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/cvs/deliantra/server/server/player.C
Revision: 1.43
Committed: Sat Dec 16 03:08:26 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +1 -1 lines
Log Message:
- socket i/o is completely asynchronous now
- some command sare handled immediately
- others (most palying related commands) are queued
  for later (as of now synchronous) processing
- specifying a max queue length (in seconds) is possible, but disabled
- also add some syntax sugar for network code

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    
33     #ifdef COZY_SERVER
34     extern int same_party (partylist *a, partylist *b);
35     #endif
36    
37 root 1.18 player *
38     find_player (const char *plname)
39 elmex 1.1 {
40     player *pl;
41 root 1.18
42     for (pl = first_player; pl != NULL; pl = pl->next)
43     {
44     if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 elmex 1.1 return pl;
46 root 1.18 };
47 elmex 1.1 return NULL;
48     }
49    
50 root 1.18 player *
51     find_player_partial_name (const char *plname)
52     {
53     player *pl;
54     player *found = NULL;
55     size_t namelen = strlen (plname);
56    
57     for (pl = first_player; pl != NULL; pl = pl->next)
58 elmex 1.1 {
59 root 1.18 if ((size_t) strlen (pl->ob->name) < namelen)
60     continue;
61 elmex 1.1
62 root 1.18 if (!strcmp (pl->ob->name, plname))
63     return pl;
64 elmex 1.1
65 root 1.18 if (!strncasecmp (pl->ob->name, plname, namelen))
66     {
67     if (found)
68     return NULL;
69 elmex 1.1
70 root 1.18 found = pl;
71 elmex 1.1 }
72     }
73 root 1.18 return found;
74     }
75    
76     void
77     display_motd (const object *op)
78     {
79     char buf[MAX_BUF];
80     char motd[HUGE_BUF];
81     FILE *fp;
82     int comp;
83     int size;
84 elmex 1.1
85 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87     {
88     return;
89 elmex 1.1 }
90 root 1.18 motd[0] = '\0';
91     size = 0;
92     while (fgets (buf, MAX_BUF, fp) != NULL)
93     {
94     if (*buf == '#')
95     continue;
96     strncat (motd + size, buf, HUGE_BUF - size);
97     size += strlen (buf);
98 elmex 1.1 }
99 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100     close_and_delete (fp, comp);
101 elmex 1.1 }
102    
103 root 1.18 void
104     send_rules (const object *op)
105     {
106     char buf[MAX_BUF];
107     char rules[HUGE_BUF];
108     FILE *fp;
109     int comp;
110     int size;
111    
112     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114     {
115     return;
116 elmex 1.1 }
117 root 1.18 rules[0] = '\0';
118     size = 0;
119     while (fgets (buf, MAX_BUF, fp) != NULL)
120     {
121     if (*buf == '#')
122 elmex 1.1 continue;
123 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
124     {
125     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 elmex 1.1 break;
127 root 1.18 }
128     strncat (rules + size, buf, HUGE_BUF - size);
129     size += strlen (buf);
130 elmex 1.1 }
131 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
132     close_and_delete (fp, comp);
133 elmex 1.1 }
134    
135 root 1.18 void
136     send_news (const object *op)
137     {
138     char buf[MAX_BUF];
139     char news[HUGE_BUF];
140     char subject[MAX_BUF];
141     FILE *fp;
142     int comp;
143     int size;
144    
145     sprintf (buf, "%s/%s", settings.confdir, settings.news);
146     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147     return;
148     news[0] = '\0';
149     subject[0] = '\0';
150     size = 0;
151     while (fgets (buf, MAX_BUF, fp) != NULL)
152     {
153     if (*buf == '#')
154     continue;
155     if (*buf == '%')
156     { /* send one news */
157     if (size > 0)
158     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 */
159     strcpy (subject, buf + 1);
160     strip_endline (subject);
161     size = 0;
162     news[0] = '\0';
163     }
164     else
165     {
166     if (size + strlen (buf) >= HUGE_BUF)
167     {
168     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
169 elmex 1.1 break;
170 root 1.18 }
171     strncat (news + size, buf, HUGE_BUF - size);
172     size += strlen (buf);
173     }
174 elmex 1.1 }
175 root 1.18
176     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
178     close_and_delete (fp, comp);
179 elmex 1.1 }
180    
181 root 1.18 int
182     playername_ok (const char *cp)
183     {
184     /* Don't allow - or _ as first character in the name */
185     if (*cp == '-' || *cp == '_')
186     return 0;
187 elmex 1.1
188 root 1.18 for (; *cp != '\0'; cp++)
189     if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190     return 0;
191     return 1;
192 elmex 1.1 }
193    
194     /* This no longer sets the player map. Also, it now updates
195     * all the pointers so the caller doesn't need to do that.
196     * Caller is responsible for setting the correct map.
197     */
198    
199     /* Redo this to do both get_player_ob and get_player.
200     * Hopefully this will be less bugfree and simpler.
201     * Returns the player structure. If 'p' is null,
202     * we create a new one. Otherwise, we recycle
203     * the one that is passed.
204     */
205 root 1.15 static player *
206 root 1.18 get_player (player *p)
207 root 1.15 {
208 root 1.38 object *op = arch_to_object (get_player_archetype (0));
209 root 1.15 int i;
210    
211     /* Clears basically the entire player structure except
212     * for next and socket.
213     */
214 root 1.16 p->clear ();
215 root 1.15
216     /* There are some elements we want initialized to non zero value -
217     * we deal with that below this point.
218     */
219     p->party = NULL;
220 root 1.18 p->outputs_sync = 16; /* Every 2 seconds */
221     p->outputs_count = 8; /* Keeps present behaviour */
222 root 1.15 p->unapply = unapply_nochoice;
223     p->Swap_First = -1;
224 elmex 1.1
225     #ifdef AUTOSAVE
226 root 1.15 p->last_save_tick = 9999999;
227 elmex 1.1 #endif
228 root 1.15
229 root 1.18 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230 root 1.15
231 root 1.18 op->contr = p; /* this aren't yet in archetype */
232 root 1.15 p->ob = op;
233     op->speed_left = 0.5;
234     op->speed = 1.0;
235 root 1.18 op->direction = 5; /* So player faces south */
236 root 1.15 op->stats.wc = 2;
237 root 1.18 op->run_away = 25; /* Then we panick... */
238 root 1.15
239 root 1.39 {
240     int oldmon = p->socket->monitor_spells; // what a hack
241     p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242     roll_stats (op);
243     p->socket->monitor_spells = oldmon;
244     }
245 root 1.15 p->state = ST_ROLL_STAT;
246     clear_los (op);
247    
248     p->gen_sp_armour = 10;
249     p->last_speed = -1;
250     p->shoottype = range_none;
251     p->bowtype = bow_normal;
252     p->petmode = pet_normal;
253     p->listening = 10;
254     p->usekeys = containers;
255     p->last_weapon_sp = -1;
256 root 1.18 p->peaceful = 1; /* default peaceful */
257 root 1.15 p->do_los = 1;
258     p->explore = 0;
259 root 1.18 p->no_shout = 0; /* default can shout */
260 root 1.15
261 root 1.21 assign (p->title, op->arch->clone.name);
262 root 1.15 op->race = op->arch->clone.race;
263    
264     CLEAR_FLAG (op, FLAG_READY_SKILL);
265    
266     /* we need to clear these to -1 and not zero - otherwise,
267     * if a player quits and starts a new character, we wont
268     * send new values to the client, as things like exp start
269     * at zero.
270     */
271     for (i = 0; i < NUM_SKILLS; i++)
272     {
273     p->last_skill_exp[i] = -1;
274     p->last_skill_ob[i] = NULL;
275     }
276 root 1.38
277 root 1.15 for (i = 0; i < NROFATTACKS; i++)
278 root 1.38 p->last_resist[i] = -1;
279    
280 root 1.15 p->last_stats.exp = -1;
281     p->last_weight = (uint32) - 1;
282    
283 root 1.38 p->socket->update_look = 0;
284     p->socket->look_position = 0;
285    
286 root 1.15 return p;
287 elmex 1.1 }
288    
289     /* This loads the first map an puts the player on it. */
290 root 1.18 static void
291     set_first_map (object *op)
292 elmex 1.1 {
293 root 1.18 strcpy (op->contr->maplevel, first_map_path);
294     op->x = -1;
295     op->y = -1;
296     enter_exit (op, NULL);
297 elmex 1.1 }
298    
299     /* Tries to add player on the connection passwd in ns.
300     * All we can really get in this is some settings like host and display
301     * mode.
302     */
303    
304 root 1.18 int
305 root 1.42 add_player (client *ns)
306 root 1.18 {
307 root 1.38 player *p = new player;
308 root 1.18
309 root 1.38 p->socket = ns;
310     ns->pl = p;
311 root 1.26
312 root 1.38 p->next = first_player;
313     first_player = p;
314    
315     p = get_player (p);
316 root 1.26
317 root 1.18 set_first_map (p->ob);
318 elmex 1.1
319 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320     add_friendly_object (p->ob);
321     send_rules (p->ob);
322     send_news (p->ob);
323     display_motd (p->ob);
324     get_name (p->ob);
325 root 1.26
326 root 1.18 return 0;
327 elmex 1.1 }
328    
329     /*
330     * get_player_archetype() return next player archetype from archetype
331     * list. Not very efficient routine, but used only creating new players.
332     * Note: there MUST be at least one player archetype!
333     */
334 root 1.18 archetype *
335     get_player_archetype (archetype *at)
336 elmex 1.1 {
337 root 1.18 archetype *start = at;
338    
339     for (;;)
340     {
341     if (at == NULL || at->next == NULL)
342     at = first_archetype;
343     else
344     at = at->next;
345     if (at->clone.type == PLAYER)
346     return at;
347     if (at == start)
348     {
349     LOG (llevError, "No Player archetypes\n");
350     exit (-1);
351 root 1.11 }
352 elmex 1.1 }
353     }
354    
355    
356 root 1.18 object *
357     get_nearest_player (object *mon)
358     {
359     object *op = NULL;
360     player *pl = NULL;
361     objectlink *ol;
362     unsigned lastdist;
363     rv_vector rv;
364    
365     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
366     {
367     /* We should not find free objects on this friendly list, but it
368     * does periodically happen. Given that, lets deal with it.
369     * While unlikely, it is possible the next object on the friendly
370     * list is also free, so encapsulate this in a while loop.
371     */
372     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
373     {
374     object *tmp = ol->ob;
375    
376     /* Can't do much more other than log the fact, because the object
377     * itself will have been cleared.
378     */
379     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
380     ol = ol->next;
381     remove_friendly_object (tmp);
382     if (!ol)
383     return op;
384     }
385 root 1.11
386 root 1.18 /* Remove special check for player from this. First, it looks to cause
387     * some crashes (ol->ob->contr not set properly?), but secondly, a more
388     * complicated method of state checking would be needed in any case -
389     * as it was, a clever player could type quit, and the function would
390     * skip them over while waiting for confirmation. Remove
391     * on_same_map check, as can_detect_enemy also does this
392     */
393     if (!can_detect_enemy (mon, ol->ob, &rv))
394     continue;
395 root 1.11
396 root 1.18 if (lastdist > rv.distance)
397     {
398     op = ol->ob;
399     lastdist = rv.distance;
400 root 1.11 }
401 elmex 1.1 }
402 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
403     {
404     if (can_detect_enemy (mon, pl->ob, &rv))
405     {
406 elmex 1.1
407 root 1.18 if (lastdist > rv.distance)
408     {
409     op = pl->ob;
410     lastdist = rv.distance;
411 root 1.11 }
412     }
413 elmex 1.1 }
414     #if 0
415 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416 elmex 1.1 #endif
417 root 1.18 return op;
418 elmex 1.1 }
419    
420     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
421     * result in a monster paths backtracking. It basically determines how large a
422     * detour a monster will take from the direction path when looking
423     * for a path to the player. The values are in the amount of direction
424     * the deviation is
425     */
426     #define DETOUR_AMOUNT 2
427    
428     /* This is used to prevent infinite loops. Consider a case where the
429     * player is in a chamber (with gate closed), and monsters are outside.
430     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
431     * find a path into the chamber. This is a good thing, but since there
432     * is no real path, it will just keep circling the chamber for
433     * ever (this could be a nice effect for monsters, but not for the function
434     * to get stuck in. I think for the monsters, if max is reached and
435     * we return the first direction the creature could move would result in the
436     * circling behaviour. Unfortunately, this function is also used to determined
437     * if the creature should cast a spell, so returning a direction in that case
438     * is probably not a good thing.
439     */
440     #define MAX_SPACES 50
441    
442    
443     /*
444     * Returns the direction to the player, if valid. Returns 0 otherwise.
445     * modified to verify there is a path to the player. Does this by stepping towards
446     * player and if path is blocked then see if blockage is close enough to player that
447     * direction to player is changed (ie zig or zag). Continue zig zag until either
448     * reach player or path is blocked. Thus, will only return true if there is a free
449     * path to player. Though path may not be a straight line. Note that it will find
450     * player hiding along a corridor at right angles to the corridor with the monster.
451     *
452     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
453     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
454     * down corriders.
455     * 2) I think the old code was broken if the first direction the monster
456     * should move was blocked - the code would store the first direction without
457     * verifying that the player can actually move in that direction. The new
458     * code does not store anything in firstdir until we have verified that the
459     * monster can in fact move one space in that direction.
460     * 3) I'm not sure how good this code will be for moving multipart monsters,
461     * since only simple checks to blocked are being called, which could mean the monster
462     * is blocking itself.
463     */
464 root 1.18 int
465     path_to_player (object *mon, object *pl, unsigned mindiff)
466     {
467     rv_vector rv;
468     sint16 x, y;
469     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
470 root 1.25 maptile *m, *lastmap;
471 root 1.18
472     get_rangevector (mon, pl, &rv, 0);
473    
474     if (rv.distance < mindiff)
475     return 0;
476    
477     x = mon->x;
478     y = mon->y;
479     m = mon->map;
480     dir = rv.direction;
481     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
482     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
483     /* If we can't solve it within the search distance, return now. */
484     if (diff > max)
485     return 0;
486     while (diff > 1 && max > 0)
487     {
488     lastx = x;
489     lasty = y;
490     lastmap = m;
491     x = lastx + freearr_x[dir];
492     y = lasty + freearr_y[dir];
493    
494     mflags = get_map_flags (m, &m, x, y, &x, &y);
495     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
496    
497     /* Space is blocked - try changing direction a little */
498     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
499     && (m == mon->map && blocked_link (mon, m, x, y))))
500     {
501     /* recalculate direction from last good location. Possible
502     * we were not traversing ideal location before.
