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Revision: 1.39
Committed: Thu Dec 14 14:23:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +6 -2 lines
Log Message:
temporarily save and restore spollmon steting

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 1.15
240 root 1.39 {
241     int oldmon = p->socket->monitor_spells; // what a hack
242     p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243     roll_stats (op);
244     p->socket->monitor_spells = oldmon;
245     }
246 root 1.15 p->state = ST_ROLL_STAT;
247     clear_los (op);
248    
249     p->gen_sp_armour = 10;
250     p->last_speed = -1;
251     p->shoottype = range_none;
252     p->bowtype = bow_normal;
253     p->petmode = pet_normal;
254     p->listening = 10;
255     p->usekeys = containers;
256     p->last_weapon_sp = -1;
257 root 1.18 p->peaceful = 1; /* default peaceful */
258 root 1.15 p->do_los = 1;
259     p->explore = 0;
260 root 1.18 p->no_shout = 0; /* default can shout */
261 root 1.15
262 root 1.21 assign (p->title, op->arch->clone.name);
263 root 1.15 op->race = op->arch->clone.race;
264    
265     CLEAR_FLAG (op, FLAG_READY_SKILL);
266    
267     /* we need to clear these to -1 and not zero - otherwise,
268     * if a player quits and starts a new character, we wont
269     * send new values to the client, as things like exp start
270     * at zero.
271     */
272     for (i = 0; i < NUM_SKILLS; i++)
273     {
274     p->last_skill_exp[i] = -1;
275     p->last_skill_ob[i] = NULL;
276     }
277 root 1.38
278 root 1.15 for (i = 0; i < NROFATTACKS; i++)
279 root 1.38 p->last_resist[i] = -1;
280    
281 root 1.15 p->last_stats.exp = -1;
282     p->last_weight = (uint32) - 1;
283    
284 root 1.38 p->socket->update_look = 0;
285     p->socket->look_position = 0;
286    
287 root 1.15 return p;
288 elmex 1.1 }
289    
290     /* This loads the first map an puts the player on it. */
291 root 1.18 static void
292     set_first_map (object *op)
293 elmex 1.1 {
294 root 1.18 strcpy (op->contr->maplevel, first_map_path);
295     op->x = -1;
296     op->y = -1;
297     enter_exit (op, NULL);
298 elmex 1.1 }
299    
300     /* Tries to add player on the connection passwd in ns.
301     * All we can really get in this is some settings like host and display
302     * mode.
303     */
304    
305 root 1.18 int
306 root 1.38 add_player (client_socket *ns)
307 root 1.18 {
308 root 1.38 player *p = new player;
309 root 1.18
310 root 1.38 p->socket = ns;
311     ns->pl = p;
312 root 1.26
313 root 1.38 p->next = first_player;
314     first_player = p;
315    
316     p = get_player (p);
317 root 1.26
318 root 1.18 set_first_map (p->ob);
319 elmex 1.1
320 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321     add_friendly_object (p->ob);
322     send_rules (p->ob);
323     send_news (p->ob);
324     display_motd (p->ob);
325     get_name (p->ob);
326 root 1.26
327 root 1.18 return 0;
328 elmex 1.1 }
329    
330     /*
331     * get_player_archetype() return next player archetype from archetype
332     * list. Not very efficient routine, but used only creating new players.
333     * Note: there MUST be at least one player archetype!
334     */
335 root 1.18 archetype *
336     get_player_archetype (archetype *at)
337 elmex 1.1 {
338 root 1.18 archetype *start = at;
339    
340     for (;;)
341     {
342     if (at == NULL || at->next == NULL)
343     at = first_archetype;
344     else
345     at = at->next;
346     if (at->clone.type == PLAYER)
347     return at;
348     if (at == start)
349     {
350     LOG (llevError, "No Player archetypes\n");
351     exit (-1);
352 root 1.11 }
353 elmex 1.1 }
354     }
355    
356    
357 root 1.18 object *
358     get_nearest_player (object *mon)
359     {
360     object *op = NULL;
361     player *pl = NULL;
362     objectlink *ol;
363     unsigned lastdist;
364     rv_vector rv;
365    
366     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
367     {
368     /* We should not find free objects on this friendly list, but it
369     * does periodically happen. Given that, lets deal with it.
370     * While unlikely, it is possible the next object on the friendly
371     * list is also free, so encapsulate this in a while loop.
372     */
373     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
374     {
375     object *tmp = ol->ob;
376    
377     /* Can't do much more other than log the fact, because the object
378     * itself will have been cleared.
379     */
380     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
381     ol = ol->next;
382     remove_friendly_object (tmp);
383     if (!ol)
384     return op;
385     }
386 root 1.11
387 root 1.18 /* Remove special check for player from this. First, it looks to cause
388     * some crashes (ol->ob->contr not set properly?), but secondly, a more
389     * complicated method of state checking would be needed in any case -
390     * as it was, a clever player could type quit, and the function would
391     * skip them over while waiting for confirmation. Remove
392     * on_same_map check, as can_detect_enemy also does this
393     */
394     if (!can_detect_enemy (mon, ol->ob, &rv))
395     continue;
396 root 1.11
397 root 1.18 if (lastdist > rv.distance)
398     {
399     op = ol->ob;
400     lastdist = rv.distance;
401 root 1.11 }
402 elmex 1.1 }
403 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
404     {
405     if (can_detect_enemy (mon, pl->ob, &rv))
406     {
407 elmex 1.1
408 root 1.18 if (lastdist > rv.distance)
409     {
410     op = pl->ob;
411     lastdist = rv.distance;
412 root 1.11 }
413     }
414 elmex 1.1 }
415     #if 0
416 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417 elmex 1.1 #endif
418 root 1.18 return op;
419 elmex 1.1 }
420    
421     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
422     * result in a monster paths backtracking. It basically determines how large a
423     * detour a monster will take from the direction path when looking
424     * for a path to the player. The values are in the amount of direction
425     * the deviation is
426     */
427     #define DETOUR_AMOUNT 2
428    
429     /* This is used to prevent infinite loops. Consider a case where the
430     * player is in a chamber (with gate closed), and monsters are outside.
431     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
432     * find a path into the chamber. This is a good thing, but since there
433     * is no real path, it will just keep circling the chamber for
434     * ever (this could be a nice effect for monsters, but not for the function
435     * to get stuck in. I think for the monsters, if max is reached and
436     * we return the first direction the creature could move would result in the
437     * circling behaviour. Unfortunately, this function is also used to determined
438     * if the creature should cast a spell, so returning a direction in that case
439     * is probably not a good thing.
440     */
441     #define MAX_SPACES 50
442    
443    
444     /*
445     * Returns the direction to the player, if valid. Returns 0 otherwise.
446     * modified to verify there is a path to the player. Does this by stepping towards
447     * player and if path is blocked then see if blockage is close enough to player that
448     * direction to player is changed (ie zig or zag). Continue zig zag until either
449     * reach player or path is blocked. Thus, will only return true if there is a free
450     * path to player. Though path may not be a straight line. Note that it will find
451     * player hiding along a corridor at right angles to the corridor with the monster.
452     *
453     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
454     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
455     * down corriders.
456     * 2) I think the old code was broken if the first direction the monster
457     * should move was blocked - the code would store the first direction without
458     * verifying that the player can actually move in that direction. The new
459     * code does not store anything in firstdir until we have verified that the
460     * monster can in fact move one space in that direction.
461     * 3) I'm not sure how good this code will be for moving multipart monsters,
462     * since only simple checks to blocked are being called, which could mean the monster
463     * is blocking itself.
464     */
465 root 1.18 int
466     path_to_player (object *mon, object *pl, unsigned mindiff)
467     {
468     rv_vector rv;
469     sint16 x, y;
470     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
471 root 1.25 maptile *m, *lastmap;
472 root 1.18
473     get_rangevector (mon, pl, &rv, 0);
474    
475     if (rv.distance < mindiff)
476     return 0;
477    
478     x = mon->x;
479     y = mon->y;
480     m = mon->map;
481     dir = rv.direction;
482     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
484     /* If we can't solve it within the search distance, return now. */
485     if (diff > max)
486     return 0;
487     while (diff > 1 && max > 0)
488     {
489     lastx = x;
490     lasty = y;
491     lastmap = m;
492     x = lastx + freearr_x[dir];
493     y = lasty + freearr_y[dir];
494    
495     mflags = get_map_flags (m, &m, x, y, &x, &y);
496     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
497    
498     /* Space is blocked - try changing direction a little */
499     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
500     && (m == mon->map && blocked_link (mon, m, x, y))))
501     {
502     /* recalculate direction from last good location. Possible
503     * we were not traversing ideal location before.
504     */
505     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
506     if (rv.direction != dir)
507     {
508     /* OK - says direction should be different - lets reset the
509     * the values so it will try again.
510     */
511     x = lastx;
512     y = lasty;
513     m = lastmap;
514     dir = firstdir = rv.direction;
515     }
516     else
517     {
518     /* direct path is blocked - try taking a side step to
519     * either the left or right.
520     * Note increase the values in the loop below to be
521     * more than -1/1 respectively will mean the monster takes
522     * bigger detour. Have to be careful about these values getting
523     * too big (3 or maybe 4 or higher) as the monster may just try
524     * stepping back and forth
525     */
526     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
527     {
528     if (i == 0)
529     continue; /* already did this, so skip it */
530     /* Use lastdir here - otherwise,
531     * since the direction that the creature should move in
532     * may change, you could get infinite loops.
533     * ie, player is northwest, but monster can only
534     * move west, so it does that. It goes some distance,
535     * gets blocked, finds that it should move north,
536     * can't do that, but now finds it can move east, and
537     * gets back to its original point. lastdir contains
538     * the last direction the creature has successfully
539     * moved.
540     */
541    
542     x = lastx + freearr_x[absdir (lastdir + i)];
543     y = lasty + freearr_y[absdir (lastdir + i)];
544     m = lastmap;
545     mflags = get_map_flags (m, &m, x, y, &x, &y);
546     if (mflags & P_OUT_OF_MAP)
547     continue;
548     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
549     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
550     continue;
551     if (mflags & P_BLOCKSVIEW)
552     continue;
553    
554     if (m == mon->map && blocked_link (mon, m, x, y))
555     break;
556     }
557     /* go through entire loop without finding a valid
558     * sidestep to take - thus, no valid path.
559     */
560     if (i == (DETOUR_AMOUNT + 1))
561     return 0;
562     diff--;
563     lastdir = dir;
564     max--;
565     if (!firstdir)
566     firstdir = dir + i;
567     } /* else check alternate directions */
568     } /* if blocked */
569     else
570     {
571     /* we moved towards creature, so diff is less */
572     diff--;
573     max--;
574     lastdir = dir;
575     if (!firstdir)
576     firstdir = dir;
577     }
578     if (diff <= 1)
579     {
580     /* Recalculate diff (distance) because we may not have actually
581     * headed toward player for entire distance.
582     */
583     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
585     }
586     if (diff > max)
587     return 0;
588     }
589     /* If we reached the max, didn't find a direction in time */
590     if (!max)
591     return 0;
592    
593     return firstdir;
594     }
595    
596     void
597     give_initial_items (object *pl, treasurelist * items)
598     {
599     object *op, *next = NULL;
600    
601     if (pl->randomitems != NULL)
602     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
603    
604     for (op = pl->inv; op; op = next)
605     {
606     next = op->below;
607    
608     /* Forces get applied per default, unless they have the
609     * flag "neutral" set. Sorry but I can't think of a better way
610     */
611     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
612     SET_FLAG (op, FLAG_APPLIED);
613    
614     /* we never give weapons/armour if these cannot be used
615     * by this player due to race restrictions
616     */
617     if (pl->type == PLAYER)
618     {
619     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
620     (op->type == ARMOUR || op->type == BOOTS ||
621     op->type == CLOAK || op->type == HELMET ||
622     op->type == SHIELD || op->type == GLOVES ||
623     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
624     {
625 root 1.33 op->destroy ();
626 root 1.18 continue;
627     }
628 root 1.11 }
629    
630 root 1.18 /* This really needs to be better - we should really give
631     * a substitute spellbook. The problem is that we don't really
632     * have a good idea what to replace it with (need something like
633     * a first level treasurelist for each skill.)
634     * remove duplicate skills also
635     */
636     if (op->type == SPELLBOOK || op->type == SKILL)
637     {
638     object *tmp;
639 elmex 1.1
640 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
641     if (tmp->type == op->type && tmp->name == op->name)
642     break;
643 root 1.11
644 root 1.18 if (tmp)
645     {
646 root 1.33 op->destroy ();
647 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
648     continue;
649 root 1.11 }
650 root 1.33
651 root 1.18 if (op->nrof > 1)
652     op->nrof = 1;
653 root 1.11 }
654 elmex 1.1
655 root 1.18 if (op->type == SPELLBOOK && op->inv)
656     {
657     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
658 root 1.11 }
659    
660 root 1.18 /* Give starting characters identified, uncursed, and undamned
661     * items. Just don't identify gold or silver, or it won't be
662     * merged properly.
