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/cvs/deliantra/server/server/player.C
Revision: 1.38
Committed: Thu Dec 14 04:30:32 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +32 -61 lines
Log Message:
- rewrote most of the socket loop code
- moved connection accept into tcp.ext
- no evil socket copying anymore,
  needs more cleanups

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 root 1.38 #include <sproto.h>
27 elmex 1.1 #include <sounds.h>
28     #include <living.h>
29     #include <object.h>
30     #include <spells.h>
31     #include <skills.h>
32     #include <newclient.h>
33    
34     #ifdef COZY_SERVER
35     extern int same_party (partylist *a, partylist *b);
36     #endif
37    
38 root 1.18 player *
39     find_player (const char *plname)
40 elmex 1.1 {
41     player *pl;
42 root 1.18
43     for (pl = first_player; pl != NULL; pl = pl->next)
44     {
45     if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 elmex 1.1 return pl;
47 root 1.18 };
48 elmex 1.1 return NULL;
49     }
50    
51 root 1.18 player *
52     find_player_partial_name (const char *plname)
53     {
54     player *pl;
55     player *found = NULL;
56     size_t namelen = strlen (plname);
57    
58     for (pl = first_player; pl != NULL; pl = pl->next)
59 elmex 1.1 {
60 root 1.18 if ((size_t) strlen (pl->ob->name) < namelen)
61     continue;
62 elmex 1.1
63 root 1.18 if (!strcmp (pl->ob->name, plname))
64     return pl;
65 elmex 1.1
66 root 1.18 if (!strncasecmp (pl->ob->name, plname, namelen))
67     {
68     if (found)
69     return NULL;
70 elmex 1.1
71 root 1.18 found = pl;
72 elmex 1.1 }
73     }
74 root 1.18 return found;
75     }
76    
77     void
78     display_motd (const object *op)
79     {
80     char buf[MAX_BUF];
81     char motd[HUGE_BUF];
82     FILE *fp;
83     int comp;
84     int size;
85 elmex 1.1
86 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88     {
89     return;
90 elmex 1.1 }
91 root 1.18 motd[0] = '\0';
92     size = 0;
93     while (fgets (buf, MAX_BUF, fp) != NULL)
94     {
95     if (*buf == '#')
96     continue;
97     strncat (motd + size, buf, HUGE_BUF - size);
98     size += strlen (buf);
99 elmex 1.1 }
100 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101     close_and_delete (fp, comp);
102 elmex 1.1 }
103    
104 root 1.18 void
105     send_rules (const object *op)
106     {
107     char buf[MAX_BUF];
108     char rules[HUGE_BUF];
109     FILE *fp;
110     int comp;
111     int size;
112    
113     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115     {
116     return;
117 elmex 1.1 }
118 root 1.18 rules[0] = '\0';
119     size = 0;
120     while (fgets (buf, MAX_BUF, fp) != NULL)
121     {
122     if (*buf == '#')
123 elmex 1.1 continue;
124 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
125     {
126     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 elmex 1.1 break;
128 root 1.18 }
129     strncat (rules + size, buf, HUGE_BUF - size);
130     size += strlen (buf);
131 elmex 1.1 }
132 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133     close_and_delete (fp, comp);
134 elmex 1.1 }
135    
136 root 1.18 void
137     send_news (const object *op)
138     {
139     char buf[MAX_BUF];
140     char news[HUGE_BUF];
141     char subject[MAX_BUF];
142     FILE *fp;
143     int comp;
144     int size;
145    
146     sprintf (buf, "%s/%s", settings.confdir, settings.news);
147     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148     return;
149     news[0] = '\0';
150     subject[0] = '\0';
151     size = 0;
152     while (fgets (buf, MAX_BUF, fp) != NULL)
153     {
154     if (*buf == '#')
155     continue;
156     if (*buf == '%')
157     { /* send one news */
158     if (size > 0)
159     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 */
160     strcpy (subject, buf + 1);
161     strip_endline (subject);
162     size = 0;
163     news[0] = '\0';
164     }
165     else
166     {
167     if (size + strlen (buf) >= HUGE_BUF)
168     {
169     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
170 elmex 1.1 break;
171 root 1.18 }
172     strncat (news + size, buf, HUGE_BUF - size);
173     size += strlen (buf);
174     }
175 elmex 1.1 }
176 root 1.18
177     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179     close_and_delete (fp, comp);
180 elmex 1.1 }
181    
182 root 1.18 int
183     playername_ok (const char *cp)
184     {
185     /* Don't allow - or _ as first character in the name */
186     if (*cp == '-' || *cp == '_')
187     return 0;
188 elmex 1.1
189 root 1.18 for (; *cp != '\0'; cp++)
190     if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191     return 0;
192     return 1;
193 elmex 1.1 }
194    
195     /* This no longer sets the player map. Also, it now updates
196     * all the pointers so the caller doesn't need to do that.
197     * Caller is responsible for setting the correct map.
198     */
199    
200     /* Redo this to do both get_player_ob and get_player.
201     * Hopefully this will be less bugfree and simpler.
202     * Returns the player structure. If 'p' is null,
203     * we create a new one. Otherwise, we recycle
204     * the one that is passed.
205     */
206 root 1.15 static player *
207 root 1.18 get_player (player *p)
208 root 1.15 {
209 root 1.38 object *op = arch_to_object (get_player_archetype (0));
210 root 1.15 int i;
211    
212     /* Clears basically the entire player structure except
213     * for next and socket.
214     */
215 root 1.16 p->clear ();
216 root 1.15
217     /* There are some elements we want initialized to non zero value -
218     * we deal with that below this point.
219     */
220     p->party = NULL;
221 root 1.18 p->outputs_sync = 16; /* Every 2 seconds */
222     p->outputs_count = 8; /* Keeps present behaviour */
223 root 1.15 p->unapply = unapply_nochoice;
224     p->Swap_First = -1;
225 elmex 1.1
226     #ifdef AUTOSAVE
227 root 1.15 p->last_save_tick = 9999999;
228 elmex 1.1 #endif
229 root 1.15
230 root 1.18 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231 root 1.15
232 root 1.18 op->contr = p; /* this aren't yet in archetype */
233 root 1.15 p->ob = op;
234     op->speed_left = 0.5;
235     op->speed = 1.0;
236 root 1.18 op->direction = 5; /* So player faces south */
237 root 1.15 op->stats.wc = 2;
238 root 1.18 op->run_away = 25; /* Then we panick... */
239 root 1.38 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240 root 1.15
241     roll_stats (op);
242     p->state = ST_ROLL_STAT;
243     clear_los (op);
244    
245     p->gen_sp_armour = 10;
246     p->last_speed = -1;
247     p->shoottype = range_none;
248     p->bowtype = bow_normal;
249     p->petmode = pet_normal;
250     p->listening = 10;
251     p->usekeys = containers;
252     p->last_weapon_sp = -1;
253 root 1.18 p->peaceful = 1; /* default peaceful */
254 root 1.15 p->do_los = 1;
255     p->explore = 0;
256 root 1.18 p->no_shout = 0; /* default can shout */
257 root 1.15
258 root 1.21 assign (p->title, op->arch->clone.name);
259 root 1.15 op->race = op->arch->clone.race;
260    
261     CLEAR_FLAG (op, FLAG_READY_SKILL);
262    
263     /* we need to clear these to -1 and not zero - otherwise,
264     * if a player quits and starts a new character, we wont
265     * send new values to the client, as things like exp start
266     * at zero.
267     */
268     for (i = 0; i < NUM_SKILLS; i++)
269     {
270     p->last_skill_exp[i] = -1;
271     p->last_skill_ob[i] = NULL;
272     }
273 root 1.38
274 root 1.15 for (i = 0; i < NROFATTACKS; i++)
275 root 1.38 p->last_resist[i] = -1;
276    
277 root 1.15 p->last_stats.exp = -1;
278     p->last_weight = (uint32) - 1;
279    
280 root 1.38 p->socket->update_look = 0;
281     p->socket->look_position = 0;
282    
283 root 1.15 return p;
284 elmex 1.1 }
285    
286     /* This loads the first map an puts the player on it. */
287 root 1.18 static void
288     set_first_map (object *op)
289 elmex 1.1 {
290 root 1.18 strcpy (op->contr->maplevel, first_map_path);
291     op->x = -1;
292     op->y = -1;
293     enter_exit (op, NULL);
294 elmex 1.1 }
295    
296     /* Tries to add player on the connection passwd in ns.
297     * All we can really get in this is some settings like host and display
298     * mode.
299     */
300    
301 root 1.18 int
302 root 1.38 add_player (client_socket *ns)
303 root 1.18 {
304 root 1.38 player *p = new player;
305 root 1.18
306 root 1.38 p->socket = ns;
307     ns->pl = p;
308 root 1.26
309 root 1.38 p->next = first_player;
310     first_player = p;
311    
312     p = get_player (p);
313 root 1.26
314 root 1.18 set_first_map (p->ob);
315 elmex 1.1
316 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317     add_friendly_object (p->ob);
318     send_rules (p->ob);
319     send_news (p->ob);
320     display_motd (p->ob);
321     get_name (p->ob);
322 root 1.26
323 root 1.18 return 0;
324 elmex 1.1 }
325    
326     /*
327     * get_player_archetype() return next player archetype from archetype
328     * list. Not very efficient routine, but used only creating new players.
329     * Note: there MUST be at least one player archetype!
330     */
331 root 1.18 archetype *
332     get_player_archetype (archetype *at)
333 elmex 1.1 {
334 root 1.18 archetype *start = at;
335    
336     for (;;)
337     {
338     if (at == NULL || at->next == NULL)
339     at = first_archetype;
340     else
341     at = at->next;
342     if (at->clone.type == PLAYER)
343     return at;
344     if (at == start)
345     {
346     LOG (llevError, "No Player archetypes\n");
347     exit (-1);
348 root 1.11 }
349 elmex 1.1 }
350     }
351    
352    
353 root 1.18 object *
354     get_nearest_player (object *mon)
355     {
356     object *op = NULL;
357     player *pl = NULL;
358     objectlink *ol;
359     unsigned lastdist;
360     rv_vector rv;
361    
362     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
363     {
364     /* We should not find free objects on this friendly list, but it
365     * does periodically happen. Given that, lets deal with it.
366     * While unlikely, it is possible the next object on the friendly
367     * list is also free, so encapsulate this in a while loop.
368     */
369     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
370     {
371     object *tmp = ol->ob;
372    
373     /* Can't do much more other than log the fact, because the object
374     * itself will have been cleared.
375     */
376     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
377     ol = ol->next;
378     remove_friendly_object (tmp);
379     if (!ol)
380     return op;
381     }
382 root 1.11
383 root 1.18 /* Remove special check for player from this. First, it looks to cause
384     * some crashes (ol->ob->contr not set properly?), but secondly, a more
385     * complicated method of state checking would be needed in any case -
386     * as it was, a clever player could type quit, and the function would
387     * skip them over while waiting for confirmation. Remove
388     * on_same_map check, as can_detect_enemy also does this
389     */
390     if (!can_detect_enemy (mon, ol->ob, &rv))
391     continue;
392 root 1.11
393 root 1.18 if (lastdist > rv.distance)
394     {
395     op = ol->ob;
396     lastdist = rv.distance;
397 root 1.11 }
398 elmex 1.1 }
399 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
400     {
401     if (can_detect_enemy (mon, pl->ob, &rv))
402     {
403 elmex 1.1
404 root 1.18 if (lastdist > rv.distance)
405     {
406     op = pl->ob;
407     lastdist = rv.distance;
408 root 1.11 }
409     }
410 elmex 1.1 }
411     #if 0
412 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413 elmex 1.1 #endif
414 root 1.18 return op;
415 elmex 1.1 }
416    
417     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
418     * result in a monster paths backtracking. It basically determines how large a
419     * detour a monster will take from the direction path when looking
420     * for a path to the player. The values are in the amount of direction
421     * the deviation is
422     */
423     #define DETOUR_AMOUNT 2
424    
425     /* This is used to prevent infinite loops. Consider a case where the
426     * player is in a chamber (with gate closed), and monsters are outside.
427     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
428     * find a path into the chamber. This is a good thing, but since there
429     * is no real path, it will just keep circling the chamber for
430     * ever (this could be a nice effect for monsters, but not for the function
431     * to get stuck in. I think for the monsters, if max is reached and
432     * we return the first direction the creature could move would result in the
433     * circling behaviour. Unfortunately, this function is also used to determined
434     * if the creature should cast a spell, so returning a direction in that case
435     * is probably not a good thing.
436     */
437     #define MAX_SPACES 50
438    
439    
440     /*
441     * Returns the direction to the player, if valid. Returns 0 otherwise.
442     * modified to verify there is a path to the player. Does this by stepping towards
443     * player and if path is blocked then see if blockage is close enough to player that
444     * direction to player is changed (ie zig or zag). Continue zig zag until either
445     * reach player or path is blocked. Thus, will only return true if there is a free
446     * path to player. Though path may not be a straight line. Note that it will find
447     * player hiding along a corridor at right angles to the corridor with the monster.
448     *
449     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
450     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
451     * down corriders.
452     * 2) I think the old code was broken if the first direction the monster
453     * should move was blocked - the code would store the first direction without
454     * verifying that the player can actually move in that direction. The new
455     * code does not store anything in firstdir until we have verified that the
456     * monster can in fact move one space in that direction.
457     * 3) I'm not sure how good this code will be for moving multipart monsters,
458     * since only simple checks to blocked are being called, which could mean the monster
459     * is blocking itself.
460     */
461 root 1.18 int
462     path_to_player (object *mon, object *pl, unsigned mindiff)
463     {
464     rv_vector rv;
465     sint16 x, y;
466     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 root 1.25 maptile *m, *lastmap;
468 root 1.18
469     get_rangevector (mon, pl, &rv, 0);
470    
471     if (rv.distance < mindiff)
472     return 0;
473    
474     x = mon->x;
475     y = mon->y;
476     m = mon->map;
477     dir = rv.direction;
478     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
480     /* If we can't solve it within the search distance, return now. */
481     if (diff > max)
482     return 0;
483     while (diff > 1 && max > 0)
484     {
485     lastx = x;
486     lasty = y;
487     lastmap = m;
488     x = lastx + freearr_x[dir];
489     y = lasty + freearr_y[dir];
490    
491     mflags = get_map_flags (m, &m, x, y, &x, &y);
492     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
493    
494     /* Space is blocked - try changing direction a little */
495     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
496     && (m == mon->map && blocked_link (mon, m, x, y))))
497     {
498     /* recalculate direction from last good location. Possible
499     * we were not traversing ideal location before.