503     */
504     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
505     if (rv.direction != dir)
506     {
507     /* OK - says direction should be different - lets reset the
508     * the values so it will try again.
509     */
510     x = lastx;
511     y = lasty;
512     m = lastmap;
513     dir = firstdir = rv.direction;
514     }
515     else
516     {
517     /* direct path is blocked - try taking a side step to
518     * either the left or right.
519     * Note increase the values in the loop below to be
520     * more than -1/1 respectively will mean the monster takes
521     * bigger detour. Have to be careful about these values getting
522     * too big (3 or maybe 4 or higher) as the monster may just try
523     * stepping back and forth
524     */
525     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
526     {
527     if (i == 0)
528     continue; /* already did this, so skip it */
529     /* Use lastdir here - otherwise,
530     * since the direction that the creature should move in
531     * may change, you could get infinite loops.
532     * ie, player is northwest, but monster can only
533     * move west, so it does that. It goes some distance,
534     * gets blocked, finds that it should move north,
535     * can't do that, but now finds it can move east, and
536     * gets back to its original point. lastdir contains
537     * the last direction the creature has successfully
538     * moved.
539     */
540    
541     x = lastx + freearr_x[absdir (lastdir + i)];
542     y = lasty + freearr_y[absdir (lastdir + i)];
543     m = lastmap;
544     mflags = get_map_flags (m, &m, x, y, &x, &y);
545     if (mflags & P_OUT_OF_MAP)
546     continue;
547     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
548     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
549     continue;
550     if (mflags & P_BLOCKSVIEW)
551     continue;
552    
553     if (m == mon->map && blocked_link (mon, m, x, y))
554     break;
555     }
556     /* go through entire loop without finding a valid
557     * sidestep to take - thus, no valid path.
558     */
559     if (i == (DETOUR_AMOUNT + 1))
560     return 0;
561     diff--;
562     lastdir = dir;
563     max--;
564     if (!firstdir)
565     firstdir = dir + i;
566     } /* else check alternate directions */
567     } /* if blocked */
568     else
569     {
570     /* we moved towards creature, so diff is less */
571     diff--;
572     max--;
573     lastdir = dir;
574     if (!firstdir)
575     firstdir = dir;
576     }
577     if (diff <= 1)
578     {
579     /* Recalculate diff (distance) because we may not have actually
580     * headed toward player for entire distance.
581     */
582     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
583     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
584     }
585     if (diff > max)
586     return 0;
587     }
588     /* If we reached the max, didn't find a direction in time */
589     if (!max)
590     return 0;
591    
592     return firstdir;
593     }
594    
595     void
596     give_initial_items (object *pl, treasurelist * items)
597     {
598     object *op, *next = NULL;
599    
600     if (pl->randomitems != NULL)
601     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
602    
603     for (op = pl->inv; op; op = next)
604     {
605     next = op->below;
606    
607     /* Forces get applied per default, unless they have the
608     * flag "neutral" set. Sorry but I can't think of a better way
609     */
610     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
611     SET_FLAG (op, FLAG_APPLIED);
612    
613     /* we never give weapons/armour if these cannot be used
614     * by this player due to race restrictions
615     */
616     if (pl->type == PLAYER)
617     {
618     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
619     (op->type == ARMOUR || op->type == BOOTS ||
620     op->type == CLOAK || op->type == HELMET ||
621     op->type == SHIELD || op->type == GLOVES ||
622     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
623     {
624 root 1.33 op->destroy ();
625 root 1.18 continue;
626     }
627 root 1.11 }
628    
629 root 1.18 /* This really needs to be better - we should really give
630     * a substitute spellbook. The problem is that we don't really
631     * have a good idea what to replace it with (need something like
632     * a first level treasurelist for each skill.)
633     * remove duplicate skills also
634     */
635     if (op->type == SPELLBOOK || op->type == SKILL)
636     {
637     object *tmp;
638 elmex 1.1
639 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
640     if (tmp->type == op->type && tmp->name == op->name)
641     break;
642 root 1.11
643 root 1.18 if (tmp)
644     {
645 root 1.33 op->destroy ();
646 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
647     continue;
648 root 1.11 }
649 root 1.33
650 root 1.18 if (op->nrof > 1)
651     op->nrof = 1;
652 root 1.11 }
653 elmex 1.1
654 root 1.18 if (op->type == SPELLBOOK && op->inv)
655     {
656     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
657 root 1.11 }
658    
659 root 1.18 /* Give starting characters identified, uncursed, and undamned
660     * items. Just don't identify gold or silver, or it won't be
661     * merged properly.
662     */
663     if (need_identify (op))
664     {
665     SET_FLAG (op, FLAG_IDENTIFIED);
666     CLEAR_FLAG (op, FLAG_CURSED);
667     CLEAR_FLAG (op, FLAG_DAMNED);
668     }
669     if (op->type == SPELL)
670     {
671 root 1.33 op->destroy ();
672 root 1.18 continue;
673     }
674     else if (op->type == SKILL)
675     {
676     SET_FLAG (op, FLAG_CAN_USE_SKILL);
677     op->stats.exp = 0;
678     op->level = 1;
679 root 1.11 }
680 root 1.18 /* lock all 'normal items by default */
681     else
682     SET_FLAG (op, FLAG_INV_LOCKED);
683     } /* for loop of objects in player inv */
684    
685     /* Need to set up the skill pointers */
686     link_player_skills (pl);
687     }
688    
689     void
690     get_name (object *op)
691     {
692     op->contr->write_buf[0] = '\0';
693     op->contr->state = ST_GET_NAME;
694 root 1.38 send_query (op->contr->socket, 0, "What is your name?\n:");
695 root 1.18 }
696    
697     void
698     get_password (object *op)
699     {
700     op->contr->write_buf[0] = '\0';
701     op->contr->state = ST_GET_PASSWORD;
702 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703 root 1.18 }
704    
705     void
706     play_again (object *op)
707     {
708     op->contr->state = ST_PLAY_AGAIN;
709     op->chosen_skill = NULL;
710 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 root 1.18 /* a bit of a hack, but there are various places early in th
712     * player creation process that a user can quit (eg, roll
713     * stats) that isn't removing the player. Taking a quick
714     * look, there are many places that call play_again without
715     * removing the player - it probably makes more sense
716     * to leave it to play_again to remove the object in all
717     * cases.
718     */
719     if (!QUERY_FLAG (op, FLAG_REMOVED))
720 root 1.32 op->remove ();
721 root 1.18 /* Need to set this to null - otherwise, it could point to garbage,
722     * and draw() doesn't check to see if the player is removed, only if
723     * the map is null or not swapped out.
724     */
725     op->map = NULL;
726     }
727    
728     int
729     receive_play_again (object *op, char key)
730     {
731     if (key == 'q' || key == 'Q')
732     {
733     remove_friendly_object (op);
734     leave (op->contr, 0); /* ericserver will draw the message */
735     return 2;
736     }
737     else if (key == 'a' || key == 'A')
738     {
739     player *pl = op->contr;
740     shstr name = op->name;
741    
742 root 1.19 op->contr = 0;
743     op->type = 0;
744 root 1.27 op->destroy (1);
745 root 1.18 pl = get_player (pl);
746     op = pl->ob;
747     add_friendly_object (op);
748     op->contr->password[0] = '~';
749     op->name = op->name_pl = 0;
750     /* Lets put a space in here */
751     new_draw_info (NDI_UNIQUE, 0, op, "\n");
752     get_name (op);
753     op->name = op->name_pl = name;
754     set_first_map (op);
755     }
756     else
757 root 1.19 /* user pressed something else so just ask again... */
758     play_again (op);
759    
760 root 1.18 return 0;
761 elmex 1.1 }
762    
763 root 1.18 void
764     confirm_password (object *op)
765     {
766 elmex 1.1
767 root 1.18 op->contr->write_buf[0] = '\0';
768     op->contr->state = ST_CONFIRM_PASSWORD;
769 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770 elmex 1.1 }
771    
772 root 1.18 void
773     get_party_password (object *op, partylist *party)
774     {
775     if (party == NULL)
776     {
777     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778     return;
779 elmex 1.1 }
780 root 1.18 op->contr->write_buf[0] = '\0';
781     op->contr->state = ST_GET_PARTY_PASSWORD;
782     op->contr->party_to_join = party;
783 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784 elmex 1.1 }
785    
786    
787     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788 root 1.18 int
789     roll_stat (void)
790     {
791     int a[4], i, j, k;
792    
793     for (i = 0; i < 4; i++)
794     a[i] = (int) RANDOM () % 6 + 1;
795    
796     for (i = 0, j = 0, k = 7; i < 4; i++)
797     if (a[i] < k)
798     k = a[i], j = i;
799    
800     for (i = 0, k = 0; i < 4; i++)
801     {
802     if (i != j)
803     k += a[i];
804     }
805     return k;
806     }
807    
808     void
809     roll_stats (object *op)
810     {
811     int sum = 0;
812     int i = 0, j = 0;
813     int statsort[7];
814    
815     do
816     {
817     op->stats.Str = roll_stat ();
818     op->stats.Dex = roll_stat ();
819     op->stats.Int = roll_stat ();
820     op->stats.Con = roll_stat ();
821     op->stats.Wis = roll_stat ();
822     op->stats.Pow = roll_stat ();
823     op->stats.Cha = roll_stat ();
824     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825     }
826     while (sum < 82 || sum > 116);
827    
828     /* Sort the stats so that rerolling is easier... */
829     statsort[0] = op->stats.Str;
830     statsort[1] = op->stats.Dex;
831     statsort[2] = op->stats.Int;
832     statsort[3] = op->stats.Con;
833     statsort[4] = op->stats.Wis;
834     statsort[5] = op->stats.Pow;
835     statsort[6] = op->stats.Cha;
836    
837     /* a quick and dirty bubblesort? */
838     do
839     {
840     if (statsort[i] < statsort[i + 1])
841     {
842     j = statsort[i];
843     statsort[i] = statsort[i + 1];
844     statsort[i + 1] = j;
845     i = 0;
846     }
847     else
848     {
849     i++;
850     }
851     }
852     while (i < 6);
853    
854     op->stats.Str = statsort[0];
855     op->stats.Dex = statsort[1];
856     op->stats.Con = statsort[2];
857     op->stats.Int = statsort[3];
858     op->stats.Wis = statsort[4];
859     op->stats.Pow = statsort[5];
860     op->stats.Cha = statsort[6];
861    
862    
863     op->contr->orig_stats.Str = op->stats.Str;
864     op->contr->orig_stats.Dex = op->stats.Dex;
865     op->contr->orig_stats.Int = op->stats.Int;
866     op->contr->orig_stats.Con = op->stats.Con;
867     op->contr->orig_stats.Wis = op->stats.Wis;
868     op->contr->orig_stats.Pow = op->stats.Pow;
869     op->contr->orig_stats.Cha = op->stats.Cha;
870    
871     op->level = 1;
872     op->stats.exp = 0;
873     op->stats.ac = 0;
874    
875     op->contr->levhp[1] = 9;
876     op->contr->levsp[1] = 6;
877     op->contr->levgrace[1] = 3;
878    
879     fix_player (op);
880     op->stats.hp = op->stats.maxhp;
881     op->stats.sp = op->stats.maxsp;
882     op->stats.grace = op->stats.maxgrace;
883     op->contr->orig_stats = op->stats;
884     }
885    
886     void
887     Roll_Again (object *op)
888     {
889     esrv_new_player (op->contr, 0);
890 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
891 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)? ");
892     }
893 elmex 1.1
894 root 1.18 void
895     Swap_Stat (object *op, int Swap_Second)
896     {
897     signed char tmp;
898     char buf[MAX_BUF];
899 elmex 1.1
900 root 1.18 if (op->contr->Swap_First == -1)
901     {
902     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905     return;
906 elmex 1.1 }
907    
908 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909 elmex 1.1
910 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911 elmex 1.1
912 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913 elmex 1.1
914 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915     new_draw_info (NDI_UNIQUE, 0, op, buf);
916     op->stats.Str = op->contr->orig_stats.Str;
917     op->stats.Dex = op->contr->orig_stats.Dex;
918     op->stats.Con = op->contr->orig_stats.Con;
919     op->stats.Int = op->contr->orig_stats.Int;
920     op->stats.Wis = op->contr->orig_stats.Wis;
921     op->stats.Pow = op->contr->orig_stats.Pow;
922     op->stats.Cha = op->contr->orig_stats.Cha;
923     op->stats.ac = 0;
924    
925     op->level = 1;
926     op->stats.exp = 0;
927     op->stats.ac = 0;
928    
929     op->contr->levhp[1] = 9;
930     op->contr->levsp[1] = 6;
931     op->contr->levgrace[1] = 3;
932    
933     fix_player (op);
934     op->stats.hp = op->stats.maxhp;
935     op->stats.sp = op->stats.maxsp;
936     op->stats.grace = op->stats.maxgrace;
937     op->contr->orig_stats = op->stats;
938     op->contr->Swap_First = -1;
939 elmex 1.1 }
940    
941    
942     /* This code has been greatly reduced, because with set_attr_value
943     * and get_attr_value, the stats can be accessed just numeric
944     * ids. stat_trans is a table that translate the number entered
945     * into the actual stat. It is needed because the order the stats
946     * are displayed in the stat window is not the same as how
947     * the number's access that stat. The table does that translation.