663     */
664     if (need_identify (op))
665     {
666     SET_FLAG (op, FLAG_IDENTIFIED);
667     CLEAR_FLAG (op, FLAG_CURSED);
668     CLEAR_FLAG (op, FLAG_DAMNED);
669     }
670     if (op->type == SPELL)
671     {
672 root 1.33 op->destroy ();
673 root 1.18 continue;
674     }
675     else if (op->type == SKILL)
676     {
677     SET_FLAG (op, FLAG_CAN_USE_SKILL);
678     op->stats.exp = 0;
679     op->level = 1;
680 root 1.11 }
681 root 1.18 /* lock all 'normal items by default */
682     else
683     SET_FLAG (op, FLAG_INV_LOCKED);
684     } /* for loop of objects in player inv */
685    
686     /* Need to set up the skill pointers */
687     link_player_skills (pl);
688     }
689    
690     void
691     get_name (object *op)
692     {
693     op->contr->write_buf[0] = '\0';
694     op->contr->state = ST_GET_NAME;
695 root 1.38 send_query (op->contr->socket, 0, "What is your name?\n:");
696 root 1.18 }
697    
698     void
699     get_password (object *op)
700     {
701     op->contr->write_buf[0] = '\0';
702     op->contr->state = ST_GET_PASSWORD;
703 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704 root 1.18 }
705    
706     void
707     play_again (object *op)
708     {
709     op->contr->state = ST_PLAY_AGAIN;
710     op->chosen_skill = NULL;
711 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 root 1.18 /* a bit of a hack, but there are various places early in th
713     * player creation process that a user can quit (eg, roll
714     * stats) that isn't removing the player. Taking a quick
715     * look, there are many places that call play_again without
716     * removing the player - it probably makes more sense
717     * to leave it to play_again to remove the object in all
718     * cases.
719     */
720     if (!QUERY_FLAG (op, FLAG_REMOVED))
721 root 1.32 op->remove ();
722 root 1.18 /* Need to set this to null - otherwise, it could point to garbage,
723     * and draw() doesn't check to see if the player is removed, only if
724     * the map is null or not swapped out.
725     */
726     op->map = NULL;
727     }
728    
729     int
730     receive_play_again (object *op, char key)
731     {
732     if (key == 'q' || key == 'Q')
733     {
734     remove_friendly_object (op);
735     leave (op->contr, 0); /* ericserver will draw the message */
736     return 2;
737     }
738     else if (key == 'a' || key == 'A')
739     {
740     player *pl = op->contr;
741     shstr name = op->name;
742    
743 root 1.19 op->contr = 0;
744     op->type = 0;
745 root 1.27 op->destroy (1);
746 root 1.18 pl = get_player (pl);
747     op = pl->ob;
748     add_friendly_object (op);
749     op->contr->password[0] = '~';
750     op->name = op->name_pl = 0;
751     /* Lets put a space in here */
752     new_draw_info (NDI_UNIQUE, 0, op, "\n");
753     get_name (op);
754     op->name = op->name_pl = name;
755     set_first_map (op);
756     }
757     else
758 root 1.19 /* user pressed something else so just ask again... */
759     play_again (op);
760    
761 root 1.18 return 0;
762 elmex 1.1 }
763    
764 root 1.18 void
765     confirm_password (object *op)
766     {
767 elmex 1.1
768 root 1.18 op->contr->write_buf[0] = '\0';
769     op->contr->state = ST_CONFIRM_PASSWORD;
770 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771 elmex 1.1 }
772    
773 root 1.18 void
774     get_party_password (object *op, partylist *party)
775     {
776     if (party == NULL)
777     {
778     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779     return;
780 elmex 1.1 }
781 root 1.18 op->contr->write_buf[0] = '\0';
782     op->contr->state = ST_GET_PARTY_PASSWORD;
783     op->contr->party_to_join = party;
784 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785 elmex 1.1 }
786    
787    
788     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789 root 1.18 int
790     roll_stat (void)
791     {
792     int a[4], i, j, k;
793    
794     for (i = 0; i < 4; i++)
795     a[i] = (int) RANDOM () % 6 + 1;
796    
797     for (i = 0, j = 0, k = 7; i < 4; i++)
798     if (a[i] < k)
799     k = a[i], j = i;
800    
801     for (i = 0, k = 0; i < 4; i++)
802     {
803     if (i != j)
804     k += a[i];
805     }
806     return k;
807     }
808    
809     void
810     roll_stats (object *op)
811     {
812     int sum = 0;
813     int i = 0, j = 0;
814     int statsort[7];
815    
816     do
817     {
818     op->stats.Str = roll_stat ();
819     op->stats.Dex = roll_stat ();
820     op->stats.Int = roll_stat ();
821     op->stats.Con = roll_stat ();
822     op->stats.Wis = roll_stat ();
823     op->stats.Pow = roll_stat ();
824     op->stats.Cha = roll_stat ();
825     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826     }
827     while (sum < 82 || sum > 116);
828    
829     /* Sort the stats so that rerolling is easier... */
830     statsort[0] = op->stats.Str;
831     statsort[1] = op->stats.Dex;
832     statsort[2] = op->stats.Int;
833     statsort[3] = op->stats.Con;
834     statsort[4] = op->stats.Wis;
835     statsort[5] = op->stats.Pow;
836     statsort[6] = op->stats.Cha;
837    
838     /* a quick and dirty bubblesort? */
839     do
840     {
841     if (statsort[i] < statsort[i + 1])
842     {
843     j = statsort[i];
844     statsort[i] = statsort[i + 1];
845     statsort[i + 1] = j;
846     i = 0;
847     }
848     else
849     {
850     i++;
851     }
852     }
853     while (i < 6);
854    
855     op->stats.Str = statsort[0];
856     op->stats.Dex = statsort[1];
857     op->stats.Con = statsort[2];
858     op->stats.Int = statsort[3];
859     op->stats.Wis = statsort[4];
860     op->stats.Pow = statsort[5];
861     op->stats.Cha = statsort[6];
862    
863    
864     op->contr->orig_stats.Str = op->stats.Str;
865     op->contr->orig_stats.Dex = op->stats.Dex;
866     op->contr->orig_stats.Int = op->stats.Int;
867     op->contr->orig_stats.Con = op->stats.Con;
868     op->contr->orig_stats.Wis = op->stats.Wis;
869     op->contr->orig_stats.Pow = op->stats.Pow;
870     op->contr->orig_stats.Cha = op->stats.Cha;
871    
872     op->level = 1;
873     op->stats.exp = 0;
874     op->stats.ac = 0;
875    
876     op->contr->levhp[1] = 9;
877     op->contr->levsp[1] = 6;
878     op->contr->levgrace[1] = 3;
879    
880     fix_player (op);
881     op->stats.hp = op->stats.maxhp;
882     op->stats.sp = op->stats.maxsp;
883     op->stats.grace = op->stats.maxgrace;
884     op->contr->orig_stats = op->stats;
885     }
886    
887     void
888     Roll_Again (object *op)
889     {
890     esrv_new_player (op->contr, 0);
891 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 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)? ");
893     }
894 elmex 1.1
895 root 1.18 void
896     Swap_Stat (object *op, int Swap_Second)
897     {
898     signed char tmp;
899     char buf[MAX_BUF];
900 elmex 1.1
901 root 1.18 if (op->contr->Swap_First == -1)
902     {
903     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906     return;
907 elmex 1.1 }
908    
909 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910 elmex 1.1
911 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912 elmex 1.1
913 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914 elmex 1.1
915 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916     new_draw_info (NDI_UNIQUE, 0, op, buf);
917     op->stats.Str = op->contr->orig_stats.Str;
918     op->stats.Dex = op->contr->orig_stats.Dex;
919     op->stats.Con = op->contr->orig_stats.Con;
920     op->stats.Int = op->contr->orig_stats.Int;
921     op->stats.Wis = op->contr->orig_stats.Wis;
922     op->stats.Pow = op->contr->orig_stats.Pow;
923     op->stats.Cha = op->contr->orig_stats.Cha;
924     op->stats.ac = 0;
925    
926     op->level = 1;
927     op->stats.exp = 0;
928     op->stats.ac = 0;
929    
930     op->contr->levhp[1] = 9;
931     op->contr->levsp[1] = 6;
932     op->contr->levgrace[1] = 3;
933    
934     fix_player (op);
935     op->stats.hp = op->stats.maxhp;
936     op->stats.sp = op->stats.maxsp;
937     op->stats.grace = op->stats.maxgrace;
938     op->contr->orig_stats = op->stats;
939     op->contr->Swap_First = -1;
940 elmex 1.1 }
941    
942    
943     /* This code has been greatly reduced, because with set_attr_value
944     * and get_attr_value, the stats can be accessed just numeric
945     * ids. stat_trans is a table that translate the number entered
946     * into the actual stat. It is needed because the order the stats
947     * are displayed in the stat window is not the same as how
948     * the number's access that stat. The table does that translation.
949     */
950 root 1.18 int
951     key_roll_stat (object *op, char key)
952 elmex 1.1 {
953 root 1.18 int keynum = key - '0';
954     char buf[MAX_BUF];
955     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956    
957     if (keynum > 0 && keynum <= 7)
958     {
959     if (op->contr->Swap_First == -1)
960     {
961     op->contr->Swap_First = stat_trans[keynum];
962     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963     new_draw_info (NDI_UNIQUE, 0, op, buf);
964 root 1.11 }
965 root 1.18 else
966     Swap_Stat (op, stat_trans[keynum]);
967 elmex 1.1
968 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 root 1.18 return 1;
970 elmex 1.1 }
971 root 1.18 switch (key)
972     {
973 root 1.20 case 'n':
974     case 'N':
975     {
976     SET_FLAG (op, FLAG_WIZ);
977     if (op->map == NULL)
978     {
979     LOG (llevError, "Map == NULL in state 2\n");
980     break;
981     }
982 elmex 1.1
983     #if 0
984 root 1.20 /* So that enter_exit will put us at startx/starty */
985     op->x = -1;
986 elmex 1.1
987 root 1.20 enter_exit (op, NULL);
988 elmex 1.1 #endif
989 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
990     /* Enter exit adds a player otherwise */
991     add_statbonus (op);
992 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 root 1.20 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994     op->contr->state = ST_CHANGE_CLASS;
995     if (op->msg)
996     new_draw_info (NDI_BLUE, 0, op, op->msg);
997     return 0;
998     }
999     case 'y':
1000     case 'Y':
1001     roll_stats (op);
1002 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 root 1.20 return 1;
1004 root 1.18
1005 root 1.20 case 'q':
1006     case 'Q':
1007     play_again (op);
1008     return 1;
1009 elmex 1.1
1010 root 1.20 default:
1011 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 root 1.20 return 0;
1013 elmex 1.1 }
1014 root 1.18 return 0;
1015 elmex 1.1 }
1016    
1017     /* This function takes the key that is passed, and does the
1018     * appropriate action with it (change race, or other things).
1019     * The function name is for historical reasons - now we have
1020     * separate race and class; this actually changes the RACE,
1021     * not the class.
1022     */
1023    
1024 root 1.18 int
1025     key_change_class (object *op, char key)
1026 elmex 1.1 {
1027 root 1.18 int tmp_loop;
1028 elmex 1.1
1029 root 1.18 if (key == 'q' || key == 'Q')
1030     {
1031 root 1.32 op->remove ();
1032 root 1.18 play_again (op);
1033 elmex 1.1 return 0;
1034     }
1035 root 1.18 if (key == 'd' || key == 'D')
1036     {
1037     char buf[MAX_BUF];
1038 elmex 1.1
1039 root 1.18 /* this must before then initial items are given */
1040     esrv_new_player (op->contr, op->weight + op->carrying);
1041 elmex 1.36
1042     treasurelist *tl = find_treasurelist ("starting_wealth");
1043     if (tl)
1044     create_treasure (tl, op, 0, 0, 0);
1045 elmex 1.1
1046 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1047     INVOKE_PLAYER (LOGIN, op->contr);
1048 elmex 1.1
1049 root 1.18 op->contr->state = ST_PLAYING;
1050 root 1.11
1051 root 1.18 if (op->msg)
1052     op->msg = NULL;
1053 elmex 1.1
1054 root 1.18 /* We create this now because some of the unique maps will need it
1055     * to save here.
1056     */
1057     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1058     make_path_to_file (buf);
1059 elmex 1.1
1060     #ifdef AUTOSAVE
1061 root 1.18 op->contr->last_save_tick = pticks;
1062 elmex 1.1 #endif
1063 root 1.18 start_info (op);
1064     CLEAR_FLAG (op, FLAG_WIZ);
1065     give_initial_items (op, op->randomitems);
1066     link_player_skills (op);
1067     esrv_send_inventory (op, op);
1068     fix_player (op);
1069 elmex 1.1
1070 root 1.18 /* This moves the player to a different start map, if there
1071     * is one for this race
1072     */
1073     if (*first_map_ext_path)
1074     {
1075     object *tmp;
1076     char mapname[MAX_BUF];
1077    
1078     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1079 root 1.33 tmp = object::create ();
1080 root 1.18 EXIT_PATH (tmp) = mapname;
1081     EXIT_X (tmp) = op->x;
1082     EXIT_Y (tmp) = op->y;
1083     enter_exit (op, tmp); /* we don't really care if it succeeded;
1084 elmex 1.1 * if the map isn't there, then stay on the
1085     * default initial map */
1086 root 1.33 tmp->destroy ();
1087 elmex 1.1 }
1088 root 1.18 else
1089     {
1090     LOG (llevDebug, "first_map_ext_path not set\n");
1091     }
1092     return 0;
1093 elmex 1.1 }
1094    
1095 root 1.18 /* Following actually changes the race - this is the default command
1096     * if we don't match with one of the options above.