500     */
501     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
502     if (rv.direction != dir)
503     {
504     /* OK - says direction should be different - lets reset the
505     * the values so it will try again.
506     */
507     x = lastx;
508     y = lasty;
509     m = lastmap;
510     dir = firstdir = rv.direction;
511     }
512     else
513     {
514     /* direct path is blocked - try taking a side step to
515     * either the left or right.
516     * Note increase the values in the loop below to be
517     * more than -1/1 respectively will mean the monster takes
518     * bigger detour. Have to be careful about these values getting
519     * too big (3 or maybe 4 or higher) as the monster may just try
520     * stepping back and forth
521     */
522     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
523     {
524     if (i == 0)
525     continue; /* already did this, so skip it */
526     /* Use lastdir here - otherwise,
527     * since the direction that the creature should move in
528     * may change, you could get infinite loops.
529     * ie, player is northwest, but monster can only
530     * move west, so it does that. It goes some distance,
531     * gets blocked, finds that it should move north,
532     * can't do that, but now finds it can move east, and
533     * gets back to its original point. lastdir contains
534     * the last direction the creature has successfully
535     * moved.
536     */
537    
538     x = lastx + freearr_x[absdir (lastdir + i)];
539     y = lasty + freearr_y[absdir (lastdir + i)];
540     m = lastmap;
541     mflags = get_map_flags (m, &m, x, y, &x, &y);
542     if (mflags & P_OUT_OF_MAP)
543     continue;
544     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
545     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
546     continue;
547     if (mflags & P_BLOCKSVIEW)
548     continue;
549    
550     if (m == mon->map && blocked_link (mon, m, x, y))
551     break;
552     }
553     /* go through entire loop without finding a valid
554     * sidestep to take - thus, no valid path.
555     */
556     if (i == (DETOUR_AMOUNT + 1))
557     return 0;
558     diff--;
559     lastdir = dir;
560     max--;
561     if (!firstdir)
562     firstdir = dir + i;
563     } /* else check alternate directions */
564     } /* if blocked */
565     else
566     {
567     /* we moved towards creature, so diff is less */
568     diff--;
569     max--;
570     lastdir = dir;
571     if (!firstdir)
572     firstdir = dir;
573     }
574     if (diff <= 1)
575     {
576     /* Recalculate diff (distance) because we may not have actually
577     * headed toward player for entire distance.
578     */
579     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
581     }
582     if (diff > max)
583     return 0;
584     }
585     /* If we reached the max, didn't find a direction in time */
586     if (!max)
587     return 0;
588    
589     return firstdir;
590     }
591    
592     void
593     give_initial_items (object *pl, treasurelist * items)
594     {
595     object *op, *next = NULL;
596    
597     if (pl->randomitems != NULL)
598     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
599    
600     for (op = pl->inv; op; op = next)
601     {
602     next = op->below;
603    
604     /* Forces get applied per default, unless they have the
605     * flag "neutral" set. Sorry but I can't think of a better way
606     */
607     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
608     SET_FLAG (op, FLAG_APPLIED);
609    
610     /* we never give weapons/armour if these cannot be used
611     * by this player due to race restrictions
612     */
613     if (pl->type == PLAYER)
614     {
615     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
616     (op->type == ARMOUR || op->type == BOOTS ||
617     op->type == CLOAK || op->type == HELMET ||
618     op->type == SHIELD || op->type == GLOVES ||
619     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
620     {
621 root 1.33 op->destroy ();
622 root 1.18 continue;
623     }
624 root 1.11 }
625    
626 root 1.18 /* This really needs to be better - we should really give
627     * a substitute spellbook. The problem is that we don't really
628     * have a good idea what to replace it with (need something like
629     * a first level treasurelist for each skill.)
630     * remove duplicate skills also
631     */
632     if (op->type == SPELLBOOK || op->type == SKILL)
633     {
634     object *tmp;
635 elmex 1.1
636 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
637     if (tmp->type == op->type && tmp->name == op->name)
638     break;
639 root 1.11
640 root 1.18 if (tmp)
641     {
642 root 1.33 op->destroy ();
643 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
644     continue;
645 root 1.11 }
646 root 1.33
647 root 1.18 if (op->nrof > 1)
648     op->nrof = 1;
649 root 1.11 }
650 elmex 1.1
651 root 1.18 if (op->type == SPELLBOOK && op->inv)
652     {
653     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
654 root 1.11 }
655    
656 root 1.18 /* Give starting characters identified, uncursed, and undamned
657     * items. Just don't identify gold or silver, or it won't be
658     * merged properly.
659     */
660     if (need_identify (op))
661     {
662     SET_FLAG (op, FLAG_IDENTIFIED);
663     CLEAR_FLAG (op, FLAG_CURSED);
664     CLEAR_FLAG (op, FLAG_DAMNED);
665     }
666     if (op->type == SPELL)
667     {
668 root 1.33 op->destroy ();
669 root 1.18 continue;
670     }
671     else if (op->type == SKILL)
672     {
673     SET_FLAG (op, FLAG_CAN_USE_SKILL);
674     op->stats.exp = 0;
675     op->level = 1;
676 root 1.11 }
677 root 1.18 /* lock all 'normal items by default */
678     else
679     SET_FLAG (op, FLAG_INV_LOCKED);
680     } /* for loop of objects in player inv */
681    
682     /* Need to set up the skill pointers */
683     link_player_skills (pl);
684     }
685    
686     void
687     get_name (object *op)
688     {
689     op->contr->write_buf[0] = '\0';
690     op->contr->state = ST_GET_NAME;
691 root 1.38 send_query (op->contr->socket, 0, "What is your name?\n:");
692 root 1.18 }
693    
694     void
695     get_password (object *op)
696     {
697     op->contr->write_buf[0] = '\0';
698     op->contr->state = ST_GET_PASSWORD;
699 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700 root 1.18 }
701    
702     void
703     play_again (object *op)
704     {
705     op->contr->state = ST_PLAY_AGAIN;
706     op->chosen_skill = NULL;
707 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 root 1.18 /* a bit of a hack, but there are various places early in th
709     * player creation process that a user can quit (eg, roll
710     * stats) that isn't removing the player. Taking a quick
711     * look, there are many places that call play_again without
712     * removing the player - it probably makes more sense
713     * to leave it to play_again to remove the object in all
714     * cases.
715     */
716     if (!QUERY_FLAG (op, FLAG_REMOVED))
717 root 1.32 op->remove ();
718 root 1.18 /* Need to set this to null - otherwise, it could point to garbage,
719     * and draw() doesn't check to see if the player is removed, only if
720     * the map is null or not swapped out.
721     */
722     op->map = NULL;
723     }
724    
725     int
726     receive_play_again (object *op, char key)
727     {
728     if (key == 'q' || key == 'Q')
729     {
730     remove_friendly_object (op);
731     leave (op->contr, 0); /* ericserver will draw the message */
732     return 2;
733     }
734     else if (key == 'a' || key == 'A')
735     {
736     player *pl = op->contr;
737     shstr name = op->name;
738    
739 root 1.19 op->contr = 0;
740     op->type = 0;
741 root 1.27 op->destroy (1);
742 root 1.18 pl = get_player (pl);
743     op = pl->ob;
744     add_friendly_object (op);
745     op->contr->password[0] = '~';
746     op->name = op->name_pl = 0;
747     /* Lets put a space in here */
748     new_draw_info (NDI_UNIQUE, 0, op, "\n");
749     get_name (op);
750     op->name = op->name_pl = name;
751     set_first_map (op);
752     }
753     else
754 root 1.19 /* user pressed something else so just ask again... */
755     play_again (op);
756    
757 root 1.18 return 0;
758 elmex 1.1 }
759    
760 root 1.18 void
761     confirm_password (object *op)
762     {
763 elmex 1.1
764 root 1.18 op->contr->write_buf[0] = '\0';
765     op->contr->state = ST_CONFIRM_PASSWORD;
766 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767 elmex 1.1 }
768    
769 root 1.18 void
770     get_party_password (object *op, partylist *party)
771     {
772     if (party == NULL)
773     {
774     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
775     return;
776 elmex 1.1 }
777 root 1.18 op->contr->write_buf[0] = '\0';
778     op->contr->state = ST_GET_PARTY_PASSWORD;
779     op->contr->party_to_join = party;
780 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
781 elmex 1.1 }
782    
783    
784     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
785 root 1.18 int
786     roll_stat (void)
787     {
788     int a[4], i, j, k;
789    
790     for (i = 0; i < 4; i++)
791     a[i] = (int) RANDOM () % 6 + 1;
792    
793     for (i = 0, j = 0, k = 7; i < 4; i++)
794     if (a[i] < k)
795     k = a[i], j = i;
796    
797     for (i = 0, k = 0; i < 4; i++)
798     {
799     if (i != j)
800     k += a[i];
801     }
802     return k;
803     }
804    
805     void
806     roll_stats (object *op)
807     {
808     int sum = 0;
809     int i = 0, j = 0;
810     int statsort[7];
811    
812     do
813     {
814     op->stats.Str = roll_stat ();
815     op->stats.Dex = roll_stat ();
816     op->stats.Int = roll_stat ();
817     op->stats.Con = roll_stat ();
818     op->stats.Wis = roll_stat ();
819     op->stats.Pow = roll_stat ();
820     op->stats.Cha = roll_stat ();
821     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822     }
823     while (sum < 82 || sum > 116);
824    
825     /* Sort the stats so that rerolling is easier... */
826     statsort[0] = op->stats.Str;
827     statsort[1] = op->stats.Dex;
828     statsort[2] = op->stats.Int;
829     statsort[3] = op->stats.Con;
830     statsort[4] = op->stats.Wis;
831     statsort[5] = op->stats.Pow;
832     statsort[6] = op->stats.Cha;
833    
834     /* a quick and dirty bubblesort? */
835     do
836     {
837     if (statsort[i] < statsort[i + 1])
838     {
839     j = statsort[i];
840     statsort[i] = statsort[i + 1];
841     statsort[i + 1] = j;
842     i = 0;
843     }
844     else
845     {
846     i++;
847     }
848     }
849     while (i < 6);
850    
851     op->stats.Str = statsort[0];
852     op->stats.Dex = statsort[1];
853     op->stats.Con = statsort[2];
854     op->stats.Int = statsort[3];
855     op->stats.Wis = statsort[4];
856     op->stats.Pow = statsort[5];
857     op->stats.Cha = statsort[6];
858    
859    
860     op->contr->orig_stats.Str = op->stats.Str;
861     op->contr->orig_stats.Dex = op->stats.Dex;
862     op->contr->orig_stats.Int = op->stats.Int;
863     op->contr->orig_stats.Con = op->stats.Con;
864     op->contr->orig_stats.Wis = op->stats.Wis;
865     op->contr->orig_stats.Pow = op->stats.Pow;
866     op->contr->orig_stats.Cha = op->stats.Cha;
867    
868     op->level = 1;
869     op->stats.exp = 0;
870     op->stats.ac = 0;
871    
872     op->contr->levhp[1] = 9;
873     op->contr->levsp[1] = 6;
874     op->contr->levgrace[1] = 3;
875    
876     fix_player (op);
877     op->stats.hp = op->stats.maxhp;
878     op->stats.sp = op->stats.maxsp;
879     op->stats.grace = op->stats.maxgrace;
880     op->contr->orig_stats = op->stats;
881     }
882    
883     void
884     Roll_Again (object *op)
885     {
886     esrv_new_player (op->contr, 0);
887 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
888 root 1.18 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
889     }
890 elmex 1.1
891 root 1.18 void
892     Swap_Stat (object *op, int Swap_Second)
893     {
894     signed char tmp;
895     char buf[MAX_BUF];
896 elmex 1.1
897 root 1.18 if (op->contr->Swap_First == -1)
898     {
899     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902     return;
903 elmex 1.1 }
904    
905 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906 elmex 1.1
907 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908 elmex 1.1
909 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910 elmex 1.1
911 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912     new_draw_info (NDI_UNIQUE, 0, op, buf);
913     op->stats.Str = op->contr->orig_stats.Str;
914     op->stats.Dex = op->contr->orig_stats.Dex;
915     op->stats.Con = op->contr->orig_stats.Con;
916     op->stats.Int = op->contr->orig_stats.Int;
917     op->stats.Wis = op->contr->orig_stats.Wis;
918     op->stats.Pow = op->contr->orig_stats.Pow;
919     op->stats.Cha = op->contr->orig_stats.Cha;
920     op->stats.ac = 0;
921    
922     op->level = 1;
923     op->stats.exp = 0;
924     op->stats.ac = 0;
925    
926     op->contr->levhp[1] = 9;
927     op->contr->levsp[1] = 6;
928     op->contr->levgrace[1] = 3;
929    
930     fix_player (op);
931     op->stats.hp = op->stats.maxhp;
932     op->stats.sp = op->stats.maxsp;
933     op->stats.grace = op->stats.maxgrace;
934     op->contr->orig_stats = op->stats;
935     op->contr->Swap_First = -1;
936 elmex 1.1 }
937    
938    
939     /* This code has been greatly reduced, because with set_attr_value
940     * and get_attr_value, the stats can be accessed just numeric
941     * ids. stat_trans is a table that translate the number entered
942     * into the actual stat. It is needed because the order the stats
943     * are displayed in the stat window is not the same as how
944     * the number's access that stat. The table does that translation.
