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Revision: 1.44
Committed: Sat Dec 16 03:21:08 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +15 -6 lines
Log Message:
- limit command backlog to two seconds

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 root 1.44 return;
88    
89 root 1.18 motd[0] = '\0';
90     size = 0;
91 root 1.44
92 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
93     {
94     if (*buf == '#')
95     continue;
96 root 1.44
97 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
98     size += strlen (buf);
99 elmex 1.1 }
100 root 1.44
101 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102     close_and_delete (fp, comp);
103 elmex 1.1 }
104    
105 root 1.18 void
106     send_rules (const object *op)
107     {
108     char buf[MAX_BUF];
109     char rules[HUGE_BUF];
110     FILE *fp;
111     int comp;
112     int size;
113    
114     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
115     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
116 root 1.44 return;
117    
118 root 1.18 rules[0] = '\0';
119     size = 0;
120 root 1.44
121 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
122     {
123     if (*buf == '#')
124 elmex 1.1 continue;
125 root 1.44
126 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
127     {
128     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 elmex 1.1 break;
130 root 1.18 }
131 root 1.44
132 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
133     size += strlen (buf);
134 elmex 1.1 }
135 root 1.44
136 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137     close_and_delete (fp, comp);
138 elmex 1.1 }
139    
140 root 1.18 void
141     send_news (const object *op)
142     {
143     char buf[MAX_BUF];
144     char news[HUGE_BUF];
145     char subject[MAX_BUF];
146     FILE *fp;
147     int comp;
148     int size;
149    
150     sprintf (buf, "%s/%s", settings.confdir, settings.news);
151     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152     return;
153 root 1.44
154 root 1.18 news[0] = '\0';
155     subject[0] = '\0';
156     size = 0;
157 root 1.44
158 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
159     {
160     if (*buf == '#')
161     continue;
162 root 1.44
163 root 1.18 if (*buf == '%')
164     { /* send one news */
165     if (size > 0)
166     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 */
167     strcpy (subject, buf + 1);
168     strip_endline (subject);
169     size = 0;
170     news[0] = '\0';
171     }
172     else
173     {
174     if (size + strlen (buf) >= HUGE_BUF)
175     {
176     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
177 elmex 1.1 break;
178 root 1.18 }
179     strncat (news + size, buf, HUGE_BUF - size);
180     size += strlen (buf);
181     }
182 elmex 1.1 }
183 root 1.18
184     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186     close_and_delete (fp, comp);
187 elmex 1.1 }
188    
189 root 1.18 int
190     playername_ok (const char *cp)
191     {
192     /* Don't allow - or _ as first character in the name */
193     if (*cp == '-' || *cp == '_')
194     return 0;
195 elmex 1.1
196 root 1.18 for (; *cp != '\0'; cp++)
197     if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198     return 0;
199 root 1.44
200 root 1.18 return 1;
201 elmex 1.1 }
202    
203     /* This no longer sets the player map. Also, it now updates
204     * all the pointers so the caller doesn't need to do that.
205     * Caller is responsible for setting the correct map.
206     */
207    
208     /* Redo this to do both get_player_ob and get_player.
209     * Hopefully this will be less bugfree and simpler.
210     * Returns the player structure. If 'p' is null,
211     * we create a new one. Otherwise, we recycle
212     * the one that is passed.
213     */
214 root 1.15 static player *
215 root 1.18 get_player (player *p)
216 root 1.15 {
217 root 1.38 object *op = arch_to_object (get_player_archetype (0));
218 root 1.15 int i;
219    
220     /* Clears basically the entire player structure except
221     * for next and socket.
222     */
223 root 1.16 p->clear ();
224 root 1.15
225     /* There are some elements we want initialized to non zero value -
226     * we deal with that below this point.
227     */
228     p->party = NULL;
229 root 1.18 p->outputs_sync = 16; /* Every 2 seconds */
230     p->outputs_count = 8; /* Keeps present behaviour */
231 root 1.15 p->unapply = unapply_nochoice;
232     p->Swap_First = -1;
233 elmex 1.1
234     #ifdef AUTOSAVE
235 root 1.15 p->last_save_tick = 9999999;
236 elmex 1.1 #endif
237 root 1.15
238 root 1.18 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239 root 1.15
240 root 1.18 op->contr = p; /* this aren't yet in archetype */
241 root 1.15 p->ob = op;
242     op->speed_left = 0.5;
243     op->speed = 1.0;
244 root 1.18 op->direction = 5; /* So player faces south */
245 root 1.15 op->stats.wc = 2;
246 root 1.18 op->run_away = 25; /* Then we panick... */
247 root 1.15
248 root 1.39 {
249     int oldmon = p->socket->monitor_spells; // what a hack
250     p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251     roll_stats (op);
252     p->socket->monitor_spells = oldmon;
253     }
254 root 1.15 p->state = ST_ROLL_STAT;
255     clear_los (op);
256    
257     p->gen_sp_armour = 10;
258     p->last_speed = -1;
259     p->shoottype = range_none;
260     p->bowtype = bow_normal;
261     p->petmode = pet_normal;
262     p->listening = 10;
263     p->usekeys = containers;
264     p->last_weapon_sp = -1;
265 root 1.18 p->peaceful = 1; /* default peaceful */
266 root 1.15 p->do_los = 1;
267     p->explore = 0;
268 root 1.18 p->no_shout = 0; /* default can shout */
269 root 1.15
270 root 1.21 assign (p->title, op->arch->clone.name);
271 root 1.15 op->race = op->arch->clone.race;
272    
273     CLEAR_FLAG (op, FLAG_READY_SKILL);
274    
275     /* we need to clear these to -1 and not zero - otherwise,
276     * if a player quits and starts a new character, we wont
277     * send new values to the client, as things like exp start
278     * at zero.
279     */
280     for (i = 0; i < NUM_SKILLS; i++)
281     {
282     p->last_skill_exp[i] = -1;
283     p->last_skill_ob[i] = NULL;
284     }
285 root 1.38
286 root 1.15 for (i = 0; i < NROFATTACKS; i++)
287 root 1.38 p->last_resist[i] = -1;
288    
289 root 1.15 p->last_stats.exp = -1;
290     p->last_weight = (uint32) - 1;
291    
292 root 1.38 p->socket->update_look = 0;
293     p->socket->look_position = 0;
294    
295 root 1.15 return p;
296 elmex 1.1 }
297    
298     /* This loads the first map an puts the player on it. */
299 root 1.18 static void
300     set_first_map (object *op)
301 elmex 1.1 {
302 root 1.18 strcpy (op->contr->maplevel, first_map_path);
303     op->x = -1;
304     op->y = -1;
305     enter_exit (op, NULL);
306 elmex 1.1 }
307    
308     /* Tries to add player on the connection passwd in ns.
309     * All we can really get in this is some settings like host and display
310     * mode.
311     */
312    
313 root 1.18 int
314 root 1.42 add_player (client *ns)
315 root 1.18 {
316 root 1.38 player *p = new player;
317 root 1.18
318 root 1.38 p->socket = ns;
319     ns->pl = p;
320 root 1.26
321 root 1.38 p->next = first_player;
322     first_player = p;
323    
324     p = get_player (p);
325 root 1.26
326 root 1.18 set_first_map (p->ob);
327 elmex 1.1
328 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
329     add_friendly_object (p->ob);
330     send_rules (p->ob);
331     send_news (p->ob);
332     display_motd (p->ob);
333     get_name (p->ob);
334 root 1.26
335 root 1.18 return 0;
336 elmex 1.1 }
337    
338     /*
339     * get_player_archetype() return next player archetype from archetype
340     * list. Not very efficient routine, but used only creating new players.
341     * Note: there MUST be at least one player archetype!
342     */
343 root 1.18 archetype *
344     get_player_archetype (archetype *at)
345 elmex 1.1 {
346 root 1.18 archetype *start = at;
347    
348     for (;;)
349     {
350     if (at == NULL || at->next == NULL)
351     at = first_archetype;
352     else
353     at = at->next;
354     if (at->clone.type == PLAYER)
355     return at;
356     if (at == start)
357     {
358     LOG (llevError, "No Player archetypes\n");
359     exit (-1);
360 root 1.11 }
361 elmex 1.1 }
362     }
363    
364    
365 root 1.18 object *
366     get_nearest_player (object *mon)
367     {
368     object *op = NULL;
369     player *pl = NULL;
370     objectlink *ol;
371     unsigned lastdist;
372     rv_vector rv;
373    
374     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
375     {
376     /* We should not find free objects on this friendly list, but it
377     * does periodically happen. Given that, lets deal with it.
378     * While unlikely, it is possible the next object on the friendly
379     * list is also free, so encapsulate this in a while loop.
380     */
381     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
382     {
383     object *tmp = ol->ob;
384    
385     /* Can't do much more other than log the fact, because the object
386     * itself will have been cleared.
387     */
388     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
389     ol = ol->next;
390     remove_friendly_object (tmp);
391     if (!ol)
392     return op;
393     }
394 root 1.11
395 root 1.18 /* Remove special check for player from this. First, it looks to cause
396     * some crashes (ol->ob->contr not set properly?), but secondly, a more
397     * complicated method of state checking would be needed in any case -
398     * as it was, a clever player could type quit, and the function would
399     * skip them over while waiting for confirmation. Remove
400     * on_same_map check, as can_detect_enemy also does this
401     */
402     if (!can_detect_enemy (mon, ol->ob, &rv))
403     continue;
404 root 1.11
405 root 1.18 if (lastdist > rv.distance)
406     {
407     op = ol->ob;
408     lastdist = rv.distance;
409 root 1.11 }
410 elmex 1.1 }
411 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
412     {
413     if (can_detect_enemy (mon, pl->ob, &rv))
414     {
415 elmex 1.1
416 root 1.18 if (lastdist > rv.distance)
417     {
418     op = pl->ob;
419     lastdist = rv.distance;
420 root 1.11 }
421     }
422 elmex 1.1 }
423     #if 0
424 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425 elmex 1.1 #endif
426 root 1.18 return op;
427 elmex 1.1 }
428    
429     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
430     * result in a monster paths backtracking. It basically determines how large a
431     * detour a monster will take from the direction path when looking
432     * for a path to the player. The values are in the amount of direction
433     * the deviation is
434     */
435     #define DETOUR_AMOUNT 2
436    
437     /* This is used to prevent infinite loops. Consider a case where the
438     * player is in a chamber (with gate closed), and monsters are outside.