948     */
949 root 1.18 int
950     key_roll_stat (object *op, char key)
951 elmex 1.1 {
952 root 1.18 int keynum = key - '0';
953     char buf[MAX_BUF];
954     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955    
956     if (keynum > 0 && keynum <= 7)
957     {
958     if (op->contr->Swap_First == -1)
959     {
960     op->contr->Swap_First = stat_trans[keynum];
961     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962     new_draw_info (NDI_UNIQUE, 0, op, buf);
963 root 1.11 }
964 root 1.18 else
965     Swap_Stat (op, stat_trans[keynum]);
966 elmex 1.1
967 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 root 1.18 return 1;
969 elmex 1.1 }
970 root 1.18 switch (key)
971     {
972 root 1.20 case 'n':
973     case 'N':
974     {
975     SET_FLAG (op, FLAG_WIZ);
976     if (op->map == NULL)
977     {
978     LOG (llevError, "Map == NULL in state 2\n");
979     break;
980     }
981 elmex 1.1
982     #if 0
983 root 1.20 /* So that enter_exit will put us at startx/starty */
984     op->x = -1;
985 elmex 1.1
986 root 1.20 enter_exit (op, NULL);
987 elmex 1.1 #endif
988 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
989     /* Enter exit adds a player otherwise */
990     add_statbonus (op);
991 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 root 1.20 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993     op->contr->state = ST_CHANGE_CLASS;
994     if (op->msg)
995     new_draw_info (NDI_BLUE, 0, op, op->msg);
996     return 0;
997     }
998     case 'y':
999     case 'Y':
1000     roll_stats (op);
1001 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 root 1.20 return 1;
1003 root 1.18
1004 root 1.20 case 'q':
1005     case 'Q':
1006     play_again (op);
1007     return 1;
1008 elmex 1.1
1009 root 1.20 default:
1010 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 root 1.20 return 0;
1012 elmex 1.1 }
1013 root 1.18 return 0;
1014 elmex 1.1 }
1015    
1016     /* This function takes the key that is passed, and does the
1017     * appropriate action with it (change race, or other things).
1018     * The function name is for historical reasons - now we have
1019     * separate race and class; this actually changes the RACE,
1020     * not the class.
1021     */
1022    
1023 root 1.18 int
1024     key_change_class (object *op, char key)
1025 elmex 1.1 {
1026 root 1.18 int tmp_loop;
1027 elmex 1.1
1028 root 1.18 if (key == 'q' || key == 'Q')
1029     {
1030 root 1.32 op->remove ();
1031 root 1.18 play_again (op);
1032 elmex 1.1 return 0;
1033     }
1034 root 1.18 if (key == 'd' || key == 'D')
1035     {
1036     char buf[MAX_BUF];
1037 elmex 1.1
1038 root 1.18 /* this must before then initial items are given */
1039     esrv_new_player (op->contr, op->weight + op->carrying);
1040 elmex 1.36
1041     treasurelist *tl = find_treasurelist ("starting_wealth");
1042     if (tl)
1043     create_treasure (tl, op, 0, 0, 0);
1044 elmex 1.1
1045 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1046     INVOKE_PLAYER (LOGIN, op->contr);
1047 elmex 1.1
1048 root 1.18 op->contr->state = ST_PLAYING;
1049 root 1.11
1050 root 1.18 if (op->msg)
1051     op->msg = NULL;
1052 elmex 1.1
1053 root 1.18 /* We create this now because some of the unique maps will need it
1054     * to save here.
1055     */
1056     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1057     make_path_to_file (buf);
1058 elmex 1.1
1059     #ifdef AUTOSAVE
1060 root 1.18 op->contr->last_save_tick = pticks;
1061 elmex 1.1 #endif
1062 root 1.18 start_info (op);
1063     CLEAR_FLAG (op, FLAG_WIZ);
1064     give_initial_items (op, op->randomitems);
1065     link_player_skills (op);
1066     esrv_send_inventory (op, op);
1067     fix_player (op);
1068 elmex 1.1
1069 root 1.18 /* This moves the player to a different start map, if there
1070     * is one for this race
1071     */
1072     if (*first_map_ext_path)
1073     {
1074     object *tmp;
1075     char mapname[MAX_BUF];
1076    
1077     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1078 root 1.33 tmp = object::create ();
1079 root 1.18 EXIT_PATH (tmp) = mapname;
1080     EXIT_X (tmp) = op->x;
1081     EXIT_Y (tmp) = op->y;
1082     enter_exit (op, tmp); /* we don't really care if it succeeded;
1083 elmex 1.1 * if the map isn't there, then stay on the
1084     * default initial map */
1085 root 1.33 tmp->destroy ();
1086 elmex 1.1 }
1087 root 1.18 else
1088     {
1089     LOG (llevDebug, "first_map_ext_path not set\n");
1090     }
1091     return 0;
1092 elmex 1.1 }
1093    
1094 root 1.18 /* Following actually changes the race - this is the default command
1095     * if we don't match with one of the options above.
1096     */
1097    
1098     tmp_loop = 0;
1099     while (!tmp_loop)
1100     {
1101     shstr name = op->name;
1102     int x = op->x, y = op->y;
1103    
1104     remove_statbonus (op);
1105 root 1.32 op->remove ();
1106 root 1.18 op->arch = get_player_archetype (op->arch);
1107 root 1.33 op->arch->clone.copy_to (op);
1108 root 1.18 op->instantiate ();
1109     op->stats = op->contr->orig_stats;
1110     op->name = op->name_pl = name;
1111     op->x = x;
1112     op->y = y;
1113     SET_ANIMATION (op, 2); /* So player faces south */
1114     insert_ob_in_map (op, op->map, op, 0);
1115 root 1.21 assign (op->contr->title, op->arch->clone.name);
1116 root 1.18 add_statbonus (op);
1117     tmp_loop = allowed_class (op);
1118     }
1119 root 1.19
1120 root 1.18 update_object (op, UP_OBJ_FACE);
1121     esrv_update_item (UPD_FACE, op, op);
1122     fix_player (op);
1123     op->stats.hp = op->stats.maxhp;
1124     op->stats.sp = op->stats.maxsp;
1125     op->stats.grace = 0;
1126 root 1.21
1127 root 1.18 if (op->msg)
1128     new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 root 1.21
1130 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");
1131 root 1.18 return 0;
1132 elmex 1.1 }
1133    
1134 root 1.18 int
1135     key_confirm_quit (object *op, char key)
1136 elmex 1.1 {
1137 root 1.18 char buf[MAX_BUF];
1138 elmex 1.1
1139 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140     {
1141     op->contr->state = ST_PLAYING;
1142     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143     return 1;
1144 elmex 1.1 }
1145    
1146 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1147     INVOKE_PLAYER (QUIT, op->contr);
1148 root 1.3
1149 root 1.18 terminate_all_pets (op);
1150     leave_map (op);
1151     op->direction = 0;
1152     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153    
1154     strcpy (op->contr->killer, "quit");
1155     check_score (op);
1156     op->contr->party = NULL;
1157     if (settings.set_title == TRUE)
1158     op->contr->own_title[0] = '\0';
1159    
1160     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161     {
1162 root 1.25 maptile *mp, *next;
1163 root 1.18
1164     /* We need to hunt for any per player unique maps in memory and
1165     * get rid of them. The trailing slash in the path is intentional,
1166     * so that players named 'Ab' won't match against players 'Abe' pathname
1167     */
1168     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169     for (mp = first_map; mp != NULL; mp = next)
1170     {
1171     next = mp->next;
1172     if (!strncmp (mp->path, buf, strlen (buf)))
1173     delete_map (mp);
1174 root 1.11 }
1175 root 1.18
1176     delete_character (op->name, 1);
1177 elmex 1.1 }
1178 root 1.19
1179 root 1.18 play_again (op);
1180     return 1;
1181 elmex 1.1 }
1182    
1183 root 1.18 void
1184     flee_player (object *op)
1185     {
1186     int dir, diff;
1187     rv_vector rv;
1188    
1189     if (op->stats.hp < 0)
1190     {
1191     LOG (llevDebug, "Fleeing player is dead.\n");
1192     CLEAR_FLAG (op, FLAG_SCARED);
1193     return;
1194 elmex 1.1 }
1195    
1196 root 1.18 if (op->enemy == NULL)
1197     {
1198     LOG (llevDebug, "Fleeing player had no enemy.\n");
1199     CLEAR_FLAG (op, FLAG_SCARED);
1200     return;
1201 elmex 1.1 }
1202    
1203 root 1.18 /* Seen some crashes here. Since we don't store an
1204     * op->enemy_count, it is possible that something destroys the
1205     * actual enemy, and the object is recycled.
1206     */
1207     if (op->enemy->map == NULL)
1208     {
1209     CLEAR_FLAG (op, FLAG_SCARED);
1210     op->enemy = NULL;
1211     return;
1212 elmex 1.1 }
1213    
1214 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1215     {
1216     op->enemy = NULL;
1217     CLEAR_FLAG (op, FLAG_SCARED);
1218     return;
1219 elmex 1.1 }
1220 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1221    
1222     dir = absdir (4 + rv.direction);
1223     for (diff = 0; diff < 3; diff++)
1224     {
1225     int m = 1 - (RANDOM () & 2);
1226 elmex 1.1
1227 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228     {
1229     return;
1230 root 1.11 }
1231 elmex 1.1 }
1232 root 1.18 /* Cornered, get rid of scared */
1233     CLEAR_FLAG (op, FLAG_SCARED);
1234     op->enemy = NULL;
1235 elmex 1.1 }
1236    
1237    
1238     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1239     * IT returns 1 if the player should keep on moving, 0 if he should
1240     * stop.
1241     */
1242 root 1.18 int
1243     check_pick (object *op)
1244     {
1245 elmex 1.1 object *tmp, *next;
1246     int stop = 0;
1247     int j, k, wvratio;
1248     char putstring[128], tmpstr[16];
1249    
1250     /* if you're flying, you cna't pick up anything */
1251     if (op->move_type & MOVE_FLYING)
1252     return 1;
1253    
1254     next = op->below;
1255    
1256     /* loop while there are items on the floor that are not marked as
1257     * destroyed */
1258 root 1.24 while (next && !next->destroyed ())
1259 root 1.18 {
1260     tmp = next;
1261     next = tmp->below;
1262 elmex 1.1
1263 root 1.24 if (op->destroyed ())
1264 elmex 1.1 return 0;
1265    
1266 root 1.18 if (!can_pick (op, tmp))
1267     continue;
1268 elmex 1.1
1269 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1270     {
1271     if (item_matched_string (op, tmp, op->contr->search_str))
1272     pick_up (op, tmp);
1273     continue;
1274 root 1.11 }
1275    
1276 root 1.18 /* high not bit set? We're using the old autopickup model */
1277     if (!(op->contr->mode & PU_NEWMODE))
1278 root 1.11 {
1279 root 1.18 switch (op->contr->mode)
1280 root 1.11 {
1281 root 1.20 case 0:
1282     return 1; /* don't pick up */
1283     case 1:
1284     pick_up (op, tmp);
1285     return 1;
1286     case 2:
1287     pick_up (op, tmp);
1288     return 0;
1289     case 3:
1290     return 0; /* stop before pickup */
1291     case 4:
1292     pick_up (op, tmp);
1293     break;
1294     case 5:
1295     pick_up (op, tmp);
1296     stop = 1;
1297     break;
1298     case 6:
1299     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1300 root 1.18 pick_up (op, tmp);
1301 root 1.20 break;
1302    
1303     case 7:
1304     if (tmp->type == MONEY || tmp->type == GEM)
1305 root 1.18 pick_up (op, tmp);
1306 root 1.20 break;
1307    
1308     default:
1309     /* use value density */
1310     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1311     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1312 root 1.18 pick_up (op, tmp);
1313 root 1.11 }
1314     }
1315 root 1.18 else
1316     { /* old model */
1317     /* NEW pickup handling */
1318     if (op->contr->mode & PU_DEBUG)
1319     {
1320     /* some debugging code to figure out item information */
1321     if (tmp->name != NULL)
1322     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324     else
1325     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1327     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328    
1329     sprintf (putstring, "...flags: ");
1330     for (k = 0; k < 4; k++)
1331     {
1332     for (j = 0; j < 32; j++)
1333     {
1334     if ((tmp->flags[k] >> j) & 0x01)
1335     {
1336     sprintf (tmpstr, "%d ", k * 32 + j);
1337     strcat (putstring, tmpstr);
1338     }
1339     }
1340     }
1341     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342 elmex 1.1
1343     #if 0
1344 root 1.18 /* print the flags too */
1345     for (k = 0; k < 4; k++)
1346     {
1347     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348     for (j = 0; j < 32; j++)
1349     {
1350     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351     if (!((j + 1) % 4))
1352     fprintf (stderr, " ");
1353     }
1354     fprintf (stderr, " [%d]\n", k * 32);
1355     }
1356 elmex 1.1 #endif
1357 root 1.18 }
1358     /* philosophy:
1359     * It's easy to grab an item type from a pile, as long as it's
1360     * generic. This takes no game-time. For more detailed pickups
1361     * and selections, select-items shoul dbe used. This is a
1362     * grab-as-you-run type mode that's really useful for arrows for
1363     * example.