945     */
946 root 1.18 int
947     key_roll_stat (object *op, char key)
948 elmex 1.1 {
949 root 1.18 int keynum = key - '0';
950     char buf[MAX_BUF];
951     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952    
953     if (keynum > 0 && keynum <= 7)
954     {
955     if (op->contr->Swap_First == -1)
956     {
957     op->contr->Swap_First = stat_trans[keynum];
958     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959     new_draw_info (NDI_UNIQUE, 0, op, buf);
960 root 1.11 }
961 root 1.18 else
962     Swap_Stat (op, stat_trans[keynum]);
963 elmex 1.1
964 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 root 1.18 return 1;
966 elmex 1.1 }
967 root 1.18 switch (key)
968     {
969 root 1.20 case 'n':
970     case 'N':
971     {
972     SET_FLAG (op, FLAG_WIZ);
973     if (op->map == NULL)
974     {
975     LOG (llevError, "Map == NULL in state 2\n");
976     break;
977     }
978 elmex 1.1
979     #if 0
980 root 1.20 /* So that enter_exit will put us at startx/starty */
981     op->x = -1;
982 elmex 1.1
983 root 1.20 enter_exit (op, NULL);
984 elmex 1.1 #endif
985 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
986     /* Enter exit adds a player otherwise */
987     add_statbonus (op);
988 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 root 1.20 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990     op->contr->state = ST_CHANGE_CLASS;
991     if (op->msg)
992     new_draw_info (NDI_BLUE, 0, op, op->msg);
993     return 0;
994     }
995     case 'y':
996     case 'Y':
997     roll_stats (op);
998 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 root 1.20 return 1;
1000 root 1.18
1001 root 1.20 case 'q':
1002     case 'Q':
1003     play_again (op);
1004     return 1;
1005 elmex 1.1
1006 root 1.20 default:
1007 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 root 1.20 return 0;
1009 elmex 1.1 }
1010 root 1.18 return 0;
1011 elmex 1.1 }
1012    
1013     /* This function takes the key that is passed, and does the
1014     * appropriate action with it (change race, or other things).
1015     * The function name is for historical reasons - now we have
1016     * separate race and class; this actually changes the RACE,
1017     * not the class.
1018     */
1019    
1020 root 1.18 int
1021     key_change_class (object *op, char key)
1022 elmex 1.1 {
1023 root 1.18 int tmp_loop;
1024 elmex 1.1
1025 root 1.18 if (key == 'q' || key == 'Q')
1026     {
1027 root 1.32 op->remove ();
1028 root 1.18 play_again (op);
1029 elmex 1.1 return 0;
1030     }
1031 root 1.18 if (key == 'd' || key == 'D')
1032     {
1033     char buf[MAX_BUF];
1034 elmex 1.1
1035 root 1.18 /* this must before then initial items are given */
1036     esrv_new_player (op->contr, op->weight + op->carrying);
1037 elmex 1.36
1038     treasurelist *tl = find_treasurelist ("starting_wealth");
1039     if (tl)
1040     create_treasure (tl, op, 0, 0, 0);
1041 elmex 1.1
1042 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1043     INVOKE_PLAYER (LOGIN, op->contr);
1044 elmex 1.1
1045 root 1.18 op->contr->state = ST_PLAYING;
1046 root 1.11
1047 root 1.18 if (op->msg)
1048     op->msg = NULL;
1049 elmex 1.1
1050 root 1.18 /* We create this now because some of the unique maps will need it
1051     * to save here.
1052     */
1053     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1054     make_path_to_file (buf);
1055 elmex 1.1
1056     #ifdef AUTOSAVE
1057 root 1.18 op->contr->last_save_tick = pticks;
1058 elmex 1.1 #endif
1059 root 1.18 start_info (op);
1060     CLEAR_FLAG (op, FLAG_WIZ);
1061     give_initial_items (op, op->randomitems);
1062     link_player_skills (op);
1063     esrv_send_inventory (op, op);
1064     fix_player (op);
1065 elmex 1.1
1066 root 1.18 /* This moves the player to a different start map, if there
1067     * is one for this race
1068     */
1069     if (*first_map_ext_path)
1070     {
1071     object *tmp;
1072     char mapname[MAX_BUF];
1073    
1074     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1075 root 1.33 tmp = object::create ();
1076 root 1.18 EXIT_PATH (tmp) = mapname;
1077     EXIT_X (tmp) = op->x;
1078     EXIT_Y (tmp) = op->y;
1079     enter_exit (op, tmp); /* we don't really care if it succeeded;
1080 elmex 1.1 * if the map isn't there, then stay on the
1081     * default initial map */
1082 root 1.33 tmp->destroy ();
1083 elmex 1.1 }
1084 root 1.18 else
1085     {
1086     LOG (llevDebug, "first_map_ext_path not set\n");
1087     }
1088     return 0;
1089 elmex 1.1 }
1090    
1091 root 1.18 /* Following actually changes the race - this is the default command
1092     * if we don't match with one of the options above.
1093     */
1094    
1095     tmp_loop = 0;
1096     while (!tmp_loop)
1097     {
1098     shstr name = op->name;
1099     int x = op->x, y = op->y;
1100    
1101     remove_statbonus (op);
1102 root 1.32 op->remove ();
1103 root 1.18 op->arch = get_player_archetype (op->arch);
1104 root 1.33 op->arch->clone.copy_to (op);
1105 root 1.18 op->instantiate ();
1106     op->stats = op->contr->orig_stats;
1107     op->name = op->name_pl = name;
1108     op->x = x;
1109     op->y = y;
1110     SET_ANIMATION (op, 2); /* So player faces south */
1111     insert_ob_in_map (op, op->map, op, 0);
1112 root 1.21 assign (op->contr->title, op->arch->clone.name);
1113 root 1.18 add_statbonus (op);
1114     tmp_loop = allowed_class (op);
1115     }
1116 root 1.19
1117 root 1.18 update_object (op, UP_OBJ_FACE);
1118     esrv_update_item (UPD_FACE, op, op);
1119     fix_player (op);
1120     op->stats.hp = op->stats.maxhp;
1121     op->stats.sp = op->stats.maxsp;
1122     op->stats.grace = 0;
1123 root 1.21
1124 root 1.18 if (op->msg)
1125     new_draw_info (NDI_BLUE, 0, op, op->msg);
1126 root 1.21
1127 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 root 1.18 return 0;
1129 elmex 1.1 }
1130    
1131 root 1.18 int
1132     key_confirm_quit (object *op, char key)
1133 elmex 1.1 {
1134 root 1.18 char buf[MAX_BUF];
1135 elmex 1.1
1136 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137     {
1138     op->contr->state = ST_PLAYING;
1139     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140     return 1;
1141 elmex 1.1 }
1142    
1143 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1144     INVOKE_PLAYER (QUIT, op->contr);
1145 root 1.3
1146 root 1.18 terminate_all_pets (op);
1147     leave_map (op);
1148     op->direction = 0;
1149     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150    
1151     strcpy (op->contr->killer, "quit");
1152     check_score (op);
1153     op->contr->party = NULL;
1154     if (settings.set_title == TRUE)
1155     op->contr->own_title[0] = '\0';
1156    
1157     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158     {
1159 root 1.25 maptile *mp, *next;
1160 root 1.18
1161     /* We need to hunt for any per player unique maps in memory and
1162     * get rid of them. The trailing slash in the path is intentional,
1163     * so that players named 'Ab' won't match against players 'Abe' pathname
1164     */
1165     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166     for (mp = first_map; mp != NULL; mp = next)
1167     {
1168     next = mp->next;
1169     if (!strncmp (mp->path, buf, strlen (buf)))
1170     delete_map (mp);
1171 root 1.11 }
1172 root 1.18
1173     delete_character (op->name, 1);
1174 elmex 1.1 }
1175 root 1.19
1176 root 1.18 play_again (op);
1177     return 1;
1178 elmex 1.1 }
1179    
1180 root 1.18 void
1181     flee_player (object *op)
1182     {
1183     int dir, diff;
1184     rv_vector rv;
1185    
1186     if (op->stats.hp < 0)
1187     {
1188     LOG (llevDebug, "Fleeing player is dead.\n");
1189     CLEAR_FLAG (op, FLAG_SCARED);
1190     return;
1191 elmex 1.1 }
1192    
1193 root 1.18 if (op->enemy == NULL)
1194     {
1195     LOG (llevDebug, "Fleeing player had no enemy.\n");
1196     CLEAR_FLAG (op, FLAG_SCARED);
1197     return;
1198 elmex 1.1 }
1199    
1200 root 1.18 /* Seen some crashes here. Since we don't store an
1201     * op->enemy_count, it is possible that something destroys the
1202     * actual enemy, and the object is recycled.
1203     */
1204     if (op->enemy->map == NULL)
1205     {
1206     CLEAR_FLAG (op, FLAG_SCARED);
1207     op->enemy = NULL;
1208     return;
1209 elmex 1.1 }
1210    
1211 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1212     {
1213     op->enemy = NULL;
1214     CLEAR_FLAG (op, FLAG_SCARED);
1215     return;
1216 elmex 1.1 }
1217 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1218    
1219     dir = absdir (4 + rv.direction);
1220     for (diff = 0; diff < 3; diff++)
1221     {
1222     int m = 1 - (RANDOM () & 2);
1223 elmex 1.1
1224 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1225     {
1226     return;
1227 root 1.11 }
1228 elmex 1.1 }
1229 root 1.18 /* Cornered, get rid of scared */
1230     CLEAR_FLAG (op, FLAG_SCARED);
1231     op->enemy = NULL;
1232 elmex 1.1 }
1233    
1234    
1235     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1236     * IT returns 1 if the player should keep on moving, 0 if he should
1237     * stop.
1238     */
1239 root 1.18 int
1240     check_pick (object *op)
1241     {
1242 elmex 1.1 object *tmp, *next;
1243     int stop = 0;
1244     int j, k, wvratio;
1245     char putstring[128], tmpstr[16];
1246    
1247     /* if you're flying, you cna't pick up anything */
1248     if (op->move_type & MOVE_FLYING)
1249     return 1;
1250    
1251     next = op->below;
1252    
1253     /* loop while there are items on the floor that are not marked as
1254     * destroyed */
1255 root 1.24 while (next && !next->destroyed ())
1256 root 1.18 {
1257     tmp = next;
1258     next = tmp->below;
1259 elmex 1.1
1260 root 1.24 if (op->destroyed ())
1261 elmex 1.1 return 0;
1262    
1263 root 1.18 if (!can_pick (op, tmp))
1264     continue;
1265 elmex 1.1
1266 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1267     {
1268     if (item_matched_string (op, tmp, op->contr->search_str))
1269     pick_up (op, tmp);
1270     continue;
1271 root 1.11 }
1272    
1273 root 1.18 /* high not bit set? We're using the old autopickup model */
1274     if (!(op->contr->mode & PU_NEWMODE))
1275 root 1.11 {
1276 root 1.18 switch (op->contr->mode)
1277 root 1.11 {
1278 root 1.20 case 0:
1279     return 1; /* don't pick up */
1280     case 1:
1281     pick_up (op, tmp);
1282     return 1;
1283     case 2:
1284     pick_up (op, tmp);
1285     return 0;
1286     case 3:
1287     return 0; /* stop before pickup */
1288     case 4:
1289     pick_up (op, tmp);
1290     break;
1291     case 5:
1292     pick_up (op, tmp);
1293     stop = 1;
1294     break;
1295     case 6:
1296     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1297 root 1.18 pick_up (op, tmp);
1298 root 1.20 break;
1299    
1300     case 7:
1301     if (tmp->type == MONEY || tmp->type == GEM)
1302 root 1.18 pick_up (op, tmp);
1303 root 1.20 break;
1304    
1305     default:
1306     /* use value density */
1307     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1308     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1309 root 1.18 pick_up (op, tmp);
1310 root 1.11 }
1311     }
1312 root 1.18 else
1313     { /* old model */
1314     /* NEW pickup handling */
1315     if (op->contr->mode & PU_DEBUG)
1316     {
1317     /* some debugging code to figure out item information */
1318     if (tmp->name != NULL)
1319     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1321     else
1322     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325    
1326     sprintf (putstring, "...flags: ");
1327     for (k = 0; k < 4; k++)
1328     {
1329     for (j = 0; j < 32; j++)
1330     {
1331     if ((tmp->flags[k] >> j) & 0x01)
1332     {
1333     sprintf (tmpstr, "%d ", k * 32 + j);
1334     strcat (putstring, tmpstr);
1335     }
1336     }
1337     }
1338     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339 elmex 1.1
1340     #if 0
1341 root 1.18 /* print the flags too */
1342     for (k = 0; k < 4; k++)
1343     {
1344     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345     for (j = 0; j < 32; j++)
1346     {
1347     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348     if (!((j + 1) % 4))
1349     fprintf (stderr, " ");
1350     }
1351     fprintf (stderr, " [%d]\n", k * 32);
1352     }
1353 elmex 1.1 #endif
1354 root 1.18 }
1355     /* philosophy:
1356     * It's easy to grab an item type from a pile, as long as it's
1357     * generic. This takes no game-time. For more detailed pickups
1358     * and selections, select-items shoul dbe used. This is a
1359     * grab-as-you-run type mode that's really useful for arrows for
1360     * example.