439     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
440     * find a path into the chamber. This is a good thing, but since there
441     * is no real path, it will just keep circling the chamber for
442     * ever (this could be a nice effect for monsters, but not for the function
443     * to get stuck in. I think for the monsters, if max is reached and
444     * we return the first direction the creature could move would result in the
445     * circling behaviour. Unfortunately, this function is also used to determined
446     * if the creature should cast a spell, so returning a direction in that case
447     * is probably not a good thing.
448     */
449     #define MAX_SPACES 50
450    
451    
452     /*
453     * Returns the direction to the player, if valid. Returns 0 otherwise.
454     * modified to verify there is a path to the player. Does this by stepping towards
455     * player and if path is blocked then see if blockage is close enough to player that
456     * direction to player is changed (ie zig or zag). Continue zig zag until either
457     * reach player or path is blocked. Thus, will only return true if there is a free
458     * path to player. Though path may not be a straight line. Note that it will find
459     * player hiding along a corridor at right angles to the corridor with the monster.
460     *
461     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
462     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
463     * down corriders.
464     * 2) I think the old code was broken if the first direction the monster
465     * should move was blocked - the code would store the first direction without
466     * verifying that the player can actually move in that direction. The new
467     * code does not store anything in firstdir until we have verified that the
468     * monster can in fact move one space in that direction.
469     * 3) I'm not sure how good this code will be for moving multipart monsters,
470     * since only simple checks to blocked are being called, which could mean the monster
471     * is blocking itself.
472     */
473 root 1.18 int
474     path_to_player (object *mon, object *pl, unsigned mindiff)
475     {
476     rv_vector rv;
477     sint16 x, y;
478     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
479 root 1.25 maptile *m, *lastmap;
480 root 1.18
481     get_rangevector (mon, pl, &rv, 0);
482    
483     if (rv.distance < mindiff)
484     return 0;
485    
486     x = mon->x;
487     y = mon->y;
488     m = mon->map;
489     dir = rv.direction;
490     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
491     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
492     /* If we can't solve it within the search distance, return now. */
493     if (diff > max)
494     return 0;
495     while (diff > 1 && max > 0)
496     {
497     lastx = x;
498     lasty = y;
499     lastmap = m;
500     x = lastx + freearr_x[dir];
501     y = lasty + freearr_y[dir];
502    
503     mflags = get_map_flags (m, &m, x, y, &x, &y);
504     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
505    
506     /* Space is blocked - try changing direction a little */
507     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
508     && (m == mon->map && blocked_link (mon, m, x, y))))
509     {
510     /* recalculate direction from last good location. Possible
511     * we were not traversing ideal location before.
512     */
513     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
514     if (rv.direction != dir)
515     {
516     /* OK - says direction should be different - lets reset the
517     * the values so it will try again.
518     */
519     x = lastx;
520     y = lasty;
521     m = lastmap;
522     dir = firstdir = rv.direction;
523     }
524     else
525     {
526     /* direct path is blocked - try taking a side step to
527     * either the left or right.
528     * Note increase the values in the loop below to be
529     * more than -1/1 respectively will mean the monster takes
530     * bigger detour. Have to be careful about these values getting
531     * too big (3 or maybe 4 or higher) as the monster may just try
532     * stepping back and forth
533     */
534     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
535     {
536     if (i == 0)
537     continue; /* already did this, so skip it */
538     /* Use lastdir here - otherwise,
539     * since the direction that the creature should move in
540     * may change, you could get infinite loops.
541     * ie, player is northwest, but monster can only
542     * move west, so it does that. It goes some distance,
543     * gets blocked, finds that it should move north,
544     * can't do that, but now finds it can move east, and
545     * gets back to its original point. lastdir contains
546     * the last direction the creature has successfully
547     * moved.
548     */
549    
550     x = lastx + freearr_x[absdir (lastdir + i)];
551     y = lasty + freearr_y[absdir (lastdir + i)];
552     m = lastmap;
553     mflags = get_map_flags (m, &m, x, y, &x, &y);
554     if (mflags & P_OUT_OF_MAP)
555     continue;
556     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
557     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
558     continue;
559     if (mflags & P_BLOCKSVIEW)
560     continue;
561    
562     if (m == mon->map && blocked_link (mon, m, x, y))
563     break;
564     }
565     /* go through entire loop without finding a valid
566     * sidestep to take - thus, no valid path.
567     */
568     if (i == (DETOUR_AMOUNT + 1))
569     return 0;
570     diff--;
571     lastdir = dir;
572     max--;
573     if (!firstdir)
574     firstdir = dir + i;
575     } /* else check alternate directions */
576     } /* if blocked */
577     else
578     {
579     /* we moved towards creature, so diff is less */
580     diff--;
581     max--;
582     lastdir = dir;
583     if (!firstdir)
584     firstdir = dir;
585     }
586     if (diff <= 1)
587     {
588     /* Recalculate diff (distance) because we may not have actually
589     * headed toward player for entire distance.
590     */
591     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
593     }
594     if (diff > max)
595     return 0;
596     }
597     /* If we reached the max, didn't find a direction in time */
598     if (!max)
599     return 0;
600    
601     return firstdir;
602     }
603    
604     void
605     give_initial_items (object *pl, treasurelist * items)
606     {
607     object *op, *next = NULL;
608    
609     if (pl->randomitems != NULL)
610     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
611    
612     for (op = pl->inv; op; op = next)
613     {
614     next = op->below;
615    
616     /* Forces get applied per default, unless they have the
617     * flag "neutral" set. Sorry but I can't think of a better way
618     */
619     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
620     SET_FLAG (op, FLAG_APPLIED);
621    
622     /* we never give weapons/armour if these cannot be used
623     * by this player due to race restrictions
624     */
625     if (pl->type == PLAYER)
626     {
627     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
628     (op->type == ARMOUR || op->type == BOOTS ||
629     op->type == CLOAK || op->type == HELMET ||
630     op->type == SHIELD || op->type == GLOVES ||
631     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
632     {
633 root 1.33 op->destroy ();
634 root 1.18 continue;
635     }
636 root 1.11 }
637    
638 root 1.18 /* This really needs to be better - we should really give
639     * a substitute spellbook. The problem is that we don't really
640     * have a good idea what to replace it with (need something like
641     * a first level treasurelist for each skill.)
642     * remove duplicate skills also
643     */
644     if (op->type == SPELLBOOK || op->type == SKILL)
645     {
646     object *tmp;
647 elmex 1.1
648 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
649     if (tmp->type == op->type && tmp->name == op->name)
650     break;
651 root 1.11
652 root 1.18 if (tmp)
653     {
654 root 1.33 op->destroy ();
655 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
656     continue;
657 root 1.11 }
658 root 1.33
659 root 1.18 if (op->nrof > 1)
660     op->nrof = 1;
661 root 1.11 }
662 elmex 1.1
663 root 1.18 if (op->type == SPELLBOOK && op->inv)
664     {
665     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
666 root 1.11 }
667    
668 root 1.18 /* Give starting characters identified, uncursed, and undamned
669     * items. Just don't identify gold or silver, or it won't be
670     * merged properly.
671     */
672     if (need_identify (op))
673     {
674     SET_FLAG (op, FLAG_IDENTIFIED);
675     CLEAR_FLAG (op, FLAG_CURSED);
676     CLEAR_FLAG (op, FLAG_DAMNED);
677     }
678     if (op->type == SPELL)
679     {
680 root 1.33 op->destroy ();
681 root 1.18 continue;
682     }
683     else if (op->type == SKILL)
684     {
685     SET_FLAG (op, FLAG_CAN_USE_SKILL);
686     op->stats.exp = 0;
687     op->level = 1;
688 root 1.11 }
689 root 1.18 /* lock all 'normal items by default */
690     else
691     SET_FLAG (op, FLAG_INV_LOCKED);
692     } /* for loop of objects in player inv */
693    
694     /* Need to set up the skill pointers */
695     link_player_skills (pl);
696     }
697    
698     void
699     get_name (object *op)
700     {
701     op->contr->write_buf[0] = '\0';
702     op->contr->state = ST_GET_NAME;
703 root 1.38 send_query (op->contr->socket, 0, "What is your name?\n:");
704 root 1.18 }
705    
706     void
707     get_password (object *op)
708     {
709     op->contr->write_buf[0] = '\0';
710     op->contr->state = ST_GET_PASSWORD;
711 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712 root 1.18 }
713    
714     void
715     play_again (object *op)
716     {
717     op->contr->state = ST_PLAY_AGAIN;
718     op->chosen_skill = NULL;
719 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 root 1.18 /* a bit of a hack, but there are various places early in th
721     * player creation process that a user can quit (eg, roll
722     * stats) that isn't removing the player. Taking a quick
723     * look, there are many places that call play_again without
724     * removing the player - it probably makes more sense
725     * to leave it to play_again to remove the object in all
726     * cases.
727     */
728     if (!QUERY_FLAG (op, FLAG_REMOVED))
729 root 1.32 op->remove ();
730 root 1.18 /* Need to set this to null - otherwise, it could point to garbage,
731     * and draw() doesn't check to see if the player is removed, only if
732     * the map is null or not swapped out.