1364     * The drawback: right now it has no frontend, so you need to
1365     * stick the bits you want into a calculator in hex mode and then
1366     * convert to decimal and then 'pickup <#>
1367     */
1368    
1369     /* the first two modes are exclusive: if NOTHING we return, if
1370     * STOP then we stop. All the rest are applied sequentially,
1371     * meaning if any test passes, the item gets picked up. */
1372    
1373     /* if mode is set to pick nothing up, return */
1374    
1375     if (op->contr->mode & PU_NOTHING)
1376     return 1;
1377    
1378     /* if mode is set to stop when encountering objects, return */
1379     /* take STOP before INHIBIT since it doesn't actually pick
1380     * anything up */
1381    
1382     if (op->contr->mode & PU_STOP)
1383     return 0;
1384    
1385     /* useful for going into stores and not losing your settings... */
1386     /* and for battles wher you don't want to get loaded down while
1387     * fighting */
1388     if (op->contr->mode & PU_INHIBIT)
1389     return 1;
1390    
1391     /* prevent us from turning into auto-thieves :) */
1392     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1393     continue;
1394    
1395     /* ignore known cursed objects */
1396     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1397     continue;
1398    
1399     /* all food and drink if desired */
1400     /* question: don't pick up known-poisonous stuff? */
1401     if (op->contr->mode & PU_FOOD)
1402     if (tmp->type == FOOD)
1403     {
1404     pick_up (op, tmp);
1405     continue;
1406     }
1407 root 1.29
1408 root 1.18 if (op->contr->mode & PU_DRINK)
1409     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1410     {
1411     pick_up (op, tmp);
1412     continue;
1413     }
1414    
1415     if (op->contr->mode & PU_POTION)
1416     if (tmp->type == POTION)
1417     {
1418     pick_up (op, tmp);
1419     continue;
1420     }
1421    
1422     /* spellbooks, skillscrolls and normal books/scrolls */
1423     if (op->contr->mode & PU_SPELLBOOK)
1424     if (tmp->type == SPELLBOOK)
1425     {
1426     pick_up (op, tmp);
1427     continue;
1428     }
1429 root 1.29
1430 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1431     if (tmp->type == SKILLSCROLL)
1432     {
1433     pick_up (op, tmp);
1434     continue;
1435     }
1436 root 1.29
1437 root 1.18 if (op->contr->mode & PU_READABLES)
1438     if (tmp->type == BOOK || tmp->type == SCROLL)
1439     {
1440     pick_up (op, tmp);
1441     continue;
1442     }
1443    
1444     /* wands/staves/rods/horns */
1445     if (op->contr->mode & PU_MAGIC_DEVICE)
1446     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1447     {
1448     pick_up (op, tmp);
1449     continue;
1450     }
1451    
1452     /* pick up all magical items */
1453     if (op->contr->mode & PU_MAGICAL)
1454     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1455     {
1456     pick_up (op, tmp);
1457     continue;
1458     }
1459    
1460     if (op->contr->mode & PU_VALUABLES)
1461     {
1462     if (tmp->type == MONEY || tmp->type == GEM)
1463     {
1464     pick_up (op, tmp);
1465     continue;
1466     }
1467     }
1468    
1469     /* rings & amulets - talismans seems to be typed AMULET */
1470     if (op->contr->mode & PU_JEWELS)
1471     if (tmp->type == RING || tmp->type == AMULET)
1472     {
1473     pick_up (op, tmp);
1474 root 1.29 continue;
1475     }
1476    
1477     /* we don't forget dragon food */
1478     if (op->contr->mode & PU_FLESH)
1479     if (tmp->type == FLESH)
1480     {
1481     pick_up (op, tmp);
1482 root 1.18 continue;
1483     }
1484    
1485     /* bows and arrows. Bows are good for selling! */
1486     if (op->contr->mode & PU_BOW)
1487     if (tmp->type == BOW)
1488     {
1489     pick_up (op, tmp);
1490     continue;
1491     }
1492 root 1.29
1493 root 1.18 if (op->contr->mode & PU_ARROW)
1494     if (tmp->type == ARROW)
1495     {
1496     pick_up (op, tmp);
1497     continue;
1498     }
1499    
1500     /* all kinds of armor etc. */
1501     if (op->contr->mode & PU_ARMOUR)
1502     if (tmp->type == ARMOUR)
1503     {
1504     pick_up (op, tmp);
1505     continue;
1506     }
1507 root 1.29
1508 root 1.18 if (op->contr->mode & PU_HELMET)
1509     if (tmp->type == HELMET)
1510     {
1511     pick_up (op, tmp);
1512     continue;
1513     }
1514 root 1.29
1515 root 1.18 if (op->contr->mode & PU_SHIELD)
1516     if (tmp->type == SHIELD)
1517     {
1518     pick_up (op, tmp);
1519     continue;
1520     }
1521 root 1.29
1522 root 1.18 if (op->contr->mode & PU_BOOTS)
1523     if (tmp->type == BOOTS)
1524     {
1525     pick_up (op, tmp);
1526     continue;
1527     }
1528 root 1.29
1529 root 1.18 if (op->contr->mode & PU_GLOVES)
1530     if (tmp->type == GLOVES)
1531     {
1532     pick_up (op, tmp);
1533     continue;
1534     }
1535 root 1.29
1536 root 1.18 if (op->contr->mode & PU_CLOAK)
1537     if (tmp->type == CLOAK)
1538     {
1539     pick_up (op, tmp);
1540     continue;
1541     }
1542 elmex 1.1
1543 root 1.18 /* hoping to catch throwing daggers here */
1544     if (op->contr->mode & PU_MISSILEWEAPON)
1545     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1546     {
1547     pick_up (op, tmp);
1548     continue;
1549     }
1550 elmex 1.1
1551 root 1.18 /* careful: chairs and tables are weapons! */
1552     if (op->contr->mode & PU_ALLWEAPON)
1553     {
1554     if (tmp->type == WEAPON && tmp->name != NULL)
1555     {
1556     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1557     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1558     {
1559     pick_up (op, tmp);
1560     continue;
1561     }
1562     }
1563 root 1.29
1564 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1565     {
1566     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1567     {
1568     pick_up (op, tmp);
1569     continue;
1570     }
1571     }
1572     }
1573 elmex 1.1
1574 root 1.18 /* misc stuff that's useful */
1575     if (op->contr->mode & PU_KEY)
1576     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1577     {
1578     pick_up (op, tmp);
1579     continue;
1580     }
1581 elmex 1.1
1582 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1583     * pickups */
1584     if (op->contr->mode & PU_RATIO)
1585     {
1586     /* use value density to decide what else to grab */
1587     /* >=7 was >= op->contr->mode */
1588     /* >=7 is the old standard setting. Now we take the last 4 bits
1589     * and multiply them by 5, giving 0..15*5== 5..75 */
1590     wvratio = (op->contr->mode & PU_RATIO) * 5;
1591     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1592     {
1593     pick_up (op, tmp);
1594 elmex 1.1 #if 0
1595 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1596     if (tmp->name != NULL)
1597     {
1598     fprintf (stderr, "%s", tmp->name);
1599     }
1600     else
1601     fprintf (stderr, "%s", tmp->arch->name);
1602     fprintf (stderr, ",%d] = ", tmp->type);
1603     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1604 elmex 1.1 #endif
1605 root 1.18 continue;
1606     }
1607     }
1608     } /* the new pickup model */
1609     }
1610 root 1.29
1611 root 1.18 return !stop;
1612 elmex 1.1 }
1613    
1614     /*
1615     * Find an arrow in the inventory and after that
1616     * in the right type container (quiver). Pointer to the
1617     * found object is returned.
1618     */
1619 root 1.18 object *
1620     find_arrow (object *op, const char *type)
1621 elmex 1.1 {
1622 root 1.18 object *tmp = NULL;
1623 elmex 1.1
1624 root 1.18 for (op = op->inv; op; op = op->below)
1625     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1626     tmp = find_arrow (op, type);
1627     else if (op->type == ARROW && op->race == type)
1628     return op;
1629     return tmp;
1630 elmex 1.1 }
1631    
1632     /*
1633     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1634     * against the target. A full test is not performed, simply a basic test
1635     * of resistances. The archer is making a quick guess at what he sees down
1636     * the hall. Failing that it does it's best to pick the highest plus arrow.
1637     */
1638    
1639 root 1.18 object *
1640     find_better_arrow (object *op, object *target, const char *type, int *better)
1641 elmex 1.1 {
1642 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1643     int attacknum, attacktype, betterby = 0, i;
1644 elmex 1.1
1645 root 1.18 if (!type)
1646     return NULL;
1647 elmex 1.1
1648 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1649     {
1650     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1651     {
1652     i = 0;
1653     ntmp = find_better_arrow (arrow, target, type, &i);
1654     if (i > betterby)
1655     {
1656     tmp = ntmp;
1657     betterby = i;
1658     }
1659     }
1660     else if (arrow->type == ARROW && arrow->race == type)
1661     {
1662     /* allways prefer assasination/slaying */
1663     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1664     {
1665     if (arrow->attacktype & AT_DEATH)
1666     {
1667     *better = 100;
1668     return arrow;
1669     }
1670     else
1671     {
1672     tmp = arrow;
1673     betterby = (arrow->magic + arrow->stats.dam) * 2;
1674     }
1675     }
1676     else
1677     {
1678     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1679     {
1680     attacktype = 1 << attacknum;
1681     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1682     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1683     {
1684     tmp = arrow;
1685     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1686     }
1687 root 1.11 }
1688 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1689     {
1690     tmp = arrow;
1691     betterby = 2 + arrow->magic + arrow->stats.dam;
1692 root 1.11 }
1693 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1694     {
1695     tmp = arrow;
1696     betterby = 1 + arrow->magic + arrow->stats.dam;
1697 root 1.11 }
1698     }
1699     }
1700 elmex 1.1 }
1701 root 1.18 if (tmp == NULL && arrow == NULL)
1702     return find_arrow (op, type);
1703 elmex 1.1
1704 root 1.18 *better = betterby;
1705     return tmp;
1706 elmex 1.1 }
1707    
1708     /* looks in a given direction, finds the first valid target, and calls
1709     * find_better_arrow to find a decent arrow to use.
1710     * op = the shooter
1711     * type = bow->race
1712     * dir = fire direction
1713     */
1714    
1715 root 1.18 object *
1716     pick_arrow_target (object *op, const char *type, int dir)
1717 elmex 1.1 {
1718 root 1.18 object *tmp = NULL;
1719 root 1.25 maptile *m;
1720 root 1.18 int i, mflags, found, number;
1721     sint16 x, y;
1722    
1723     if (op->map == NULL)
1724     return find_arrow (op, type);
1725    
1726     /* do a dex check */
1727     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1728     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1729     return find_arrow (op, type);
1730    
1731     m = op->map;
1732     x = op->x;
1733     y = op->y;
1734    
1735     /* find the first target */
1736     for (i = 0, found = 0; i < 20; i++)
1737     {
1738     x += freearr_x[dir];
1739     y += freearr_y[dir];
1740     mflags = get_map_flags (m, &m, x, y, &x, &y);
1741     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1742     {
1743     tmp = NULL;
1744     break;
1745     }
1746     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1747     {
1748     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1749     * perhaps a bad assumption.
1750     */
1751     tmp = NULL;
1752     break;
1753 root 1.11 }
1754 root 1.18 if (mflags & P_IS_ALIVE)
1755     {
1756     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1757     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1758     {
1759     found++;
1760 root 1.11 break;
1761 root 1.18 }
1762     if (found)
1763     break;
1764 root 1.11 }
1765 elmex 1.1 }
1766 root 1.18 if (tmp == NULL)
1767     return find_arrow (op, type);
1768 elmex 1.1
1769 root 1.18 if (tmp->head)
1770     tmp = tmp->head;
1771 elmex 1.1
1772 root 1.18 return find_better_arrow (op, tmp, type, &i);
1773 elmex 1.1 }
1774    
1775     /*
1776     * Creature fires a bow - op can be monster or player. Returns
1777     * 1 if bow was actually fired, 0 otherwise.
1778     * op is the object firing the bow.
1779     * part is for multipart creatures - the part firing the bow.
1780     * dir is the direction of fire.
1781     * wc_mod is any special modifier to give (used in special player fire modes)
1782     * sx, sy are coordinates to fire arrow from - also used in some of the special
1783     * player fire modes.
1784     */
1785 root 1.18 int
1786     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1787 elmex 1.1 {
1788 root 1.18 object *left, *bow;
1789     int bowspeed, mflags;
1790 root 1.25 maptile *m;
1791 elmex 1.1
1792 root 1.18 if (!dir)
1793     {
1794     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795     return 0;
1796 elmex 1.1 }
1797 root 1.18 if (op->type == PLAYER)
1798     bow = op->contr->ranges[range_bow];
1799     else
1800     {
1801     for (bow = op->inv; bow; bow = bow->below)
1802     /* Don't check for applied - monsters don't apply bows - in that way, they
1803     * don't need to switch back and forth between bows and weapons.
1804     */
1805     if (bow->type == BOW)
1806     break;
1807 root 1.11
1808 root 1.18 if (!bow)
1809     {
1810     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811     return 0;
1812 root 1.11 }
1813 elmex 1.1 }
1814 root 1.18 if (!bow->race || !bow->skill)
1815     {
1816     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817     return 0;
1818 elmex 1.1 }
1819    
1820 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 elmex 1.1
1822 root 1.18 /* penalize ROF for bestarrow */
1823     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1825     if (bowspeed < 1)
1826     bowspeed = 1;
1827    
1828     if (arrow == NULL)
1829     {
1830     if ((arrow = find_arrow (op, bow->race)) == NULL)
1831     {
1832     if (op->type == PLAYER)
1833     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1834     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835     else
1836     CLEAR_FLAG (op, FLAG_READY_BOW);
1837     return 0;
1838 root 1.11 }
1839 elmex 1.1 }
1840 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841     if (mflags & P_OUT_OF_MAP)
1842     {
1843     return 0;
1844     }
1845     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846     {
1847     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848     return 0;
1849     }
1850    
1851     /* this should not happen, but sometimes does */
1852     if (arrow->nrof == 0)
1853     {
1854 root 1.33 arrow->destroy ();
1855 root 1.18 return 0;
1856     }
1857    
1858     left = arrow; /* these are arrows left to the player */
1859     arrow = get_split_ob (arrow, 1);
1860     if (arrow == NULL)
1861     {
1862     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863     return 0;
1864 elmex 1.1 }
1865 root 1.34 arrow->set_owner (op);
1866 root 1.18 arrow->skill = bow->skill;
1867    
1868     arrow->direction = dir;
1869     arrow->x = sx;
1870     arrow->y = sy;
1871    
1872     if (op->type == PLAYER)
1873     {
1874     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875     fix_player (op);
1876 elmex 1.1 }
1877    
1878 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1879     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880     arrow->stats.hp = arrow->stats.dam;
1881     arrow->stats.grace = arrow->attacktype;
1882     if (arrow->slaying != NULL)
1883 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1884 root 1.18
1885     /* Note that this was different for monsters - they got their level
1886     * added to the damage. I think the strength bonus is more proper.
1887     */
1888    
1889     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1890    
1891     /* update the speed */
1892     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894    
1895     if (arrow->speed < 1.0)
1896     arrow->speed = 1.0;
1897     update_ob_speed (arrow);
1898     arrow->speed_left = 0;
1899    
1900     if (op->type == PLAYER)
1901     {
1902     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1903     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1904     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1905    
1906     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1907 elmex 1.1 }
1908 root 1.18 else
1909     {
1910     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911     arrow->level = op->level;
1912 elmex 1.1 }
1913 root 1.24
1914 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1915     arrow->attacktype |= bow->attacktype;
1916 root 1.24
1917 root 1.18 if (bow->slaying != NULL)
1918     arrow->slaying = bow->slaying;
1919    
1920     arrow->map = m;
1921     arrow->move_type = MOVE_FLY_LOW;
1922     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923    
1924     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925     insert_ob_in_map (arrow, m, op, 0);
1926    
1927 root 1.24 if (!arrow->destroyed ())
1928 root 1.18 move_arrow (arrow);
1929 elmex 1.1
1930 root 1.18 if (op->type == PLAYER)
1931     {
1932 root 1.24 if (left->destroyed ())
1933     esrv_del_item (op->contr, left->count);
1934 root 1.18 else
1935     esrv_send_item (op, left);
1936 elmex 1.1 }
1937 root 1.24
1938 root 1.18 return 1;
1939 elmex 1.1 }
1940    
1941     /* Special fire code for players - this takes into
1942     * account the special fire modes players can have
1943     * but monsters can't. Putting that code here
1944     * makes the fire_bow code much cleaner.