1097     */
1098    
1099     tmp_loop = 0;
1100     while (!tmp_loop)
1101     {
1102     shstr name = op->name;
1103     int x = op->x, y = op->y;
1104    
1105     remove_statbonus (op);
1106 root 1.32 op->remove ();
1107 root 1.18 op->arch = get_player_archetype (op->arch);
1108 root 1.33 op->arch->clone.copy_to (op);
1109 root 1.18 op->instantiate ();
1110     op->stats = op->contr->orig_stats;
1111     op->name = op->name_pl = name;
1112     op->x = x;
1113     op->y = y;
1114     SET_ANIMATION (op, 2); /* So player faces south */
1115     insert_ob_in_map (op, op->map, op, 0);
1116 root 1.21 assign (op->contr->title, op->arch->clone.name);
1117 root 1.18 add_statbonus (op);
1118     tmp_loop = allowed_class (op);
1119     }
1120 root 1.19
1121 root 1.18 update_object (op, UP_OBJ_FACE);
1122     esrv_update_item (UPD_FACE, op, op);
1123     fix_player (op);
1124     op->stats.hp = op->stats.maxhp;
1125     op->stats.sp = op->stats.maxsp;
1126     op->stats.grace = 0;
1127 root 1.21
1128 root 1.18 if (op->msg)
1129     new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 root 1.21
1131 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");
1132 root 1.18 return 0;
1133 elmex 1.1 }
1134    
1135 root 1.18 int
1136     key_confirm_quit (object *op, char key)
1137 elmex 1.1 {
1138 root 1.18 char buf[MAX_BUF];
1139 elmex 1.1
1140 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141     {
1142     op->contr->state = ST_PLAYING;
1143     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144     return 1;
1145 elmex 1.1 }
1146    
1147 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1148     INVOKE_PLAYER (QUIT, op->contr);
1149 root 1.3
1150 root 1.18 terminate_all_pets (op);
1151     leave_map (op);
1152     op->direction = 0;
1153     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154    
1155     strcpy (op->contr->killer, "quit");
1156     check_score (op);
1157     op->contr->party = NULL;
1158     if (settings.set_title == TRUE)
1159     op->contr->own_title[0] = '\0';
1160    
1161     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162     {
1163 root 1.25 maptile *mp, *next;
1164 root 1.18
1165     /* We need to hunt for any per player unique maps in memory and
1166     * get rid of them. The trailing slash in the path is intentional,
1167     * so that players named 'Ab' won't match against players 'Abe' pathname
1168     */
1169     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170     for (mp = first_map; mp != NULL; mp = next)
1171     {
1172     next = mp->next;
1173     if (!strncmp (mp->path, buf, strlen (buf)))
1174     delete_map (mp);
1175 root 1.11 }
1176 root 1.18
1177     delete_character (op->name, 1);
1178 elmex 1.1 }
1179 root 1.19
1180 root 1.18 play_again (op);
1181     return 1;
1182 elmex 1.1 }
1183    
1184 root 1.18 void
1185     flee_player (object *op)
1186     {
1187     int dir, diff;
1188     rv_vector rv;
1189    
1190     if (op->stats.hp < 0)
1191     {
1192     LOG (llevDebug, "Fleeing player is dead.\n");
1193     CLEAR_FLAG (op, FLAG_SCARED);
1194     return;
1195 elmex 1.1 }
1196    
1197 root 1.18 if (op->enemy == NULL)
1198     {
1199     LOG (llevDebug, "Fleeing player had no enemy.\n");
1200     CLEAR_FLAG (op, FLAG_SCARED);
1201     return;
1202 elmex 1.1 }
1203    
1204 root 1.18 /* Seen some crashes here. Since we don't store an
1205     * op->enemy_count, it is possible that something destroys the
1206     * actual enemy, and the object is recycled.
1207     */
1208     if (op->enemy->map == NULL)
1209     {
1210     CLEAR_FLAG (op, FLAG_SCARED);
1211     op->enemy = NULL;
1212     return;
1213 elmex 1.1 }
1214    
1215 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1216     {
1217     op->enemy = NULL;
1218     CLEAR_FLAG (op, FLAG_SCARED);
1219     return;
1220 elmex 1.1 }
1221 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1222    
1223     dir = absdir (4 + rv.direction);
1224     for (diff = 0; diff < 3; diff++)
1225     {
1226     int m = 1 - (RANDOM () & 2);
1227 elmex 1.1
1228 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229     {
1230     return;
1231 root 1.11 }
1232 elmex 1.1 }
1233 root 1.18 /* Cornered, get rid of scared */
1234     CLEAR_FLAG (op, FLAG_SCARED);
1235     op->enemy = NULL;
1236 elmex 1.1 }
1237    
1238    
1239     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1240     * IT returns 1 if the player should keep on moving, 0 if he should
1241     * stop.
1242     */
1243 root 1.18 int
1244     check_pick (object *op)
1245     {
1246 elmex 1.1 object *tmp, *next;
1247     int stop = 0;
1248     int j, k, wvratio;
1249     char putstring[128], tmpstr[16];
1250    
1251     /* if you're flying, you cna't pick up anything */
1252     if (op->move_type & MOVE_FLYING)
1253     return 1;
1254    
1255     next = op->below;
1256    
1257     /* loop while there are items on the floor that are not marked as
1258     * destroyed */
1259 root 1.24 while (next && !next->destroyed ())
1260 root 1.18 {
1261     tmp = next;
1262     next = tmp->below;
1263 elmex 1.1
1264 root 1.24 if (op->destroyed ())
1265 elmex 1.1 return 0;
1266    
1267 root 1.18 if (!can_pick (op, tmp))
1268     continue;
1269 elmex 1.1
1270 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1271     {
1272     if (item_matched_string (op, tmp, op->contr->search_str))
1273     pick_up (op, tmp);
1274     continue;
1275 root 1.11 }
1276    
1277 root 1.18 /* high not bit set? We're using the old autopickup model */
1278     if (!(op->contr->mode & PU_NEWMODE))
1279 root 1.11 {
1280 root 1.18 switch (op->contr->mode)
1281 root 1.11 {
1282 root 1.20 case 0:
1283     return 1; /* don't pick up */
1284     case 1:
1285     pick_up (op, tmp);
1286     return 1;
1287     case 2:
1288     pick_up (op, tmp);
1289     return 0;
1290     case 3:
1291     return 0; /* stop before pickup */
1292     case 4:
1293     pick_up (op, tmp);
1294     break;
1295     case 5:
1296     pick_up (op, tmp);
1297     stop = 1;
1298     break;
1299     case 6:
1300     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1301 root 1.18 pick_up (op, tmp);
1302 root 1.20 break;
1303    
1304     case 7:
1305     if (tmp->type == MONEY || tmp->type == GEM)
1306 root 1.18 pick_up (op, tmp);
1307 root 1.20 break;
1308    
1309     default:
1310     /* use value density */
1311     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1312     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1313 root 1.18 pick_up (op, tmp);
1314 root 1.11 }
1315     }
1316 root 1.18 else
1317     { /* old model */
1318     /* NEW pickup handling */
1319     if (op->contr->mode & PU_DEBUG)
1320     {
1321     /* some debugging code to figure out item information */
1322     if (tmp->name != NULL)
1323     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325     else
1326     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1328     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329    
1330     sprintf (putstring, "...flags: ");
1331     for (k = 0; k < 4; k++)
1332     {
1333     for (j = 0; j < 32; j++)
1334     {
1335     if ((tmp->flags[k] >> j) & 0x01)
1336     {
1337     sprintf (tmpstr, "%d ", k * 32 + j);
1338     strcat (putstring, tmpstr);
1339     }
1340     }
1341     }
1342     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343 elmex 1.1
1344     #if 0
1345 root 1.18 /* print the flags too */
1346     for (k = 0; k < 4; k++)
1347     {
1348     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349     for (j = 0; j < 32; j++)
1350     {
1351     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352     if (!((j + 1) % 4))
1353     fprintf (stderr, " ");
1354     }
1355     fprintf (stderr, " [%d]\n", k * 32);
1356     }
1357 elmex 1.1 #endif
1358 root 1.18 }
1359     /* philosophy:
1360     * It's easy to grab an item type from a pile, as long as it's
1361     * generic. This takes no game-time. For more detailed pickups
1362     * and selections, select-items shoul dbe used. This is a
1363     * grab-as-you-run type mode that's really useful for arrows for
1364     * example.
1365     * The drawback: right now it has no frontend, so you need to
1366     * stick the bits you want into a calculator in hex mode and then
1367     * convert to decimal and then 'pickup <#>
1368     */
1369    
1370     /* the first two modes are exclusive: if NOTHING we return, if
1371     * STOP then we stop. All the rest are applied sequentially,
1372     * meaning if any test passes, the item gets picked up. */
1373    
1374     /* if mode is set to pick nothing up, return */
1375    
1376     if (op->contr->mode & PU_NOTHING)
1377     return 1;
1378    
1379     /* if mode is set to stop when encountering objects, return */
1380     /* take STOP before INHIBIT since it doesn't actually pick
1381     * anything up */
1382    
1383     if (op->contr->mode & PU_STOP)
1384     return 0;
1385    
1386     /* useful for going into stores and not losing your settings... */
1387     /* and for battles wher you don't want to get loaded down while
1388     * fighting */
1389     if (op->contr->mode & PU_INHIBIT)
1390     return 1;
1391    
1392     /* prevent us from turning into auto-thieves :) */
1393     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1394     continue;
1395    
1396     /* ignore known cursed objects */
1397     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1398     continue;
1399    
1400     /* all food and drink if desired */
1401     /* question: don't pick up known-poisonous stuff? */
1402     if (op->contr->mode & PU_FOOD)
1403     if (tmp->type == FOOD)
1404     {
1405     pick_up (op, tmp);
1406     continue;
1407     }
1408 root 1.29
1409 root 1.18 if (op->contr->mode & PU_DRINK)
1410     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1411     {
1412     pick_up (op, tmp);
1413     continue;
1414     }
1415    
1416     if (op->contr->mode & PU_POTION)
1417     if (tmp->type == POTION)
1418     {
1419     pick_up (op, tmp);
1420     continue;
1421     }
1422    
1423     /* spellbooks, skillscrolls and normal books/scrolls */
1424     if (op->contr->mode & PU_SPELLBOOK)
1425     if (tmp->type == SPELLBOOK)
1426     {
1427     pick_up (op, tmp);
1428     continue;
1429     }
1430 root 1.29
1431 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1432     if (tmp->type == SKILLSCROLL)
1433     {
1434     pick_up (op, tmp);
1435     continue;
1436     }
1437 root 1.29
1438 root 1.18 if (op->contr->mode & PU_READABLES)
1439     if (tmp->type == BOOK || tmp->type == SCROLL)
1440     {
1441     pick_up (op, tmp);
1442     continue;
1443     }
1444    
1445     /* wands/staves/rods/horns */
1446     if (op->contr->mode & PU_MAGIC_DEVICE)
1447     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1448     {
1449     pick_up (op, tmp);
1450     continue;
1451     }
1452    
1453     /* pick up all magical items */
1454     if (op->contr->mode & PU_MAGICAL)
1455     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1456     {
1457     pick_up (op, tmp);
1458     continue;
1459     }
1460    
1461     if (op->contr->mode & PU_VALUABLES)
1462     {
1463     if (tmp->type == MONEY || tmp->type == GEM)
1464     {
1465     pick_up (op, tmp);
1466     continue;
1467     }
1468     }
1469    
1470     /* rings & amulets - talismans seems to be typed AMULET */
1471     if (op->contr->mode & PU_JEWELS)
1472     if (tmp->type == RING || tmp->type == AMULET)
1473     {
1474     pick_up (op, tmp);
1475 root 1.29 continue;
1476     }
1477    
1478     /* we don't forget dragon food */
1479     if (op->contr->mode & PU_FLESH)
1480     if (tmp->type == FLESH)
1481     {
1482     pick_up (op, tmp);
1483 root 1.18 continue;
1484     }
1485    
1486     /* bows and arrows. Bows are good for selling! */
1487     if (op->contr->mode & PU_BOW)
1488     if (tmp->type == BOW)
1489     {
1490     pick_up (op, tmp);
1491     continue;
1492     }
1493 root 1.29
1494 root 1.18 if (op->contr->mode & PU_ARROW)
1495     if (tmp->type == ARROW)
1496     {
1497     pick_up (op, tmp);
1498     continue;
1499     }
1500    
1501     /* all kinds of armor etc. */
1502     if (op->contr->mode & PU_ARMOUR)
1503     if (tmp->type == ARMOUR)
1504     {
1505     pick_up (op, tmp);
1506     continue;
1507     }
1508 root 1.29
1509 root 1.18 if (op->contr->mode & PU_HELMET)
1510     if (tmp->type == HELMET)
1511     {
1512     pick_up (op, tmp);
1513     continue;
1514     }
1515 root 1.29
1516 root 1.18 if (op->contr->mode & PU_SHIELD)
1517     if (tmp->type == SHIELD)
1518     {
1519     pick_up (op, tmp);
1520     continue;
1521     }
1522 root 1.29
1523 root 1.18 if (op->contr->mode & PU_BOOTS)
1524     if (tmp->type == BOOTS)
1525     {
1526     pick_up (op, tmp);
1527     continue;
1528     }
1529 root 1.29
1530 root 1.18 if (op->contr->mode & PU_GLOVES)
1531     if (tmp->type == GLOVES)
1532     {
1533     pick_up (op, tmp);
1534     continue;
1535     }
1536 root 1.29
1537 root 1.18 if (op->contr->mode & PU_CLOAK)
1538     if (tmp->type == CLOAK)
1539     {
1540     pick_up (op, tmp);
1541     continue;
1542     }
1543 elmex 1.1
1544 root 1.18 /* hoping to catch throwing daggers here */
1545     if (op->contr->mode & PU_MISSILEWEAPON)
1546     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1547     {
1548     pick_up (op, tmp);
1549     continue;
1550     }
1551 elmex 1.1
1552 root 1.18 /* careful: chairs and tables are weapons! */
1553     if (op->contr->mode & PU_ALLWEAPON)
1554     {
1555     if (tmp->type == WEAPON && tmp->name != NULL)
1556     {
1557     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1558     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1559     {
1560     pick_up (op, tmp);
1561     continue;
1562     }
1563     }
1564 root 1.29
1565 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1566     {
1567     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1568     {
1569     pick_up (op, tmp);
1570     continue;
1571     }
1572     }
1573     }
1574 elmex 1.1
1575 root 1.18 /* misc stuff that's useful */
1576     if (op->contr->mode & PU_KEY)
1577     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1578     {
1579     pick_up (op, tmp);
1580     continue;
1581     }
1582 elmex 1.1
1583 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1584     * pickups */
1585     if (op->contr->mode & PU_RATIO)
1586     {
1587     /* use value density to decide what else to grab */
1588     /* >=7 was >= op->contr->mode */
1589     /* >=7 is the old standard setting. Now we take the last 4 bits
1590     * and multiply them by 5, giving 0..15*5== 5..75 */
1591     wvratio = (op->contr->mode & PU_RATIO) * 5;
1592     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1593     {
1594     pick_up (op, tmp);
1595 elmex 1.1 #if 0
1596 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1597     if (tmp->name != NULL)
1598     {
1599     fprintf (stderr, "%s", tmp->name);
1600     }
1601     else
1602     fprintf (stderr, "%s", tmp->arch->name);
1603     fprintf (stderr, ",%d] = ", tmp->type);
1604     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1605 elmex 1.1 #endif
1606 root 1.18 continue;
1607     }
1608     }
1609     } /* the new pickup model */
1610     }
1611 root 1.29
1612 root 1.18 return !stop;
1613 elmex 1.1 }
1614    
1615     /*
1616     * Find an arrow in the inventory and after that
1617     * in the right type container (quiver). Pointer to the
1618     * found object is returned.