733     */
734     op->map = NULL;
735     }
736    
737     int
738     receive_play_again (object *op, char key)
739     {
740     if (key == 'q' || key == 'Q')
741     {
742     remove_friendly_object (op);
743     leave (op->contr, 0); /* ericserver will draw the message */
744     return 2;
745     }
746     else if (key == 'a' || key == 'A')
747     {
748     player *pl = op->contr;
749     shstr name = op->name;
750    
751 root 1.19 op->contr = 0;
752     op->type = 0;
753 root 1.27 op->destroy (1);
754 root 1.18 pl = get_player (pl);
755     op = pl->ob;
756     add_friendly_object (op);
757     op->contr->password[0] = '~';
758     op->name = op->name_pl = 0;
759     /* Lets put a space in here */
760     new_draw_info (NDI_UNIQUE, 0, op, "\n");
761     get_name (op);
762     op->name = op->name_pl = name;
763     set_first_map (op);
764     }
765     else
766 root 1.19 /* user pressed something else so just ask again... */
767     play_again (op);
768    
769 root 1.18 return 0;
770 elmex 1.1 }
771    
772 root 1.18 void
773     confirm_password (object *op)
774     {
775 elmex 1.1
776 root 1.18 op->contr->write_buf[0] = '\0';
777     op->contr->state = ST_CONFIRM_PASSWORD;
778 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779 elmex 1.1 }
780    
781 root 1.18 void
782     get_party_password (object *op, partylist *party)
783     {
784     if (party == NULL)
785     {
786     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787     return;
788 elmex 1.1 }
789 root 1.18 op->contr->write_buf[0] = '\0';
790     op->contr->state = ST_GET_PARTY_PASSWORD;
791     op->contr->party_to_join = party;
792 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793 elmex 1.1 }
794    
795    
796     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797 root 1.18 int
798     roll_stat (void)
799     {
800     int a[4], i, j, k;
801    
802     for (i = 0; i < 4; i++)
803     a[i] = (int) RANDOM () % 6 + 1;
804    
805     for (i = 0, j = 0, k = 7; i < 4; i++)
806     if (a[i] < k)
807     k = a[i], j = i;
808    
809     for (i = 0, k = 0; i < 4; i++)
810     {
811     if (i != j)
812     k += a[i];
813     }
814     return k;
815     }
816    
817     void
818     roll_stats (object *op)
819     {
820     int sum = 0;
821     int i = 0, j = 0;
822     int statsort[7];
823    
824     do
825     {
826     op->stats.Str = roll_stat ();
827     op->stats.Dex = roll_stat ();
828     op->stats.Int = roll_stat ();
829     op->stats.Con = roll_stat ();
830     op->stats.Wis = roll_stat ();
831     op->stats.Pow = roll_stat ();
832     op->stats.Cha = roll_stat ();
833     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834     }
835     while (sum < 82 || sum > 116);
836    
837     /* Sort the stats so that rerolling is easier... */
838     statsort[0] = op->stats.Str;
839     statsort[1] = op->stats.Dex;
840     statsort[2] = op->stats.Int;
841     statsort[3] = op->stats.Con;
842     statsort[4] = op->stats.Wis;
843     statsort[5] = op->stats.Pow;
844     statsort[6] = op->stats.Cha;
845    
846     /* a quick and dirty bubblesort? */
847     do
848     {
849     if (statsort[i] < statsort[i + 1])
850     {
851     j = statsort[i];
852     statsort[i] = statsort[i + 1];
853     statsort[i + 1] = j;
854     i = 0;
855     }
856     else
857     {
858     i++;
859     }
860     }
861     while (i < 6);
862    
863     op->stats.Str = statsort[0];
864     op->stats.Dex = statsort[1];
865     op->stats.Con = statsort[2];
866     op->stats.Int = statsort[3];
867     op->stats.Wis = statsort[4];
868     op->stats.Pow = statsort[5];
869     op->stats.Cha = statsort[6];
870    
871    
872     op->contr->orig_stats.Str = op->stats.Str;
873     op->contr->orig_stats.Dex = op->stats.Dex;
874     op->contr->orig_stats.Int = op->stats.Int;
875     op->contr->orig_stats.Con = op->stats.Con;
876     op->contr->orig_stats.Wis = op->stats.Wis;
877     op->contr->orig_stats.Pow = op->stats.Pow;
878     op->contr->orig_stats.Cha = op->stats.Cha;
879    
880     op->level = 1;
881     op->stats.exp = 0;
882     op->stats.ac = 0;
883    
884     op->contr->levhp[1] = 9;
885     op->contr->levsp[1] = 6;
886     op->contr->levgrace[1] = 3;
887    
888     fix_player (op);
889     op->stats.hp = op->stats.maxhp;
890     op->stats.sp = op->stats.maxsp;
891     op->stats.grace = op->stats.maxgrace;
892     op->contr->orig_stats = op->stats;
893     }
894    
895     void
896     Roll_Again (object *op)
897     {
898     esrv_new_player (op->contr, 0);
899 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 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)? ");
901     }
902 elmex 1.1
903 root 1.18 void
904     Swap_Stat (object *op, int Swap_Second)
905     {
906     signed char tmp;
907     char buf[MAX_BUF];
908 elmex 1.1
909 root 1.18 if (op->contr->Swap_First == -1)
910     {
911     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914     return;
915 elmex 1.1 }
916    
917 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918 elmex 1.1
919 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920 elmex 1.1
921 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922 elmex 1.1
923 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924     new_draw_info (NDI_UNIQUE, 0, op, buf);
925     op->stats.Str = op->contr->orig_stats.Str;
926     op->stats.Dex = op->contr->orig_stats.Dex;
927     op->stats.Con = op->contr->orig_stats.Con;
928     op->stats.Int = op->contr->orig_stats.Int;
929     op->stats.Wis = op->contr->orig_stats.Wis;
930     op->stats.Pow = op->contr->orig_stats.Pow;
931     op->stats.Cha = op->contr->orig_stats.Cha;
932     op->stats.ac = 0;
933    
934     op->level = 1;
935     op->stats.exp = 0;
936     op->stats.ac = 0;
937    
938     op->contr->levhp[1] = 9;
939     op->contr->levsp[1] = 6;
940     op->contr->levgrace[1] = 3;
941    
942     fix_player (op);
943     op->stats.hp = op->stats.maxhp;
944     op->stats.sp = op->stats.maxsp;
945     op->stats.grace = op->stats.maxgrace;
946     op->contr->orig_stats = op->stats;
947     op->contr->Swap_First = -1;
948 elmex 1.1 }
949    
950    
951     /* This code has been greatly reduced, because with set_attr_value
952     * and get_attr_value, the stats can be accessed just numeric
953     * ids. stat_trans is a table that translate the number entered
954     * into the actual stat. It is needed because the order the stats
955     * are displayed in the stat window is not the same as how
956     * the number's access that stat. The table does that translation.
957     */
958 root 1.18 int
959     key_roll_stat (object *op, char key)
960 elmex 1.1 {
961 root 1.18 int keynum = key - '0';
962     char buf[MAX_BUF];
963     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964    
965     if (keynum > 0 && keynum <= 7)
966     {
967     if (op->contr->Swap_First == -1)
968     {
969     op->contr->Swap_First = stat_trans[keynum];
970     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971     new_draw_info (NDI_UNIQUE, 0, op, buf);
972 root 1.11 }
973 root 1.18 else
974     Swap_Stat (op, stat_trans[keynum]);
975 elmex 1.1
976 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 root 1.18 return 1;
978 elmex 1.1 }
979 root 1.18 switch (key)
980     {
981 root 1.20 case 'n':
982     case 'N':
983     {
984     SET_FLAG (op, FLAG_WIZ);
985     if (op->map == NULL)
986     {
987     LOG (llevError, "Map == NULL in state 2\n");
988     break;
989     }
990 elmex 1.1
991     #if 0
992 root 1.20 /* So that enter_exit will put us at startx/starty */
993     op->x = -1;
994 elmex 1.1
995 root 1.20 enter_exit (op, NULL);
996 elmex 1.1 #endif
997 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
998     /* Enter exit adds a player otherwise */
999     add_statbonus (op);
1000 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 root 1.20 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002     op->contr->state = ST_CHANGE_CLASS;
1003     if (op->msg)
1004     new_draw_info (NDI_BLUE, 0, op, op->msg);
1005     return 0;
1006     }
1007     case 'y':
1008     case 'Y':
1009     roll_stats (op);
1010 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 root 1.20 return 1;
1012 root 1.18
1013 root 1.20 case 'q':
1014     case 'Q':
1015     play_again (op);
1016     return 1;
1017 elmex 1.1
1018 root 1.20 default:
1019 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 root 1.20 return 0;
1021 elmex 1.1 }
1022 root 1.18 return 0;
1023 elmex 1.1 }
1024    
1025     /* This function takes the key that is passed, and does the
1026     * appropriate action with it (change race, or other things).
1027     * The function name is for historical reasons - now we have
1028     * separate race and class; this actually changes the RACE,
1029     * not the class.
1030     */
1031    
1032 root 1.18 int
1033     key_change_class (object *op, char key)
1034 elmex 1.1 {
1035 root 1.18 int tmp_loop;
1036 elmex 1.1
1037 root 1.18 if (key == 'q' || key == 'Q')
1038     {
1039 root 1.32 op->remove ();
1040 root 1.18 play_again (op);
1041 elmex 1.1 return 0;
1042     }
1043 root 1.18 if (key == 'd' || key == 'D')
1044     {
1045     char buf[MAX_BUF];
1046 elmex 1.1
1047 root 1.18 /* this must before then initial items are given */
1048     esrv_new_player (op->contr, op->weight + op->carrying);
1049 elmex 1.36
1050     treasurelist *tl = find_treasurelist ("starting_wealth");
1051     if (tl)
1052     create_treasure (tl, op, 0, 0, 0);
1053 elmex 1.1
1054 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1055     INVOKE_PLAYER (LOGIN, op->contr);
1056 elmex 1.1
1057 root 1.18 op->contr->state = ST_PLAYING;
1058 root 1.11
1059 root 1.18 if (op->msg)
1060     op->msg = NULL;
1061 elmex 1.1
1062 root 1.18 /* We create this now because some of the unique maps will need it
1063     * to save here.