1945     * this function should only be called if 'op' is a player,
1946     * hence the function name.
1947     */
1948 root 1.18 int
1949     player_fire_bow (object *op, int dir)
1950 elmex 1.1 {
1951 root 1.18 int ret = 0, wcmod = 0;
1952    
1953     if (op->contr->bowtype == bow_bestarrow)
1954     {
1955     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1956     }
1957     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958     {
1959     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960     wcmod = -1;
1961     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962     }
1963     else if (op->contr->bowtype == bow_threewide)
1964     {
1965     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1966     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1967     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1968     }
1969     else if (op->contr->bowtype == bow_spreadshot)
1970     {
1971     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1972     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1973     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1974 elmex 1.1
1975     }
1976 root 1.18 else
1977     {
1978     /* Simple case */
1979     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980     }
1981     return ret;
1982 elmex 1.1 }
1983    
1984    
1985     /* Fires a misc (wand/rod/horn) object in 'dir'.
1986     * Broken apart from 'fire' to keep it more readable.
1987     */
1988 root 1.18 void
1989     fire_misc_object (object *op, int dir)
1990 elmex 1.1 {
1991 root 1.18 object *item;
1992 elmex 1.1
1993 root 1.18 if (!op->contr->ranges[range_misc])
1994     {
1995     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996     return;
1997 elmex 1.1 }
1998    
1999 root 1.18 item = op->contr->ranges[range_misc];
2000     if (!item->inv)
2001     {
2002     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003     return;
2004 elmex 1.1 }
2005 root 1.18 if (item->type == WAND)
2006     {
2007     if (item->stats.food <= 0)
2008     {
2009     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2010     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2011     return;
2012 root 1.11 }
2013 root 1.18 }
2014     else if (item->type == ROD || item->type == HORN)
2015     {
2016     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2017     {
2018     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2019     if (item->type == ROD)
2020     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2021     else
2022     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2023     return;
2024 root 1.11 }
2025 elmex 1.1 }
2026    
2027 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2028     {
2029     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2030     if (item->type == WAND)
2031     {
2032     if (!(--item->stats.food))
2033     {
2034     object *tmp;
2035    
2036     if (item->arch)
2037     {
2038     CLEAR_FLAG (item, FLAG_ANIMATE);
2039     item->face = item->arch->clone.face;
2040     item->speed = 0;
2041     update_ob_speed (item);
2042 root 1.11 }
2043 root 1.18 if ((tmp = is_player_inv (item)))
2044     esrv_update_item (UPD_ANIM, tmp, item);
2045 root 1.11 }
2046     }
2047 root 1.18 else if (item->type == ROD || item->type == HORN)
2048     {
2049     drain_rod_charge (item);
2050 root 1.11 }
2051 elmex 1.1 }
2052     }
2053    
2054     /* Received a fire command for the player - go and do it.
2055     */
2056 root 1.18 void
2057     fire (object *op, int dir)
2058     {
2059     int spellcost = 0;
2060 elmex 1.1
2061 root 1.18 /* check for loss of invisiblity/hide */
2062     if (action_makes_visible (op))
2063     make_visible (op);
2064 elmex 1.1
2065 root 1.18 switch (op->contr->shoottype)
2066     {
2067 root 1.20 case range_none:
2068     return;
2069 elmex 1.1
2070 root 1.20 case range_bow:
2071     player_fire_bow (op, dir);
2072     return;
2073 elmex 1.1
2074 root 1.20 case range_magic: /* Casting spells */
2075     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2076     return;
2077 elmex 1.1
2078 root 1.20 case range_misc:
2079     fire_misc_object (op, dir);
2080     return;
2081 root 1.11
2082 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2083 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2084 root 1.20 {
2085 root 1.30 op->contr->ranges[range_golem] = 0;
2086 root 1.20 op->contr->shoottype = range_none;
2087     }
2088     else
2089     control_golem (op->contr->ranges[range_golem], dir);
2090     return;
2091 root 1.11
2092 root 1.20 case range_skill:
2093     if (!op->chosen_skill)
2094     {
2095     if (op->type == PLAYER)
2096     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097     return;
2098     }
2099     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2100     return;
2101     case range_builder:
2102     apply_map_builder (op, dir);
2103     return;
2104     default:
2105     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2106     return;
2107 elmex 1.1 }
2108     }
2109    
2110    
2111    
2112     /* find_key
2113     * We try to find a key for the door as passed. If we find a key
2114     * and successfully use it, we return the key, otherwise NULL
2115     * This function merges both normal and locked door, since the logic
2116     * for both is the same - just the specific key is different.
2117     * pl is the player,
2118     * inv is the objects inventory to searched
2119     * door is the door we are trying to match against.
2120     * This function can be called recursively to search containers.
2121     */
2122    
2123 root 1.18 object *
2124     find_key (object *pl, object *container, object *door)
2125 elmex 1.1 {
2126 root 1.18 object *tmp, *key;
2127 elmex 1.1
2128 root 1.18 /* Should not happen, but sanity checking is never bad */
2129     if (container->inv == NULL)
2130     return NULL;
2131 elmex 1.1
2132 root 1.18 /* First, lets try to find a key in the top level inventory */
2133     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2134     {
2135     if (door->type == DOOR && tmp->type == KEY)
2136     break;
2137     /* For sanity, we should really check door type, but other stuff
2138     * (like containers) can be locked with special keys
2139     */
2140     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141     break;
2142     }
2143     /* No key found - lets search inventories now */
2144     /* If we find and use a key in an inventory, return at that time.
2145     * otherwise, if we search all the inventories and still don't find
2146     * a key, return
2147     */
2148     if (!tmp)
2149     {
2150     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2151     {
2152     /* No reason to search empty containers */
2153     if (tmp->type == CONTAINER && tmp->inv)
2154     {
2155     if ((key = find_key (pl, tmp, door)) != NULL)
2156     return key;
2157     }
2158     }
2159     if (!tmp)
2160     return NULL;
2161 elmex 1.1 }
2162 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2163     * see if we actually want to use it
2164     */
2165     if (pl != container)
2166     {
2167     /* Only let players use keys in containers */
2168     if (!pl->contr)
2169     return NULL;
2170     /* cases where this fails:
2171     * If we only search the player inventory, return now since we
2172     * are not in the players inventory.
2173     * If the container is not active, return now since only active
2174     * containers can be used.
2175     * If we only search keyrings and the container does not have
2176     * a race/isn't a keyring.
2177     * No checking for all containers - to fall through past here,
2178     * inv must have been an container and must have been active.
2179     *
2180     * Change the color so that the message doesn't disappear with
2181     * all the others.
2182     */
2183     if (pl->contr->usekeys == key_inventory ||
2184     !QUERY_FLAG (container, FLAG_APPLIED) ||
2185     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2186     {
2187     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2188     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2189     return NULL;
2190 root 1.11 }
2191 elmex 1.1 }
2192 root 1.18 return tmp;
2193 elmex 1.1 }
2194    
2195     /* moved door processing out of move_player_attack.
2196     * returns 1 if player has opened the door with a key
2197     * such that the caller should not do anything more,
2198     * 0 otherwise
2199     */
2200 root 1.18 static int
2201     player_attack_door (object *op, object *door)
2202 elmex 1.1 {
2203    
2204 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2205     * might as well return immediately as there is nothing more to do -
2206     * otherwise, we fall through to the rest of the code.
2207     */
2208     object *key = find_key (op, op, door);
2209    
2210     /* IF we found a key, do some extra work */
2211     if (key)
2212     {
2213     object *container = key->env;
2214    
2215     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2216     if (action_makes_visible (op))
2217     make_visible (op);
2218     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219     spring_trap (door->inv, op);
2220     if (door->type == DOOR)
2221     {
2222     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2223     }
2224     else if (door->type == LOCKED_DOOR)
2225     {
2226     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2227     remove_door2 (door); /* remove door without violence ;-) */
2228     }
2229     /* Do this after we print the message */
2230     decrease_ob (key); /* Use up one of the keys */
2231     /* Need to update the weight the container the key was in */
2232     if (container != op)
2233     esrv_update_item (UPD_WEIGHT, op, container);
2234     return 1; /* Nothing more to do below */
2235     }
2236     else if (door->type == LOCKED_DOOR)
2237     {
2238     /* Might as well return now - no other way to open this */
2239     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240     return 1;
2241 elmex 1.1 }
2242 root 1.18 return 0;
2243 elmex 1.1 }
2244    
2245     /* This function is just part of a breakup from move_player.
2246     * It should keep the code cleaner.
2247     * When this is called, the players direction has been updated
2248     * (taking into account confusion.) The player is also actually
2249     * going to try and move (not fire weapons).
2250     */
2251    
2252 root 1.18 void
2253     move_player_attack (object *op, int dir)
2254 elmex 1.1 {
2255 root 1.18 object *tmp, *mon;
2256     sint16 nx, ny;
2257     int on_battleground;
2258 root 1.25 maptile *m;
2259 root 1.18
2260     nx = freearr_x[dir] + op->x;
2261     ny = freearr_y[dir] + op->y;
2262    
2263     on_battleground = op_on_battleground (op, NULL, NULL);
2264    
2265     /* If braced, or can't move to the square, and it is not out of the
2266     * map, attack it. Note order of if statement is important - don't
2267     * want to be calling move_ob if braced, because move_ob will move the
2268     * player. This is a pretty nasty hack, because if we could
2269     * move to some space, it then means that if we are braced, we should
2270     * do nothing at all. As it is, if we are braced, we go through
2271     * quite a bit of processing. However, it probably is less than what
2272     * move_ob uses.
2273     */
2274     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275     {
2276     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277     {
2278     m = get_map_from_coord (op->map, &nx, &ny);
2279     if (!m)
2280     return; /* Don't think this should happen */
2281     }
2282     else
2283     m = op->map;
2284    
2285     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2286     {
2287     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288     return;
2289 root 1.11 }
2290    
2291 root 1.18 mon = NULL;
2292     /* Go through all the objects, and find ones of interest. Only stop if
2293     * we find a monster - that is something we know we want to attack.
2294     * if its a door or barrel (can roll) see if there may be monsters
2295     * on the space
2296     */
2297     while (tmp != NULL)
2298     {
2299     if (tmp == op)
2300     {
2301     tmp = tmp->above;
2302     continue;
2303 root 1.11 }
2304 root 1.27
2305 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2306     {
2307     mon = tmp;
2308     break;
2309 root 1.11 }
2310 root 1.27
2311 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2312     mon = tmp;
2313 root 1.27
2314 root 1.18 tmp = tmp->above;
2315     }
2316    
2317     if (mon == NULL) /* This happens anytime the player tries to move */
2318     return; /* into a wall */
2319    
2320     if (mon->head != NULL)
2321     mon = mon->head;
2322    
2323     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324     if (player_attack_door (op, mon))
2325     return;
2326    
2327     /* The following deals with possibly attacking peaceful
2328     * or frienddly creatures. Basically, all players are considered
2329     * unaggressive. If the moving player has peaceful set, then the
2330     * object should be pushed instead of attacked. It is assumed that
2331     * if you are braced, you will not attack friends accidently,
2332     * and thus will not push them.
2333     */
2334 root 1.11
2335 root 1.18 /* If the creature is a pet, push it even if the player is not
2336     * peaceful. Our assumption is the creature is a pet if the
2337     * player owns it and it is either friendly or unagressive.
2338     */
2339     if ((op->type == PLAYER)
2340 elmex 1.1 #if COZY_SERVER
2341 root 1.18 &&
2342 root 1.34 ((mon->owner && mon->owner->contr
2343     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2344 elmex 1.1 #else
2345 root 1.34 && mon->owner == op
2346 elmex 1.1 #endif
2347 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 root 1.11 {
2349 root 1.18 /* If we're braced, we don't want to switch places with it */
2350     if (op->contr->braced)
2351 root 1.11 return;
2352 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353     (void) push_ob (mon, dir, op);
2354     if (op->contr->tmp_invis || op->hide)
2355     make_visible (op);
2356     return;
2357 root 1.11 }
2358    
2359 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2360     * creatures. Note that if you are braced, you can't push
2361     * someone, but put it inside this loop so that you won't
2362     * attack them either.
2363     */
2364     if ((mon->type == PLAYER || mon->enemy != op) &&
2365     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2367 root 1.18 (op->contr->peaceful
2368     || (mon->type == PLAYER
2369     && mon->contr->
2370     peaceful)) &&
2371 elmex 1.1 #else
2372 root 1.18 op->contr->peaceful &&
2373 elmex 1.1 #endif
2374 root 1.18 !on_battleground))
2375     {
2376     if (!op->contr->braced)
2377     {
2378     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379     (void) push_ob (mon, dir, op);
2380     }
2381     else
2382     {
2383     new_draw_info (0, 0, op, "You withhold your attack");
2384 root 1.11 }
2385 root 1.18 if (op->contr->tmp_invis || op->hide)
2386     make_visible (op);
2387 root 1.11 }
2388 elmex 1.1
2389 root 1.18 /* If the object is a boulder or other rollable object, then
2390     * roll it if not braced. You can't roll it if you are braced.
2391     */
2392     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2393     {
2394     recursive_roll (mon, dir, op);
2395     if (action_makes_visible (op))
2396     make_visible (op);
2397 root 1.11 }
2398    
2399 root 1.18 /* Any generic living creature. Including things like doors.
2400     * Way it works is like this: First, it must have some hit points
2401     * and be living. Then, it must be one of the following:
2402     * 1) Not a player, 2) A player, but of a different party. Note
2403     * that party_number -1 is no party, so attacks can still happen.
2404     */
2405 root 1.11
2406 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408     {
2409 elmex 1.1
2410 root 1.18 /* If the player hasn't hit something this tick, and does
2411     * so, give them speed boost based on weapon speed. Doing
2412     * it here is better than process_players2, which basically
2413     * incurred a 1 tick offset.