1361     * The drawback: right now it has no frontend, so you need to
1362     * stick the bits you want into a calculator in hex mode and then
1363     * convert to decimal and then 'pickup <#>
1364     */
1365    
1366     /* the first two modes are exclusive: if NOTHING we return, if
1367     * STOP then we stop. All the rest are applied sequentially,
1368     * meaning if any test passes, the item gets picked up. */
1369    
1370     /* if mode is set to pick nothing up, return */
1371    
1372     if (op->contr->mode & PU_NOTHING)
1373     return 1;
1374    
1375     /* if mode is set to stop when encountering objects, return */
1376     /* take STOP before INHIBIT since it doesn't actually pick
1377     * anything up */
1378    
1379     if (op->contr->mode & PU_STOP)
1380     return 0;
1381    
1382     /* useful for going into stores and not losing your settings... */
1383     /* and for battles wher you don't want to get loaded down while
1384     * fighting */
1385     if (op->contr->mode & PU_INHIBIT)
1386     return 1;
1387    
1388     /* prevent us from turning into auto-thieves :) */
1389     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1390     continue;
1391    
1392     /* ignore known cursed objects */
1393     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1394     continue;
1395    
1396     /* all food and drink if desired */
1397     /* question: don't pick up known-poisonous stuff? */
1398     if (op->contr->mode & PU_FOOD)
1399     if (tmp->type == FOOD)
1400     {
1401     pick_up (op, tmp);
1402     continue;
1403     }
1404 root 1.29
1405 root 1.18 if (op->contr->mode & PU_DRINK)
1406     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1407     {
1408     pick_up (op, tmp);
1409     continue;
1410     }
1411    
1412     if (op->contr->mode & PU_POTION)
1413     if (tmp->type == POTION)
1414     {
1415     pick_up (op, tmp);
1416     continue;
1417     }
1418    
1419     /* spellbooks, skillscrolls and normal books/scrolls */
1420     if (op->contr->mode & PU_SPELLBOOK)
1421     if (tmp->type == SPELLBOOK)
1422     {
1423     pick_up (op, tmp);
1424     continue;
1425     }
1426 root 1.29
1427 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1428     if (tmp->type == SKILLSCROLL)
1429     {
1430     pick_up (op, tmp);
1431     continue;
1432     }
1433 root 1.29
1434 root 1.18 if (op->contr->mode & PU_READABLES)
1435     if (tmp->type == BOOK || tmp->type == SCROLL)
1436     {
1437     pick_up (op, tmp);
1438     continue;
1439     }
1440    
1441     /* wands/staves/rods/horns */
1442     if (op->contr->mode & PU_MAGIC_DEVICE)
1443     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1444     {
1445     pick_up (op, tmp);
1446     continue;
1447     }
1448    
1449     /* pick up all magical items */
1450     if (op->contr->mode & PU_MAGICAL)
1451     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1452     {
1453     pick_up (op, tmp);
1454     continue;
1455     }
1456    
1457     if (op->contr->mode & PU_VALUABLES)
1458     {
1459     if (tmp->type == MONEY || tmp->type == GEM)
1460     {
1461     pick_up (op, tmp);
1462     continue;
1463     }
1464     }
1465    
1466     /* rings & amulets - talismans seems to be typed AMULET */
1467     if (op->contr->mode & PU_JEWELS)
1468     if (tmp->type == RING || tmp->type == AMULET)
1469     {
1470     pick_up (op, tmp);
1471 root 1.29 continue;
1472     }
1473    
1474     /* we don't forget dragon food */
1475     if (op->contr->mode & PU_FLESH)
1476     if (tmp->type == FLESH)
1477     {
1478     pick_up (op, tmp);
1479 root 1.18 continue;
1480     }
1481    
1482     /* bows and arrows. Bows are good for selling! */
1483     if (op->contr->mode & PU_BOW)
1484     if (tmp->type == BOW)
1485     {
1486     pick_up (op, tmp);
1487     continue;
1488     }
1489 root 1.29
1490 root 1.18 if (op->contr->mode & PU_ARROW)
1491     if (tmp->type == ARROW)
1492     {
1493     pick_up (op, tmp);
1494     continue;
1495     }
1496    
1497     /* all kinds of armor etc. */
1498     if (op->contr->mode & PU_ARMOUR)
1499     if (tmp->type == ARMOUR)
1500     {
1501     pick_up (op, tmp);
1502     continue;
1503     }
1504 root 1.29
1505 root 1.18 if (op->contr->mode & PU_HELMET)
1506     if (tmp->type == HELMET)
1507     {
1508     pick_up (op, tmp);
1509     continue;
1510     }
1511 root 1.29
1512 root 1.18 if (op->contr->mode & PU_SHIELD)
1513     if (tmp->type == SHIELD)
1514     {
1515     pick_up (op, tmp);
1516     continue;
1517     }
1518 root 1.29
1519 root 1.18 if (op->contr->mode & PU_BOOTS)
1520     if (tmp->type == BOOTS)
1521     {
1522     pick_up (op, tmp);
1523     continue;
1524     }
1525 root 1.29
1526 root 1.18 if (op->contr->mode & PU_GLOVES)
1527     if (tmp->type == GLOVES)
1528     {
1529     pick_up (op, tmp);
1530     continue;
1531     }
1532 root 1.29
1533 root 1.18 if (op->contr->mode & PU_CLOAK)
1534     if (tmp->type == CLOAK)
1535     {
1536     pick_up (op, tmp);
1537     continue;
1538     }
1539 elmex 1.1
1540 root 1.18 /* hoping to catch throwing daggers here */
1541     if (op->contr->mode & PU_MISSILEWEAPON)
1542     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1543     {
1544     pick_up (op, tmp);
1545     continue;
1546     }
1547 elmex 1.1
1548 root 1.18 /* careful: chairs and tables are weapons! */
1549     if (op->contr->mode & PU_ALLWEAPON)
1550     {
1551     if (tmp->type == WEAPON && tmp->name != NULL)
1552     {
1553     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1554     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1555     {
1556     pick_up (op, tmp);
1557     continue;
1558     }
1559     }
1560 root 1.29
1561 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1562     {
1563     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1564     {
1565     pick_up (op, tmp);
1566     continue;
1567     }
1568     }
1569     }
1570 elmex 1.1
1571 root 1.18 /* misc stuff that's useful */
1572     if (op->contr->mode & PU_KEY)
1573     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1574     {
1575     pick_up (op, tmp);
1576     continue;
1577     }
1578 elmex 1.1
1579 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1580     * pickups */
1581     if (op->contr->mode & PU_RATIO)
1582     {
1583     /* use value density to decide what else to grab */
1584     /* >=7 was >= op->contr->mode */
1585     /* >=7 is the old standard setting. Now we take the last 4 bits
1586     * and multiply them by 5, giving 0..15*5== 5..75 */
1587     wvratio = (op->contr->mode & PU_RATIO) * 5;
1588     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1589     {
1590     pick_up (op, tmp);
1591 elmex 1.1 #if 0
1592 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1593     if (tmp->name != NULL)
1594     {
1595     fprintf (stderr, "%s", tmp->name);
1596     }
1597     else
1598     fprintf (stderr, "%s", tmp->arch->name);
1599     fprintf (stderr, ",%d] = ", tmp->type);
1600     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1601 elmex 1.1 #endif
1602 root 1.18 continue;
1603     }
1604     }
1605     } /* the new pickup model */
1606     }
1607 root 1.29
1608 root 1.18 return !stop;
1609 elmex 1.1 }
1610    
1611     /*
1612     * Find an arrow in the inventory and after that
1613     * in the right type container (quiver). Pointer to the
1614     * found object is returned.
1615     */
1616 root 1.18 object *
1617     find_arrow (object *op, const char *type)
1618 elmex 1.1 {
1619 root 1.18 object *tmp = NULL;
1620 elmex 1.1
1621 root 1.18 for (op = op->inv; op; op = op->below)
1622     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1623     tmp = find_arrow (op, type);
1624     else if (op->type == ARROW && op->race == type)
1625     return op;
1626     return tmp;
1627 elmex 1.1 }
1628    
1629     /*
1630     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1631     * against the target. A full test is not performed, simply a basic test
1632     * of resistances. The archer is making a quick guess at what he sees down
1633     * the hall. Failing that it does it's best to pick the highest plus arrow.
1634     */
1635    
1636 root 1.18 object *
1637     find_better_arrow (object *op, object *target, const char *type, int *better)
1638 elmex 1.1 {
1639 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1640     int attacknum, attacktype, betterby = 0, i;
1641 elmex 1.1
1642 root 1.18 if (!type)
1643     return NULL;
1644 elmex 1.1
1645 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1646     {
1647     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1648     {
1649     i = 0;
1650     ntmp = find_better_arrow (arrow, target, type, &i);
1651     if (i > betterby)
1652     {
1653     tmp = ntmp;
1654     betterby = i;
1655     }
1656     }
1657     else if (arrow->type == ARROW && arrow->race == type)
1658     {
1659     /* allways prefer assasination/slaying */
1660     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1661     {
1662     if (arrow->attacktype & AT_DEATH)
1663     {
1664     *better = 100;
1665     return arrow;
1666     }
1667     else
1668     {
1669     tmp = arrow;
1670     betterby = (arrow->magic + arrow->stats.dam) * 2;
1671     }
1672     }
1673     else
1674     {
1675     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1676     {
1677     attacktype = 1 << attacknum;
1678     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1679     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1680     {
1681     tmp = arrow;
1682     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1683     }
1684 root 1.11 }
1685 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1686     {
1687     tmp = arrow;
1688     betterby = 2 + arrow->magic + arrow->stats.dam;
1689 root 1.11 }
1690 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1691     {
1692     tmp = arrow;
1693     betterby = 1 + arrow->magic + arrow->stats.dam;
1694 root 1.11 }
1695     }
1696     }
1697 elmex 1.1 }
1698 root 1.18 if (tmp == NULL && arrow == NULL)
1699     return find_arrow (op, type);
1700 elmex 1.1
1701 root 1.18 *better = betterby;
1702     return tmp;
1703 elmex 1.1 }
1704    
1705     /* looks in a given direction, finds the first valid target, and calls
1706     * find_better_arrow to find a decent arrow to use.
1707     * op = the shooter
1708     * type = bow->race
1709     * dir = fire direction
1710     */
1711    
1712 root 1.18 object *
1713     pick_arrow_target (object *op, const char *type, int dir)
1714 elmex 1.1 {
1715 root 1.18 object *tmp = NULL;
1716 root 1.25 maptile *m;
1717 root 1.18 int i, mflags, found, number;
1718     sint16 x, y;
1719    
1720     if (op->map == NULL)
1721     return find_arrow (op, type);
1722    
1723     /* do a dex check */
1724     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1725     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1726     return find_arrow (op, type);
1727    
1728     m = op->map;
1729     x = op->x;
1730     y = op->y;
1731    
1732     /* find the first target */
1733     for (i = 0, found = 0; i < 20; i++)
1734     {
1735     x += freearr_x[dir];
1736     y += freearr_y[dir];
1737     mflags = get_map_flags (m, &m, x, y, &x, &y);
1738     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1739     {
1740     tmp = NULL;
1741     break;
1742     }
1743     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1744     {
1745     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1746     * perhaps a bad assumption.
1747     */
1748     tmp = NULL;
1749     break;
1750 root 1.11 }
1751 root 1.18 if (mflags & P_IS_ALIVE)
1752     {
1753     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1754     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1755     {
1756     found++;
1757 root 1.11 break;
1758 root 1.18 }
1759     if (found)
1760     break;
1761 root 1.11 }
1762 elmex 1.1 }
1763 root 1.18 if (tmp == NULL)
1764     return find_arrow (op, type);
1765 elmex 1.1
1766 root 1.18 if (tmp->head)
1767     tmp = tmp->head;
1768 elmex 1.1
1769 root 1.18 return find_better_arrow (op, tmp, type, &i);
1770 elmex 1.1 }
1771    
1772     /*
1773     * Creature fires a bow - op can be monster or player. Returns
1774     * 1 if bow was actually fired, 0 otherwise.
1775     * op is the object firing the bow.
1776     * part is for multipart creatures - the part firing the bow.
1777     * dir is the direction of fire.
1778     * wc_mod is any special modifier to give (used in special player fire modes)
1779     * sx, sy are coordinates to fire arrow from - also used in some of the special
1780     * player fire modes.
1781     */
1782 root 1.18 int
1783     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1784 elmex 1.1 {
1785 root 1.18 object *left, *bow;
1786     int bowspeed, mflags;
1787 root 1.25 maptile *m;
1788 elmex 1.1
1789 root 1.18 if (!dir)
1790     {
1791     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1792     return 0;
1793 elmex 1.1 }
1794 root 1.18 if (op->type == PLAYER)
1795     bow = op->contr->ranges[range_bow];
1796     else
1797     {
1798     for (bow = op->inv; bow; bow = bow->below)
1799     /* Don't check for applied - monsters don't apply bows - in that way, they
1800     * don't need to switch back and forth between bows and weapons.
1801     */
1802     if (bow->type == BOW)
1803     break;
1804 root 1.11
1805 root 1.18 if (!bow)
1806     {
1807     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808     return 0;
1809 root 1.11 }
1810 elmex 1.1 }
1811 root 1.18 if (!bow->race || !bow->skill)
1812     {
1813     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1814     return 0;
1815 elmex 1.1 }
1816    
1817 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818 elmex 1.1
1819 root 1.18 /* penalize ROF for bestarrow */
1820     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1822     if (bowspeed < 1)
1823     bowspeed = 1;
1824    
1825     if (arrow == NULL)
1826     {
1827     if ((arrow = find_arrow (op, bow->race)) == NULL)
1828     {
1829     if (op->type == PLAYER)
1830     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1831     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1832     else
1833     CLEAR_FLAG (op, FLAG_READY_BOW);
1834     return 0;
1835 root 1.11 }
1836 elmex 1.1 }
1837 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838     if (mflags & P_OUT_OF_MAP)
1839     {
1840     return 0;
1841     }
1842     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843     {
1844     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1845     return 0;
1846     }
1847    
1848     /* this should not happen, but sometimes does */
1849     if (arrow->nrof == 0)
1850     {
1851 root 1.33 arrow->destroy ();
1852 root 1.18 return 0;
1853     }
1854    
1855     left = arrow; /* these are arrows left to the player */
1856     arrow = get_split_ob (arrow, 1);
1857     if (arrow == NULL)
1858     {
1859     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860     return 0;
1861 elmex 1.1 }
1862 root 1.34 arrow->set_owner (op);
1863 root 1.18 arrow->skill = bow->skill;
1864    
1865     arrow->direction = dir;
1866     arrow->x = sx;
1867     arrow->y = sy;
1868    
1869     if (op->type == PLAYER)
1870     {
1871     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872     fix_player (op);
1873 elmex 1.1 }
1874    
1875 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1876     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877     arrow->stats.hp = arrow->stats.dam;
1878     arrow->stats.grace = arrow->attacktype;
1879     if (arrow->slaying != NULL)
1880     arrow->spellarg = strdup_local (arrow->slaying);
1881    
1882     /* Note that this was different for monsters - they got their level
1883     * added to the damage. I think the strength bonus is more proper.
1884     */
1885    
1886     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887    
1888     /* update the speed */
1889     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891    
1892     if (arrow->speed < 1.0)
1893     arrow->speed = 1.0;
1894     update_ob_speed (arrow);
1895     arrow->speed_left = 0;
1896    
1897     if (op->type == PLAYER)
1898     {
1899     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902    
1903     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1904 elmex 1.1 }
1905 root 1.18 else
1906     {
1907     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908     arrow->level = op->level;
1909 elmex 1.1 }
1910 root 1.24
1911 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1912     arrow->attacktype |= bow->attacktype;
1913 root 1.24
1914 root 1.18 if (bow->slaying != NULL)
1915     arrow->slaying = bow->slaying;
1916    
1917     arrow->map = m;
1918     arrow->move_type = MOVE_FLY_LOW;
1919     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920    
1921     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1922     insert_ob_in_map (arrow, m, op, 0);
1923    
1924 root 1.24 if (!arrow->destroyed ())
1925 root 1.18 move_arrow (arrow);
1926 elmex 1.1
1927 root 1.18 if (op->type == PLAYER)
1928     {
1929 root 1.24 if (left->destroyed ())
1930     esrv_del_item (op->contr, left->count);
1931 root 1.18 else
1932     esrv_send_item (op, left);
1933 elmex 1.1 }
1934 root 1.24
1935 root 1.18 return 1;
1936 elmex 1.1 }
1937    
1938     /* Special fire code for players - this takes into
1939     * account the special fire modes players can have
1940     * but monsters can't. Putting that code here
1941     * makes the fire_bow code much cleaner.
