1.18 int
3671     action_makes_visible (object *op)
3672     {
3673    
3674     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3675     {
3676     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3677     return 0;
3678    
3679     if (op->contr && op->contr->tmp_invis == 0)
3680     return 0;
3681 elmex 1.1
3682 root 1.18 /* If monsters, they should become visible */
3683     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3684     {
3685     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3686     return 1;
3687 root 1.11 }
3688 elmex 1.1 }
3689 root 1.18 return 0;
3690 elmex 1.1 }
3691    
3692     /* op_on_battleground - checks if the given object op (usually
3693     * a player) is standing on a valid battleground-tile,
3694     * function returns TRUE/FALSE. If true x, y returns the battleground
3695     * -exit-coord. (and if x, y not NULL)
3696     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3697     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3698     * Default is to do the same as before, so only people wanting to have different points need worry about this
3699     */
3700 root 1.18 int
3701     op_on_battleground (object *op, int *x, int *y)
3702     {
3703 elmex 1.1 object *tmp;
3704 root 1.18
3705 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3706     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3707     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3708     * and the exit-coordinates sp/hp must both be > 0.
3709     * => The intention here is to prevent abuse of the battleground-
3710     * feature (like pickable or hidden battleground tiles). */
3711 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3712     {
3713     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3714     {
3715     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3716     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3717     {
3718     /*before we assign the exit, check if this is a teambattle */
3719     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3720     {
3721     object *invtmp;
3722    
3723     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3724     {
3725     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3726     {
3727     if (x != NULL && y != NULL)
3728     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3729     return 1;
3730     }
3731     }
3732     }
3733     if (x != NULL && y != NULL)
3734     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3735     return 1;
3736     }
3737     }
3738 elmex 1.1 }
3739     /* If we got here, did not find a battleground */
3740     return 0;
3741     }
3742    
3743     /*
3744     * When a dragon-player gains a new stage of evolution,
3745     * he gets some treasure
3746     *
3747     * attributes:
3748     * object *who the dragon player
3749     * int atnr the attack-number of the ability focus
3750     * int level ability level
3751     */
3752 root 1.18 void
3753     dragon_ability_gain (object *who, int atnr, int level)
3754     {
3755     treasurelist *trlist = NULL; /* treasurelist */
3756     treasure *tr; /* treasure */
3757     object *tmp, *skop; /* tmp. object */
3758     object *item; /* treasure object */
3759     char buf[MAX_BUF]; /* tmp. string buffer */
3760     int i = 0, j = 0;
3761    
3762     /* get the appropriate treasurelist */
3763     if (atnr == ATNR_FIRE)
3764     trlist = find_treasurelist ("dragon_ability_fire");
3765     else if (atnr == ATNR_COLD)
3766     trlist = find_treasurelist ("dragon_ability_cold");
3767     else if (atnr == ATNR_ELECTRICITY)
3768     trlist = find_treasurelist ("dragon_ability_elec");
3769     else if (atnr == ATNR_POISON)
3770     trlist = find_treasurelist ("dragon_ability_poison");
3771    
3772     if (trlist == NULL || who->type != PLAYER)
3773     return;
3774    
3775     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776    
3777     if (tr == NULL || tr->item == NULL)
3778     {
3779     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780     return;
3781 elmex 1.1 }
3782    
3783 root 1.18 /* everything seems okay - now bring on the gift: */
3784     item = &(tr->item->clone);
3785 elmex 1.1
3786 root 1.18 if (item->type == SPELL)
3787     {
3788     if (check_spell_known (who, item->name))
3789 root 1.11 return;
3790 root 1.18
3791     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3792     do_learn_spell (who, item, 0);
3793     return;
3794 elmex 1.1 }
3795    
3796 root 1.18 /* grant direct spell */
3797     if (item->type == SPELLBOOK)
3798     {
3799     if (!item->inv)
3800     {
3801     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3802     return;
3803     }
3804     if (check_spell_known (who, item->inv->name))
3805     return;
3806     if (item->invisible)
3807     {
3808     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3809     do_learn_spell (who, item->inv, 0);
3810     return;
3811 root 1.11 }
3812 root 1.18 }
3813     else if (item->type == SKILL_TOOL && item->invisible)
3814     {
3815     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3816     {
3817    
3818     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3819     * in this way, if the player is missing any of the attacktypes, he gets
3820     * them. As it is now, if the player has any that match the granted skill,
3821     * but not all of them, he gets nothing.
3822     */
3823     if (!(skop->attacktype & item->attacktype))
3824     {
3825     /* Give new attacktype */
3826     skop->attacktype |= item->attacktype;
3827    
3828     /* always add physical if there's none */
3829     skop->attacktype |= AT_PHYSICAL;
3830    
3831     if (item->msg != NULL)
3832     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3833    
3834     /* Give player new face */
3835     if (item->animation_id)
3836     {
3837     who->face = skop->face;
3838     who->animation_id = item->animation_id;
3839     who->anim_speed = item->anim_speed;
3840     who->last_anim = 0;
3841     who->state = 0;
3842     animate_object (who, who->direction);
3843     }
3844     }
3845 root 1.11 }
3846 elmex 1.1 }
3847 root 1.18 else if (item->type == FORCE)
3848     {
3849     /* forces in the treasurelist can alter the player's stats */
3850     object *skin;
3851 elmex 1.1
3852 root 1.18 /* first get the dragon skin force */
3853     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3854     if (skin == NULL)
3855     return;
3856    
3857     /* adding new spellpath attunements */
3858     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859     {
3860     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3861    
3862     /* print message */
3863     sprintf (buf, "You feel attuned to ");
3864     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3865     {
3866     if (item->path_attuned & (1 << i))
3867     {
3868     if (j)
3869     strcat (buf, " and ");
3870     else
3871     j = 1;
3872     strcat (buf, spellpathnames[i]);
3873     }
3874     }
3875     strcat (buf, ".");
3876     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3877     }
3878    
3879     /* evtl. adding flags: */
3880     if (QUERY_FLAG (item, FLAG_XRAYS))
3881     SET_FLAG (skin, FLAG_XRAYS);
3882     if (QUERY_FLAG (item, FLAG_STEALTH))
3883     SET_FLAG (skin, FLAG_STEALTH);
3884     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3885     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3886    
3887     /* print message if there is one */
3888     if (item->msg != NULL)
3889     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3890     }
3891     else
3892     {
3893     /* generate misc. treasure */
3894     tmp = arch_to_object (tr->item);
3895     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3896     tmp = insert_ob_in_ob (tmp, who);
3897     if (who->type == PLAYER)
3898     esrv_send_item (who, tmp);
3899 elmex 1.1 }
3900     }
3901    
3902     /**
3903     * Unready an object for a player. This function does nothing if the object was
3904     * not readied.
3905     */
3906 root 1.18 void
3907     player_unready_range_ob (player *pl, object *ob)
3908     {
3909     rangetype i;
3910 elmex 1.1
3911 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3912     {
3913     if (pl->ranges[i] == ob)
3914     {
3915     pl->ranges[i] = NULL;
3916     if (pl->shoottype == i)
3917     {
3918     pl->shoottype = range_none;
3919 elmex 1.1 }
3920     }
3921     }
3922     }