2414     */
2415     if (!op->contr->has_hit)
2416     {
2417     op->speed_left += op->speed / op->contr->weapon_sp;
2418 root 1.11
2419 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 root 1.11 }
2421    
2422 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2423 root 1.11
2424 root 1.18 /* If attacking another player, that player gets automatic
2425     * hitback, and doesn't loose luck either.
2426     * Disable hitback on the battleground or if the target is
2427     * the wiz.
2428     */
2429     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430     {
2431     short luck = mon->stats.luck;
2432    
2433     mon->contr->has_hit = 1;
2434     skill_attack (op, mon, 0, NULL, NULL);
2435     mon->stats.luck = luck;
2436 root 1.11 }
2437 root 1.18 if (action_makes_visible (op))
2438     make_visible (op);
2439 root 1.11 }
2440 root 1.18 } /* if player should attack something */
2441 elmex 1.1 }
2442    
2443 root 1.18 int
2444     move_player (object *op, int dir)
2445     {
2446     int pick;
2447 elmex 1.1
2448 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2449     return 0;
2450 elmex 1.1
2451 root 1.18 /* Sanity check: make sure dir is valid */
2452     if ((dir < 0) || (dir >= 9))
2453     {
2454     LOG (llevError, "move_player: invalid direction %d\n", dir);
2455     return 0;
2456 elmex 1.1 }
2457    
2458 root 1.18 /* peterm: added following line */
2459     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2461    
2462     op->facing = dir;
2463    
2464     if (op->hide)
2465     do_hidden_move (op);
2466    
2467     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2468     /*nop */ ;
2469     else if (op->contr->fire_on)
2470     fire (op, dir);
2471     else
2472     {
2473     move_player_attack (op, dir);
2474     pick = check_pick (op);
2475     }
2476 elmex 1.1
2477 root 1.18 /* Add special check for newcs players and fire on - this way, the
2478     * server can handle repeat firing.
2479     */
2480     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481     {
2482     op->direction = dir;
2483     }
2484     else
2485     {
2486     op->direction = 0;
2487     }
2488     /* Update how the player looks. Use the facing, so direction may
2489     * get reset to zero. This allows for full animation capabilities
2490     * for players.
2491     */
2492     animate_object (op, op->facing);
2493     return 0;
2494 elmex 1.1 }
2495    
2496     /* This is similar to handle_player, below, but is only used by the
2497     * new client/server stuff.
2498     * This is sort of special, in that the new client/server actually uses
2499     * the new speed values for commands.
2500     *
2501     * Returns true if there are more actions we can do.
2502     */
2503 root 1.18 int
2504     handle_newcs_player (object *op)
2505 elmex 1.1 {
2506 root 1.18 if (op->contr->hidden)
2507     {
2508     op->invisible = 1000;
2509     /* the socket code flashes the player visible/invisible
2510     * depending on the value of invisible, so we need to
2511     * alternate it here for it to work correctly.
2512     */
2513     if (pticks & 2)
2514 root 1.11 op->invisible--;
2515 root 1.18 }
2516     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517     {
2518     op->invisible--;
2519     if (!op->invisible)
2520     {
2521     make_visible (op);
2522     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2523 root 1.11 }
2524 elmex 1.1 }
2525    
2526 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2527     {
2528     flee_player (op);
2529     /* If player is still scared, that is his action for this tick */
2530     if (QUERY_FLAG (op, FLAG_SCARED))
2531     {
2532     op->speed_left--;
2533     return 0;
2534 root 1.11 }
2535 elmex 1.1 }
2536    
2537 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2538     * the player object still points to the defunct golem. The code that
2539     * destroys the golem looks correct, and it doesn't always happen, so
2540     * put this in a a workaround to clean up the golem pointer.
2541     */
2542 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2543     op->contr->ranges[range_golem] = 0;
2544 root 1.18
2545     /* call this here - we also will call this in do_ericserver, but
2546     * the players time has been increased when doericserver has been
2547     * called, so we recheck it here.
2548     */
2549 root 1.43 op->contr->socket->handle_command ();
2550 root 1.18 if (op->speed_left < 0)
2551 elmex 1.1 return 0;
2552    
2553 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554     {
2555     /* All move commands take 1 tick, at least for now */
2556     op->speed_left--;
2557 elmex 1.1
2558 root 1.18 /* Instead of all the stuff below, let move_player take care
2559     * of it. Also, some of the skill stuff is only put in
2560     * there, as well as the confusion stuff.
2561     */
2562     move_player (op, op->direction);
2563     if (op->speed_left > 0)
2564     return 1;
2565     else
2566 root 1.11 return 0;
2567 root 1.18 }
2568 root 1.41
2569 root 1.18 return 0;
2570     }
2571    
2572     int
2573     save_life (object *op)
2574     {
2575     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2576 elmex 1.1 return 0;
2577 root 1.18
2578 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2579 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2580     {
2581     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2582     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2583 root 1.33
2584 root 1.18 if (op->contr)
2585     esrv_del_item (op->contr, tmp->count);
2586 root 1.33
2587     tmp->destroy ();
2588 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2589 root 1.33
2590 root 1.18 if (op->stats.hp < 0)
2591     op->stats.hp = op->stats.maxhp;
2592 root 1.33
2593 root 1.18 if (op->stats.food < 0)
2594     op->stats.food = 999;
2595 root 1.33
2596 root 1.18 fix_player (op);
2597     return 1;
2598     }
2599 root 1.41
2600 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601     CLEAR_FLAG (op, FLAG_LIFESAVE);
2602     enter_player_savebed (op); /* bring him home. */
2603     return 0;
2604 elmex 1.1 }
2605    
2606     /* This goes throws the inventory and removes unpaid objects, and puts them
2607     * back in the map (location and map determined by values of env). This
2608     * function will descend into containers. op is the object to start the search
2609     * from.
2610     */
2611 root 1.18 void
2612     remove_unpaid_objects (object *op, object *env)
2613 elmex 1.1 {
2614 root 1.18 object *next;
2615 elmex 1.1
2616 root 1.18 while (op)
2617     {
2618     next = op->below; /* Make sure we have a good value, in case
2619     * we remove object 'op'
2620     */
2621     if (QUERY_FLAG (op, FLAG_UNPAID))
2622     {
2623 root 1.32 op->remove ();
2624 root 1.18 op->x = env->x;
2625     op->y = env->y;
2626     if (env->type == PLAYER)
2627     esrv_del_item (env->contr, op->count);
2628     insert_ob_in_map (op, env->map, NULL, 0);
2629     }
2630     else if (op->inv)
2631     remove_unpaid_objects (op->inv, env);
2632 root 1.41
2633 root 1.18 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 root 1.41
2658 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2659     strcat (buf2, buf);
2660     if (op->type == PLAYER)
2661     sprintf (buf, "who was in level %d when killed\n", op->level);
2662     else
2663     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2664 root 1.41
2665 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2666     strcat (buf2, buf);
2667     if (op->type == PLAYER)
2668     {
2669     sprintf (buf, "by %s.\n\n", op->contr->killer);
2670     strncat (buf2, " ", 21 - strlen (buf) / 2);
2671     strcat (buf2, buf);
2672     }
2673 root 1.41
2674 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2675     strncat (buf2, " ", 20 - strlen (buf) / 2);
2676     strcat (buf2, buf);
2677 root 1.41
2678 root 1.18 return buf2;
2679 elmex 1.1 }
2680    
2681    
2682    
2683 root 1.18 void
2684     do_some_living (object *op)
2685     {
2686     int last_food = op->stats.food;
2687 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2688     int over_hp, over_sp, over_grace;
2689     int i;
2690     int rate_hp = 1200;
2691     int rate_sp = 2500;
2692     int rate_grace = 2000;
2693     const int max_hp = 1;
2694     const int max_sp = 1;
2695     const int max_grace = 1;
2696    
2697 pippijn 1.17 if (op->contr->outputs_sync)
2698 root 1.18 {
2699     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701     flush_output_element (op, &op->contr->outputs[i]);
2702     }
2703    
2704     if (op->contr->state == ST_PLAYING)
2705     {
2706    
2707     /* these next three if clauses make it possible to SLOW DOWN
2708     hp/grace/spellpoint regeneration. */
2709     if (op->contr->gen_hp >= 0)
2710     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711     else
2712     {
2713     gen_hp = op->stats.maxhp;
2714     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715     }
2716     if (op->contr->gen_sp >= 0)
2717     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718     else
2719     {
2720     gen_sp = op->stats.maxsp;
2721     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722     }
2723     if (op->contr->gen_grace >= 0)
2724     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725     else
2726     {
2727     gen_grace = op->stats.maxgrace;
2728     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729     }
2730    
2731     /* Regenerate Spell Points */
2732     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2733     {
2734     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2735     if (op->stats.sp < op->stats.maxsp)
2736     {
2737     op->stats.sp++;
2738     /* dms do not consume food */
2739     if (!QUERY_FLAG (op, FLAG_WIZ))
2740     {
2741     op->stats.food--;
2742     if (op->contr->digestion < 0)
2743     op->stats.food += op->contr->digestion;
2744     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745     op->stats.food = last_food;
2746     }
2747     }
2748     if (max_sp > 1)
2749     {
2750     over_sp = (gen_sp + 10) / rate_sp;
2751     if (over_sp > 0)
2752     {
2753     if (op->stats.sp < op->stats.maxsp)
2754     {
2755     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2756     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757     op->stats.sp--;
2758     if (op->stats.sp > op->stats.maxsp)
2759     op->stats.sp = op->stats.maxsp;
2760     }
2761     op->last_sp = 0;
2762     }
2763     else
2764     {
2765     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766     }
2767     }
2768     else
2769     {
2770     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771     }
2772     }
2773    
2774     /* Regenerate Grace */
2775     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776     if (--op->last_grace < 0)
2777     {
2778     if (op->stats.grace < op->stats.maxgrace / 2)
2779     op->stats.grace++; /* no penalty in food for regaining grace */
2780     if (max_grace > 1)
2781     {
2782     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783     if (over_grace > 0)
2784     {
2785     op->stats.sp += over_grace
2786     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2787     op->last_grace = 0;
2788     }
2789     else
2790     {
2791     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2792     }
2793     }
2794     else
2795     {
2796     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2797     }
2798     /* wearing stuff doesn't detract from grace generation. */
2799     }
2800    
2801     /* Regenerate Hit Points */
2802     if (--op->last_heal < 0)
2803     {
2804     if (op->stats.hp < op->stats.maxhp)
2805     {
2806     op->stats.hp++;
2807     /* dms do not consume food */
2808     if (!QUERY_FLAG (op, FLAG_WIZ))
2809     {
2810     op->stats.food--;
2811     if (op->contr->digestion < 0)
2812     op->stats.food += op->contr->digestion;
2813     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814     op->stats.food = last_food;
2815     }
2816     }
2817     if (max_hp > 1)
2818     {
2819     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820     if (over_hp > 0)
2821     {
2822     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2823     op->last_heal = 0;
2824     }
2825     else
2826     {
2827     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2828     }
2829     }
2830     else
2831     {
2832     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2833     }
2834 root 1.11 }
2835 elmex 1.1
2836 root 1.18 /* Digestion */
2837     if (--op->last_eat < 0)
2838     {
2839     #ifdef COZY_SERVER
2840     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2841     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2842     #else
2843     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2844     #endif
2845    
2846     if (op->contr->gen_hp > 0)
2847     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848     else
2849     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2850     /* dms do not consume food */
2851     if (!QUERY_FLAG (op, FLAG_WIZ))
2852     op->stats.food--;
2853 root 1.11 }
2854 elmex 1.1 }
2855    
2856 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2857     {
2858     object *tmp, *flesh = NULL;
2859    
2860     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2861     {
2862     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863     {
2864     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865     {
2866     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867     manual_apply (op, tmp, 0);
2868     if (op->stats.food >= 0 || op->stats.hp < 0)
2869     break;
2870     }
2871     else if (tmp->type == FLESH)
2872     flesh = tmp;
2873     } /* End if paid for object */
2874     } /* end of for loop */
2875     /* If player is still starving, it means they don't have any food, so
2876     * eat flesh instead.
2877     */
2878     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879     {
2880     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881     manual_apply (op, flesh, 0);
2882 root 1.11 }
2883 root 1.18 } /* end if player is starving */
2884 elmex 1.1
2885 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2886     op->stats.food++, op->stats.hp--;
2887 elmex 1.1
2888 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2889     kill_player (op);
2890 elmex 1.1 }
2891    
2892 root 1.18
2893 elmex 1.1
2894     /* If the player should die (lack of hp, food, etc), we call this.
2895     * op is the player in jeopardy. If the player can not be saved (not
2896     * permadeath, no lifesave), this will take care of removing the player
2897     * file.
2898     */
2899 root 1.18 void
2900     kill_player (object *op)
2901 elmex 1.1 {
2902 root 1.18 char buf[MAX_BUF];
2903     int x, y;
2904    
2905     //int i;
2906 root 1.25 maptile *map; /* this is for resurrection */
2907 root 1.18
2908     /* int z;
2909     int num_stats_lose;
2910     int lost_a_stat;
2911     int lose_this_stat;
2912     int this_stat; */
2913     int will_kill_again;
2914     archetype *at;
2915     object *tmp;
2916    
2917     if (save_life (op))
2918     return;
2919    
2920    
2921     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2922     * in cities ONLY!!! It is very important that this doesn't get abused.