1064     */
1065     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1066     make_path_to_file (buf);
1067 elmex 1.1
1068     #ifdef AUTOSAVE
1069 root 1.18 op->contr->last_save_tick = pticks;
1070 elmex 1.1 #endif
1071 root 1.18 start_info (op);
1072     CLEAR_FLAG (op, FLAG_WIZ);
1073     give_initial_items (op, op->randomitems);
1074     link_player_skills (op);
1075     esrv_send_inventory (op, op);
1076     fix_player (op);
1077 elmex 1.1
1078 root 1.18 /* This moves the player to a different start map, if there
1079     * is one for this race
1080     */
1081     if (*first_map_ext_path)
1082     {
1083     object *tmp;
1084     char mapname[MAX_BUF];
1085    
1086     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1087 root 1.33 tmp = object::create ();
1088 root 1.18 EXIT_PATH (tmp) = mapname;
1089     EXIT_X (tmp) = op->x;
1090     EXIT_Y (tmp) = op->y;
1091     enter_exit (op, tmp); /* we don't really care if it succeeded;
1092 elmex 1.1 * if the map isn't there, then stay on the
1093     * default initial map */
1094 root 1.33 tmp->destroy ();
1095 elmex 1.1 }
1096 root 1.18 else
1097     {
1098     LOG (llevDebug, "first_map_ext_path not set\n");
1099     }
1100     return 0;
1101 elmex 1.1 }
1102    
1103 root 1.18 /* Following actually changes the race - this is the default command
1104     * if we don't match with one of the options above.
1105     */
1106    
1107     tmp_loop = 0;
1108     while (!tmp_loop)
1109     {
1110     shstr name = op->name;
1111     int x = op->x, y = op->y;
1112    
1113     remove_statbonus (op);
1114 root 1.32 op->remove ();
1115 root 1.18 op->arch = get_player_archetype (op->arch);
1116 root 1.33 op->arch->clone.copy_to (op);
1117 root 1.18 op->instantiate ();
1118     op->stats = op->contr->orig_stats;
1119     op->name = op->name_pl = name;
1120     op->x = x;
1121     op->y = y;
1122     SET_ANIMATION (op, 2); /* So player faces south */
1123     insert_ob_in_map (op, op->map, op, 0);
1124 root 1.21 assign (op->contr->title, op->arch->clone.name);
1125 root 1.18 add_statbonus (op);
1126     tmp_loop = allowed_class (op);
1127     }
1128 root 1.19
1129 root 1.18 update_object (op, UP_OBJ_FACE);
1130     esrv_update_item (UPD_FACE, op, op);
1131     fix_player (op);
1132     op->stats.hp = op->stats.maxhp;
1133     op->stats.sp = op->stats.maxsp;
1134     op->stats.grace = 0;
1135 root 1.21
1136 root 1.18 if (op->msg)
1137     new_draw_info (NDI_BLUE, 0, op, op->msg);
1138 root 1.21
1139 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");
1140 root 1.18 return 0;
1141 elmex 1.1 }
1142    
1143 root 1.18 int
1144     key_confirm_quit (object *op, char key)
1145 elmex 1.1 {
1146 root 1.18 char buf[MAX_BUF];
1147 elmex 1.1
1148 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149     {
1150     op->contr->state = ST_PLAYING;
1151     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1152     return 1;
1153 elmex 1.1 }
1154    
1155 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1156     INVOKE_PLAYER (QUIT, op->contr);
1157 root 1.3
1158 root 1.18 terminate_all_pets (op);
1159     leave_map (op);
1160     op->direction = 0;
1161     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1162    
1163     strcpy (op->contr->killer, "quit");
1164     check_score (op);
1165     op->contr->party = NULL;
1166     if (settings.set_title == TRUE)
1167     op->contr->own_title[0] = '\0';
1168    
1169     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1170     {
1171 root 1.25 maptile *mp, *next;
1172 root 1.18
1173     /* We need to hunt for any per player unique maps in memory and
1174     * get rid of them. The trailing slash in the path is intentional,
1175     * so that players named 'Ab' won't match against players 'Abe' pathname
1176     */
1177     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1178     for (mp = first_map; mp != NULL; mp = next)
1179     {
1180     next = mp->next;
1181     if (!strncmp (mp->path, buf, strlen (buf)))
1182     delete_map (mp);
1183 root 1.11 }
1184 root 1.18
1185     delete_character (op->name, 1);
1186 elmex 1.1 }
1187 root 1.19
1188 root 1.18 play_again (op);
1189     return 1;
1190 elmex 1.1 }
1191    
1192 root 1.18 void
1193     flee_player (object *op)
1194     {
1195     int dir, diff;
1196     rv_vector rv;
1197    
1198     if (op->stats.hp < 0)
1199     {
1200     LOG (llevDebug, "Fleeing player is dead.\n");
1201     CLEAR_FLAG (op, FLAG_SCARED);
1202     return;
1203 elmex 1.1 }
1204    
1205 root 1.18 if (op->enemy == NULL)
1206     {
1207     LOG (llevDebug, "Fleeing player had no enemy.\n");
1208     CLEAR_FLAG (op, FLAG_SCARED);
1209     return;
1210 elmex 1.1 }
1211    
1212 root 1.18 /* Seen some crashes here. Since we don't store an
1213     * op->enemy_count, it is possible that something destroys the
1214     * actual enemy, and the object is recycled.
1215     */
1216     if (op->enemy->map == NULL)
1217     {
1218     CLEAR_FLAG (op, FLAG_SCARED);
1219     op->enemy = NULL;
1220     return;
1221 elmex 1.1 }
1222    
1223 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1224     {
1225     op->enemy = NULL;
1226     CLEAR_FLAG (op, FLAG_SCARED);
1227     return;
1228 elmex 1.1 }
1229 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1230    
1231     dir = absdir (4 + rv.direction);
1232     for (diff = 0; diff < 3; diff++)
1233     {
1234     int m = 1 - (RANDOM () & 2);
1235 elmex 1.1
1236 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1237     {
1238     return;
1239 root 1.11 }
1240 elmex 1.1 }
1241 root 1.18 /* Cornered, get rid of scared */
1242     CLEAR_FLAG (op, FLAG_SCARED);
1243     op->enemy = NULL;
1244 elmex 1.1 }
1245    
1246    
1247     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1248     * IT returns 1 if the player should keep on moving, 0 if he should
1249     * stop.
1250     */
1251 root 1.18 int
1252     check_pick (object *op)
1253     {
1254 elmex 1.1 object *tmp, *next;
1255     int stop = 0;
1256     int j, k, wvratio;
1257     char putstring[128], tmpstr[16];
1258    
1259     /* if you're flying, you cna't pick up anything */
1260     if (op->move_type & MOVE_FLYING)
1261     return 1;
1262    
1263     next = op->below;
1264    
1265     /* loop while there are items on the floor that are not marked as
1266     * destroyed */
1267 root 1.24 while (next && !next->destroyed ())
1268 root 1.18 {
1269     tmp = next;
1270     next = tmp->below;
1271 elmex 1.1
1272 root 1.24 if (op->destroyed ())
1273 elmex 1.1 return 0;
1274    
1275 root 1.18 if (!can_pick (op, tmp))
1276     continue;
1277 elmex 1.1
1278 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1279     {
1280     if (item_matched_string (op, tmp, op->contr->search_str))
1281     pick_up (op, tmp);
1282     continue;
1283 root 1.11 }
1284    
1285 root 1.18 /* high not bit set? We're using the old autopickup model */
1286     if (!(op->contr->mode & PU_NEWMODE))
1287 root 1.11 {
1288 root 1.18 switch (op->contr->mode)
1289 root 1.11 {
1290 root 1.20 case 0:
1291     return 1; /* don't pick up */
1292     case 1:
1293     pick_up (op, tmp);
1294     return 1;
1295     case 2:
1296     pick_up (op, tmp);
1297     return 0;
1298     case 3:
1299     return 0; /* stop before pickup */
1300     case 4:
1301     pick_up (op, tmp);
1302     break;
1303     case 5:
1304     pick_up (op, tmp);
1305     stop = 1;
1306     break;
1307     case 6:
1308     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1309 root 1.18 pick_up (op, tmp);
1310 root 1.20 break;
1311    
1312     case 7:
1313     if (tmp->type == MONEY || tmp->type == GEM)
1314 root 1.18 pick_up (op, tmp);
1315 root 1.20 break;
1316    
1317     default:
1318     /* use value density */
1319     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1320     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1321 root 1.18 pick_up (op, tmp);
1322 root 1.11 }
1323     }
1324 root 1.18 else
1325     { /* old model */
1326     /* NEW pickup handling */
1327     if (op->contr->mode & PU_DEBUG)
1328     {
1329     /* some debugging code to figure out item information */
1330     if (tmp->name != NULL)
1331     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1332     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1333     else
1334     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1337    
1338     sprintf (putstring, "...flags: ");
1339     for (k = 0; k < 4; k++)
1340     {
1341     for (j = 0; j < 32; j++)
1342     {
1343     if ((tmp->flags[k] >> j) & 0x01)
1344     {
1345     sprintf (tmpstr, "%d ", k * 32 + j);
1346     strcat (putstring, tmpstr);
1347     }
1348     }
1349     }
1350     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351 elmex 1.1
1352     #if 0
1353 root 1.18 /* print the flags too */
1354     for (k = 0; k < 4; k++)
1355     {
1356     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1357     for (j = 0; j < 32; j++)
1358     {
1359     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1360     if (!((j + 1) % 4))
1361     fprintf (stderr, " ");
1362     }
1363     fprintf (stderr, " [%d]\n", k * 32);
1364     }
1365 elmex 1.1 #endif
1366 root 1.18 }
1367     /* philosophy:
1368     * It's easy to grab an item type from a pile, as long as it's
1369     * generic. This takes no game-time. For more detailed pickups
1370     * and selections, select-items shoul dbe used. This is a
1371     * grab-as-you-run type mode that's really useful for arrows for
1372     * example.