1942     * this function should only be called if 'op' is a player,
1943     * hence the function name.
1944     */
1945 root 1.18 int
1946     player_fire_bow (object *op, int dir)
1947 elmex 1.1 {
1948 root 1.18 int ret = 0, wcmod = 0;
1949    
1950     if (op->contr->bowtype == bow_bestarrow)
1951     {
1952     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1953     }
1954     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1955     {
1956     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957     wcmod = -1;
1958     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1959     }
1960     else if (op->contr->bowtype == bow_threewide)
1961     {
1962     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1963     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1964     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1965     }
1966     else if (op->contr->bowtype == bow_spreadshot)
1967     {
1968     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1969     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1970     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1971 elmex 1.1
1972     }
1973 root 1.18 else
1974     {
1975     /* Simple case */
1976     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1977     }
1978     return ret;
1979 elmex 1.1 }
1980    
1981    
1982     /* Fires a misc (wand/rod/horn) object in 'dir'.
1983     * Broken apart from 'fire' to keep it more readable.
1984     */
1985 root 1.18 void
1986     fire_misc_object (object *op, int dir)
1987 elmex 1.1 {
1988 root 1.18 object *item;
1989 elmex 1.1
1990 root 1.18 if (!op->contr->ranges[range_misc])
1991     {
1992     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1993     return;
1994 elmex 1.1 }
1995    
1996 root 1.18 item = op->contr->ranges[range_misc];
1997     if (!item->inv)
1998     {
1999     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2000     return;
2001 elmex 1.1 }
2002 root 1.18 if (item->type == WAND)
2003     {
2004     if (item->stats.food <= 0)
2005     {
2006     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2007     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2008     return;
2009 root 1.11 }
2010 root 1.18 }
2011     else if (item->type == ROD || item->type == HORN)
2012     {
2013     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2014     {
2015     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2016     if (item->type == ROD)
2017     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2018     else
2019     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2020     return;
2021 root 1.11 }
2022 elmex 1.1 }
2023    
2024 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2025     {
2026     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2027     if (item->type == WAND)
2028     {
2029     if (!(--item->stats.food))
2030     {
2031     object *tmp;
2032    
2033     if (item->arch)
2034     {
2035     CLEAR_FLAG (item, FLAG_ANIMATE);
2036     item->face = item->arch->clone.face;
2037     item->speed = 0;
2038     update_ob_speed (item);
2039 root 1.11 }
2040 root 1.18 if ((tmp = is_player_inv (item)))
2041     esrv_update_item (UPD_ANIM, tmp, item);
2042 root 1.11 }
2043     }
2044 root 1.18 else if (item->type == ROD || item->type == HORN)
2045     {
2046     drain_rod_charge (item);
2047 root 1.11 }
2048 elmex 1.1 }
2049     }
2050    
2051     /* Received a fire command for the player - go and do it.
2052     */
2053 root 1.18 void
2054     fire (object *op, int dir)
2055     {
2056     int spellcost = 0;
2057 elmex 1.1
2058 root 1.18 /* check for loss of invisiblity/hide */
2059     if (action_makes_visible (op))
2060     make_visible (op);
2061 elmex 1.1
2062 root 1.18 switch (op->contr->shoottype)
2063     {
2064 root 1.20 case range_none:
2065     return;
2066 elmex 1.1
2067 root 1.20 case range_bow:
2068     player_fire_bow (op, dir);
2069     return;
2070 elmex 1.1
2071 root 1.20 case range_magic: /* Casting spells */
2072     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2073     return;
2074 elmex 1.1
2075 root 1.20 case range_misc:
2076     fire_misc_object (op, dir);
2077     return;
2078 root 1.11
2079 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2080 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 root 1.20 {
2082 root 1.30 op->contr->ranges[range_golem] = 0;
2083 root 1.20 op->contr->shoottype = range_none;
2084     }
2085     else
2086     control_golem (op->contr->ranges[range_golem], dir);
2087     return;
2088 root 1.11
2089 root 1.20 case range_skill:
2090     if (!op->chosen_skill)
2091     {
2092     if (op->type == PLAYER)
2093     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2094     return;
2095     }
2096     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2097     return;
2098     case range_builder:
2099     apply_map_builder (op, dir);
2100     return;
2101     default:
2102     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103     return;
2104 elmex 1.1 }
2105     }
2106    
2107    
2108    
2109     /* find_key
2110     * We try to find a key for the door as passed. If we find a key
2111     * and successfully use it, we return the key, otherwise NULL
2112     * This function merges both normal and locked door, since the logic
2113     * for both is the same - just the specific key is different.
2114     * pl is the player,
2115     * inv is the objects inventory to searched
2116     * door is the door we are trying to match against.
2117     * This function can be called recursively to search containers.
2118     */
2119    
2120 root 1.18 object *
2121     find_key (object *pl, object *container, object *door)
2122 elmex 1.1 {
2123 root 1.18 object *tmp, *key;
2124 elmex 1.1
2125 root 1.18 /* Should not happen, but sanity checking is never bad */
2126     if (container->inv == NULL)
2127     return NULL;
2128 elmex 1.1
2129 root 1.18 /* First, lets try to find a key in the top level inventory */
2130     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2131     {
2132     if (door->type == DOOR && tmp->type == KEY)
2133     break;
2134     /* For sanity, we should really check door type, but other stuff
2135     * (like containers) can be locked with special keys
2136     */
2137     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138     break;
2139     }
2140     /* No key found - lets search inventories now */
2141     /* If we find and use a key in an inventory, return at that time.
2142     * otherwise, if we search all the inventories and still don't find
2143     * a key, return
2144     */
2145     if (!tmp)
2146     {
2147     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2148     {
2149     /* No reason to search empty containers */
2150     if (tmp->type == CONTAINER && tmp->inv)
2151     {
2152     if ((key = find_key (pl, tmp, door)) != NULL)
2153     return key;
2154     }
2155     }
2156     if (!tmp)
2157     return NULL;
2158 elmex 1.1 }
2159 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2160     * see if we actually want to use it
2161     */
2162     if (pl != container)
2163     {
2164     /* Only let players use keys in containers */
2165     if (!pl->contr)
2166     return NULL;
2167     /* cases where this fails:
2168     * If we only search the player inventory, return now since we
2169     * are not in the players inventory.
2170     * If the container is not active, return now since only active
2171     * containers can be used.
2172     * If we only search keyrings and the container does not have
2173     * a race/isn't a keyring.
2174     * No checking for all containers - to fall through past here,
2175     * inv must have been an container and must have been active.
2176     *
2177     * Change the color so that the message doesn't disappear with
2178     * all the others.
2179     */
2180     if (pl->contr->usekeys == key_inventory ||
2181     !QUERY_FLAG (container, FLAG_APPLIED) ||
2182     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2183     {
2184     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2186     return NULL;
2187 root 1.11 }
2188 elmex 1.1 }
2189 root 1.18 return tmp;
2190 elmex 1.1 }
2191    
2192     /* moved door processing out of move_player_attack.
2193     * returns 1 if player has opened the door with a key
2194     * such that the caller should not do anything more,
2195     * 0 otherwise
2196     */
2197 root 1.18 static int
2198     player_attack_door (object *op, object *door)
2199 elmex 1.1 {
2200    
2201 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2202     * might as well return immediately as there is nothing more to do -
2203     * otherwise, we fall through to the rest of the code.
2204     */
2205     object *key = find_key (op, op, door);
2206    
2207     /* IF we found a key, do some extra work */
2208     if (key)
2209     {
2210     object *container = key->env;
2211    
2212     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2213     if (action_makes_visible (op))
2214     make_visible (op);
2215     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216     spring_trap (door->inv, op);
2217     if (door->type == DOOR)
2218     {
2219     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2220     }
2221     else if (door->type == LOCKED_DOOR)
2222     {
2223     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2224     remove_door2 (door); /* remove door without violence ;-) */
2225     }
2226     /* Do this after we print the message */
2227     decrease_ob (key); /* Use up one of the keys */
2228     /* Need to update the weight the container the key was in */
2229     if (container != op)
2230     esrv_update_item (UPD_WEIGHT, op, container);
2231     return 1; /* Nothing more to do below */
2232     }
2233     else if (door->type == LOCKED_DOOR)
2234     {
2235     /* Might as well return now - no other way to open this */
2236     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237     return 1;
2238 elmex 1.1 }
2239 root 1.18 return 0;
2240 elmex 1.1 }
2241    
2242     /* This function is just part of a breakup from move_player.
2243     * It should keep the code cleaner.
2244     * When this is called, the players direction has been updated
2245     * (taking into account confusion.) The player is also actually
2246     * going to try and move (not fire weapons).
2247     */
2248    
2249 root 1.18 void
2250     move_player_attack (object *op, int dir)
2251 elmex 1.1 {
2252 root 1.18 object *tmp, *mon;
2253     sint16 nx, ny;
2254     int on_battleground;
2255 root 1.25 maptile *m;
2256 root 1.18
2257     nx = freearr_x[dir] + op->x;
2258     ny = freearr_y[dir] + op->y;
2259    
2260     on_battleground = op_on_battleground (op, NULL, NULL);
2261    
2262     /* If braced, or can't move to the square, and it is not out of the
2263     * map, attack it. Note order of if statement is important - don't
2264     * want to be calling move_ob if braced, because move_ob will move the
2265     * player. This is a pretty nasty hack, because if we could
2266     * move to some space, it then means that if we are braced, we should
2267     * do nothing at all. As it is, if we are braced, we go through
2268     * quite a bit of processing. However, it probably is less than what
2269     * move_ob uses.
2270     */
2271     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2272     {
2273     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274     {
2275     m = get_map_from_coord (op->map, &nx, &ny);
2276     if (!m)
2277     return; /* Don't think this should happen */
2278     }
2279     else
2280     m = op->map;
2281    
2282     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2283     {
2284     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285     return;
2286 root 1.11 }
2287    
2288 root 1.18 mon = NULL;
2289     /* Go through all the objects, and find ones of interest. Only stop if
2290     * we find a monster - that is something we know we want to attack.
2291     * if its a door or barrel (can roll) see if there may be monsters
2292     * on the space
2293     */
2294     while (tmp != NULL)
2295     {
2296     if (tmp == op)
2297     {
2298     tmp = tmp->above;
2299     continue;
2300 root 1.11 }
2301 root 1.27
2302 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2303     {
2304     mon = tmp;
2305     break;
2306 root 1.11 }
2307 root 1.27
2308 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2309     mon = tmp;
2310 root 1.27
2311 root 1.18 tmp = tmp->above;
2312     }
2313    
2314     if (mon == NULL) /* This happens anytime the player tries to move */
2315     return; /* into a wall */
2316    
2317     if (mon->head != NULL)
2318     mon = mon->head;
2319    
2320     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2321     if (player_attack_door (op, mon))
2322     return;
2323    
2324     /* The following deals with possibly attacking peaceful
2325     * or frienddly creatures. Basically, all players are considered
2326     * unaggressive. If the moving player has peaceful set, then the
2327     * object should be pushed instead of attacked. It is assumed that
2328     * if you are braced, you will not attack friends accidently,
2329     * and thus will not push them.
2330     */
2331 root 1.11
2332 root 1.18 /* If the creature is a pet, push it even if the player is not
2333     * peaceful. Our assumption is the creature is a pet if the
2334     * player owns it and it is either friendly or unagressive.
2335     */
2336     if ((op->type == PLAYER)
2337 elmex 1.1 #if COZY_SERVER
2338 root 1.18 &&
2339 root 1.34 ((mon->owner && mon->owner->contr
2340     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2341 elmex 1.1 #else
2342 root 1.34 && mon->owner == op
2343 elmex 1.1 #endif
2344 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 root 1.11 {
2346 root 1.18 /* If we're braced, we don't want to switch places with it */
2347     if (op->contr->braced)
2348 root 1.11 return;
2349 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2350     (void) push_ob (mon, dir, op);
2351     if (op->contr->tmp_invis || op->hide)
2352     make_visible (op);
2353     return;
2354 root 1.11 }
2355    
2356 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2357     * creatures. Note that if you are braced, you can't push
2358     * someone, but put it inside this loop so that you won't
2359     * attack them either.
2360     */
2361     if ((mon->type == PLAYER || mon->enemy != op) &&
2362     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2363 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2364 root 1.18 (op->contr->peaceful
2365     || (mon->type == PLAYER
2366     && mon->contr->
2367     peaceful)) &&
2368 elmex 1.1 #else
2369 root 1.18 op->contr->peaceful &&
2370 elmex 1.1 #endif
2371 root 1.18 !on_battleground))
2372     {
2373     if (!op->contr->braced)
2374     {
2375     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2376     (void) push_ob (mon, dir, op);
2377     }
2378     else
2379     {
2380     new_draw_info (0, 0, op, "You withhold your attack");
2381 root 1.11 }
2382 root 1.18 if (op->contr->tmp_invis || op->hide)
2383     make_visible (op);
2384 root 1.11 }
2385 elmex 1.1
2386 root 1.18 /* If the object is a boulder or other rollable object, then
2387     * roll it if not braced. You can't roll it if you are braced.
2388     */
2389     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2390     {
2391     recursive_roll (mon, dir, op);
2392     if (action_makes_visible (op))
2393     make_visible (op);
2394 root 1.11 }
2395    
2396 root 1.18 /* Any generic living creature. Including things like doors.
2397     * Way it works is like this: First, it must have some hit points
2398     * and be living. Then, it must be one of the following:
2399     * 1) Not a player, 2) A player, but of a different party. Note
2400     * that party_number -1 is no party, so attacks can still happen.
2401     */
2402 root 1.11
2403 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2405     {
2406 elmex 1.1
2407 root 1.18 /* If the player hasn't hit something this tick, and does
2408     * so, give them speed boost based on weapon speed. Doing
2409     * it here is better than process_players2, which basically
2410     * incurred a 1 tick offset.
2411     */
2412     if (!op->contr->has_hit)
2413     {
2414     op->speed_left += op->speed / op->contr->weapon_sp;
2415 root 1.11
2416 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 root 1.11 }
2418    
2419 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2420 root 1.11
2421 root 1.18 /* If attacking another player, that player gets automatic
2422     * hitback, and doesn't loose luck either.
2423     * Disable hitback on the battleground or if the target is
2424     * the wiz.