2923     * Look at op_on_battleground() for more info --AndreasV
2924     */
2925     if (op_on_battleground (op, &x, &y))
2926     {
2927     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2928     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929    
2930     /* restore player */
2931 root 1.22 at = archetype::find ("poisoning");
2932 root 1.18 tmp = present_arch_in_ob (at, op);
2933     if (tmp)
2934     {
2935 root 1.33 tmp->destroy ();
2936 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937     }
2938 elmex 1.1
2939 root 1.22 at = archetype::find ("confusion");
2940 root 1.18 tmp = present_arch_in_ob (at, op);
2941     if (tmp)
2942     {
2943 root 1.33 tmp->destroy ();
2944 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945     }
2946    
2947     cure_disease (op, 0); /* remove any disease */
2948     op->stats.hp = op->stats.maxhp;
2949     if (op->stats.food <= 0)
2950     op->stats.food = 999;
2951 elmex 1.1
2952 root 1.18 /* create a bodypart-trophy to make the winner happy */
2953 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2954 root 1.18 if (tmp != NULL)
2955     {
2956     sprintf (buf, "%s's finger", &op->name);
2957     tmp->name = buf;
2958     sprintf (buf, " This finger has been cut off %s\n"
2959     " the %s, when he was defeated at\n level %d by %s.\n",
2960     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961     tmp->msg = buf;
2962     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2963     tmp->materialname = NULL;
2964     tmp->x = op->x, tmp->y = op->y;
2965     insert_ob_in_map (tmp, op->map, op, 0);
2966     }
2967 elmex 1.1
2968 root 1.18 /* teleport defeated player to new destination */
2969     transfer_ob (op, x, y, 0, NULL);
2970     op->contr->braced = 0;
2971     return;
2972 elmex 1.1 }
2973    
2974 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2975 root 1.3
2976 root 1.18 command_kill_pets (op, 0);
2977 elmex 1.1
2978 root 1.18 if (op->stats.food < 0)
2979     {
2980     if (op->contr->explore)
2981     {
2982     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984     op->stats.food = 999;
2985     return;
2986 root 1.11 }
2987 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2988     strcpy (op->contr->killer, "starvation");
2989 elmex 1.1 }
2990 root 1.18 else
2991     {
2992     if (op->contr->explore)
2993     {
2994     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996     op->stats.hp = op->stats.maxhp;
2997     return;
2998 root 1.11 }
2999 root 1.18 sprintf (buf, "%s died.", &op->name);
3000 elmex 1.1 }
3001 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 elmex 1.1
3003 root 1.18 /* save the map location for corpse, gravestone */
3004     x = op->x;
3005     y = op->y;
3006     map = op->map;
3007 elmex 1.1
3008    
3009 root 1.18 if (settings.not_permadeth == TRUE)
3010     {
3011     /* NOT_PERMADEATH code. This basically brings the character back to
3012     * life if they are dead - it takes some exp and a random stat.
3013     * See the config.h file for a little more in depth detail about this.
3014     */
3015 root 1.11
3016 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3017     * make it depletion. This bunch of code deals with that aspect
3018     * of death.
3019     */
3020 elmex 1.1 #ifndef COZY_SERVER
3021 root 1.18 if (settings.balanced_stat_loss)
3022     {
3023     /* If stat loss is permanent, lose one stat only. */
3024     /* Lower level chars don't lose as many stats because they suffer
3025     more if they do. */
3026     /* Higher level characters can afford things such as potions of
3027     restoration, or better, stat potions. So we slug them that
3028     little bit harder. */
3029     /* GD */
3030     if (settings.stat_loss_on_death)
3031 root 1.11 num_stats_lose = 1;
3032 root 1.18 else
3033     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034     }
3035     else
3036     {
3037     num_stats_lose = 1;
3038 root 1.11 }
3039 root 1.18 lost_a_stat = 0;
3040 root 1.11
3041 root 1.18 for (z = 0; z < num_stats_lose; z++)
3042     {
3043     i = RANDOM () % NUM_STATS;
3044 root 1.11
3045 root 1.18 if (settings.stat_loss_on_death)
3046     {
3047     /* Pick a random stat and take a point off it. Tell the player
3048     * what he lost.
3049     */
3050     change_attr_value (&(op->stats), i, -1);
3051     check_stat_bounds (&(op->stats));
3052     change_attr_value (&(op->contr->orig_stats), i, -1);
3053     check_stat_bounds (&(op->contr->orig_stats));
3054     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055     lost_a_stat = 1;
3056     }
3057     else
3058     {
3059     /* deplete a stat */
3060 root 1.22 archetype *deparch = archetype::find ("depletion");
3061 root 1.18 object *dep;
3062    
3063     dep = present_arch_in_ob (deparch, op);
3064     if (!dep)
3065     {
3066     dep = arch_to_object (deparch);
3067     insert_ob_in_ob (dep, op);
3068     }
3069     lose_this_stat = 1;
3070     if (settings.balanced_stat_loss)
3071     {
3072     /* GD */
3073     /* Get the stat that we're about to deplete. */
3074     this_stat = get_attr_value (&(dep->stats), i);
3075     if (this_stat < 0)
3076     {
3077     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078     int keep_chance = this_stat * this_stat;
3079    
3080     /* Yes, I am paranoid. Sue me. */
3081     if (keep_chance < 1)
3082     keep_chance = 1;
3083    
3084     /* There is a maximum depletion total per level. */
3085     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086     {
3087     lose_this_stat = 0;
3088     /* Take loss chance vs keep chance to see if we
3089     retain the stat. */
3090     }
3091     else
3092     {
3093     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 root 1.11 lose_this_stat = 0;
3095 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096     this_stat, keep_chance, loss_chance,
3097     lose_this_stat?"LOSE":"KEEP"); */
3098 root 1.11 }
3099     }
3100     }
3101 root 1.18
3102     if (lose_this_stat)
3103     {
3104     this_stat = get_attr_value (&(dep->stats), i);
3105     /* We could try to do something clever like find another
3106     * stat to reduce if this fails. But chances are, if
3107     * stats have been depleted to -50, all are pretty low
3108     * and should be roughly the same, so it shouldn't make a
3109     * difference.
3110     */
3111     if (this_stat >= -50)
3112     {
3113     change_attr_value (&(dep->stats), i, -1);
3114     SET_FLAG (dep, FLAG_APPLIED);
3115     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116     fix_player (op);
3117     lost_a_stat = 1;
3118 root 1.11 }
3119     }
3120     }
3121     }
3122 root 1.18 /* If no stat lost, tell the player. */
3123     if (!lost_a_stat)
3124     {
3125     /* determine_god() seems to not work sometimes... why is this?
3126     Should I be using something else? GD */
3127     const char *god = determine_god (op);
3128    
3129     if (god && (strcmp (god, "none")))
3130 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);
3131 root 1.18 else
3132 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 root 1.18 }
3134 root 1.28 #else
3135     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136 elmex 1.1 #endif
3137    
3138 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3139     * exp loss on the stone.
3140     */
3141 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3142 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3143     tmp->name = buf;
3144     sprintf (buf, "%s's gravestones", &op->name);
3145     tmp->name_pl = buf;
3146     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);
3147     tmp->msg = buf;
3148     tmp->x = op->x, tmp->y = op->y;
3149     insert_ob_in_map (tmp, op->map, NULL, 0);
3150 root 1.11
3151 root 1.28 /**************************************/
3152 root 1.18 /* */
3153     /* Subtract the experience points, */
3154     /* if we died cause of food, give us */
3155     /* food, and reset HP's... */
3156     /* */
3157 root 1.28 /**************************************/
3158 root 1.11
3159 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3160     /* restore player */
3161 root 1.22 at = archetype::find ("poisoning");
3162 root 1.18 tmp = present_arch_in_ob (at, op);
3163 root 1.33
3164 root 1.18 if (tmp)
3165     {
3166 root 1.33 tmp->destroy ();
3167 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168     }
3169    
3170 root 1.22 at = archetype::find ("confusion");
3171 root 1.18 tmp = present_arch_in_ob (at, op);
3172     if (tmp)
3173     {
3174 root 1.33 tmp->destroy ();
3175 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176     }
3177 root 1.28
3178 root 1.18 cure_disease (op, 0); /* remove any disease */
3179    
3180     /*add_exp(op, (op->stats.exp * -0.20)); */
3181     apply_death_exp_penalty (op);
3182     if (op->stats.food < 100)
3183     op->stats.food = 900;
3184     op->stats.hp = op->stats.maxhp;
3185     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187    
3188     /*
3189     * Check to see if the player is in a shop. IF so, then check to see if
3190     * the player has any unpaid items. If so, remove them and put them back
3191     * in the map.
3192     */
3193 root 1.11
3194 root 1.18 if (is_in_shop (op))
3195     remove_unpaid_objects (op->inv, op);
3196 elmex 1.1
3197 root 1.28 /****************************************/
3198 root 1.18 /* */
3199     /* Move player to his current respawn- */
3200     /* position (usually last savebed) */
3201     /* */
3202 root 1.28 /****************************************/
3203 root 1.11
3204 root 1.18 enter_player_savebed (op);
3205    
3206     /* Save the player before inserting the force to reduce
3207     * chance of abuse.
3208     */
3209     op->contr->braced = 0;
3210     save_player (op, 1);
3211    
3212     /* it is possible that the player has blown something up
3213     * at his savebed location, and that can have long lasting
3214     * spell effects. So first see if there is a spell effect
3215     * on the space that might harm the player.
3216     */
3217     will_kill_again = 0;
3218     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 root 1.28 if (tmp->type == SPELL_EFFECT)
3220     will_kill_again |= tmp->attacktype;
3221    
3222 root 1.18 if (will_kill_again)
3223     {
3224     object *force;
3225     int at;
3226 root 1.11
3227 root 1.18 force = get_archetype (FORCE_NAME);
3228     /* 50 ticks should be enough time for the spell to abate */
3229     force->speed = 0.1;
3230     force->speed_left = -5.0;
3231     SET_FLAG (force, FLAG_APPLIED);
3232     for (at = 0; at < NROFATTACKS; at++)
3233 root 1.28 if (will_kill_again & (1 << at))
3234     force->resist[at] = 100;
3235    
3236 root 1.18 insert_ob_in_ob (force, op);
3237     fix_player (op);
3238 elmex 1.1
3239 root 1.11 }
3240 root 1.18
3241     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242     return;
3243     } /* NOT_PERMADETH */
3244     else
3245     {
3246     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247     * should probably be embedded in an else statement.
3248     */
3249    
3250     op->contr->party = NULL;
3251     if (settings.set_title == TRUE)
3252     op->contr->own_title[0] = '\0';
3253     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254     check_score (op);
3255 root 1.30
3256     if (op->contr->ranges[range_golem])
3257 root 1.18 {
3258     remove_friendly_object (op->contr->ranges[range_golem]);
3259 root 1.33 op->contr->ranges[range_golem]->destroy ();
3260 root 1.30 op->contr->ranges[range_golem] = 0;
3261 root 1.18 }
3262 root 1.30
3263 root 1.18 loot_object (op); /* Remove some of the items for good */
3264 root 1.32 op->remove ();
3265 root 1.18 op->direction = 0;
3266    
3267     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268     {
3269     delete_character (op->name, 0);
3270     if (settings.resurrection == TRUE)
3271     {
3272     /* save playerfile sans equipment when player dies
3273     ** then save it as player.pl.dead so that future resurrection
3274     ** type spells will work on them nicely
3275     */
3276     delete_character (op->name, 0);
3277     op->stats.hp = op->stats.maxhp;
3278     op->stats.food = 999;
3279    
3280     /* set the location of where the person will reappear when */
3281     /* maybe resurrection code should fix map also */
3282     strcpy (op->contr->maplevel, settings.emergency_mapname);
3283     if (op->map != NULL)
3284     op->map = NULL;
3285     op->x = settings.emergency_x;
3286     op->y = settings.emergency_y;
3287     save_player (op, 0);
3288     op->map = map;
3289     /* please see resurrection.c: peterm */
3290     dead_player (op);
3291     }
3292     else
3293 root 1.19 delete_character (op->name, 1);
3294 root 1.18 }
3295 root 1.19
3296 root 1.18 play_again (op);
3297 root 1.11
3298 root 1.18 /* peterm: added to create a corpse at deathsite. */
3299 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 root 1.18 sprintf (buf, "%s", &op->name);
3301     tmp->name = tmp->name_pl = buf;
3302     tmp->level = op->level;
3303     tmp->x = x;
3304     tmp->y = y;
3305     tmp->msg = gravestone_text (op);
3306     SET_FLAG (tmp, FLAG_UNIQUE);
3307     insert_ob_in_map (tmp, map, NULL, 0);
3308 elmex 1.1 }
3309     }
3310    
3311    
3312 root 1.18 void
3313     loot_object (object *op)
3314     { /* Grab and destroy some treasure */
3315     object *tmp, *tmp2, *next;
3316 elmex 1.1
3317 root 1.18 if (op->container)
3318     { /* close open sack first */
3319 elmex 1.1 esrv_apply_container (op, op->container);
3320 root 1.18 }
3321 elmex 1.1
3322 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3323     {
3324     next = tmp->below;
3325     if (tmp->type == EXPERIENCE || tmp->invisible)
3326     continue;
3327 root 1.32 tmp->remove ();
3328 root 1.18 tmp->x = op->x, tmp->y = op->y;
3329     if (tmp->type == CONTAINER)
3330     { /* empty container to ground */
3331     loot_object (tmp);
3332     }
3333     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3334     {
3335     if (tmp->nrof > 1)
3336     {
3337     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 root 1.33 tmp2->destroy ();
3339 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3340     }
3341     else
3342 root 1.33 tmp->destroy ();
3343 root 1.18 }
3344     else
3345     insert_ob_in_map (tmp, op->map, NULL, 0);
3346     }
3347 elmex 1.1 }
3348    
3349     /*
3350     * fix_weight(): Check recursively the weight of all players, and fix
3351     * what needs to be fixed. Refresh windows and fix speed if anything
3352     * was changed.
3353     */
3354    
3355 root 1.18 void
3356     fix_weight (void)
3357     {
3358 elmex 1.1 player *pl;
3359 root 1.18
3360     for (pl = first_player; pl != NULL; pl = pl->next)
3361     {
3362     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363    
3364     if (old == sum)
3365     continue;
3366     fix_player (pl->ob);
3367     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368     }
3369 elmex 1.1 }
3370    
3371 root 1.18 void
3372     fix_luck (void)
3373     {
3374 elmex 1.1 player *pl;
3375 root 1.18
3376 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3377     if (!pl->ob->contr->state)
3378 root 1.18 change_luck (pl->ob, 0);
3379 elmex 1.1 }
3380    
3381    
3382     /* cast_dust() - handles op throwing objects of type 'DUST'.
3383     * This is much simpler in the new spell code - we basically
3384     * just treat this as any other spell casting object.