1373     * The drawback: right now it has no frontend, so you need to
1374     * stick the bits you want into a calculator in hex mode and then
1375     * convert to decimal and then 'pickup <#>
1376     */
1377    
1378     /* the first two modes are exclusive: if NOTHING we return, if
1379     * STOP then we stop. All the rest are applied sequentially,
1380     * meaning if any test passes, the item gets picked up. */
1381    
1382     /* if mode is set to pick nothing up, return */
1383    
1384     if (op->contr->mode & PU_NOTHING)
1385     return 1;
1386    
1387     /* if mode is set to stop when encountering objects, return */
1388     /* take STOP before INHIBIT since it doesn't actually pick
1389     * anything up */
1390    
1391     if (op->contr->mode & PU_STOP)
1392     return 0;
1393    
1394     /* useful for going into stores and not losing your settings... */
1395     /* and for battles wher you don't want to get loaded down while
1396     * fighting */
1397     if (op->contr->mode & PU_INHIBIT)
1398     return 1;
1399    
1400     /* prevent us from turning into auto-thieves :) */
1401     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1402     continue;
1403    
1404     /* ignore known cursed objects */
1405     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1406     continue;
1407    
1408     /* all food and drink if desired */
1409     /* question: don't pick up known-poisonous stuff? */
1410     if (op->contr->mode & PU_FOOD)
1411     if (tmp->type == FOOD)
1412     {
1413     pick_up (op, tmp);
1414     continue;
1415     }
1416 root 1.29
1417 root 1.18 if (op->contr->mode & PU_DRINK)
1418     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1419     {
1420     pick_up (op, tmp);
1421     continue;
1422     }
1423    
1424     if (op->contr->mode & PU_POTION)
1425     if (tmp->type == POTION)
1426     {
1427     pick_up (op, tmp);
1428     continue;
1429     }
1430    
1431     /* spellbooks, skillscrolls and normal books/scrolls */
1432     if (op->contr->mode & PU_SPELLBOOK)
1433     if (tmp->type == SPELLBOOK)
1434     {
1435     pick_up (op, tmp);
1436     continue;
1437     }
1438 root 1.29
1439 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1440     if (tmp->type == SKILLSCROLL)
1441     {
1442     pick_up (op, tmp);
1443     continue;
1444     }
1445 root 1.29
1446 root 1.18 if (op->contr->mode & PU_READABLES)
1447     if (tmp->type == BOOK || tmp->type == SCROLL)
1448     {
1449     pick_up (op, tmp);
1450     continue;
1451     }
1452    
1453     /* wands/staves/rods/horns */
1454     if (op->contr->mode & PU_MAGIC_DEVICE)
1455     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1456     {
1457     pick_up (op, tmp);
1458     continue;
1459     }
1460    
1461     /* pick up all magical items */
1462     if (op->contr->mode & PU_MAGICAL)
1463     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1464     {
1465     pick_up (op, tmp);
1466     continue;
1467     }
1468    
1469     if (op->contr->mode & PU_VALUABLES)
1470     {
1471     if (tmp->type == MONEY || tmp->type == GEM)
1472     {
1473     pick_up (op, tmp);
1474     continue;
1475     }
1476     }
1477    
1478     /* rings & amulets - talismans seems to be typed AMULET */
1479     if (op->contr->mode & PU_JEWELS)
1480     if (tmp->type == RING || tmp->type == AMULET)
1481     {
1482     pick_up (op, tmp);
1483 root 1.29 continue;
1484     }
1485    
1486     /* we don't forget dragon food */
1487     if (op->contr->mode & PU_FLESH)
1488     if (tmp->type == FLESH)
1489     {
1490     pick_up (op, tmp);
1491 root 1.18 continue;
1492     }
1493    
1494     /* bows and arrows. Bows are good for selling! */
1495     if (op->contr->mode & PU_BOW)
1496     if (tmp->type == BOW)
1497     {
1498     pick_up (op, tmp);
1499     continue;
1500     }
1501 root 1.29
1502 root 1.18 if (op->contr->mode & PU_ARROW)
1503     if (tmp->type == ARROW)
1504     {
1505     pick_up (op, tmp);
1506     continue;
1507     }
1508    
1509     /* all kinds of armor etc. */
1510     if (op->contr->mode & PU_ARMOUR)
1511     if (tmp->type == ARMOUR)
1512     {
1513     pick_up (op, tmp);
1514     continue;
1515     }
1516 root 1.29
1517 root 1.18 if (op->contr->mode & PU_HELMET)
1518     if (tmp->type == HELMET)
1519     {
1520     pick_up (op, tmp);
1521     continue;
1522     }
1523 root 1.29
1524 root 1.18 if (op->contr->mode & PU_SHIELD)
1525     if (tmp->type == SHIELD)
1526     {
1527     pick_up (op, tmp);
1528     continue;
1529     }
1530 root 1.29
1531 root 1.18 if (op->contr->mode & PU_BOOTS)
1532     if (tmp->type == BOOTS)
1533     {
1534     pick_up (op, tmp);
1535     continue;
1536     }
1537 root 1.29
1538 root 1.18 if (op->contr->mode & PU_GLOVES)
1539     if (tmp->type == GLOVES)
1540     {
1541     pick_up (op, tmp);
1542     continue;
1543     }
1544 root 1.29
1545 root 1.18 if (op->contr->mode & PU_CLOAK)
1546     if (tmp->type == CLOAK)
1547     {
1548     pick_up (op, tmp);
1549     continue;
1550     }
1551 elmex 1.1
1552 root 1.18 /* hoping to catch throwing daggers here */
1553     if (op->contr->mode & PU_MISSILEWEAPON)
1554     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1555     {
1556     pick_up (op, tmp);
1557     continue;
1558     }
1559 elmex 1.1
1560 root 1.18 /* careful: chairs and tables are weapons! */
1561     if (op->contr->mode & PU_ALLWEAPON)
1562     {
1563     if (tmp->type == WEAPON && tmp->name != NULL)
1564     {
1565     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1566     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1567     {
1568     pick_up (op, tmp);
1569     continue;
1570     }
1571     }
1572 root 1.29
1573 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1574     {
1575     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1576     {
1577     pick_up (op, tmp);
1578     continue;
1579     }
1580     }
1581     }
1582 elmex 1.1
1583 root 1.18 /* misc stuff that's useful */
1584     if (op->contr->mode & PU_KEY)
1585     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1586     {
1587     pick_up (op, tmp);
1588     continue;
1589     }
1590 elmex 1.1
1591 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1592     * pickups */
1593     if (op->contr->mode & PU_RATIO)
1594     {
1595     /* use value density to decide what else to grab */
1596     /* >=7 was >= op->contr->mode */
1597     /* >=7 is the old standard setting. Now we take the last 4 bits
1598     * and multiply them by 5, giving 0..15*5== 5..75 */
1599     wvratio = (op->contr->mode & PU_RATIO) * 5;
1600     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1601     {
1602     pick_up (op, tmp);
1603 elmex 1.1 #if 0
1604 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1605     if (tmp->name != NULL)
1606     {
1607     fprintf (stderr, "%s", tmp->name);
1608     }
1609     else
1610     fprintf (stderr, "%s", tmp->arch->name);
1611     fprintf (stderr, ",%d] = ", tmp->type);
1612     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1613 elmex 1.1 #endif
1614 root 1.18 continue;
1615     }
1616     }
1617     } /* the new pickup model */
1618     }
1619 root 1.29
1620 root 1.18 return !stop;
1621 elmex 1.1 }
1622    
1623     /*
1624     * Find an arrow in the inventory and after that
1625     * in the right type container (quiver). Pointer to the
1626     * found object is returned.
1627     */
1628 root 1.18 object *
1629     find_arrow (object *op, const char *type)
1630 elmex 1.1 {
1631 root 1.18 object *tmp = NULL;
1632 elmex 1.1
1633 root 1.18 for (op = op->inv; op; op = op->below)
1634     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1635     tmp = find_arrow (op, type);
1636     else if (op->type == ARROW && op->race == type)
1637     return op;
1638     return tmp;
1639 elmex 1.1 }
1640    
1641     /*
1642     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1643     * against the target. A full test is not performed, simply a basic test
1644     * of resistances. The archer is making a quick guess at what he sees down
1645     * the hall. Failing that it does it's best to pick the highest plus arrow.
1646     */
1647    
1648 root 1.18 object *
1649     find_better_arrow (object *op, object *target, const char *type, int *better)
1650 elmex 1.1 {
1651 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1652     int attacknum, attacktype, betterby = 0, i;
1653 elmex 1.1
1654 root 1.18 if (!type)
1655     return NULL;
1656 elmex 1.1
1657 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1658     {
1659     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1660     {
1661     i = 0;
1662     ntmp = find_better_arrow (arrow, target, type, &i);
1663     if (i > betterby)
1664     {
1665     tmp = ntmp;
1666     betterby = i;
1667     }
1668     }
1669     else if (arrow->type == ARROW && arrow->race == type)
1670     {
1671     /* allways prefer assasination/slaying */
1672     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1673     {
1674     if (arrow->attacktype & AT_DEATH)
1675     {
1676     *better = 100;
1677     return arrow;
1678     }
1679     else
1680     {
1681     tmp = arrow;
1682     betterby = (arrow->magic + arrow->stats.dam) * 2;
1683     }
1684     }
1685     else
1686     {
1687     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1688     {
1689     attacktype = 1 << attacknum;
1690     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1691     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1692     {
1693     tmp = arrow;
1694     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1695     }
1696 root 1.11 }
1697 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1698     {
1699     tmp = arrow;
1700     betterby = 2 + arrow->magic + arrow->stats.dam;
1701 root 1.11 }
1702 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1703     {
1704     tmp = arrow;
1705     betterby = 1 + arrow->magic + arrow->stats.dam;
1706 root 1.11 }
1707     }
1708     }
1709 elmex 1.1 }
1710 root 1.18 if (tmp == NULL && arrow == NULL)
1711     return find_arrow (op, type);
1712 elmex 1.1
1713 root 1.18 *better = betterby;
1714     return tmp;
1715 elmex 1.1 }
1716    
1717     /* looks in a given direction, finds the first valid target, and calls
1718     * find_better_arrow to find a decent arrow to use.