1619     */
1620 root 1.18 object *
1621     find_arrow (object *op, const char *type)
1622 elmex 1.1 {
1623 root 1.18 object *tmp = NULL;
1624 elmex 1.1
1625 root 1.18 for (op = op->inv; op; op = op->below)
1626     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627     tmp = find_arrow (op, type);
1628     else if (op->type == ARROW && op->race == type)
1629     return op;
1630     return tmp;
1631 elmex 1.1 }
1632    
1633     /*
1634     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635     * against the target. A full test is not performed, simply a basic test
1636     * of resistances. The archer is making a quick guess at what he sees down
1637     * the hall. Failing that it does it's best to pick the highest plus arrow.
1638     */
1639    
1640 root 1.18 object *
1641     find_better_arrow (object *op, object *target, const char *type, int *better)
1642 elmex 1.1 {
1643 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1644     int attacknum, attacktype, betterby = 0, i;
1645 elmex 1.1
1646 root 1.18 if (!type)
1647     return NULL;
1648 elmex 1.1
1649 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1650     {
1651     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1652     {
1653     i = 0;
1654     ntmp = find_better_arrow (arrow, target, type, &i);
1655     if (i > betterby)
1656     {
1657     tmp = ntmp;
1658     betterby = i;
1659     }
1660     }
1661     else if (arrow->type == ARROW && arrow->race == type)
1662     {
1663     /* allways prefer assasination/slaying */
1664     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1665     {
1666     if (arrow->attacktype & AT_DEATH)
1667     {
1668     *better = 100;
1669     return arrow;
1670     }
1671     else
1672     {
1673     tmp = arrow;
1674     betterby = (arrow->magic + arrow->stats.dam) * 2;
1675     }
1676     }
1677     else
1678     {
1679     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1680     {
1681     attacktype = 1 << attacknum;
1682     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1683     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1684     {
1685     tmp = arrow;
1686     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1687     }
1688 root 1.11 }
1689 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1690     {
1691     tmp = arrow;
1692     betterby = 2 + arrow->magic + arrow->stats.dam;
1693 root 1.11 }
1694 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1695     {
1696     tmp = arrow;
1697     betterby = 1 + arrow->magic + arrow->stats.dam;
1698 root 1.11 }
1699     }
1700     }
1701 elmex 1.1 }
1702 root 1.18 if (tmp == NULL && arrow == NULL)
1703     return find_arrow (op, type);
1704 elmex 1.1
1705 root 1.18 *better = betterby;
1706     return tmp;
1707 elmex 1.1 }
1708    
1709     /* looks in a given direction, finds the first valid target, and calls
1710     * find_better_arrow to find a decent arrow to use.
1711     * op = the shooter
1712     * type = bow->race
1713     * dir = fire direction
1714     */
1715    
1716 root 1.18 object *
1717     pick_arrow_target (object *op, const char *type, int dir)
1718 elmex 1.1 {
1719 root 1.18 object *tmp = NULL;
1720 root 1.25 maptile *m;
1721 root 1.18 int i, mflags, found, number;
1722     sint16 x, y;
1723    
1724     if (op->map == NULL)
1725     return find_arrow (op, type);
1726    
1727     /* do a dex check */
1728     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1729     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1730     return find_arrow (op, type);
1731    
1732     m = op->map;
1733     x = op->x;
1734     y = op->y;
1735    
1736     /* find the first target */
1737     for (i = 0, found = 0; i < 20; i++)
1738     {
1739     x += freearr_x[dir];
1740     y += freearr_y[dir];
1741     mflags = get_map_flags (m, &m, x, y, &x, &y);
1742     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1743     {
1744     tmp = NULL;
1745     break;
1746     }
1747     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1748     {
1749     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1750     * perhaps a bad assumption.
1751     */
1752     tmp = NULL;
1753     break;
1754 root 1.11 }
1755 root 1.18 if (mflags & P_IS_ALIVE)
1756     {
1757     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1758     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1759     {
1760     found++;
1761 root 1.11 break;
1762 root 1.18 }
1763     if (found)
1764     break;
1765 root 1.11 }
1766 elmex 1.1 }
1767 root 1.18 if (tmp == NULL)
1768     return find_arrow (op, type);
1769 elmex 1.1
1770 root 1.18 if (tmp->head)
1771     tmp = tmp->head;
1772 elmex 1.1
1773 root 1.18 return find_better_arrow (op, tmp, type, &i);
1774 elmex 1.1 }
1775    
1776     /*
1777     * Creature fires a bow - op can be monster or player. Returns
1778     * 1 if bow was actually fired, 0 otherwise.
1779     * op is the object firing the bow.
1780     * part is for multipart creatures - the part firing the bow.
1781     * dir is the direction of fire.
1782     * wc_mod is any special modifier to give (used in special player fire modes)
1783     * sx, sy are coordinates to fire arrow from - also used in some of the special
1784     * player fire modes.
1785     */
1786 root 1.18 int
1787     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1788 elmex 1.1 {
1789 root 1.18 object *left, *bow;
1790     int bowspeed, mflags;
1791 root 1.25 maptile *m;
1792 elmex 1.1
1793 root 1.18 if (!dir)
1794     {
1795     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796     return 0;
1797 elmex 1.1 }
1798 root 1.18 if (op->type == PLAYER)
1799     bow = op->contr->ranges[range_bow];
1800     else
1801     {
1802     for (bow = op->inv; bow; bow = bow->below)
1803     /* Don't check for applied - monsters don't apply bows - in that way, they
1804     * don't need to switch back and forth between bows and weapons.
1805     */
1806     if (bow->type == BOW)
1807     break;
1808 root 1.11
1809 root 1.18 if (!bow)
1810     {
1811     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812     return 0;
1813 root 1.11 }
1814 elmex 1.1 }
1815 root 1.18 if (!bow->race || !bow->skill)
1816     {
1817     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818     return 0;
1819 elmex 1.1 }
1820    
1821 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 elmex 1.1
1823 root 1.18 /* penalize ROF for bestarrow */
1824     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1826     if (bowspeed < 1)
1827     bowspeed = 1;
1828    
1829     if (arrow == NULL)
1830     {
1831     if ((arrow = find_arrow (op, bow->race)) == NULL)
1832     {
1833     if (op->type == PLAYER)
1834     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1835     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836     else
1837     CLEAR_FLAG (op, FLAG_READY_BOW);
1838     return 0;
1839 root 1.11 }
1840 elmex 1.1 }
1841 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842     if (mflags & P_OUT_OF_MAP)
1843     {
1844     return 0;
1845     }
1846     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847     {
1848     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849     return 0;
1850     }
1851    
1852     /* this should not happen, but sometimes does */
1853     if (arrow->nrof == 0)
1854     {
1855 root 1.33 arrow->destroy ();
1856 root 1.18 return 0;
1857     }
1858    
1859     left = arrow; /* these are arrows left to the player */
1860     arrow = get_split_ob (arrow, 1);
1861     if (arrow == NULL)
1862     {
1863     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864     return 0;
1865 elmex 1.1 }
1866 root 1.34 arrow->set_owner (op);
1867 root 1.18 arrow->skill = bow->skill;
1868    
1869     arrow->direction = dir;
1870     arrow->x = sx;
1871     arrow->y = sy;
1872    
1873     if (op->type == PLAYER)
1874     {
1875     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876     fix_player (op);
1877 elmex 1.1 }
1878    
1879 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1880     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881     arrow->stats.hp = arrow->stats.dam;
1882     arrow->stats.grace = arrow->attacktype;
1883     if (arrow->slaying != NULL)
1884     arrow->spellarg = strdup_local (arrow->slaying);
1885    
1886     /* Note that this was different for monsters - they got their level
1887     * added to the damage. I think the strength bonus is more proper.
1888     */
1889    
1890     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891    
1892     /* update the speed */
1893     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895    
1896     if (arrow->speed < 1.0)
1897     arrow->speed = 1.0;
1898     update_ob_speed (arrow);
1899     arrow->speed_left = 0;
1900    
1901     if (op->type == PLAYER)
1902     {
1903     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906    
1907     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1908 elmex 1.1 }
1909 root 1.18 else
1910     {
1911     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912     arrow->level = op->level;
1913 elmex 1.1 }
1914 root 1.24
1915 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1916     arrow->attacktype |= bow->attacktype;
1917 root 1.24
1918 root 1.18 if (bow->slaying != NULL)
1919     arrow->slaying = bow->slaying;
1920    
1921     arrow->map = m;
1922     arrow->move_type = MOVE_FLY_LOW;
1923     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924    
1925     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926     insert_ob_in_map (arrow, m, op, 0);
1927    
1928 root 1.24 if (!arrow->destroyed ())
1929 root 1.18 move_arrow (arrow);
1930 elmex 1.1
1931 root 1.18 if (op->type == PLAYER)
1932     {
1933 root 1.24 if (left->destroyed ())
1934     esrv_del_item (op->contr, left->count);
1935 root 1.18 else
1936     esrv_send_item (op, left);
1937 elmex 1.1 }
1938 root 1.24
1939 root 1.18 return 1;
1940 elmex 1.1 }
1941    
1942     /* Special fire code for players - this takes into
1943     * account the special fire modes players can have
1944     * but monsters can't. Putting that code here
1945     * makes the fire_bow code much cleaner.
1946     * this function should only be called if 'op' is a player,
1947     * hence the function name.
1948     */
1949 root 1.18 int
1950     player_fire_bow (object *op, int dir)
1951 elmex 1.1 {
1952 root 1.18 int ret = 0, wcmod = 0;
1953    
1954     if (op->contr->bowtype == bow_bestarrow)
1955     {
1956     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1957     }
1958     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959     {
1960     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961     wcmod = -1;
1962     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963     }
1964     else if (op->contr->bowtype == bow_threewide)
1965     {
1966     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1967     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1968     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1969     }
1970     else if (op->contr->bowtype == bow_spreadshot)
1971     {
1972     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1973     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1974     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1975 elmex 1.1
1976     }
1977 root 1.18 else
1978     {
1979     /* Simple case */
1980     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981     }
1982     return ret;
1983 elmex 1.1 }
1984    
1985    
1986     /* Fires a misc (wand/rod/horn) object in 'dir'.
1987     * Broken apart from 'fire' to keep it more readable.
1988     */
1989 root 1.18 void
1990     fire_misc_object (object *op, int dir)
1991 elmex 1.1 {
1992 root 1.18 object *item;
1993 elmex 1.1
1994 root 1.18 if (!op->contr->ranges[range_misc])
1995     {
1996     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997     return;
1998 elmex 1.1 }
1999    
2000 root 1.18 item = op->contr->ranges[range_misc];
2001     if (!item->inv)
2002     {
2003     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004     return;
2005 elmex 1.1 }
2006 root 1.18 if (item->type == WAND)
2007     {
2008     if (item->stats.food <= 0)
2009     {
2010     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2011     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2012     return;
2013 root 1.11 }
2014 root 1.18 }
2015     else if (item->type == ROD || item->type == HORN)
2016     {
2017     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2018     {
2019     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2020     if (item->type == ROD)
2021     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2022     else
2023     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2024     return;
2025 root 1.11 }
2026 elmex 1.1 }
2027    
2028 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2029     {
2030     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2031     if (item->type == WAND)
2032     {
2033     if (!(--item->stats.food))
2034     {
2035     object *tmp;
2036    
2037     if (item->arch)
2038     {
2039     CLEAR_FLAG (item, FLAG_ANIMATE);
2040     item->face = item->arch->clone.face;
2041     item->speed = 0;
2042     update_ob_speed (item);
2043 root 1.11 }
2044 root 1.18 if ((tmp = is_player_inv (item)))
2045     esrv_update_item (UPD_ANIM, tmp, item);
2046 root 1.11 }
2047     }
2048 root 1.18 else if (item->type == ROD || item->type == HORN)
2049     {
2050     drain_rod_charge (item);
2051 root 1.11 }
2052 elmex 1.1 }
2053     }
2054    
2055     /* Received a fire command for the player - go and do it.