3385     */
3386    
3387 elmex 1.2 void
3388 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3389 elmex 1.2 {
3390     object *skop, *spob;
3391    
3392     skop = find_skill_by_name (op, throw_ob->skill);
3393    
3394     /* casting POTION 'dusts' is really a use_magic_item skill */
3395     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3396     {
3397 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3398 elmex 1.2 return;
3399     }
3400    
3401     spob = throw_ob->inv;
3402    
3403     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3404     // not pass NULL to cast_spell (which did indeed check itself, but
3405     // errors should be reported as early as possible IMHO)
3406     if (!spob)
3407     {
3408 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3409 elmex 1.2 return;
3410 elmex 1.1 }
3411    
3412 elmex 1.2 if (op->type == PLAYER)
3413 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3414 elmex 1.2
3415     cast_spell (op, throw_ob, dir, spob, NULL);
3416    
3417 root 1.33 throw_ob->destroy ();
3418 elmex 1.1 }
3419    
3420 root 1.18 void
3421     make_visible (object *op)
3422     {
3423     op->hide = 0;
3424     op->invisible = 0;
3425     if (op->type == PLAYER)
3426     {
3427     op->contr->tmp_invis = 0;
3428     op->contr->invis_race = 0;
3429     }
3430     update_object (op, UP_OBJ_FACE);
3431     }
3432    
3433     int
3434     is_true_undead (object *op)
3435     {
3436     object *tmp = NULL;
3437    
3438     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439     return 1;
3440    
3441     if (op->type == PLAYER)
3442     for (tmp = op->inv; tmp; tmp = tmp->below)
3443     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445     return 1;
3446 elmex 1.1 return 0;
3447     }
3448    
3449     /* look at the surrounding terrain to determine
3450     * the hideability of this object. Positive levels
3451     * indicate greater hideability.
3452     */
3453    
3454 root 1.18 int
3455     hideability (object *ob)
3456     {
3457     int i, level = 0, mflag;
3458     sint16 x, y;
3459    
3460     if (!ob || !ob->map)
3461     return 0;
3462    
3463     /* so, on normal lighted maps, its hard to hide */
3464     level = ob->map->darkness - 2;
3465    
3466     /* this also picks up whether the object is glowing.
3467     * If you carry a light on a non-dark map, its not
3468     * as bad as carrying a light on a pitch dark map */
3469     if (has_carried_lights (ob))
3470     level = -(10 + (2 * ob->map->darkness));
3471    
3472     /* scan through all nearby squares for terrain to hide in */
3473     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3474     {
3475     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3476     if (mflag & P_OUT_OF_MAP)
3477     {
3478     continue;
3479     }
3480     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3481     level += 2;
3482     else /* open terrain! */
3483     level -= 1;
3484 elmex 1.1 }
3485 root 1.18
3486 elmex 1.1 #if 0
3487 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3488 elmex 1.1 #endif
3489 root 1.18 return level;
3490 elmex 1.1 }
3491    
3492     /* For Hidden creatures - a chance of becoming 'unhidden'
3493     * every time they move - as we subtract off 'invisibility'
3494     * AND, for players, if they move into a ridiculously unhideable
3495     * spot (surrounded by clear terrain in broad daylight). -b.t.
3496     */
3497    
3498 root 1.18 void
3499     do_hidden_move (object *op)
3500     {
3501     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3502     object *skop;
3503    
3504     if (!op || !op->map)
3505     return;
3506    
3507     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508    
3509     /* its *extremely* hard to run and sneak/hide at the same time! */
3510     if (op->type == PLAYER && op->contr->run_on)
3511     {
3512     if (!skop || num >= skop->level)
3513     {
3514     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515     make_visible (op);
3516     return;
3517     }
3518     else
3519     num += 20;
3520 elmex 1.1 }
3521 root 1.18 num += op->map->difficulty;
3522     hide = hideability (op); /* modify by terrain hidden level */
3523     num -= hide;
3524     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525     {
3526     make_visible (op);
3527     if (op->type == PLAYER)
3528     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 elmex 1.1 }
3530 root 1.18 else if (op->type == PLAYER && skop)
3531     {
3532     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 elmex 1.1 }
3534     }
3535    
3536     /* determine if who is standing near a hostile creature. */
3537    
3538 root 1.18 int
3539     stand_near_hostile (object *who)
3540     {
3541     object *tmp = NULL;
3542     int i, friendly = 0, player = 0, mflags;
3543 root 1.25 maptile *m;
3544 root 1.18 sint16 x, y;
3545    
3546     if (!who)
3547     return 0;
3548    
3549     if (who->type == PLAYER)
3550     player = 1;
3551    
3552     else
3553     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3554    
3555     /* search adjacent squares */
3556     for (i = 1; i < 9; i++)
3557     {
3558     x = who->x + freearr_x[i];
3559     y = who->y + freearr_y[i];
3560     m = who->map;
3561     mflags = get_map_flags (m, &m, x, y, &x, &y);
3562     /* space must be blocked if there is a monster. If not
3563     * blocked, don't need to check this space.
3564     */
3565     if (mflags & P_OUT_OF_MAP)
3566     continue;
3567     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568     continue;
3569    
3570     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3571     {
3572     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573     return 1;
3574     else if (tmp->type == PLAYER)
3575     {
3576     /*don't let a hidden DM prevent you from hiding */
3577     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3578 root 1.11 return 1;
3579 root 1.18 }
3580 root 1.11 }
3581 elmex 1.1 }
3582 root 1.18 return 0;
3583 elmex 1.1 }
3584    
3585     /* check the player los field for viewability of the
3586     * object op. This function works fine for monsters,
3587     * but we dont worry if the object isnt the top one in
3588     * a pile (say a coin under a table would return "viewable"
3589     * by this routine). Another question, should we be
3590     * concerned with the direction the player is looking
3591     * in? Realistically, most of use cant see stuff behind
3592     * our backs...on the other hand, does the "facing" direction
3593     * imply the way your head, or body is facing? Its possible
3594     * for them to differ. Sigh, this fctn could get a bit more complex.
3595     * -b.t.
3596     * This function is now map tiling safe.
3597     */
3598    
3599 root 1.18 int
3600     player_can_view (object *pl, object *op)
3601     {
3602     rv_vector rv;
3603     int dx, dy;
3604    
3605     if (pl->type != PLAYER)
3606     {
3607     LOG (llevError, "player_can_view() called for non-player object\n");
3608     return -1;
3609 elmex 1.1 }
3610 root 1.18 if (!pl || !op)
3611 elmex 1.1 return 0;
3612 root 1.18
3613     if (op->head)
3614     {
3615     op = op->head;
3616     }
3617     get_rangevector (pl, op, &rv, 0x1);
3618    
3619     /* starting with the 'head' part, lets loop
3620     * through the object and find if it has any
3621     * part that is in the los array but isnt on
3622     * a blocked los square.
3623     * we use the archetype to figure out offsets.
3624     */
3625     while (op)
3626     {
3627     dx = rv.distance_x + op->arch->clone.x;
3628     dy = rv.distance_y + op->arch->clone.y;
3629    
3630     /* only the viewable area the player sees is updated by LOS
3631     * code, so we need to restrict ourselves to that range of values
3632     * for any meaningful values.
3633     */
3634 root 1.38 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3635     FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3636     !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3637 root 1.18 return 1;
3638     op = op->more;
3639     }
3640     return 0;
3641 elmex 1.1 }
3642    
3643     /* routine for both players and monsters. We call this when
3644     * there is a possibility for our action distrubing our hiding
3645     * place or invisiblity spell. Artefact invisiblity is not
3646     * effected by this. If we arent invisible to begin with, we
3647     * return 0.
3648     */
3649 root 1.18 int
3650     action_makes_visible (object *op)
3651     {
3652    
3653     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3654     {
3655     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3656     return 0;
3657    
3658     if (op->contr && op->contr->tmp_invis == 0)
3659     return 0;
3660 elmex 1.1
3661 root 1.18 /* If monsters, they should become visible */
3662     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3663     {
3664     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3665     return 1;
3666 root 1.11 }
3667 elmex 1.1 }
3668 root 1.18 return 0;
3669 elmex 1.1 }
3670    
3671     /* op_on_battleground - checks if the given object op (usually
3672     * a player) is standing on a valid battleground-tile,
3673     * function returns TRUE/FALSE. If true x, y returns the battleground
3674     * -exit-coord. (and if x, y not NULL)
3675     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3676     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3677     * Default is to do the same as before, so only people wanting to have different points need worry about this
3678     */
3679 root 1.18 int
3680     op_on_battleground (object *op, int *x, int *y)
3681     {
3682 elmex 1.1 object *tmp;
3683 root 1.18
3684 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3685     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3686     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3687     * and the exit-coordinates sp/hp must both be > 0.
3688     * => The intention here is to prevent abuse of the battleground-
3689     * feature (like pickable or hidden battleground tiles). */
3690 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3691     {
3692     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3693     {
3694     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3695     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3696     {
3697     /*before we assign the exit, check if this is a teambattle */
3698     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3699     {
3700     object *invtmp;
3701    
3702     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3703     {
3704     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3705     {
3706     if (x != NULL && y != NULL)
3707     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3708     return 1;
3709     }
3710     }
3711     }
3712     if (x != NULL && y != NULL)
3713     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3714     return 1;
3715     }
3716     }
3717 elmex 1.1 }
3718     /* If we got here, did not find a battleground */
3719     return 0;
3720     }
3721    
3722     /*
3723     * When a dragon-player gains a new stage of evolution,
3724     * he gets some treasure
3725     *
3726     * attributes:
3727     * object *who the dragon player
3728     * int atnr the attack-number of the ability focus
3729     * int level ability level
3730     */
3731 root 1.18 void
3732     dragon_ability_gain (object *who, int atnr, int level)
3733     {
3734     treasurelist *trlist = NULL; /* treasurelist */
3735     treasure *tr; /* treasure */
3736     object *tmp, *skop; /* tmp. object */
3737     object *item; /* treasure object */
3738     char buf[MAX_BUF]; /* tmp. string buffer */
3739     int i = 0, j = 0;
3740    
3741     /* get the appropriate treasurelist */
3742     if (atnr == ATNR_FIRE)
3743     trlist = find_treasurelist ("dragon_ability_fire");
3744     else if (atnr == ATNR_COLD)
3745     trlist = find_treasurelist ("dragon_ability_cold");
3746     else if (atnr == ATNR_ELECTRICITY)
3747     trlist = find_treasurelist ("dragon_ability_elec");
3748     else if (atnr == ATNR_POISON)
3749     trlist = find_treasurelist ("dragon_ability_poison");
3750    
3751     if (trlist == NULL || who->type != PLAYER)
3752     return;
3753    
3754     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755    
3756     if (tr == NULL || tr->item == NULL)
3757     {
3758     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759     return;
3760 elmex 1.1 }
3761    
3762 root 1.18 /* everything seems okay - now bring on the gift: */
3763     item = &(tr->item->clone);
3764 elmex 1.1
3765 root 1.18 if (item->type == SPELL)
3766     {
3767     if (check_spell_known (who, item->name))
3768 root 1.11 return;
3769 root 1.18
3770     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3771     do_learn_spell (who, item, 0);
3772     return;
3773 elmex 1.1 }
3774    
3775 root 1.18 /* grant direct spell */
3776     if (item->type == SPELLBOOK)
3777     {
3778     if (!item->inv)
3779     {
3780     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3781     return;
3782     }
3783     if (check_spell_known (who, item->inv->name))
3784     return;
3785     if (item->invisible)
3786     {
3787     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3788     do_learn_spell (who, item->inv, 0);
3789     return;
3790 root 1.11 }
3791 root 1.18 }
3792     else if (item->type == SKILL_TOOL && item->invisible)
3793     {
3794     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3795     {
3796    
3797     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3798     * in this way, if the player is missing any of the attacktypes, he gets
3799     * them. As it is now, if the player has any that match the granted skill,
3800     * but not all of them, he gets nothing.
3801     */
3802     if (!(skop->attacktype & item->attacktype))
3803     {
3804     /* Give new attacktype */
3805     skop->attacktype |= item->attacktype;
3806    
3807     /* always add physical if there's none */
3808     skop->attacktype |= AT_PHYSICAL;
3809    
3810     if (item->msg != NULL)
3811     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3812    
3813     /* Give player new face */
3814     if (item->animation_id)
3815     {
3816     who->face = skop->face;
3817     who->animation_id = item->animation_id;
3818     who->anim_speed = item->anim_speed;
3819     who->last_anim = 0;
3820     who->state = 0;
3821     animate_object (who, who->direction);
3822     }
3823     }
3824 root 1.11 }
3825 elmex 1.1 }
3826 root 1.18 else if (item->type == FORCE)
3827     {
3828     /* forces in the treasurelist can alter the player's stats */
3829     object *skin;
3830 elmex 1.1
3831 root 1.18 /* first get the dragon skin force */
3832     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3833     if (skin == NULL)
3834     return;
3835    
3836     /* adding new spellpath attunements */
3837     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838     {
3839     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3840    
3841     /* print message */
3842     sprintf (buf, "You feel attuned to ");
3843     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3844     {
3845     if (item->path_attuned & (1 << i))
3846     {
3847     if (j)
3848     strcat (buf, " and ");
3849     else
3850     j = 1;
3851     strcat (buf, spellpathnames[i]);
3852     }
3853     }
3854     strcat (buf, ".");
3855     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3856     }
3857    
3858     /* evtl. adding flags: */
3859     if (QUERY_FLAG (item, FLAG_XRAYS))
3860     SET_FLAG (skin, FLAG_XRAYS);
3861     if (QUERY_FLAG (item, FLAG_STEALTH))
3862     SET_FLAG (skin, FLAG_STEALTH);
3863     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3864     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3865    
3866     /* print message if there is one */
3867     if (item->msg != NULL)
3868     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3869     }
3870     else
3871     {
3872     /* generate misc. treasure */
3873     tmp = arch_to_object (tr->item);
3874     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3875     tmp = insert_ob_in_ob (tmp, who);
3876     if (who->type == PLAYER)
3877     esrv_send_item (who, tmp);
3878 elmex 1.1 }
3879     }
3880    
3881     /**
3882     * Unready an object for a player. This function does nothing if the object was
3883     * not readied.
3884     */
3885 root 1.18 void
3886     player_unready_range_ob (player *pl, object *ob)
3887     {
3888     rangetype i;
3889 elmex 1.1
3890 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3891     {
3892     if (pl->ranges[i] == ob)
3893     {
3894     pl->ranges[i] = NULL;
3895     if (pl->shoottype == i)
3896     {
3897     pl->shoottype = range_none;
3898 elmex 1.1 }
3899     }
3900     }
3901     }