1719     * op = the shooter
1720     * type = bow->race
1721     * dir = fire direction
1722     */
1723    
1724 root 1.18 object *
1725     pick_arrow_target (object *op, const char *type, int dir)
1726 elmex 1.1 {
1727 root 1.18 object *tmp = NULL;
1728 root 1.25 maptile *m;
1729 root 1.18 int i, mflags, found, number;
1730     sint16 x, y;
1731    
1732     if (op->map == NULL)
1733     return find_arrow (op, type);
1734    
1735     /* do a dex check */
1736     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1737     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1738     return find_arrow (op, type);
1739    
1740     m = op->map;
1741     x = op->x;
1742     y = op->y;
1743    
1744     /* find the first target */
1745     for (i = 0, found = 0; i < 20; i++)
1746     {
1747     x += freearr_x[dir];
1748     y += freearr_y[dir];
1749     mflags = get_map_flags (m, &m, x, y, &x, &y);
1750     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1751     {
1752     tmp = NULL;
1753     break;
1754     }
1755     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1756     {
1757     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1758     * perhaps a bad assumption.
1759     */
1760     tmp = NULL;
1761     break;
1762 root 1.11 }
1763 root 1.18 if (mflags & P_IS_ALIVE)
1764     {
1765     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1766     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1767     {
1768     found++;
1769 root 1.11 break;
1770 root 1.18 }
1771     if (found)
1772     break;
1773 root 1.11 }
1774 elmex 1.1 }
1775 root 1.18 if (tmp == NULL)
1776     return find_arrow (op, type);
1777 elmex 1.1
1778 root 1.18 if (tmp->head)
1779     tmp = tmp->head;
1780 elmex 1.1
1781 root 1.18 return find_better_arrow (op, tmp, type, &i);
1782 elmex 1.1 }
1783    
1784     /*
1785     * Creature fires a bow - op can be monster or player. Returns
1786     * 1 if bow was actually fired, 0 otherwise.
1787     * op is the object firing the bow.
1788     * part is for multipart creatures - the part firing the bow.
1789     * dir is the direction of fire.
1790     * wc_mod is any special modifier to give (used in special player fire modes)
1791     * sx, sy are coordinates to fire arrow from - also used in some of the special
1792     * player fire modes.
1793     */
1794 root 1.18 int
1795     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1796 elmex 1.1 {
1797 root 1.18 object *left, *bow;
1798     int bowspeed, mflags;
1799 root 1.25 maptile *m;
1800 elmex 1.1
1801 root 1.18 if (!dir)
1802     {
1803     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1804     return 0;
1805 elmex 1.1 }
1806 root 1.18 if (op->type == PLAYER)
1807     bow = op->contr->ranges[range_bow];
1808     else
1809     {
1810     for (bow = op->inv; bow; bow = bow->below)
1811     /* Don't check for applied - monsters don't apply bows - in that way, they
1812     * don't need to switch back and forth between bows and weapons.
1813     */
1814     if (bow->type == BOW)
1815     break;
1816 root 1.11
1817 root 1.18 if (!bow)
1818     {
1819     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820     return 0;
1821 root 1.11 }
1822 elmex 1.1 }
1823 root 1.18 if (!bow->race || !bow->skill)
1824     {
1825     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1826     return 0;
1827 elmex 1.1 }
1828    
1829 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1830 elmex 1.1
1831 root 1.18 /* penalize ROF for bestarrow */
1832     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1833     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1834     if (bowspeed < 1)
1835     bowspeed = 1;
1836    
1837     if (arrow == NULL)
1838     {
1839     if ((arrow = find_arrow (op, bow->race)) == NULL)
1840     {
1841     if (op->type == PLAYER)
1842     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1843     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1844     else
1845     CLEAR_FLAG (op, FLAG_READY_BOW);
1846     return 0;
1847 root 1.11 }
1848 elmex 1.1 }
1849 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1850     if (mflags & P_OUT_OF_MAP)
1851     {
1852     return 0;
1853     }
1854     if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855     {
1856     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1857     return 0;
1858     }
1859    
1860     /* this should not happen, but sometimes does */
1861     if (arrow->nrof == 0)
1862     {
1863 root 1.33 arrow->destroy ();
1864 root 1.18 return 0;
1865     }
1866    
1867     left = arrow; /* these are arrows left to the player */
1868     arrow = get_split_ob (arrow, 1);
1869     if (arrow == NULL)
1870     {
1871     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1872     return 0;
1873 elmex 1.1 }
1874 root 1.34 arrow->set_owner (op);
1875 root 1.18 arrow->skill = bow->skill;
1876    
1877     arrow->direction = dir;
1878     arrow->x = sx;
1879     arrow->y = sy;
1880    
1881     if (op->type == PLAYER)
1882     {
1883     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1884     fix_player (op);
1885 elmex 1.1 }
1886    
1887 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1888     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1889     arrow->stats.hp = arrow->stats.dam;
1890     arrow->stats.grace = arrow->attacktype;
1891     if (arrow->slaying != NULL)
1892 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1893 root 1.18
1894     /* Note that this was different for monsters - they got their level
1895     * added to the damage. I think the strength bonus is more proper.
1896     */
1897    
1898     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1899    
1900     /* update the speed */
1901     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1902     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1903    
1904     if (arrow->speed < 1.0)
1905     arrow->speed = 1.0;
1906     update_ob_speed (arrow);
1907     arrow->speed_left = 0;
1908    
1909     if (op->type == PLAYER)
1910     {
1911     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1913     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1914    
1915     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1916 elmex 1.1 }
1917 root 1.18 else
1918     {
1919     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1920     arrow->level = op->level;
1921 elmex 1.1 }
1922 root 1.24
1923 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1924     arrow->attacktype |= bow->attacktype;
1925 root 1.24
1926 root 1.18 if (bow->slaying != NULL)
1927     arrow->slaying = bow->slaying;
1928    
1929     arrow->map = m;
1930     arrow->move_type = MOVE_FLY_LOW;
1931     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1932    
1933     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1934     insert_ob_in_map (arrow, m, op, 0);
1935    
1936 root 1.24 if (!arrow->destroyed ())
1937 root 1.18 move_arrow (arrow);
1938 elmex 1.1
1939 root 1.18 if (op->type == PLAYER)
1940     {
1941 root 1.24 if (left->destroyed ())
1942     esrv_del_item (op->contr, left->count);
1943 root 1.18 else
1944     esrv_send_item (op, left);
1945 elmex 1.1 }
1946 root 1.24
1947 root 1.18 return 1;
1948 elmex 1.1 }
1949    
1950     /* Special fire code for players - this takes into
1951     * account the special fire modes players can have
1952     * but monsters can't. Putting that code here
1953     * makes the fire_bow code much cleaner.
1954     * this function should only be called if 'op' is a player,
1955     * hence the function name.
1956     */
1957 root 1.18 int
1958     player_fire_bow (object *op, int dir)
1959 elmex 1.1 {
1960 root 1.18 int ret = 0, wcmod = 0;
1961    
1962     if (op->contr->bowtype == bow_bestarrow)
1963     {
1964     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1965     }
1966     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1967     {
1968     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1969     wcmod = -1;
1970     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1971     }
1972     else if (op->contr->bowtype == bow_threewide)
1973     {
1974     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1975     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1976     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1977     }
1978     else if (op->contr->bowtype == bow_spreadshot)
1979     {
1980     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1981     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1982     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1983 elmex 1.1
1984     }
1985 root 1.18 else
1986     {
1987     /* Simple case */
1988     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1989     }
1990     return ret;
1991 elmex 1.1 }
1992    
1993    
1994     /* Fires a misc (wand/rod/horn) object in 'dir'.
1995     * Broken apart from 'fire' to keep it more readable.
1996     */
1997 root 1.18 void
1998     fire_misc_object (object *op, int dir)
1999 elmex 1.1 {
2000 root 1.18 object *item;
2001 elmex 1.1
2002 root 1.18 if (!op->contr->ranges[range_misc])
2003     {
2004     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2005     return;
2006 elmex 1.1 }
2007    
2008 root 1.18 item = op->contr->ranges[range_misc];
2009     if (!item->inv)
2010     {
2011     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2012     return;
2013 elmex 1.1 }
2014 root 1.18 if (item->type == WAND)
2015     {
2016     if (item->stats.food <= 0)
2017     {
2018     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2019     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2020     return;
2021 root 1.11 }
2022 root 1.18 }
2023     else if (item->type == ROD || item->type == HORN)
2024     {
2025     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2026     {
2027     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2028     if (item->type == ROD)
2029     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2030     else
2031     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2032     return;
2033 root 1.11 }
2034 elmex 1.1 }
2035    
2036 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2037     {
2038     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2039     if (item->type == WAND)
2040     {
2041     if (!(--item->stats.food))
2042     {
2043     object *tmp;
2044    
2045     if (item->arch)
2046     {
2047     CLEAR_FLAG (item, FLAG_ANIMATE);
2048     item->face = item->arch->clone.face;
2049     item->speed = 0;
2050     update_ob_speed (item);
2051 root 1.11 }
2052 root 1.18 if ((tmp = is_player_inv (item)))
2053     esrv_update_item (UPD_ANIM, tmp, item);
2054 root 1.11 }
2055     }
2056 root 1.18 else if (item->type == ROD || item->type == HORN)
2057     {
2058     drain_rod_charge (item);
2059 root 1.11 }
2060 elmex 1.1 }
2061     }
2062    
2063     /* Received a fire command for the player - go and do it.