2425     */
2426     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2427     {
2428     short luck = mon->stats.luck;
2429    
2430     mon->contr->has_hit = 1;
2431     skill_attack (op, mon, 0, NULL, NULL);
2432     mon->stats.luck = luck;
2433 root 1.11 }
2434 root 1.18 if (action_makes_visible (op))
2435     make_visible (op);
2436 root 1.11 }
2437 root 1.18 } /* if player should attack something */
2438 elmex 1.1 }
2439    
2440 root 1.18 int
2441     move_player (object *op, int dir)
2442     {
2443     int pick;
2444 elmex 1.1
2445 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2446     return 0;
2447 elmex 1.1
2448 root 1.18 /* Sanity check: make sure dir is valid */
2449     if ((dir < 0) || (dir >= 9))
2450     {
2451     LOG (llevError, "move_player: invalid direction %d\n", dir);
2452     return 0;
2453 elmex 1.1 }
2454    
2455 root 1.18 /* peterm: added following line */
2456     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2458    
2459     op->facing = dir;
2460    
2461     if (op->hide)
2462     do_hidden_move (op);
2463    
2464     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2465     /*nop */ ;
2466     else if (op->contr->fire_on)
2467     fire (op, dir);
2468     else
2469     {
2470     move_player_attack (op, dir);
2471     pick = check_pick (op);
2472     }
2473 elmex 1.1
2474 root 1.18 /* Add special check for newcs players and fire on - this way, the
2475     * server can handle repeat firing.
2476     */
2477     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478     {
2479     op->direction = dir;
2480     }
2481     else
2482     {
2483     op->direction = 0;
2484     }
2485     /* Update how the player looks. Use the facing, so direction may
2486     * get reset to zero. This allows for full animation capabilities
2487     * for players.
2488     */
2489     animate_object (op, op->facing);
2490     return 0;
2491 elmex 1.1 }
2492    
2493     /* This is similar to handle_player, below, but is only used by the
2494     * new client/server stuff.
2495     * This is sort of special, in that the new client/server actually uses
2496     * the new speed values for commands.
2497     *
2498     * Returns true if there are more actions we can do.
2499     */
2500 root 1.18 int
2501     handle_newcs_player (object *op)
2502 elmex 1.1 {
2503 root 1.18 if (op->contr->hidden)
2504     {
2505     op->invisible = 1000;
2506     /* the socket code flashes the player visible/invisible
2507     * depending on the value of invisible, so we need to
2508     * alternate it here for it to work correctly.
2509     */
2510     if (pticks & 2)
2511 root 1.11 op->invisible--;
2512 root 1.18 }
2513     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514     {
2515     op->invisible--;
2516     if (!op->invisible)
2517     {
2518     make_visible (op);
2519     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 root 1.11 }
2521 elmex 1.1 }
2522    
2523 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2524     {
2525     flee_player (op);
2526     /* If player is still scared, that is his action for this tick */
2527     if (QUERY_FLAG (op, FLAG_SCARED))
2528     {
2529     op->speed_left--;
2530     return 0;
2531 root 1.11 }
2532 elmex 1.1 }
2533    
2534 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2535     * the player object still points to the defunct golem. The code that
2536     * destroys the golem looks correct, and it doesn't always happen, so
2537     * put this in a a workaround to clean up the golem pointer.
2538     */
2539 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540     op->contr->ranges[range_golem] = 0;
2541 root 1.18
2542     /* call this here - we also will call this in do_ericserver, but
2543     * the players time has been increased when doericserver has been
2544     * called, so we recheck it here.
2545     */
2546 root 1.38 HandleClient (op->contr->socket, op->contr);
2547 root 1.18 if (op->speed_left < 0)
2548 elmex 1.1 return 0;
2549    
2550 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551     {
2552     /* All move commands take 1 tick, at least for now */
2553     op->speed_left--;
2554 elmex 1.1
2555 root 1.18 /* Instead of all the stuff below, let move_player take care
2556     * of it. Also, some of the skill stuff is only put in
2557     * there, as well as the confusion stuff.
2558     */
2559     move_player (op, op->direction);
2560     if (op->speed_left > 0)
2561     return 1;
2562     else
2563 root 1.11 return 0;
2564 root 1.18 }
2565     return 0;
2566     }
2567    
2568     int
2569     save_life (object *op)
2570     {
2571     object *tmp;
2572 elmex 1.1
2573 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 elmex 1.1 return 0;
2575 root 1.18
2576     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2577     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578     {
2579     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2580     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2581 root 1.33
2582 root 1.18 if (op->contr)
2583     esrv_del_item (op->contr, tmp->count);
2584 root 1.33
2585     tmp->destroy ();
2586 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2587 root 1.33
2588 root 1.18 if (op->stats.hp < 0)
2589     op->stats.hp = op->stats.maxhp;
2590 root 1.33
2591 root 1.18 if (op->stats.food < 0)
2592     op->stats.food = 999;
2593 root 1.33
2594 root 1.18 fix_player (op);
2595     return 1;
2596     }
2597     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598     CLEAR_FLAG (op, FLAG_LIFESAVE);
2599     enter_player_savebed (op); /* bring him home. */
2600     return 0;
2601 elmex 1.1 }
2602    
2603     /* This goes throws the inventory and removes unpaid objects, and puts them
2604     * back in the map (location and map determined by values of env). This
2605     * function will descend into containers. op is the object to start the search
2606     * from.
2607     */
2608 root 1.18 void
2609     remove_unpaid_objects (object *op, object *env)
2610 elmex 1.1 {
2611 root 1.18 object *next;
2612 elmex 1.1
2613 root 1.18 while (op)
2614     {
2615     next = op->below; /* Make sure we have a good value, in case
2616     * we remove object 'op'
2617     */
2618     if (QUERY_FLAG (op, FLAG_UNPAID))
2619     {
2620 root 1.32 op->remove ();
2621 root 1.18 op->x = env->x;
2622     op->y = env->y;
2623     if (env->type == PLAYER)
2624     esrv_del_item (env->contr, op->count);
2625     insert_ob_in_map (op, env->map, NULL, 0);
2626     }
2627     else if (op->inv)
2628     remove_unpaid_objects (op->inv, env);
2629     op = next;
2630 elmex 1.1 }
2631     }
2632    
2633    
2634     /*
2635     * Returns pointer a static string containing gravestone text
2636     * Moved from apply.c to player.c - player.c is what
2637     * actually uses this function. player.c may not be quite the
2638     * best, a misc file for object actions is probably better,
2639     * but there isn't one in the server directory.
2640     */
2641 root 1.18 char *
2642     gravestone_text (object *op)
2643 elmex 1.1 {
2644 root 1.18 static char buf2[MAX_BUF];
2645     char buf[MAX_BUF];
2646     time_t now = time (NULL);
2647    
2648     strcpy (buf2, " R.I.P.\n\n");
2649     if (op->type == PLAYER)
2650     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651     else
2652     sprintf (buf, "%s\n", &op->name);
2653     strncat (buf2, " ", 20 - strlen (buf) / 2);
2654     strcat (buf2, buf);
2655     if (op->type == PLAYER)
2656     sprintf (buf, "who was in level %d when killed\n", op->level);
2657     else
2658     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2659     strncat (buf2, " ", 20 - strlen (buf) / 2);
2660     strcat (buf2, buf);
2661     if (op->type == PLAYER)
2662     {
2663     sprintf (buf, "by %s.\n\n", op->contr->killer);
2664     strncat (buf2, " ", 21 - strlen (buf) / 2);
2665     strcat (buf2, buf);
2666     }
2667     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668     strncat (buf2, " ", 20 - strlen (buf) / 2);
2669     strcat (buf2, buf);
2670     return buf2;
2671 elmex 1.1 }
2672    
2673    
2674    
2675 root 1.18 void
2676     do_some_living (object *op)
2677     {
2678     int last_food = op->stats.food;
2679 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2680     int over_hp, over_sp, over_grace;
2681     int i;
2682     int rate_hp = 1200;
2683     int rate_sp = 2500;
2684     int rate_grace = 2000;
2685     const int max_hp = 1;
2686     const int max_sp = 1;
2687     const int max_grace = 1;
2688    
2689 pippijn 1.17 if (op->contr->outputs_sync)
2690 root 1.18 {
2691     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693     flush_output_element (op, &op->contr->outputs[i]);
2694     }
2695    
2696     if (op->contr->state == ST_PLAYING)
2697     {
2698    
2699     /* these next three if clauses make it possible to SLOW DOWN
2700     hp/grace/spellpoint regeneration. */
2701     if (op->contr->gen_hp >= 0)
2702     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703     else
2704     {
2705     gen_hp = op->stats.maxhp;
2706     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707     }
2708     if (op->contr->gen_sp >= 0)
2709     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710     else
2711     {
2712     gen_sp = op->stats.maxsp;
2713     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714     }
2715     if (op->contr->gen_grace >= 0)
2716     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717     else
2718     {
2719     gen_grace = op->stats.maxgrace;
2720     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721     }
2722    
2723     /* Regenerate Spell Points */
2724     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2725     {
2726     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2727     if (op->stats.sp < op->stats.maxsp)
2728     {
2729     op->stats.sp++;
2730     /* dms do not consume food */
2731     if (!QUERY_FLAG (op, FLAG_WIZ))
2732     {
2733     op->stats.food--;
2734     if (op->contr->digestion < 0)
2735     op->stats.food += op->contr->digestion;
2736     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2737     op->stats.food = last_food;
2738     }
2739     }
2740     if (max_sp > 1)
2741     {
2742     over_sp = (gen_sp + 10) / rate_sp;
2743     if (over_sp > 0)
2744     {
2745     if (op->stats.sp < op->stats.maxsp)
2746     {
2747     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2748     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2749     op->stats.sp--;
2750     if (op->stats.sp > op->stats.maxsp)
2751     op->stats.sp = op->stats.maxsp;
2752     }
2753     op->last_sp = 0;
2754     }
2755     else
2756     {
2757     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2758     }
2759     }
2760     else
2761     {
2762     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2763     }
2764     }
2765    
2766     /* Regenerate Grace */
2767     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2768     if (--op->last_grace < 0)
2769     {
2770     if (op->stats.grace < op->stats.maxgrace / 2)
2771     op->stats.grace++; /* no penalty in food for regaining grace */
2772     if (max_grace > 1)
2773     {
2774     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775     if (over_grace > 0)
2776     {
2777     op->stats.sp += over_grace
2778     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2779     op->last_grace = 0;
2780     }
2781     else
2782     {
2783     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2784     }
2785     }
2786     else
2787     {
2788     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2789     }
2790     /* wearing stuff doesn't detract from grace generation. */
2791     }
2792    
2793     /* Regenerate Hit Points */
2794     if (--op->last_heal < 0)
2795     {
2796     if (op->stats.hp < op->stats.maxhp)
2797     {
2798     op->stats.hp++;
2799     /* dms do not consume food */
2800     if (!QUERY_FLAG (op, FLAG_WIZ))
2801     {
2802     op->stats.food--;
2803     if (op->contr->digestion < 0)
2804     op->stats.food += op->contr->digestion;
2805     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2806     op->stats.food = last_food;
2807     }
2808     }
2809     if (max_hp > 1)
2810     {
2811     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812     if (over_hp > 0)
2813     {
2814     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2815     op->last_heal = 0;
2816     }
2817     else
2818     {
2819     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2820     }
2821     }
2822     else
2823     {
2824     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2825     }
2826 root 1.11 }
2827 elmex 1.1
2828 root 1.18 /* Digestion */
2829     if (--op->last_eat < 0)
2830     {
2831     #ifdef COZY_SERVER
2832     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2833     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2834     #else
2835     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2836     #endif
2837    
2838     if (op->contr->gen_hp > 0)
2839     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2840     else
2841     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2842     /* dms do not consume food */
2843     if (!QUERY_FLAG (op, FLAG_WIZ))
2844     op->stats.food--;
2845 root 1.11 }
2846 elmex 1.1 }
2847    
2848 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2849     {
2850     object *tmp, *flesh = NULL;
2851    
2852     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2853     {
2854     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855     {
2856     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857     {
2858     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2859     manual_apply (op, tmp, 0);
2860     if (op->stats.food >= 0 || op->stats.hp < 0)
2861     break;
2862     }
2863     else if (tmp->type == FLESH)
2864     flesh = tmp;
2865     } /* End if paid for object */
2866     } /* end of for loop */
2867     /* If player is still starving, it means they don't have any food, so
2868     * eat flesh instead.
2869     */
2870     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871     {
2872     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2873     manual_apply (op, flesh, 0);
2874 root 1.11 }
2875 root 1.18 } /* end if player is starving */
2876 elmex 1.1
2877 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2878     op->stats.food++, op->stats.hp--;
2879 elmex 1.1
2880 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2881     kill_player (op);
2882 elmex 1.1 }
2883    
2884 root 1.18
2885 elmex 1.1
2886     /* If the player should die (lack of hp, food, etc), we call this.
2887     * op is the player in jeopardy. If the player can not be saved (not
2888     * permadeath, no lifesave), this will take care of removing the player
2889     * file.
2890     */
2891 root 1.18 void
2892     kill_player (object *op)
2893 elmex 1.1 {
2894 root 1.18 char buf[MAX_BUF];
2895     int x, y;
2896    
2897     //int i;
2898 root 1.25 maptile *map; /* this is for resurrection */
2899 root 1.18
2900     /* int z;
2901     int num_stats_lose;
2902     int lost_a_stat;
2903     int lose_this_stat;
2904     int this_stat; */
2905     int will_kill_again;
2906     archetype *at;
2907     object *tmp;
2908    
2909     if (save_life (op))
2910     return;
2911    
2912    
2913     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2914     * in cities ONLY!!! It is very important that this doesn't get abused.