2056     */
2057 root 1.18 void
2058     fire (object *op, int dir)
2059     {
2060     int spellcost = 0;
2061 elmex 1.1
2062 root 1.18 /* check for loss of invisiblity/hide */
2063     if (action_makes_visible (op))
2064     make_visible (op);
2065 elmex 1.1
2066 root 1.18 switch (op->contr->shoottype)
2067     {
2068 root 1.20 case range_none:
2069     return;
2070 elmex 1.1
2071 root 1.20 case range_bow:
2072     player_fire_bow (op, dir);
2073     return;
2074 elmex 1.1
2075 root 1.20 case range_magic: /* Casting spells */
2076     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2077     return;
2078 elmex 1.1
2079 root 1.20 case range_misc:
2080     fire_misc_object (op, dir);
2081     return;
2082 root 1.11
2083 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2084 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 root 1.20 {
2086 root 1.30 op->contr->ranges[range_golem] = 0;
2087 root 1.20 op->contr->shoottype = range_none;
2088     }
2089     else
2090     control_golem (op->contr->ranges[range_golem], dir);
2091     return;
2092 root 1.11
2093 root 1.20 case range_skill:
2094     if (!op->chosen_skill)
2095     {
2096     if (op->type == PLAYER)
2097     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098     return;
2099     }
2100     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101     return;
2102     case range_builder:
2103     apply_map_builder (op, dir);
2104     return;
2105     default:
2106     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107     return;
2108 elmex 1.1 }
2109     }
2110    
2111    
2112    
2113     /* find_key
2114     * We try to find a key for the door as passed. If we find a key
2115     * and successfully use it, we return the key, otherwise NULL
2116     * This function merges both normal and locked door, since the logic
2117     * for both is the same - just the specific key is different.
2118     * pl is the player,
2119     * inv is the objects inventory to searched
2120     * door is the door we are trying to match against.
2121     * This function can be called recursively to search containers.
2122     */
2123    
2124 root 1.18 object *
2125     find_key (object *pl, object *container, object *door)
2126 elmex 1.1 {
2127 root 1.18 object *tmp, *key;
2128 elmex 1.1
2129 root 1.18 /* Should not happen, but sanity checking is never bad */
2130     if (container->inv == NULL)
2131     return NULL;
2132 elmex 1.1
2133 root 1.18 /* First, lets try to find a key in the top level inventory */
2134     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2135     {
2136     if (door->type == DOOR && tmp->type == KEY)
2137     break;
2138     /* For sanity, we should really check door type, but other stuff
2139     * (like containers) can be locked with special keys
2140     */
2141     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142     break;
2143     }
2144     /* No key found - lets search inventories now */
2145     /* If we find and use a key in an inventory, return at that time.
2146     * otherwise, if we search all the inventories and still don't find
2147     * a key, return
2148     */
2149     if (!tmp)
2150     {
2151     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2152     {
2153     /* No reason to search empty containers */
2154     if (tmp->type == CONTAINER && tmp->inv)
2155     {
2156     if ((key = find_key (pl, tmp, door)) != NULL)
2157     return key;
2158     }
2159     }
2160     if (!tmp)
2161     return NULL;
2162 elmex 1.1 }
2163 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2164     * see if we actually want to use it
2165     */
2166     if (pl != container)
2167     {
2168     /* Only let players use keys in containers */
2169     if (!pl->contr)
2170     return NULL;
2171     /* cases where this fails:
2172     * If we only search the player inventory, return now since we
2173     * are not in the players inventory.
2174     * If the container is not active, return now since only active
2175     * containers can be used.
2176     * If we only search keyrings and the container does not have
2177     * a race/isn't a keyring.
2178     * No checking for all containers - to fall through past here,
2179     * inv must have been an container and must have been active.
2180     *
2181     * Change the color so that the message doesn't disappear with
2182     * all the others.
2183     */
2184     if (pl->contr->usekeys == key_inventory ||
2185     !QUERY_FLAG (container, FLAG_APPLIED) ||
2186     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2187     {
2188     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190     return NULL;
2191 root 1.11 }
2192 elmex 1.1 }
2193 root 1.18 return tmp;
2194 elmex 1.1 }
2195    
2196     /* moved door processing out of move_player_attack.
2197     * returns 1 if player has opened the door with a key
2198     * such that the caller should not do anything more,
2199     * 0 otherwise
2200     */
2201 root 1.18 static int
2202     player_attack_door (object *op, object *door)
2203 elmex 1.1 {
2204    
2205 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2206     * might as well return immediately as there is nothing more to do -
2207     * otherwise, we fall through to the rest of the code.
2208     */
2209     object *key = find_key (op, op, door);
2210    
2211     /* IF we found a key, do some extra work */
2212     if (key)
2213     {
2214     object *container = key->env;
2215    
2216     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2217     if (action_makes_visible (op))
2218     make_visible (op);
2219     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220     spring_trap (door->inv, op);
2221     if (door->type == DOOR)
2222     {
2223     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224     }
2225     else if (door->type == LOCKED_DOOR)
2226     {
2227     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2228     remove_door2 (door); /* remove door without violence ;-) */
2229     }
2230     /* Do this after we print the message */
2231     decrease_ob (key); /* Use up one of the keys */
2232     /* Need to update the weight the container the key was in */
2233     if (container != op)
2234     esrv_update_item (UPD_WEIGHT, op, container);
2235     return 1; /* Nothing more to do below */
2236     }
2237     else if (door->type == LOCKED_DOOR)
2238     {
2239     /* Might as well return now - no other way to open this */
2240     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241     return 1;
2242 elmex 1.1 }
2243 root 1.18 return 0;
2244 elmex 1.1 }
2245    
2246     /* This function is just part of a breakup from move_player.
2247     * It should keep the code cleaner.
2248     * When this is called, the players direction has been updated
2249     * (taking into account confusion.) The player is also actually
2250     * going to try and move (not fire weapons).
2251     */
2252    
2253 root 1.18 void
2254     move_player_attack (object *op, int dir)
2255 elmex 1.1 {
2256 root 1.18 object *tmp, *mon;
2257     sint16 nx, ny;
2258     int on_battleground;
2259 root 1.25 maptile *m;
2260 root 1.18
2261     nx = freearr_x[dir] + op->x;
2262     ny = freearr_y[dir] + op->y;
2263    
2264     on_battleground = op_on_battleground (op, NULL, NULL);
2265    
2266     /* If braced, or can't move to the square, and it is not out of the
2267     * map, attack it. Note order of if statement is important - don't
2268     * want to be calling move_ob if braced, because move_ob will move the
2269     * player. This is a pretty nasty hack, because if we could
2270     * move to some space, it then means that if we are braced, we should
2271     * do nothing at all. As it is, if we are braced, we go through
2272     * quite a bit of processing. However, it probably is less than what
2273     * move_ob uses.
2274     */
2275     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276     {
2277     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278     {
2279     m = get_map_from_coord (op->map, &nx, &ny);
2280     if (!m)
2281     return; /* Don't think this should happen */
2282     }
2283     else
2284     m = op->map;
2285    
2286     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2287     {
2288     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289     return;
2290 root 1.11 }
2291    
2292 root 1.18 mon = NULL;
2293     /* Go through all the objects, and find ones of interest. Only stop if
2294     * we find a monster - that is something we know we want to attack.
2295     * if its a door or barrel (can roll) see if there may be monsters
2296     * on the space
2297     */
2298     while (tmp != NULL)
2299     {
2300     if (tmp == op)
2301     {
2302     tmp = tmp->above;
2303     continue;
2304 root 1.11 }
2305 root 1.27
2306 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2307     {
2308     mon = tmp;
2309     break;
2310 root 1.11 }
2311 root 1.27
2312 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2313     mon = tmp;
2314 root 1.27
2315 root 1.18 tmp = tmp->above;
2316     }
2317    
2318     if (mon == NULL) /* This happens anytime the player tries to move */
2319     return; /* into a wall */
2320    
2321     if (mon->head != NULL)
2322     mon = mon->head;
2323    
2324     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325     if (player_attack_door (op, mon))
2326     return;
2327    
2328     /* The following deals with possibly attacking peaceful
2329     * or frienddly creatures. Basically, all players are considered
2330     * unaggressive. If the moving player has peaceful set, then the
2331     * object should be pushed instead of attacked. It is assumed that
2332     * if you are braced, you will not attack friends accidently,
2333     * and thus will not push them.
2334     */
2335 root 1.11
2336 root 1.18 /* If the creature is a pet, push it even if the player is not
2337     * peaceful. Our assumption is the creature is a pet if the
2338     * player owns it and it is either friendly or unagressive.
2339     */
2340     if ((op->type == PLAYER)
2341 elmex 1.1 #if COZY_SERVER
2342 root 1.18 &&
2343 root 1.34 ((mon->owner && mon->owner->contr
2344     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2345 elmex 1.1 #else
2346 root 1.34 && mon->owner == op
2347 elmex 1.1 #endif
2348 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 root 1.11 {
2350 root 1.18 /* If we're braced, we don't want to switch places with it */
2351     if (op->contr->braced)
2352 root 1.11 return;
2353 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354     (void) push_ob (mon, dir, op);
2355     if (op->contr->tmp_invis || op->hide)
2356     make_visible (op);
2357     return;
2358 root 1.11 }
2359    
2360 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2361     * creatures. Note that if you are braced, you can't push
2362     * someone, but put it inside this loop so that you won't
2363     * attack them either.
2364     */
2365     if ((mon->type == PLAYER || mon->enemy != op) &&
2366     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2368 root 1.18 (op->contr->peaceful
2369     || (mon->type == PLAYER
2370     && mon->contr->
2371     peaceful)) &&
2372 elmex 1.1 #else
2373 root 1.18 op->contr->peaceful &&
2374 elmex 1.1 #endif
2375 root 1.18 !on_battleground))
2376     {
2377     if (!op->contr->braced)
2378     {
2379     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380     (void) push_ob (mon, dir, op);
2381     }
2382     else
2383     {
2384     new_draw_info (0, 0, op, "You withhold your attack");
2385 root 1.11 }
2386 root 1.18 if (op->contr->tmp_invis || op->hide)
2387     make_visible (op);
2388 root 1.11 }
2389 elmex 1.1
2390 root 1.18 /* If the object is a boulder or other rollable object, then
2391     * roll it if not braced. You can't roll it if you are braced.
2392     */
2393     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2394     {
2395     recursive_roll (mon, dir, op);
2396     if (action_makes_visible (op))
2397     make_visible (op);
2398 root 1.11 }
2399    
2400 root 1.18 /* Any generic living creature. Including things like doors.
2401     * Way it works is like this: First, it must have some hit points
2402     * and be living. Then, it must be one of the following:
2403     * 1) Not a player, 2) A player, but of a different party. Note
2404     * that party_number -1 is no party, so attacks can still happen.
2405     */
2406 root 1.11
2407 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409     {
2410 elmex 1.1
2411 root 1.18 /* If the player hasn't hit something this tick, and does
2412     * so, give them speed boost based on weapon speed. Doing
2413     * it here is better than process_players2, which basically
2414     * incurred a 1 tick offset.
2415     */
2416     if (!op->contr->has_hit)
2417     {
2418     op->speed_left += op->speed / op->contr->weapon_sp;
2419 root 1.11
2420 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 root 1.11 }
2422    
2423 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2424 root 1.11
2425 root 1.18 /* If attacking another player, that player gets automatic
2426     * hitback, and doesn't loose luck either.
2427     * Disable hitback on the battleground or if the target is
2428     * the wiz.
2429     */
2430     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431     {
2432     short luck = mon->stats.luck;
2433    
2434     mon->contr->has_hit = 1;
2435     skill_attack (op, mon, 0, NULL, NULL);
2436     mon->stats.luck = luck;
2437 root 1.11 }
2438 root 1.18 if (action_makes_visible (op))
2439     make_visible (op);
2440 root 1.11 }
2441 root 1.18 } /* if player should attack something */
2442 elmex 1.1 }
2443    
2444 root 1.18 int
2445     move_player (object *op, int dir)
2446     {
2447     int pick;
2448 elmex 1.1
2449 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2450     return 0;
2451 elmex 1.1
2452 root 1.18 /* Sanity check: make sure dir is valid */
2453     if ((dir < 0) || (dir >= 9))
2454     {
2455     LOG (llevError, "move_player: invalid direction %d\n", dir);
2456     return 0;
2457 elmex 1.1 }
2458    
2459 root 1.18 /* peterm: added following line */
2460     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2462    
2463     op->facing = dir;
2464    
2465     if (op->hide)
2466     do_hidden_move (op);
2467    
2468     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2469     /*nop */ ;
2470     else if (op->contr->fire_on)
2471     fire (op, dir);
2472     else
2473     {
2474     move_player_attack (op, dir);
2475     pick = check_pick (op);
2476     }
2477 elmex 1.1
2478 root 1.18 /* Add special check for newcs players and fire on - this way, the
2479     * server can handle repeat firing.
2480     */
2481     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482     {
2483     op->direction = dir;
2484     }
2485     else
2486     {
2487     op->direction = 0;
2488     }
2489     /* Update how the player looks. Use the facing, so direction may
2490     * get reset to zero. This allows for full animation capabilities
2491     * for players.
2492     */
2493     animate_object (op, op->facing);
2494     return 0;
2495 elmex 1.1 }
2496    
2497     /* This is similar to handle_player, below, but is only used by the
2498     * new client/server stuff.
2499     * This is sort of special, in that the new client/server actually uses
2500     * the new speed values for commands.
2501     *
2502     * Returns true if there are more actions we can do.
2503     */
2504 root 1.18 int
2505     handle_newcs_player (object *op)
2506 elmex 1.1 {
2507 root 1.18 if (op->contr->hidden)
2508     {
2509     op->invisible = 1000;
2510     /* the socket code flashes the player visible/invisible
2511     * depending on the value of invisible, so we need to
2512     * alternate it here for it to work correctly.