2064     */
2065 root 1.18 void
2066     fire (object *op, int dir)
2067     {
2068     int spellcost = 0;
2069 elmex 1.1
2070 root 1.18 /* check for loss of invisiblity/hide */
2071     if (action_makes_visible (op))
2072     make_visible (op);
2073 elmex 1.1
2074 root 1.18 switch (op->contr->shoottype)
2075     {
2076 root 1.20 case range_none:
2077     return;
2078 elmex 1.1
2079 root 1.20 case range_bow:
2080     player_fire_bow (op, dir);
2081     return;
2082 elmex 1.1
2083 root 1.20 case range_magic: /* Casting spells */
2084     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2085     return;
2086 elmex 1.1
2087 root 1.20 case range_misc:
2088     fire_misc_object (op, dir);
2089     return;
2090 root 1.11
2091 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2092 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2093 root 1.20 {
2094 root 1.30 op->contr->ranges[range_golem] = 0;
2095 root 1.20 op->contr->shoottype = range_none;
2096     }
2097     else
2098     control_golem (op->contr->ranges[range_golem], dir);
2099     return;
2100 root 1.11
2101 root 1.20 case range_skill:
2102     if (!op->chosen_skill)
2103     {
2104     if (op->type == PLAYER)
2105     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2106     return;
2107     }
2108     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2109     return;
2110     case range_builder:
2111     apply_map_builder (op, dir);
2112     return;
2113     default:
2114     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2115     return;
2116 elmex 1.1 }
2117     }
2118    
2119    
2120    
2121     /* find_key
2122     * We try to find a key for the door as passed. If we find a key
2123     * and successfully use it, we return the key, otherwise NULL
2124     * This function merges both normal and locked door, since the logic
2125     * for both is the same - just the specific key is different.
2126     * pl is the player,
2127     * inv is the objects inventory to searched
2128     * door is the door we are trying to match against.
2129     * This function can be called recursively to search containers.
2130     */
2131    
2132 root 1.18 object *
2133     find_key (object *pl, object *container, object *door)
2134 elmex 1.1 {
2135 root 1.18 object *tmp, *key;
2136 elmex 1.1
2137 root 1.18 /* Should not happen, but sanity checking is never bad */
2138     if (container->inv == NULL)
2139     return NULL;
2140 elmex 1.1
2141 root 1.18 /* First, lets try to find a key in the top level inventory */
2142     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2143     {
2144     if (door->type == DOOR && tmp->type == KEY)
2145     break;
2146     /* For sanity, we should really check door type, but other stuff
2147     * (like containers) can be locked with special keys
2148     */
2149     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2150     break;
2151     }
2152     /* No key found - lets search inventories now */
2153     /* If we find and use a key in an inventory, return at that time.
2154     * otherwise, if we search all the inventories and still don't find
2155     * a key, return
2156     */
2157     if (!tmp)
2158     {
2159     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2160     {
2161     /* No reason to search empty containers */
2162     if (tmp->type == CONTAINER && tmp->inv)
2163     {
2164     if ((key = find_key (pl, tmp, door)) != NULL)
2165     return key;
2166     }
2167     }
2168     if (!tmp)
2169     return NULL;
2170 elmex 1.1 }
2171 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2172     * see if we actually want to use it
2173     */
2174     if (pl != container)
2175     {
2176     /* Only let players use keys in containers */
2177     if (!pl->contr)
2178     return NULL;
2179     /* cases where this fails:
2180     * If we only search the player inventory, return now since we
2181     * are not in the players inventory.
2182     * If the container is not active, return now since only active
2183     * containers can be used.
2184     * If we only search keyrings and the container does not have
2185     * a race/isn't a keyring.
2186     * No checking for all containers - to fall through past here,
2187     * inv must have been an container and must have been active.
2188     *
2189     * Change the color so that the message doesn't disappear with
2190     * all the others.
2191     */
2192     if (pl->contr->usekeys == key_inventory ||
2193     !QUERY_FLAG (container, FLAG_APPLIED) ||
2194     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2195     {
2196     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2197     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2198     return NULL;
2199 root 1.11 }
2200 elmex 1.1 }
2201 root 1.18 return tmp;
2202 elmex 1.1 }
2203    
2204     /* moved door processing out of move_player_attack.
2205     * returns 1 if player has opened the door with a key
2206     * such that the caller should not do anything more,
2207     * 0 otherwise
2208     */
2209 root 1.18 static int
2210     player_attack_door (object *op, object *door)
2211 elmex 1.1 {
2212    
2213 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2214     * might as well return immediately as there is nothing more to do -
2215     * otherwise, we fall through to the rest of the code.
2216     */
2217     object *key = find_key (op, op, door);
2218    
2219     /* IF we found a key, do some extra work */
2220     if (key)
2221     {
2222     object *container = key->env;
2223    
2224     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2225     if (action_makes_visible (op))
2226     make_visible (op);
2227     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2228     spring_trap (door->inv, op);
2229     if (door->type == DOOR)
2230     {
2231     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2232     }
2233     else if (door->type == LOCKED_DOOR)
2234     {
2235     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2236     remove_door2 (door); /* remove door without violence ;-) */
2237     }
2238     /* Do this after we print the message */
2239     decrease_ob (key); /* Use up one of the keys */
2240     /* Need to update the weight the container the key was in */
2241     if (container != op)
2242     esrv_update_item (UPD_WEIGHT, op, container);
2243     return 1; /* Nothing more to do below */
2244     }
2245     else if (door->type == LOCKED_DOOR)
2246     {
2247     /* Might as well return now - no other way to open this */
2248     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2249     return 1;
2250 elmex 1.1 }
2251 root 1.18 return 0;
2252 elmex 1.1 }
2253    
2254     /* This function is just part of a breakup from move_player.
2255     * It should keep the code cleaner.
2256     * When this is called, the players direction has been updated
2257     * (taking into account confusion.) The player is also actually
2258     * going to try and move (not fire weapons).
2259     */
2260    
2261 root 1.18 void
2262     move_player_attack (object *op, int dir)
2263 elmex 1.1 {
2264 root 1.18 object *tmp, *mon;
2265     sint16 nx, ny;
2266     int on_battleground;
2267 root 1.25 maptile *m;
2268 root 1.18
2269     nx = freearr_x[dir] + op->x;
2270     ny = freearr_y[dir] + op->y;
2271    
2272     on_battleground = op_on_battleground (op, NULL, NULL);
2273    
2274     /* If braced, or can't move to the square, and it is not out of the
2275     * map, attack it. Note order of if statement is important - don't
2276     * want to be calling move_ob if braced, because move_ob will move the
2277     * player. This is a pretty nasty hack, because if we could
2278     * move to some space, it then means that if we are braced, we should
2279     * do nothing at all. As it is, if we are braced, we go through
2280     * quite a bit of processing. However, it probably is less than what
2281     * move_ob uses.
2282     */
2283     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2284     {
2285     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2286     {
2287     m = get_map_from_coord (op->map, &nx, &ny);
2288     if (!m)
2289     return; /* Don't think this should happen */
2290     }
2291     else
2292     m = op->map;
2293    
2294     if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2295     {
2296     /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2297     return;
2298 root 1.11 }
2299    
2300 root 1.18 mon = NULL;
2301     /* Go through all the objects, and find ones of interest. Only stop if
2302     * we find a monster - that is something we know we want to attack.
2303     * if its a door or barrel (can roll) see if there may be monsters
2304     * on the space
2305     */
2306     while (tmp != NULL)
2307     {
2308     if (tmp == op)
2309     {
2310     tmp = tmp->above;
2311     continue;
2312 root 1.11 }
2313 root 1.27
2314 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2315     {
2316     mon = tmp;
2317     break;
2318 root 1.11 }
2319 root 1.27
2320 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2321     mon = tmp;
2322 root 1.27
2323 root 1.18 tmp = tmp->above;
2324     }
2325    
2326     if (mon == NULL) /* This happens anytime the player tries to move */
2327     return; /* into a wall */
2328    
2329     if (mon->head != NULL)
2330     mon = mon->head;
2331    
2332     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2333     if (player_attack_door (op, mon))
2334     return;
2335    
2336     /* The following deals with possibly attacking peaceful
2337     * or frienddly creatures. Basically, all players are considered
2338     * unaggressive. If the moving player has peaceful set, then the
2339     * object should be pushed instead of attacked. It is assumed that
2340     * if you are braced, you will not attack friends accidently,
2341     * and thus will not push them.
2342     */
2343 root 1.11
2344 root 1.18 /* If the creature is a pet, push it even if the player is not
2345     * peaceful. Our assumption is the creature is a pet if the
2346     * player owns it and it is either friendly or unagressive.
2347     */
2348     if ((op->type == PLAYER)
2349 elmex 1.1 #if COZY_SERVER
2350 root 1.18 &&
2351 root 1.34 ((mon->owner && mon->owner->contr
2352     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2353 elmex 1.1 #else
2354 root 1.34 && mon->owner == op
2355 elmex 1.1 #endif
2356 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2357 root 1.11 {
2358 root 1.18 /* If we're braced, we don't want to switch places with it */
2359     if (op->contr->braced)
2360 root 1.11 return;
2361 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2362     (void) push_ob (mon, dir, op);
2363     if (op->contr->tmp_invis || op->hide)
2364     make_visible (op);
2365     return;
2366 root 1.11 }
2367    
2368 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2369     * creatures. Note that if you are braced, you can't push
2370     * someone, but put it inside this loop so that you won't
2371     * attack them either.