2915     * Look at op_on_battleground() for more info --AndreasV
2916     */
2917     if (op_on_battleground (op, &x, &y))
2918     {
2919     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2920     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2921    
2922     /* restore player */
2923 root 1.22 at = archetype::find ("poisoning");
2924 root 1.18 tmp = present_arch_in_ob (at, op);
2925     if (tmp)
2926     {
2927 root 1.33 tmp->destroy ();
2928 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929     }
2930 elmex 1.1
2931 root 1.22 at = archetype::find ("confusion");
2932 root 1.18 tmp = present_arch_in_ob (at, op);
2933     if (tmp)
2934     {
2935 root 1.33 tmp->destroy ();
2936 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937     }
2938    
2939     cure_disease (op, 0); /* remove any disease */
2940     op->stats.hp = op->stats.maxhp;
2941     if (op->stats.food <= 0)
2942     op->stats.food = 999;
2943 elmex 1.1
2944 root 1.18 /* create a bodypart-trophy to make the winner happy */
2945 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2946 root 1.18 if (tmp != NULL)
2947     {
2948     sprintf (buf, "%s's finger", &op->name);
2949     tmp->name = buf;
2950     sprintf (buf, " This finger has been cut off %s\n"
2951     " the %s, when he was defeated at\n level %d by %s.\n",
2952     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953     tmp->msg = buf;
2954     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2955     tmp->materialname = NULL;
2956     tmp->x = op->x, tmp->y = op->y;
2957     insert_ob_in_map (tmp, op->map, op, 0);
2958     }
2959 elmex 1.1
2960 root 1.18 /* teleport defeated player to new destination */
2961     transfer_ob (op, x, y, 0, NULL);
2962     op->contr->braced = 0;
2963     return;
2964 elmex 1.1 }
2965    
2966 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2967 root 1.3
2968 root 1.18 command_kill_pets (op, 0);
2969 elmex 1.1
2970 root 1.18 if (op->stats.food < 0)
2971     {
2972     if (op->contr->explore)
2973     {
2974     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976     op->stats.food = 999;
2977     return;
2978 root 1.11 }
2979 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2980     strcpy (op->contr->killer, "starvation");
2981 elmex 1.1 }
2982 root 1.18 else
2983     {
2984     if (op->contr->explore)
2985     {
2986     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988     op->stats.hp = op->stats.maxhp;
2989     return;
2990 root 1.11 }
2991 root 1.18 sprintf (buf, "%s died.", &op->name);
2992 elmex 1.1 }
2993 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 elmex 1.1
2995 root 1.18 /* save the map location for corpse, gravestone */
2996     x = op->x;
2997     y = op->y;
2998     map = op->map;
2999 elmex 1.1
3000    
3001 root 1.18 if (settings.not_permadeth == TRUE)
3002     {
3003     /* NOT_PERMADEATH code. This basically brings the character back to
3004     * life if they are dead - it takes some exp and a random stat.
3005     * See the config.h file for a little more in depth detail about this.
3006     */
3007 root 1.11
3008 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3009     * make it depletion. This bunch of code deals with that aspect
3010     * of death.
3011     */
3012 elmex 1.1 #ifndef COZY_SERVER
3013 root 1.18 if (settings.balanced_stat_loss)
3014     {
3015     /* If stat loss is permanent, lose one stat only. */
3016     /* Lower level chars don't lose as many stats because they suffer
3017     more if they do. */
3018     /* Higher level characters can afford things such as potions of
3019     restoration, or better, stat potions. So we slug them that
3020     little bit harder. */
3021     /* GD */
3022     if (settings.stat_loss_on_death)
3023 root 1.11 num_stats_lose = 1;
3024 root 1.18 else
3025     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026     }
3027     else
3028     {
3029     num_stats_lose = 1;
3030 root 1.11 }
3031 root 1.18 lost_a_stat = 0;
3032 root 1.11
3033 root 1.18 for (z = 0; z < num_stats_lose; z++)
3034     {
3035     i = RANDOM () % NUM_STATS;
3036 root 1.11
3037 root 1.18 if (settings.stat_loss_on_death)
3038     {
3039     /* Pick a random stat and take a point off it. Tell the player
3040     * what he lost.
3041     */
3042     change_attr_value (&(op->stats), i, -1);
3043     check_stat_bounds (&(op->stats));
3044     change_attr_value (&(op->contr->orig_stats), i, -1);
3045     check_stat_bounds (&(op->contr->orig_stats));
3046     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047     lost_a_stat = 1;
3048     }
3049     else
3050     {
3051     /* deplete a stat */
3052 root 1.22 archetype *deparch = archetype::find ("depletion");
3053 root 1.18 object *dep;
3054    
3055     dep = present_arch_in_ob (deparch, op);
3056     if (!dep)
3057     {
3058     dep = arch_to_object (deparch);
3059     insert_ob_in_ob (dep, op);
3060     }
3061     lose_this_stat = 1;
3062     if (settings.balanced_stat_loss)
3063     {
3064     /* GD */
3065     /* Get the stat that we're about to deplete. */
3066     this_stat = get_attr_value (&(dep->stats), i);
3067     if (this_stat < 0)
3068     {
3069     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070     int keep_chance = this_stat * this_stat;
3071    
3072     /* Yes, I am paranoid. Sue me. */
3073     if (keep_chance < 1)
3074     keep_chance = 1;
3075    
3076     /* There is a maximum depletion total per level. */
3077     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078     {
3079     lose_this_stat = 0;
3080     /* Take loss chance vs keep chance to see if we
3081     retain the stat. */
3082     }
3083     else
3084     {
3085     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 root 1.11 lose_this_stat = 0;
3087 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088     this_stat, keep_chance, loss_chance,
3089     lose_this_stat?"LOSE":"KEEP"); */
3090 root 1.11 }
3091     }
3092     }
3093 root 1.18
3094     if (lose_this_stat)
3095     {
3096     this_stat = get_attr_value (&(dep->stats), i);
3097     /* We could try to do something clever like find another
3098     * stat to reduce if this fails. But chances are, if
3099     * stats have been depleted to -50, all are pretty low
3100     * and should be roughly the same, so it shouldn't make a
3101     * difference.
3102     */
3103     if (this_stat >= -50)
3104     {
3105     change_attr_value (&(dep->stats), i, -1);
3106     SET_FLAG (dep, FLAG_APPLIED);
3107     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108     fix_player (op);
3109     lost_a_stat = 1;
3110 root 1.11 }
3111     }
3112     }
3113     }
3114 root 1.18 /* If no stat lost, tell the player. */
3115     if (!lost_a_stat)
3116     {
3117     /* determine_god() seems to not work sometimes... why is this?
3118     Should I be using something else? GD */
3119     const char *god = determine_god (op);
3120    
3121     if (god && (strcmp (god, "none")))
3122 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);
3123 root 1.18 else
3124 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3125 root 1.18 }
3126 root 1.28 #else
3127     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3128 elmex 1.1 #endif
3129    
3130 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3131     * exp loss on the stone.
3132     */
3133 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3134 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3135     tmp->name = buf;
3136     sprintf (buf, "%s's gravestones", &op->name);
3137     tmp->name_pl = buf;
3138     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);
3139     tmp->msg = buf;
3140     tmp->x = op->x, tmp->y = op->y;
3141     insert_ob_in_map (tmp, op->map, NULL, 0);
3142 root 1.11
3143 root 1.28 /**************************************/
3144 root 1.18 /* */
3145     /* Subtract the experience points, */
3146     /* if we died cause of food, give us */
3147     /* food, and reset HP's... */
3148     /* */
3149 root 1.28 /**************************************/
3150 root 1.11
3151 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3152     /* restore player */
3153 root 1.22 at = archetype::find ("poisoning");
3154 root 1.18 tmp = present_arch_in_ob (at, op);
3155 root 1.33
3156 root 1.18 if (tmp)
3157     {
3158 root 1.33 tmp->destroy ();
3159 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160     }
3161    
3162 root 1.22 at = archetype::find ("confusion");
3163 root 1.18 tmp = present_arch_in_ob (at, op);
3164     if (tmp)
3165     {
3166 root 1.33 tmp->destroy ();
3167 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168     }
3169 root 1.28
3170 root 1.18 cure_disease (op, 0); /* remove any disease */
3171    
3172     /*add_exp(op, (op->stats.exp * -0.20)); */
3173     apply_death_exp_penalty (op);
3174     if (op->stats.food < 100)
3175     op->stats.food = 900;
3176     op->stats.hp = op->stats.maxhp;
3177     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179    
3180     /*
3181     * Check to see if the player is in a shop. IF so, then check to see if
3182     * the player has any unpaid items. If so, remove them and put them back
3183     * in the map.
3184     */
3185 root 1.11
3186 root 1.18 if (is_in_shop (op))
3187     remove_unpaid_objects (op->inv, op);
3188 elmex 1.1
3189 root 1.28 /****************************************/
3190 root 1.18 /* */
3191     /* Move player to his current respawn- */
3192     /* position (usually last savebed) */
3193     /* */
3194 root 1.28 /****************************************/
3195 root 1.11
3196 root 1.18 enter_player_savebed (op);
3197    
3198     /* Save the player before inserting the force to reduce
3199     * chance of abuse.
3200     */
3201     op->contr->braced = 0;
3202     save_player (op, 1);
3203    
3204     /* it is possible that the player has blown something up
3205     * at his savebed location, and that can have long lasting
3206     * spell effects. So first see if there is a spell effect
3207     * on the space that might harm the player.
3208     */
3209     will_kill_again = 0;
3210     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3211 root 1.28 if (tmp->type == SPELL_EFFECT)
3212     will_kill_again |= tmp->attacktype;
3213    
3214 root 1.18 if (will_kill_again)
3215     {
3216     object *force;
3217     int at;
3218 root 1.11
3219 root 1.18 force = get_archetype (FORCE_NAME);
3220     /* 50 ticks should be enough time for the spell to abate */
3221     force->speed = 0.1;
3222     force->speed_left = -5.0;
3223     SET_FLAG (force, FLAG_APPLIED);
3224     for (at = 0; at < NROFATTACKS; at++)
3225 root 1.28 if (will_kill_again & (1 << at))
3226     force->resist[at] = 100;
3227    
3228 root 1.18 insert_ob_in_ob (force, op);
3229     fix_player (op);
3230 elmex 1.1
3231 root 1.11 }
3232 root 1.18
3233     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234     return;
3235     } /* NOT_PERMADETH */
3236     else
3237     {
3238     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239     * should probably be embedded in an else statement.
3240     */
3241    
3242     op->contr->party = NULL;
3243     if (settings.set_title == TRUE)
3244     op->contr->own_title[0] = '\0';
3245     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246     check_score (op);
3247 root 1.30
3248     if (op->contr->ranges[range_golem])
3249 root 1.18 {
3250     remove_friendly_object (op->contr->ranges[range_golem]);
3251 root 1.33 op->contr->ranges[range_golem]->destroy ();
3252 root 1.30 op->contr->ranges[range_golem] = 0;
3253 root 1.18 }
3254 root 1.30
3255 root 1.18 loot_object (op); /* Remove some of the items for good */
3256 root 1.32 op->remove ();
3257 root 1.18 op->direction = 0;
3258    
3259     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260     {
3261     delete_character (op->name, 0);
3262     if (settings.resurrection == TRUE)
3263     {
3264     /* save playerfile sans equipment when player dies
3265     ** then save it as player.pl.dead so that future resurrection
3266     ** type spells will work on them nicely
3267     */
3268     delete_character (op->name, 0);
3269     op->stats.hp = op->stats.maxhp;
3270     op->stats.food = 999;
3271    
3272     /* set the location of where the person will reappear when */
3273     /* maybe resurrection code should fix map also */
3274     strcpy (op->contr->maplevel, settings.emergency_mapname);
3275     if (op->map != NULL)
3276     op->map = NULL;
3277     op->x = settings.emergency_x;
3278     op->y = settings.emergency_y;
3279     save_player (op, 0);
3280     op->map = map;
3281     /* please see resurrection.c: peterm */
3282     dead_player (op);
3283     }
3284     else
3285 root 1.19 delete_character (op->name, 1);
3286 root 1.18 }
3287 root 1.19
3288 root 1.18 play_again (op);
3289 root 1.11
3290 root 1.18 /* peterm: added to create a corpse at deathsite. */
3291 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 root 1.18 sprintf (buf, "%s", &op->name);
3293     tmp->name = tmp->name_pl = buf;
3294     tmp->level = op->level;
3295     tmp->x = x;
3296     tmp->y = y;
3297     tmp->msg = gravestone_text (op);
3298     SET_FLAG (tmp, FLAG_UNIQUE);
3299     insert_ob_in_map (tmp, map, NULL, 0);
3300 elmex 1.1 }
3301     }
3302    
3303    
3304 root 1.18 void
3305     loot_object (object *op)
3306     { /* Grab and destroy some treasure */
3307     object *tmp, *tmp2, *next;
3308 elmex 1.1
3309 root 1.18 if (op->container)
3310     { /* close open sack first */
3311 elmex 1.1 esrv_apply_container (op, op->container);
3312 root 1.18 }
3313 elmex 1.1
3314 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3315     {
3316     next = tmp->below;
3317     if (tmp->type == EXPERIENCE || tmp->invisible)
3318     continue;
3319 root 1.32 tmp->remove ();
3320 root 1.18 tmp->x = op->x, tmp->y = op->y;
3321     if (tmp->type == CONTAINER)
3322     { /* empty container to ground */
3323     loot_object (tmp);
3324     }
3325     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3326     {
3327     if (tmp->nrof > 1)
3328     {
3329     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 root 1.33 tmp2->destroy ();
3331 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3332     }
3333     else
3334 root 1.33 tmp->destroy ();
3335 root 1.18 }
3336     else
3337     insert_ob_in_map (tmp, op->map, NULL, 0);
3338     }
3339 elmex 1.1 }
3340    
3341     /*
3342     * fix_weight(): Check recursively the weight of all players, and fix
3343     * what needs to be fixed. Refresh windows and fix speed if anything
3344     * was changed.
3345     */
3346    
3347 root 1.18 void
3348     fix_weight (void)
3349     {
3350 elmex 1.1 player *pl;
3351 root 1.18
3352     for (pl = first_player; pl != NULL; pl = pl->next)
3353     {
3354     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355    
3356     if (old == sum)
3357     continue;
3358     fix_player (pl->ob);
3359     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3360     }
3361 elmex 1.1 }
3362    
3363 root 1.18 void
3364     fix_luck (void)
3365     {
3366 elmex 1.1 player *pl;
3367 root 1.18
3368 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3369     if (!pl->ob->contr->state)
3370 root 1.18 change_luck (pl->ob, 0);
3371 elmex 1.1 }
3372    
3373    
3374     /* cast_dust() - handles op throwing objects of type 'DUST'.
3375     * This is much simpler in the new spell code - we basically
3376     * just treat this as any other spell casting object.