2513     */
2514     if (pticks & 2)
2515 root 1.11 op->invisible--;
2516 root 1.18 }
2517     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518     {
2519     op->invisible--;
2520     if (!op->invisible)
2521     {
2522     make_visible (op);
2523     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 root 1.11 }
2525 elmex 1.1 }
2526    
2527 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2528     {
2529     flee_player (op);
2530     /* If player is still scared, that is his action for this tick */
2531     if (QUERY_FLAG (op, FLAG_SCARED))
2532     {
2533     op->speed_left--;
2534     return 0;
2535 root 1.11 }
2536 elmex 1.1 }
2537    
2538 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2539     * the player object still points to the defunct golem. The code that
2540     * destroys the golem looks correct, and it doesn't always happen, so
2541     * put this in a a workaround to clean up the golem pointer.
2542     */
2543 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544     op->contr->ranges[range_golem] = 0;
2545 root 1.18
2546     /* call this here - we also will call this in do_ericserver, but
2547     * the players time has been increased when doericserver has been
2548     * called, so we recheck it here.
2549     */
2550 root 1.38 HandleClient (op->contr->socket, op->contr);
2551 root 1.18 if (op->speed_left < 0)
2552 elmex 1.1 return 0;
2553    
2554 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555     {
2556     /* All move commands take 1 tick, at least for now */
2557     op->speed_left--;
2558 elmex 1.1
2559 root 1.18 /* Instead of all the stuff below, let move_player take care
2560     * of it. Also, some of the skill stuff is only put in
2561     * there, as well as the confusion stuff.
2562     */
2563     move_player (op, op->direction);
2564     if (op->speed_left > 0)
2565     return 1;
2566     else
2567 root 1.11 return 0;
2568 root 1.18 }
2569     return 0;
2570     }
2571    
2572     int
2573     save_life (object *op)
2574     {
2575     object *tmp;
2576 elmex 1.1
2577 root 1.18 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 elmex 1.1 return 0;
2579 root 1.18
2580     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2581     if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582     {
2583     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2584     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2585 root 1.33
2586 root 1.18 if (op->contr)
2587     esrv_del_item (op->contr, tmp->count);
2588 root 1.33
2589     tmp->destroy ();
2590 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2591 root 1.33
2592 root 1.18 if (op->stats.hp < 0)
2593     op->stats.hp = op->stats.maxhp;
2594 root 1.33
2595 root 1.18 if (op->stats.food < 0)
2596     op->stats.food = 999;
2597 root 1.33
2598 root 1.18 fix_player (op);
2599     return 1;
2600     }
2601     LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602     CLEAR_FLAG (op, FLAG_LIFESAVE);
2603     enter_player_savebed (op); /* bring him home. */
2604     return 0;
2605 elmex 1.1 }
2606    
2607     /* This goes throws the inventory and removes unpaid objects, and puts them
2608     * back in the map (location and map determined by values of env). This
2609     * function will descend into containers. op is the object to start the search
2610     * from.
2611     */
2612 root 1.18 void
2613     remove_unpaid_objects (object *op, object *env)
2614 elmex 1.1 {
2615 root 1.18 object *next;
2616 elmex 1.1
2617 root 1.18 while (op)
2618     {
2619     next = op->below; /* Make sure we have a good value, in case
2620     * we remove object 'op'
2621     */
2622     if (QUERY_FLAG (op, FLAG_UNPAID))
2623     {
2624 root 1.32 op->remove ();
2625 root 1.18 op->x = env->x;
2626     op->y = env->y;
2627     if (env->type == PLAYER)
2628     esrv_del_item (env->contr, op->count);
2629     insert_ob_in_map (op, env->map, NULL, 0);
2630     }
2631     else if (op->inv)
2632     remove_unpaid_objects (op->inv, env);
2633     op = next;
2634 elmex 1.1 }
2635     }
2636    
2637    
2638     /*
2639     * Returns pointer a static string containing gravestone text
2640     * Moved from apply.c to player.c - player.c is what
2641     * actually uses this function. player.c may not be quite the
2642     * best, a misc file for object actions is probably better,
2643     * but there isn't one in the server directory.
2644     */
2645 root 1.18 char *
2646     gravestone_text (object *op)
2647 elmex 1.1 {
2648 root 1.18 static char buf2[MAX_BUF];
2649     char buf[MAX_BUF];
2650     time_t now = time (NULL);
2651    
2652     strcpy (buf2, " R.I.P.\n\n");
2653     if (op->type == PLAYER)
2654     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655     else
2656     sprintf (buf, "%s\n", &op->name);
2657     strncat (buf2, " ", 20 - strlen (buf) / 2);
2658     strcat (buf2, buf);
2659     if (op->type == PLAYER)
2660     sprintf (buf, "who was in level %d when killed\n", op->level);
2661     else
2662     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2663     strncat (buf2, " ", 20 - strlen (buf) / 2);
2664     strcat (buf2, buf);
2665     if (op->type == PLAYER)
2666     {
2667     sprintf (buf, "by %s.\n\n", op->contr->killer);
2668     strncat (buf2, " ", 21 - strlen (buf) / 2);
2669     strcat (buf2, buf);
2670     }
2671     strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672     strncat (buf2, " ", 20 - strlen (buf) / 2);
2673     strcat (buf2, buf);
2674     return buf2;
2675 elmex 1.1 }
2676    
2677    
2678    
2679 root 1.18 void
2680     do_some_living (object *op)
2681     {
2682     int last_food = op->stats.food;
2683 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2684     int over_hp, over_sp, over_grace;
2685     int i;
2686     int rate_hp = 1200;
2687     int rate_sp = 2500;
2688     int rate_grace = 2000;
2689     const int max_hp = 1;
2690     const int max_sp = 1;
2691     const int max_grace = 1;
2692    
2693 pippijn 1.17 if (op->contr->outputs_sync)
2694 root 1.18 {
2695     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2697     flush_output_element (op, &op->contr->outputs[i]);
2698     }
2699    
2700     if (op->contr->state == ST_PLAYING)
2701     {
2702    
2703     /* these next three if clauses make it possible to SLOW DOWN
2704     hp/grace/spellpoint regeneration. */
2705     if (op->contr->gen_hp >= 0)
2706     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707     else
2708     {
2709     gen_hp = op->stats.maxhp;
2710     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711     }
2712     if (op->contr->gen_sp >= 0)
2713     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714     else
2715     {
2716     gen_sp = op->stats.maxsp;
2717     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718     }
2719     if (op->contr->gen_grace >= 0)
2720     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721     else
2722     {
2723     gen_grace = op->stats.maxgrace;
2724     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2725     }
2726    
2727     /* Regenerate Spell Points */
2728     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2729     {
2730     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2731     if (op->stats.sp < op->stats.maxsp)
2732     {
2733     op->stats.sp++;
2734     /* dms do not consume food */
2735     if (!QUERY_FLAG (op, FLAG_WIZ))
2736     {
2737     op->stats.food--;
2738     if (op->contr->digestion < 0)
2739     op->stats.food += op->contr->digestion;
2740     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2741     op->stats.food = last_food;
2742     }
2743     }
2744     if (max_sp > 1)
2745     {
2746     over_sp = (gen_sp + 10) / rate_sp;
2747     if (over_sp > 0)
2748     {
2749     if (op->stats.sp < op->stats.maxsp)
2750     {
2751     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2752     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2753     op->stats.sp--;
2754     if (op->stats.sp > op->stats.maxsp)
2755     op->stats.sp = op->stats.maxsp;
2756     }
2757     op->last_sp = 0;
2758     }
2759     else
2760     {
2761     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2762     }
2763     }
2764     else
2765     {
2766     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767     }
2768     }
2769    
2770     /* Regenerate Grace */
2771     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2772     if (--op->last_grace < 0)
2773     {
2774     if (op->stats.grace < op->stats.maxgrace / 2)
2775     op->stats.grace++; /* no penalty in food for regaining grace */
2776     if (max_grace > 1)
2777     {
2778     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779     if (over_grace > 0)
2780     {
2781     op->stats.sp += over_grace
2782     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2783     op->last_grace = 0;
2784     }
2785     else
2786     {
2787     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2788     }
2789     }
2790     else
2791     {
2792     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2793     }
2794     /* wearing stuff doesn't detract from grace generation. */
2795     }
2796    
2797     /* Regenerate Hit Points */
2798     if (--op->last_heal < 0)
2799     {
2800     if (op->stats.hp < op->stats.maxhp)
2801     {
2802     op->stats.hp++;
2803     /* dms do not consume food */
2804     if (!QUERY_FLAG (op, FLAG_WIZ))
2805     {
2806     op->stats.food--;
2807     if (op->contr->digestion < 0)
2808     op->stats.food += op->contr->digestion;
2809     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2810     op->stats.food = last_food;
2811     }
2812     }
2813     if (max_hp > 1)
2814     {
2815     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816     if (over_hp > 0)
2817     {
2818     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2819     op->last_heal = 0;
2820     }
2821     else
2822     {
2823     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2824     }
2825     }
2826     else
2827     {
2828     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2829     }
2830 root 1.11 }
2831 elmex 1.1
2832 root 1.18 /* Digestion */
2833     if (--op->last_eat < 0)
2834     {
2835     #ifdef COZY_SERVER
2836     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2837     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2838     #else
2839     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2840     #endif
2841    
2842     if (op->contr->gen_hp > 0)
2843     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2844     else
2845     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2846     /* dms do not consume food */
2847     if (!QUERY_FLAG (op, FLAG_WIZ))
2848     op->stats.food--;
2849 root 1.11 }
2850 elmex 1.1 }
2851    
2852 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2853     {
2854     object *tmp, *flesh = NULL;
2855    
2856     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2857     {
2858     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859     {
2860     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2861     {
2862     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2863     manual_apply (op, tmp, 0);
2864     if (op->stats.food >= 0 || op->stats.hp < 0)
2865     break;
2866     }
2867     else if (tmp->type == FLESH)
2868     flesh = tmp;
2869     } /* End if paid for object */
2870     } /* end of for loop */
2871     /* If player is still starving, it means they don't have any food, so
2872     * eat flesh instead.
2873     */
2874     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875     {
2876     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877     manual_apply (op, flesh, 0);
2878 root 1.11 }
2879 root 1.18 } /* end if player is starving */
2880 elmex 1.1
2881 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2882     op->stats.food++, op->stats.hp--;
2883 elmex 1.1
2884 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2885     kill_player (op);
2886 elmex 1.1 }
2887    
2888 root 1.18
2889 elmex 1.1
2890     /* If the player should die (lack of hp, food, etc), we call this.
2891     * op is the player in jeopardy. If the player can not be saved (not
2892     * permadeath, no lifesave), this will take care of removing the player
2893     * file.
2894     */
2895 root 1.18 void
2896     kill_player (object *op)
2897 elmex 1.1 {
2898 root 1.18 char buf[MAX_BUF];
2899     int x, y;
2900    
2901     //int i;
2902 root 1.25 maptile *map; /* this is for resurrection */
2903 root 1.18
2904     /* int z;
2905     int num_stats_lose;
2906     int lost_a_stat;
2907     int lose_this_stat;
2908     int this_stat; */
2909     int will_kill_again;
2910     archetype *at;
2911     object *tmp;
2912    
2913     if (save_life (op))
2914     return;
2915    
2916    
2917     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2918     * in cities ONLY!!! It is very important that this doesn't get abused.
2919     * Look at op_on_battleground() for more info --AndreasV
2920     */
2921     if (op_on_battleground (op, &x, &y))
2922     {
2923     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2924     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2925    
2926     /* restore player */
2927 root 1.22 at = archetype::find ("poisoning");
2928 root 1.18 tmp = present_arch_in_ob (at, op);
2929     if (tmp)
2930     {
2931 root 1.33 tmp->destroy ();
2932 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933     }
2934 elmex 1.1
2935 root 1.22 at = archetype::find ("confusion");
2936 root 1.18 tmp = present_arch_in_ob (at, op);
2937     if (tmp)
2938     {
2939 root 1.33 tmp->destroy ();
2940 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941     }
2942    
2943     cure_disease (op, 0); /* remove any disease */
2944     op->stats.hp = op->stats.maxhp;
2945     if (op->stats.food <= 0)
2946     op->stats.food = 999;
2947 elmex 1.1
2948 root 1.18 /* create a bodypart-trophy to make the winner happy */
2949 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2950 root 1.18 if (tmp != NULL)
2951     {
2952     sprintf (buf, "%s's finger", &op->name);
2953     tmp->name = buf;
2954     sprintf (buf, " This finger has been cut off %s\n"
2955     " the %s, when he was defeated at\n level %d by %s.\n",
2956     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2957     tmp->msg = buf;
2958     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2959     tmp->materialname = NULL;
2960     tmp->x = op->x, tmp->y = op->y;
2961     insert_ob_in_map (tmp, op->map, op, 0);
2962     }
2963 elmex 1.1
2964 root 1.18 /* teleport defeated player to new destination */
2965     transfer_ob (op, x, y, 0, NULL);
2966     op->contr->braced = 0;
2967     return;
2968 elmex 1.1 }
2969    
2970 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2971 root 1.3
2972 root 1.18 command_kill_pets (op, 0);
2973 elmex 1.1
2974 root 1.18 if (op->stats.food < 0)
2975     {
2976     if (op->contr->explore)
2977     {
2978     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980     op->stats.food = 999;
2981     return;
2982 root 1.11 }
2983 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2984     strcpy (op->contr->killer, "starvation");
2985 elmex 1.1 }
2986 root 1.18 else
2987     {
2988     if (op->contr->explore)
2989     {
2990     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2991     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992     op->stats.hp = op->stats.maxhp;
2993     return;
2994 root 1.11 }
2995 root 1.18 sprintf (buf, "%s died.", &op->name);
2996 elmex 1.1 }
2997 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2998 elmex 1.1
2999 root 1.18 /* save the map location for corpse, gravestone */
3000     x = op->x;
3001     y = op->y;
3002     map = op->map;
3003 elmex 1.1
3004    
3005 root 1.18 if (settings.not_permadeth == TRUE)
3006     {
3007     /* NOT_PERMADEATH code. This basically brings the character back to
3008     * life if they are dead - it takes some exp and a random stat.
3009     * See the config.h file for a little more in depth detail about this.
3010     */
3011 root 1.11
3012 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3013     * make it depletion. This bunch of code deals with that aspect
3014     * of death.
3015     */
3016 elmex 1.1 #ifndef COZY_SERVER
3017 root 1.18 if (settings.balanced_stat_loss)
3018     {
3019     /* If stat loss is permanent, lose one stat only. */
3020     /* Lower level chars don't lose as many stats because they suffer
3021     more if they do. */
3022     /* Higher level characters can afford things such as potions of
3023     restoration, or better, stat potions. So we slug them that
3024     little bit harder. */
3025     /* GD */
3026     if (settings.stat_loss_on_death)
3027 root 1.11 num_stats_lose = 1;
3028 root 1.18 else
3029     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3030     }
3031     else
3032     {
3033     num_stats_lose = 1;
3034 root 1.11 }
3035 root 1.18 lost_a_stat = 0;
3036 root 1.11
3037 root 1.18 for (z = 0; z < num_stats_lose; z++)
3038     {
3039     i = RANDOM () % NUM_STATS;
3040 root 1.11
3041 root 1.18 if (settings.stat_loss_on_death)
3042     {
3043     /* Pick a random stat and take a point off it. Tell the player
3044     * what he lost.
3045     */
3046     change_attr_value (&(op->stats), i, -1);
3047     check_stat_bounds (&(op->stats));
3048     change_attr_value (&(op->contr->orig_stats), i, -1);
3049     check_stat_bounds (&(op->contr->orig_stats));
3050     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051     lost_a_stat = 1;
3052     }
3053     else
3054     {
3055     /* deplete a stat */
3056 root 1.22 archetype *deparch = archetype::find ("depletion");
3057 root 1.18 object *dep;
3058    
3059     dep = present_arch_in_ob (deparch, op);
3060     if (!dep)
3061     {
3062     dep = arch_to_object (deparch);
3063     insert_ob_in_ob (dep, op);
3064     }
3065     lose_this_stat = 1;
3066     if (settings.balanced_stat_loss)
3067     {
3068     /* GD */
3069     /* Get the stat that we're about to deplete. */
3070     this_stat = get_attr_value (&(dep->stats), i);
3071     if (this_stat < 0)
3072     {
3073     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074     int keep_chance = this_stat * this_stat;
3075    
3076     /* Yes, I am paranoid. Sue me. */
3077     if (keep_chance < 1)
3078     keep_chance = 1;
3079    
3080     /* There is a maximum depletion total per level. */
3081     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082     {
3083     lose_this_stat = 0;
3084     /* Take loss chance vs keep chance to see if we
3085     retain the stat. */
3086     }
3087     else
3088     {
3089     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 root 1.11 lose_this_stat = 0;
3091 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092     this_stat, keep_chance, loss_chance,
3093     lose_this_stat?"LOSE":"KEEP"); */
3094 root 1.11 }
3095     }
3096     }
3097 root 1.18
3098     if (lose_this_stat)
3099     {
3100     this_stat = get_attr_value (&(dep->stats), i);
3101     /* We could try to do something clever like find another
3102     * stat to reduce if this fails. But chances are, if
3103     * stats have been depleted to -50, all are pretty low
3104     * and should be roughly the same, so it shouldn't make a
3105     * difference.
3106     */
3107     if (this_stat >= -50)
3108     {
3109     change_attr_value (&(dep->stats), i, -1);
3110     SET_FLAG (dep, FLAG_APPLIED);
3111     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112     fix_player (op);
3113     lost_a_stat = 1;
3114 root 1.11 }
3115     }
3116     }
3117     }
3118 root 1.18 /* If no stat lost, tell the player. */
3119     if (!lost_a_stat)
3120     {
3121     /* determine_god() seems to not work sometimes... why is this?
3122     Should I be using something else? GD */
3123     const char *god = determine_god (op);
3124    
3125     if (god && (strcmp (god, "none")))
3126 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);
3127 root 1.18 else
3128 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3129 root 1.18 }
3130 root 1.28 #else
3131     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3132 elmex 1.1 #endif
3133    
3134 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3135     * exp loss on the stone.
3136     */
3137 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3138 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3139     tmp->name = buf;
3140     sprintf (buf, "%s's gravestones", &op->name);
3141     tmp->name_pl = buf;
3142     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);
3143     tmp->msg = buf;
3144     tmp->x = op->x, tmp->y = op->y;
3145     insert_ob_in_map (tmp, op->map, NULL, 0);
3146 root 1.11
3147 root 1.28 /**************************************/
3148 root 1.18 /* */
3149     /* Subtract the experience points, */
3150     /* if we died cause of food, give us */
3151     /* food, and reset HP's... */
3152     /* */
3153 root 1.28 /**************************************/
3154 root 1.11
3155 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3156     /* restore player */
3157 root 1.22 at = archetype::find ("poisoning");
3158 root 1.18 tmp = present_arch_in_ob (at, op);
3159 root 1.33
3160 root 1.18 if (tmp)
3161     {
3162 root 1.33 tmp->destroy ();
3163 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164     }
3165    
3166 root 1.22 at = archetype::find ("confusion");
3167 root 1.18 tmp = present_arch_in_ob (at, op);
3168     if (tmp)
3169     {
3170 root 1.33 tmp->destroy ();
3171 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172     }
3173 root 1.28
3174 root 1.18 cure_disease (op, 0); /* remove any disease */
3175    
3176     /*add_exp(op, (op->stats.exp * -0.20)); */
3177     apply_death_exp_penalty (op);
3178     if (op->stats.food < 100)
3179     op->stats.food = 900;
3180     op->stats.hp = op->stats.maxhp;
3181     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183    
3184     /*
3185     * Check to see if the player is in a shop. IF so, then check to see if
3186     * the player has any unpaid items. If so, remove them and put them back
3187     * in the map.
3188     */
3189 root 1.11
3190 root 1.18 if (is_in_shop (op))
3191     remove_unpaid_objects (op->inv, op);
3192 elmex 1.1
3193 root 1.28 /****************************************/
3194 root 1.18 /* */
3195     /* Move player to his current respawn- */
3196     /* position (usually last savebed) */
3197     /* */
3198 root 1.28 /****************************************/
3199 root 1.11
3200 root 1.18 enter_player_savebed (op);
3201    
3202     /* Save the player before inserting the force to reduce
3203     * chance of abuse.
3204     */
3205     op->contr->braced = 0;
3206     save_player (op, 1);
3207    
3208     /* it is possible that the player has blown something up
3209     * at his savebed location, and that can have long lasting
3210     * spell effects. So first see if there is a spell effect
3211     * on the space that might harm the player.
3212     */
3213     will_kill_again = 0;
3214     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3215 root 1.28 if (tmp->type == SPELL_EFFECT)
3216     will_kill_again |= tmp->attacktype;
3217    
3218 root 1.18 if (will_kill_again)
3219     {
3220     object *force;
3221     int at;
3222 root 1.11
3223 root 1.18 force = get_archetype (FORCE_NAME);
3224     /* 50 ticks should be enough time for the spell to abate */
3225     force->speed = 0.1;
3226     force->speed_left = -5.0;
3227     SET_FLAG (force, FLAG_APPLIED);
3228     for (at = 0; at < NROFATTACKS; at++)
3229 root 1.28 if (will_kill_again & (1 << at))
3230     force->resist[at] = 100;
3231    
3232 root 1.18 insert_ob_in_ob (force, op);
3233     fix_player (op);
3234 elmex 1.1
3235 root 1.11 }
3236 root 1.18
3237     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238     return;
3239     } /* NOT_PERMADETH */
3240     else
3241     {
3242     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243     * should probably be embedded in an else statement.
3244     */
3245    
3246     op->contr->party = NULL;
3247     if (settings.set_title == TRUE)
3248     op->contr->own_title[0] = '\0';
3249     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250     check_score (op);
3251 root 1.30
3252     if (op->contr->ranges[range_golem])
3253 root 1.18 {
3254     remove_friendly_object (op->contr->ranges[range_golem]);
3255 root 1.33 op->contr->ranges[range_golem]->destroy ();
3256 root 1.30 op->contr->ranges[range_golem] = 0;
3257 root 1.18 }
3258 root 1.30
3259 root 1.18 loot_object (op); /* Remove some of the items for good */
3260 root 1.32 op->remove ();
3261 root 1.18 op->direction = 0;
3262    
3263     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264     {
3265     delete_character (op->name, 0);
3266     if (settings.resurrection == TRUE)
3267     {
3268     /* save playerfile sans equipment when player dies
3269     ** then save it as player.pl.dead so that future resurrection
3270     ** type spells will work on them nicely
3271     */
3272     delete_character (op->name, 0);
3273     op->stats.hp = op->stats.maxhp;
3274     op->stats.food = 999;
3275    
3276     /* set the location of where the person will reappear when */
3277     /* maybe resurrection code should fix map also */
3278     strcpy (op->contr->maplevel, settings.emergency_mapname);
3279     if (op->map != NULL)
3280     op->map = NULL;
3281     op->x = settings.emergency_x;
3282     op->y = settings.emergency_y;
3283     save_player (op, 0);
3284     op->map = map;
3285     /* please see resurrection.c: peterm */
3286     dead_player (op);
3287     }
3288     else
3289 root 1.19 delete_character (op->name, 1);
3290 root 1.18 }
3291 root 1.19
3292 root 1.18 play_again (op);
3293 root 1.11
3294 root 1.18 /* peterm: added to create a corpse at deathsite. */
3295 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 root 1.18 sprintf (buf, "%s", &op->name);
3297     tmp->name = tmp->name_pl = buf;
3298     tmp->level = op->level;
3299     tmp->x = x;
3300     tmp->y = y;
3301     tmp->msg = gravestone_text (op);
3302     SET_FLAG (tmp, FLAG_UNIQUE);
3303     insert_ob_in_map (tmp, map, NULL, 0);
3304 elmex 1.1 }
3305     }
3306    
3307    
3308 root 1.18 void
3309     loot_object (object *op)
3310     { /* Grab and destroy some treasure */
3311     object *tmp, *tmp2, *next;
3312 elmex 1.1
3313 root 1.18 if (op->container)
3314     { /* close open sack first */
3315 elmex 1.1 esrv_apply_container (op, op->container);
3316 root 1.18 }
3317 elmex 1.1
3318 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3319     {
3320     next = tmp->below;
3321     if (tmp->type == EXPERIENCE || tmp->invisible)
3322     continue;
3323 root 1.32 tmp->remove ();
3324 root 1.18 tmp->x = op->x, tmp->y = op->y;
3325     if (tmp->type == CONTAINER)
3326     { /* empty container to ground */
3327     loot_object (tmp);
3328     }
3329     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3330     {
3331     if (tmp->nrof > 1)
3332     {
3333     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3334 root 1.33 tmp2->destroy ();
3335 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3336     }
3337     else
3338 root 1.33 tmp->destroy ();
3339 root 1.18 }
3340     else
3341     insert_ob_in_map (tmp, op->map, NULL, 0);
3342     }
3343 elmex 1.1 }
3344    
3345     /*
3346     * fix_weight(): Check recursively the weight of all players, and fix
3347     * what needs to be fixed. Refresh windows and fix speed if anything
3348     * was changed.
3349     */
3350    
3351 root 1.18 void
3352     fix_weight (void)
3353     {
3354 elmex 1.1 player *pl;
3355 root 1.18
3356     for (pl = first_player; pl != NULL; pl = pl->next)
3357     {
3358     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359    
3360     if (old == sum)
3361     continue;
3362     fix_player (pl->ob);
3363     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3364     }
3365 elmex 1.1 }
3366    
3367 root 1.18 void
3368     fix_luck (void)
3369     {
3370 elmex 1.1 player *pl;
3371 root 1.18
3372 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3373     if (!pl->ob->contr->state)
3374 root 1.18 change_luck (pl->ob, 0);
3375 elmex 1.1 }
3376    
3377    
3378     /* cast_dust() - handles op throwing objects of type 'DUST'.
3379     * This is much simpler in the new spell code - we basically
3380     * just treat this as any other spell casting object.
3381     */
3382    
3383 elmex 1.2 void
3384 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3385 elmex 1.2 {
3386     object *skop, *spob;
3387    
3388     skop = find_skill_by_name (op, throw_ob->skill);
3389    
3390     /* casting POTION 'dusts' is really a use_magic_item skill */
3391     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3392     {
3393 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3394 elmex 1.2 return;
3395     }
3396    
3397     spob = throw_ob->inv;
3398    
3399     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3400     // not pass NULL to cast_spell (which did indeed check itself, but
3401     // errors should be reported as early as possible IMHO)
3402     if (!spob)
3403     {
3404 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3405 elmex 1.2 return;
3406 elmex 1.1 }
3407    
3408 elmex 1.2 if (op->type == PLAYER)
3409 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3410 elmex 1.2
3411     cast_spell (op, throw_ob, dir, spob, NULL);
3412    
3413 root 1.33 throw_ob->destroy ();
3414 elmex 1.1 }
3415    
3416 root 1.18 void
3417     make_visible (object *op)
3418     {
3419     op->hide = 0;
3420     op->invisible = 0;
3421     if (op->type == PLAYER)
3422     {
3423     op->contr->tmp_invis = 0;
3424     op->contr->invis_race = 0;
3425     }
3426     update_object (op, UP_OBJ_FACE);
3427     }
3428    
3429     int
3430     is_true_undead (object *op)
3431     {
3432     object *tmp = NULL;
3433    
3434     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3435     return 1;
3436    
3437     if (op->type == PLAYER)
3438     for (tmp = op->inv; tmp; tmp = tmp->below)
3439     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441     return 1;
3442 elmex 1.1 return 0;
3443     }
3444    
3445     /* look at the surrounding terrain to determine
3446     * the hideability of this object. Positive levels
3447     * indicate greater hideability.