3377     */
3378    
3379 elmex 1.2 void
3380 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3381 elmex 1.2 {
3382     object *skop, *spob;
3383    
3384     skop = find_skill_by_name (op, throw_ob->skill);
3385    
3386     /* casting POTION 'dusts' is really a use_magic_item skill */
3387     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3388     {
3389 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3390 elmex 1.2 return;
3391     }
3392    
3393     spob = throw_ob->inv;
3394    
3395     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3396     // not pass NULL to cast_spell (which did indeed check itself, but
3397     // errors should be reported as early as possible IMHO)
3398     if (!spob)
3399     {
3400 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3401 elmex 1.2 return;
3402 elmex 1.1 }
3403    
3404 elmex 1.2 if (op->type == PLAYER)
3405 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3406 elmex 1.2
3407     cast_spell (op, throw_ob, dir, spob, NULL);
3408    
3409 root 1.33 throw_ob->destroy ();
3410 elmex 1.1 }
3411    
3412 root 1.18 void
3413     make_visible (object *op)
3414     {
3415     op->hide = 0;
3416     op->invisible = 0;
3417     if (op->type == PLAYER)
3418     {
3419     op->contr->tmp_invis = 0;
3420     op->contr->invis_race = 0;
3421     }
3422     update_object (op, UP_OBJ_FACE);
3423     }
3424    
3425     int
3426     is_true_undead (object *op)
3427     {
3428     object *tmp = NULL;
3429    
3430     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431     return 1;
3432    
3433     if (op->type == PLAYER)
3434     for (tmp = op->inv; tmp; tmp = tmp->below)
3435     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437     return 1;
3438 elmex 1.1 return 0;
3439     }
3440    
3441     /* look at the surrounding terrain to determine
3442     * the hideability of this object. Positive levels
3443     * indicate greater hideability.
3444     */
3445    
3446 root 1.18 int
3447     hideability (object *ob)
3448     {
3449     int i, level = 0, mflag;
3450     sint16 x, y;
3451    
3452     if (!ob || !ob->map)
3453     return 0;
3454    
3455     /* so, on normal lighted maps, its hard to hide */
3456     level = ob->map->darkness - 2;
3457    
3458     /* this also picks up whether the object is glowing.
3459     * If you carry a light on a non-dark map, its not
3460     * as bad as carrying a light on a pitch dark map */
3461     if (has_carried_lights (ob))
3462     level = -(10 + (2 * ob->map->darkness));
3463    
3464     /* scan through all nearby squares for terrain to hide in */
3465     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3466     {
3467     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3468     if (mflag & P_OUT_OF_MAP)
3469     {
3470     continue;
3471     }
3472     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3473     level += 2;
3474     else /* open terrain! */
3475     level -= 1;
3476 elmex 1.1 }
3477 root 1.18
3478 elmex 1.1 #if 0
3479 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3480 elmex 1.1 #endif
3481 root 1.18 return level;
3482 elmex 1.1 }
3483    
3484     /* For Hidden creatures - a chance of becoming 'unhidden'
3485     * every time they move - as we subtract off 'invisibility'
3486     * AND, for players, if they move into a ridiculously unhideable
3487     * spot (surrounded by clear terrain in broad daylight). -b.t.
3488     */
3489    
3490 root 1.18 void
3491     do_hidden_move (object *op)
3492     {
3493     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3494     object *skop;
3495    
3496     if (!op || !op->map)
3497     return;
3498    
3499     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500    
3501     /* its *extremely* hard to run and sneak/hide at the same time! */
3502     if (op->type == PLAYER && op->contr->run_on)
3503     {
3504     if (!skop || num >= skop->level)
3505     {
3506     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3507     make_visible (op);
3508     return;
3509     }
3510     else
3511     num += 20;
3512 elmex 1.1 }
3513 root 1.18 num += op->map->difficulty;
3514     hide = hideability (op); /* modify by terrain hidden level */
3515     num -= hide;
3516     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517     {
3518     make_visible (op);
3519     if (op->type == PLAYER)
3520     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3521 elmex 1.1 }
3522 root 1.18 else if (op->type == PLAYER && skop)
3523     {
3524     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3525 elmex 1.1 }
3526     }
3527    
3528     /* determine if who is standing near a hostile creature. */
3529    
3530 root 1.18 int
3531     stand_near_hostile (object *who)
3532     {
3533     object *tmp = NULL;
3534     int i, friendly = 0, player = 0, mflags;
3535 root 1.25 maptile *m;
3536 root 1.18 sint16 x, y;
3537    
3538     if (!who)
3539     return 0;
3540    
3541     if (who->type == PLAYER)
3542     player = 1;
3543    
3544     else
3545     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3546    
3547     /* search adjacent squares */
3548     for (i = 1; i < 9; i++)
3549     {
3550     x = who->x + freearr_x[i];
3551     y = who->y + freearr_y[i];
3552     m = who->map;
3553     mflags = get_map_flags (m, &m, x, y, &x, &y);
3554     /* space must be blocked if there is a monster. If not
3555     * blocked, don't need to check this space.
3556     */
3557     if (mflags & P_OUT_OF_MAP)
3558     continue;
3559     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3560     continue;
3561    
3562     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3563     {
3564     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3565     return 1;
3566     else if (tmp->type == PLAYER)
3567     {
3568     /*don't let a hidden DM prevent you from hiding */
3569     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3570 root 1.11 return 1;
3571 root 1.18 }
3572 root 1.11 }
3573 elmex 1.1 }
3574 root 1.18 return 0;
3575 elmex 1.1 }
3576    
3577     /* check the player los field for viewability of the
3578     * object op. This function works fine for monsters,
3579     * but we dont worry if the object isnt the top one in
3580     * a pile (say a coin under a table would return "viewable"
3581     * by this routine). Another question, should we be
3582     * concerned with the direction the player is looking
3583     * in? Realistically, most of use cant see stuff behind
3584     * our backs...on the other hand, does the "facing" direction
3585     * imply the way your head, or body is facing? Its possible
3586     * for them to differ. Sigh, this fctn could get a bit more complex.
3587     * -b.t.
3588     * This function is now map tiling safe.
3589     */
3590    
3591 root 1.18 int
3592     player_can_view (object *pl, object *op)
3593     {
3594     rv_vector rv;
3595     int dx, dy;
3596    
3597     if (pl->type != PLAYER)
3598     {
3599     LOG (llevError, "player_can_view() called for non-player object\n");
3600     return -1;
3601 elmex 1.1 }
3602 root 1.18 if (!pl || !op)
3603 elmex 1.1 return 0;
3604 root 1.18
3605     if (op->head)
3606     {
3607     op = op->head;
3608     }
3609     get_rangevector (pl, op, &rv, 0x1);
3610    
3611     /* starting with the 'head' part, lets loop
3612     * through the object and find if it has any
3613     * part that is in the los array but isnt on
3614     * a blocked los square.
3615     * we use the archetype to figure out offsets.
3616     */
3617     while (op)
3618     {
3619     dx = rv.distance_x + op->arch->clone.x;
3620     dy = rv.distance_y + op->arch->clone.y;
3621    
3622     /* only the viewable area the player sees is updated by LOS
3623     * code, so we need to restrict ourselves to that range of values
3624     * for any meaningful values.
3625     */
3626 root 1.38 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3627     FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3628     !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3629 root 1.18 return 1;
3630     op = op->more;
3631     }
3632     return 0;
3633 elmex 1.1 }
3634    
3635     /* routine for both players and monsters. We call this when
3636     * there is a possibility for our action distrubing our hiding
3637     * place or invisiblity spell. Artefact invisiblity is not
3638     * effected by this. If we arent invisible to begin with, we
3639     * return 0.
3640     */
3641 root 1.18 int
3642     action_makes_visible (object *op)
3643     {
3644    
3645     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3646     {
3647     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3648     return 0;
3649    
3650     if (op->contr && op->contr->tmp_invis == 0)
3651     return 0;
3652 elmex 1.1
3653 root 1.18 /* If monsters, they should become visible */
3654     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3655     {
3656     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3657     return 1;
3658 root 1.11 }
3659 elmex 1.1 }
3660 root 1.18 return 0;
3661 elmex 1.1 }
3662    
3663     /* op_on_battleground - checks if the given object op (usually
3664     * a player) is standing on a valid battleground-tile,
3665     * function returns TRUE/FALSE. If true x, y returns the battleground
3666     * -exit-coord. (and if x, y not NULL)
3667     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3668     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3669     * Default is to do the same as before, so only people wanting to have different points need worry about this
3670     */
3671 root 1.18 int
3672     op_on_battleground (object *op, int *x, int *y)
3673     {
3674 elmex 1.1 object *tmp;
3675 root 1.18
3676 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3677     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3678     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3679     * and the exit-coordinates sp/hp must both be > 0.
3680     * => The intention here is to prevent abuse of the battleground-
3681     * feature (like pickable or hidden battleground tiles). */
3682 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3683     {
3684     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3685     {
3686     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3687     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3688     {
3689     /*before we assign the exit, check if this is a teambattle */
3690     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3691     {
3692     object *invtmp;
3693    
3694     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3695     {
3696     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3697     {
3698     if (x != NULL && y != NULL)
3699     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3700     return 1;
3701     }
3702     }
3703     }
3704     if (x != NULL && y != NULL)
3705     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3706     return 1;
3707     }
3708     }
3709 elmex 1.1 }
3710     /* If we got here, did not find a battleground */
3711     return 0;
3712     }
3713    
3714     /*
3715     * When a dragon-player gains a new stage of evolution,
3716     * he gets some treasure
3717     *
3718     * attributes:
3719     * object *who the dragon player
3720     * int atnr the attack-number of the ability focus
3721     * int level ability level
3722     */
3723 root 1.18 void
3724     dragon_ability_gain (object *who, int atnr, int level)
3725     {
3726     treasurelist *trlist = NULL; /* treasurelist */
3727     treasure *tr; /* treasure */
3728     object *tmp, *skop; /* tmp. object */
3729     object *item; /* treasure object */
3730     char buf[MAX_BUF]; /* tmp. string buffer */
3731     int i = 0, j = 0;
3732    
3733     /* get the appropriate treasurelist */
3734     if (atnr == ATNR_FIRE)
3735     trlist = find_treasurelist ("dragon_ability_fire");
3736     else if (atnr == ATNR_COLD)
3737     trlist = find_treasurelist ("dragon_ability_cold");
3738     else if (atnr == ATNR_ELECTRICITY)
3739     trlist = find_treasurelist ("dragon_ability_elec");
3740     else if (atnr == ATNR_POISON)
3741     trlist = find_treasurelist ("dragon_ability_poison");
3742    
3743     if (trlist == NULL || who->type != PLAYER)
3744     return;
3745    
3746     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3747    
3748     if (tr == NULL || tr->item == NULL)
3749     {
3750     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3751     return;
3752 elmex 1.1 }
3753    
3754 root 1.18 /* everything seems okay - now bring on the gift: */
3755     item = &(tr->item->clone);
3756 elmex 1.1
3757 root 1.18 if (item->type == SPELL)
3758     {
3759     if (check_spell_known (who, item->name))
3760 root 1.11 return;
3761 root 1.18
3762     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3763     do_learn_spell (who, item, 0);
3764     return;
3765 elmex 1.1 }
3766    
3767 root 1.18 /* grant direct spell */
3768     if (item->type == SPELLBOOK)
3769     {
3770     if (!item->inv)
3771     {
3772     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3773     return;
3774     }
3775     if (check_spell_known (who, item->inv->name))
3776     return;
3777     if (item->invisible)
3778     {
3779     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3780     do_learn_spell (who, item->inv, 0);
3781     return;
3782 root 1.11 }
3783 root 1.18 }
3784     else if (item->type == SKILL_TOOL && item->invisible)
3785     {
3786     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3787     {
3788    
3789     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3790     * in this way, if the player is missing any of the attacktypes, he gets
3791     * them. As it is now, if the player has any that match the granted skill,
3792     * but not all of them, he gets nothing.
3793     */
3794     if (!(skop->attacktype & item->attacktype))
3795     {
3796     /* Give new attacktype */
3797     skop->attacktype |= item->attacktype;
3798    
3799     /* always add physical if there's none */
3800     skop->attacktype |= AT_PHYSICAL;
3801    
3802     if (item->msg != NULL)
3803     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3804    
3805     /* Give player new face */
3806     if (item->animation_id)
3807     {
3808     who->face = skop->face;
3809     who->animation_id = item->animation_id;
3810     who->anim_speed = item->anim_speed;
3811     who->last_anim = 0;
3812     who->state = 0;
3813     animate_object (who, who->direction);
3814     }
3815     }
3816 root 1.11 }
3817 elmex 1.1 }
3818 root 1.18 else if (item->type == FORCE)
3819     {
3820     /* forces in the treasurelist can alter the player's stats */
3821     object *skin;
3822 elmex 1.1
3823 root 1.18 /* first get the dragon skin force */
3824     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3825     if (skin == NULL)
3826     return;
3827    
3828     /* adding new spellpath attunements */
3829     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830     {
3831     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3832    
3833     /* print message */
3834     sprintf (buf, "You feel attuned to ");
3835     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3836     {
3837     if (item->path_attuned & (1 << i))
3838     {
3839     if (j)
3840     strcat (buf, " and ");
3841     else
3842     j = 1;
3843     strcat (buf, spellpathnames[i]);
3844     }
3845     }
3846     strcat (buf, ".");
3847     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3848     }
3849    
3850     /* evtl. adding flags: */
3851     if (QUERY_FLAG (item, FLAG_XRAYS))
3852     SET_FLAG (skin, FLAG_XRAYS);
3853     if (QUERY_FLAG (item, FLAG_STEALTH))
3854     SET_FLAG (skin, FLAG_STEALTH);
3855     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3856     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3857    
3858     /* print message if there is one */
3859     if (item->msg != NULL)
3860     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3861     }
3862     else
3863     {
3864     /* generate misc. treasure */
3865     tmp = arch_to_object (tr->item);
3866     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3867     tmp = insert_ob_in_ob (tmp, who);
3868     if (who->type == PLAYER)
3869     esrv_send_item (who, tmp);
3870 elmex 1.1 }
3871     }
3872    
3873     /**
3874     * Unready an object for a player. This function does nothing if the object was
3875     * not readied.
3876     */
3877 root 1.18 void
3878     player_unready_range_ob (player *pl, object *ob)
3879     {
3880     rangetype i;
3881 elmex 1.1
3882 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3883     {
3884     if (pl->ranges[i] == ob)
3885     {
3886     pl->ranges[i] = NULL;
3887     if (pl->shoottype == i)
3888     {
3889     pl->shoottype = range_none;
3890 elmex 1.1 }
3891     }
3892     }
3893     }