3448     */
3449    
3450 root 1.18 int
3451     hideability (object *ob)
3452     {
3453     int i, level = 0, mflag;
3454     sint16 x, y;
3455    
3456     if (!ob || !ob->map)
3457     return 0;
3458    
3459     /* so, on normal lighted maps, its hard to hide */
3460     level = ob->map->darkness - 2;
3461    
3462     /* this also picks up whether the object is glowing.
3463     * If you carry a light on a non-dark map, its not
3464     * as bad as carrying a light on a pitch dark map */
3465     if (has_carried_lights (ob))
3466     level = -(10 + (2 * ob->map->darkness));
3467    
3468     /* scan through all nearby squares for terrain to hide in */
3469     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3470     {
3471     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3472     if (mflag & P_OUT_OF_MAP)
3473     {
3474     continue;
3475     }
3476     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3477     level += 2;
3478     else /* open terrain! */
3479     level -= 1;
3480 elmex 1.1 }
3481 root 1.18
3482 elmex 1.1 #if 0
3483 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3484 elmex 1.1 #endif
3485 root 1.18 return level;
3486 elmex 1.1 }
3487    
3488     /* For Hidden creatures - a chance of becoming 'unhidden'
3489     * every time they move - as we subtract off 'invisibility'
3490     * AND, for players, if they move into a ridiculously unhideable
3491     * spot (surrounded by clear terrain in broad daylight). -b.t.
3492     */
3493    
3494 root 1.18 void
3495     do_hidden_move (object *op)
3496     {
3497     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3498     object *skop;
3499    
3500     if (!op || !op->map)
3501     return;
3502    
3503     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504    
3505     /* its *extremely* hard to run and sneak/hide at the same time! */
3506     if (op->type == PLAYER && op->contr->run_on)
3507     {
3508     if (!skop || num >= skop->level)
3509     {
3510     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3511     make_visible (op);
3512     return;
3513     }
3514     else
3515     num += 20;
3516 elmex 1.1 }
3517 root 1.18 num += op->map->difficulty;
3518     hide = hideability (op); /* modify by terrain hidden level */
3519     num -= hide;
3520     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521     {
3522     make_visible (op);
3523     if (op->type == PLAYER)
3524     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3525 elmex 1.1 }
3526 root 1.18 else if (op->type == PLAYER && skop)
3527     {
3528     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3529 elmex 1.1 }
3530     }
3531    
3532     /* determine if who is standing near a hostile creature. */
3533    
3534 root 1.18 int
3535     stand_near_hostile (object *who)
3536     {
3537     object *tmp = NULL;
3538     int i, friendly = 0, player = 0, mflags;
3539 root 1.25 maptile *m;
3540 root 1.18 sint16 x, y;
3541    
3542     if (!who)
3543     return 0;
3544    
3545     if (who->type == PLAYER)
3546     player = 1;
3547    
3548     else
3549     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3550    
3551     /* search adjacent squares */
3552     for (i = 1; i < 9; i++)
3553     {
3554     x = who->x + freearr_x[i];
3555     y = who->y + freearr_y[i];
3556     m = who->map;
3557     mflags = get_map_flags (m, &m, x, y, &x, &y);
3558     /* space must be blocked if there is a monster. If not
3559     * blocked, don't need to check this space.
3560     */
3561     if (mflags & P_OUT_OF_MAP)
3562     continue;
3563     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3564     continue;
3565    
3566     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3567     {
3568     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3569     return 1;
3570     else if (tmp->type == PLAYER)
3571     {
3572     /*don't let a hidden DM prevent you from hiding */
3573     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3574 root 1.11 return 1;
3575 root 1.18 }
3576 root 1.11 }
3577 elmex 1.1 }
3578 root 1.18 return 0;
3579 elmex 1.1 }
3580    
3581     /* check the player los field for viewability of the
3582     * object op. This function works fine for monsters,
3583     * but we dont worry if the object isnt the top one in
3584     * a pile (say a coin under a table would return "viewable"
3585     * by this routine). Another question, should we be
3586     * concerned with the direction the player is looking
3587     * in? Realistically, most of use cant see stuff behind
3588     * our backs...on the other hand, does the "facing" direction
3589     * imply the way your head, or body is facing? Its possible
3590     * for them to differ. Sigh, this fctn could get a bit more complex.
3591     * -b.t.
3592     * This function is now map tiling safe.
3593     */
3594    
3595 root 1.18 int
3596     player_can_view (object *pl, object *op)
3597     {
3598     rv_vector rv;
3599     int dx, dy;
3600    
3601     if (pl->type != PLAYER)
3602     {
3603     LOG (llevError, "player_can_view() called for non-player object\n");
3604     return -1;
3605 elmex 1.1 }
3606 root 1.18 if (!pl || !op)
3607 elmex 1.1 return 0;
3608 root 1.18
3609     if (op->head)
3610     {
3611     op = op->head;
3612     }
3613     get_rangevector (pl, op, &rv, 0x1);
3614    
3615     /* starting with the 'head' part, lets loop
3616     * through the object and find if it has any
3617     * part that is in the los array but isnt on
3618     * a blocked los square.
3619     * we use the archetype to figure out offsets.
3620     */
3621     while (op)
3622     {
3623     dx = rv.distance_x + op->arch->clone.x;
3624     dy = rv.distance_y + op->arch->clone.y;
3625    
3626     /* only the viewable area the player sees is updated by LOS
3627     * code, so we need to restrict ourselves to that range of values
3628     * for any meaningful values.
3629     */
3630 root 1.38 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3631     FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3632     !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3633 root 1.18 return 1;
3634     op = op->more;
3635     }
3636     return 0;
3637 elmex 1.1 }
3638    
3639     /* routine for both players and monsters. We call this when
3640     * there is a possibility for our action distrubing our hiding
3641     * place or invisiblity spell. Artefact invisiblity is not
3642     * effected by this. If we arent invisible to begin with, we
3643     * return 0.
3644     */
3645 root 1.18 int
3646     action_makes_visible (object *op)
3647     {
3648    
3649     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3650     {
3651     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3652     return 0;
3653    
3654     if (op->contr && op->contr->tmp_invis == 0)
3655     return 0;
3656 elmex 1.1
3657 root 1.18 /* If monsters, they should become visible */
3658     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3659     {
3660     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3661     return 1;
3662 root 1.11 }
3663 elmex 1.1 }
3664 root 1.18 return 0;
3665 elmex 1.1 }
3666    
3667     /* op_on_battleground - checks if the given object op (usually
3668     * a player) is standing on a valid battleground-tile,
3669     * function returns TRUE/FALSE. If true x, y returns the battleground
3670     * -exit-coord. (and if x, y not NULL)
3671     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3672     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3673     * Default is to do the same as before, so only people wanting to have different points need worry about this
3674     */
3675 root 1.18 int
3676     op_on_battleground (object *op, int *x, int *y)
3677     {
3678 elmex 1.1 object *tmp;
3679 root 1.18
3680 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3681     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3682     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3683     * and the exit-coordinates sp/hp must both be > 0.
3684     * => The intention here is to prevent abuse of the battleground-
3685     * feature (like pickable or hidden battleground tiles). */
3686 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3687     {
3688     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3689     {
3690     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3691     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3692     {
3693     /*before we assign the exit, check if this is a teambattle */
3694     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3695     {
3696     object *invtmp;
3697    
3698     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3699     {
3700     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3701     {
3702     if (x != NULL && y != NULL)
3703     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3704     return 1;
3705     }
3706     }
3707     }
3708     if (x != NULL && y != NULL)
3709     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3710     return 1;
3711     }
3712     }
3713 elmex 1.1 }
3714     /* If we got here, did not find a battleground */
3715     return 0;
3716     }
3717    
3718     /*
3719     * When a dragon-player gains a new stage of evolution,
3720     * he gets some treasure
3721     *
3722     * attributes:
3723     * object *who the dragon player
3724     * int atnr the attack-number of the ability focus
3725     * int level ability level
3726     */
3727 root 1.18 void
3728     dragon_ability_gain (object *who, int atnr, int level)
3729     {
3730     treasurelist *trlist = NULL; /* treasurelist */
3731     treasure *tr; /* treasure */
3732     object *tmp, *skop; /* tmp. object */
3733     object *item; /* treasure object */
3734     char buf[MAX_BUF]; /* tmp. string buffer */
3735     int i = 0, j = 0;
3736    
3737     /* get the appropriate treasurelist */
3738     if (atnr == ATNR_FIRE)
3739     trlist = find_treasurelist ("dragon_ability_fire");
3740     else if (atnr == ATNR_COLD)
3741     trlist = find_treasurelist ("dragon_ability_cold");
3742     else if (atnr == ATNR_ELECTRICITY)
3743     trlist = find_treasurelist ("dragon_ability_elec");
3744     else if (atnr == ATNR_POISON)
3745     trlist = find_treasurelist ("dragon_ability_poison");
3746    
3747     if (trlist == NULL || who->type != PLAYER)
3748     return;
3749    
3750     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3751    
3752     if (tr == NULL || tr->item == NULL)
3753     {
3754     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3755     return;
3756 elmex 1.1 }
3757    
3758 root 1.18 /* everything seems okay - now bring on the gift: */
3759     item = &(tr->item->clone);
3760 elmex 1.1
3761 root 1.18 if (item->type == SPELL)
3762     {
3763     if (check_spell_known (who, item->name))
3764 root 1.11 return;
3765 root 1.18
3766     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3767     do_learn_spell (who, item, 0);
3768     return;
3769 elmex 1.1 }
3770    
3771 root 1.18 /* grant direct spell */
3772     if (item->type == SPELLBOOK)
3773     {
3774     if (!item->inv)
3775     {
3776     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3777     return;
3778     }
3779     if (check_spell_known (who, item->inv->name))
3780     return;
3781     if (item->invisible)
3782     {
3783     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3784     do_learn_spell (who, item->inv, 0);
3785     return;
3786 root 1.11 }
3787 root 1.18 }
3788     else if (item->type == SKILL_TOOL && item->invisible)
3789     {
3790     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3791     {
3792    
3793     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3794     * in this way, if the player is missing any of the attacktypes, he gets
3795     * them. As it is now, if the player has any that match the granted skill,
3796     * but not all of them, he gets nothing.
3797     */
3798     if (!(skop->attacktype & item->attacktype))
3799     {
3800     /* Give new attacktype */
3801     skop->attacktype |= item->attacktype;
3802    
3803     /* always add physical if there's none */
3804     skop->attacktype |= AT_PHYSICAL;
3805    
3806     if (item->msg != NULL)
3807     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3808    
3809     /* Give player new face */
3810     if (item->animation_id)
3811     {
3812     who->face = skop->face;
3813     who->animation_id = item->animation_id;
3814     who->anim_speed = item->anim_speed;
3815     who->last_anim = 0;
3816     who->state = 0;
3817     animate_object (who, who->direction);
3818     }
3819     }
3820 root 1.11 }
3821 elmex 1.1 }
3822 root 1.18 else if (item->type == FORCE)
3823     {
3824     /* forces in the treasurelist can alter the player's stats */
3825     object *skin;
3826 elmex 1.1
3827 root 1.18 /* first get the dragon skin force */
3828     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3829     if (skin == NULL)
3830     return;
3831    
3832     /* adding new spellpath attunements */
3833     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834     {
3835     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3836    
3837     /* print message */
3838     sprintf (buf, "You feel attuned to ");
3839     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3840     {
3841     if (item->path_attuned & (1 << i))
3842     {
3843     if (j)
3844     strcat (buf, " and ");
3845     else
3846     j = 1;
3847     strcat (buf, spellpathnames[i]);
3848     }
3849     }
3850     strcat (buf, ".");
3851     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3852     }
3853    
3854     /* evtl. adding flags: */
3855     if (QUERY_FLAG (item, FLAG_XRAYS))
3856     SET_FLAG (skin, FLAG_XRAYS);
3857     if (QUERY_FLAG (item, FLAG_STEALTH))
3858     SET_FLAG (skin, FLAG_STEALTH);
3859     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3860     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3861    
3862     /* print message if there is one */
3863     if (item->msg != NULL)
3864     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3865     }
3866     else
3867     {
3868     /* generate misc. treasure */
3869     tmp = arch_to_object (tr->item);
3870     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3871     tmp = insert_ob_in_ob (tmp, who);
3872     if (who->type == PLAYER)
3873     esrv_send_item (who, tmp);
3874 elmex 1.1 }
3875     }
3876    
3877     /**
3878     * Unready an object for a player. This function does nothing if the object was
3879     * not readied.
3880     */
3881 root 1.18 void
3882     player_unready_range_ob (player *pl, object *ob)
3883     {
3884     rangetype i;
3885 elmex 1.1
3886 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3887     {
3888     if (pl->ranges[i] == ob)
3889     {
3890     pl->ranges[i] = NULL;
3891     if (pl->shoottype == i)
3892     {
3893     pl->shoottype = range_none;
3894 elmex 1.1 }
3895     }
3896     }
3897     }