2372     */
2373     if ((mon->type == PLAYER || mon->enemy != op) &&
2374     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2375 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2376 root 1.18 (op->contr->peaceful
2377     || (mon->type == PLAYER
2378     && mon->contr->
2379     peaceful)) &&
2380 elmex 1.1 #else
2381 root 1.18 op->contr->peaceful &&
2382 elmex 1.1 #endif
2383 root 1.18 !on_battleground))
2384     {
2385     if (!op->contr->braced)
2386     {
2387     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2388     (void) push_ob (mon, dir, op);
2389     }
2390     else
2391     {
2392     new_draw_info (0, 0, op, "You withhold your attack");
2393 root 1.11 }
2394 root 1.18 if (op->contr->tmp_invis || op->hide)
2395     make_visible (op);
2396 root 1.11 }
2397 elmex 1.1
2398 root 1.18 /* If the object is a boulder or other rollable object, then
2399     * roll it if not braced. You can't roll it if you are braced.
2400     */
2401     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2402     {
2403     recursive_roll (mon, dir, op);
2404     if (action_makes_visible (op))
2405     make_visible (op);
2406 root 1.11 }
2407    
2408 root 1.18 /* Any generic living creature. Including things like doors.
2409     * Way it works is like this: First, it must have some hit points
2410     * and be living. Then, it must be one of the following:
2411     * 1) Not a player, 2) A player, but of a different party. Note
2412     * that party_number -1 is no party, so attacks can still happen.
2413     */
2414 root 1.11
2415 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417     {
2418 elmex 1.1
2419 root 1.18 /* If the player hasn't hit something this tick, and does
2420     * so, give them speed boost based on weapon speed. Doing
2421     * it here is better than process_players2, which basically
2422     * incurred a 1 tick offset.
2423     */
2424     if (!op->contr->has_hit)
2425     {
2426     op->speed_left += op->speed / op->contr->weapon_sp;
2427 root 1.11
2428 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 root 1.11 }
2430    
2431 root 1.18 skill_attack (mon, op, 0, NULL, NULL);
2432 root 1.11
2433 root 1.18 /* If attacking another player, that player gets automatic
2434     * hitback, and doesn't loose luck either.
2435     * Disable hitback on the battleground or if the target is
2436     * the wiz.
2437     */
2438     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439     {
2440     short luck = mon->stats.luck;
2441    
2442     mon->contr->has_hit = 1;
2443     skill_attack (op, mon, 0, NULL, NULL);
2444     mon->stats.luck = luck;
2445 root 1.11 }
2446 root 1.18 if (action_makes_visible (op))
2447     make_visible (op);
2448 root 1.11 }
2449 root 1.18 } /* if player should attack something */
2450 elmex 1.1 }
2451    
2452 root 1.18 int
2453     move_player (object *op, int dir)
2454     {
2455     int pick;
2456 elmex 1.1
2457 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2458     return 0;
2459 elmex 1.1
2460 root 1.18 /* Sanity check: make sure dir is valid */
2461     if ((dir < 0) || (dir >= 9))
2462     {
2463     LOG (llevError, "move_player: invalid direction %d\n", dir);
2464     return 0;
2465 elmex 1.1 }
2466    
2467 root 1.18 /* peterm: added following line */
2468     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2469     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2470    
2471     op->facing = dir;
2472    
2473     if (op->hide)
2474     do_hidden_move (op);
2475    
2476     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2477     /*nop */ ;
2478     else if (op->contr->fire_on)
2479     fire (op, dir);
2480     else
2481     {
2482     move_player_attack (op, dir);
2483     pick = check_pick (op);
2484     }
2485 elmex 1.1
2486 root 1.18 /* Add special check for newcs players and fire on - this way, the
2487     * server can handle repeat firing.
2488     */
2489     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490     {
2491     op->direction = dir;
2492     }
2493     else
2494     {
2495     op->direction = 0;
2496     }
2497     /* Update how the player looks. Use the facing, so direction may
2498     * get reset to zero. This allows for full animation capabilities
2499     * for players.
2500     */
2501     animate_object (op, op->facing);
2502     return 0;
2503 elmex 1.1 }
2504    
2505     /* This is similar to handle_player, below, but is only used by the
2506     * new client/server stuff.
2507     * This is sort of special, in that the new client/server actually uses
2508     * the new speed values for commands.
2509     *
2510     * Returns true if there are more actions we can do.
2511     */
2512 root 1.18 int
2513     handle_newcs_player (object *op)
2514 elmex 1.1 {
2515 root 1.18 if (op->contr->hidden)
2516     {
2517     op->invisible = 1000;
2518     /* the socket code flashes the player visible/invisible
2519     * depending on the value of invisible, so we need to
2520     * alternate it here for it to work correctly.
2521     */
2522     if (pticks & 2)
2523 root 1.11 op->invisible--;
2524 root 1.18 }
2525     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526     {
2527     op->invisible--;
2528     if (!op->invisible)
2529     {
2530     make_visible (op);
2531     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 root 1.11 }
2533 elmex 1.1 }
2534    
2535 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2536     {
2537     flee_player (op);
2538     /* If player is still scared, that is his action for this tick */
2539     if (QUERY_FLAG (op, FLAG_SCARED))
2540     {
2541     op->speed_left--;
2542     return 0;
2543 root 1.11 }
2544 elmex 1.1 }
2545    
2546 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2547     * the player object still points to the defunct golem. The code that
2548     * destroys the golem looks correct, and it doesn't always happen, so
2549     * put this in a a workaround to clean up the golem pointer.
2550     */
2551 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552     op->contr->ranges[range_golem] = 0;
2553 root 1.18
2554     /* call this here - we also will call this in do_ericserver, but
2555     * the players time has been increased when doericserver has been
2556     * called, so we recheck it here.
2557     */
2558 root 1.43 op->contr->socket->handle_command ();
2559 root 1.18 if (op->speed_left < 0)
2560 elmex 1.1 return 0;
2561    
2562 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563     {
2564     /* All move commands take 1 tick, at least for now */
2565     op->speed_left--;
2566 elmex 1.1
2567 root 1.18 /* Instead of all the stuff below, let move_player take care
2568     * of it. Also, some of the skill stuff is only put in
2569     * there, as well as the confusion stuff.
2570     */
2571     move_player (op, op->direction);
2572     if (op->speed_left > 0)
2573     return 1;
2574     else
2575 root 1.11 return 0;
2576 root 1.18 }
2577 root 1.41
2578 root 1.18 return 0;
2579     }
2580    
2581     int
2582     save_life (object *op)
2583     {
2584     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2585 elmex 1.1 return 0;
2586 root 1.18
2587 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2588 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2589     {
2590     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2591     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2592 root 1.33
2593 root 1.18 if (op->contr)
2594     esrv_del_item (op->contr, tmp->count);
2595 root 1.33
2596     tmp->destroy ();
2597 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2598 root 1.33
2599 root 1.18 if (op->stats.hp < 0)
2600     op->stats.hp = op->stats.maxhp;
2601 root 1.33
2602 root 1.18 if (op->stats.food < 0)
2603     op->stats.food = 999;
2604 root 1.33
2605 root 1.18 fix_player (op);
2606     return 1;
2607     }
2608 root 1.41
2609 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610     CLEAR_FLAG (op, FLAG_LIFESAVE);
2611     enter_player_savebed (op); /* bring him home. */
2612     return 0;
2613 elmex 1.1 }
2614    
2615     /* This goes throws the inventory and removes unpaid objects, and puts them
2616     * back in the map (location and map determined by values of env). This
2617     * function will descend into containers. op is the object to start the search
2618     * from.
2619     */
2620 root 1.18 void
2621     remove_unpaid_objects (object *op, object *env)
2622 elmex 1.1 {
2623 root 1.18 object *next;
2624 elmex 1.1
2625 root 1.18 while (op)
2626     {
2627     next = op->below; /* Make sure we have a good value, in case
2628     * we remove object 'op'
2629     */
2630     if (QUERY_FLAG (op, FLAG_UNPAID))
2631     {
2632 root 1.32 op->remove ();
2633 root 1.18 op->x = env->x;
2634     op->y = env->y;
2635     if (env->type == PLAYER)
2636     esrv_del_item (env->contr, op->count);
2637     insert_ob_in_map (op, env->map, NULL, 0);
2638     }
2639     else if (op->inv)
2640     remove_unpaid_objects (op->inv, env);
2641 root 1.41
2642 root 1.18 op = next;
2643 elmex 1.1 }
2644     }
2645    
2646    
2647     /*
2648     * Returns pointer a static string containing gravestone text
2649     * Moved from apply.c to player.c - player.c is what
2650     * actually uses this function. player.c may not be quite the
2651     * best, a misc file for object actions is probably better,
2652     * but there isn't one in the server directory.
2653     */
2654 root 1.18 char *
2655     gravestone_text (object *op)
2656 elmex 1.1 {
2657 root 1.18 static char buf2[MAX_BUF];
2658     char buf[MAX_BUF];
2659     time_t now = time (NULL);
2660    
2661     strcpy (buf2, " R.I.P.\n\n");
2662     if (op->type == PLAYER)
2663     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2664     else
2665     sprintf (buf, "%s\n", &op->name);
2666 root 1.41
2667 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2668     strcat (buf2, buf);
2669     if (op->type == PLAYER)
2670     sprintf (buf, "who was in level %d when killed\n", op->level);
2671     else
2672     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2673 root 1.41
2674 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2675     strcat (buf2, buf);
2676     if (op->type == PLAYER)
2677     {
2678     sprintf (buf, "by %s.\n\n", op->contr->killer);
2679     strncat (buf2, " ", 21 - strlen (buf) / 2);
2680     strcat (buf2, buf);
2681     }
2682 root 1.41
2683 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2684     strncat (buf2, " ", 20 - strlen (buf) / 2);
2685     strcat (buf2, buf);
2686 root 1.41
2687 root 1.18 return buf2;
2688 elmex 1.1 }
2689    
2690    
2691    
2692 root 1.18 void
2693     do_some_living (object *op)
2694     {
2695     int last_food = op->stats.food;
2696 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2697     int over_hp, over_sp, over_grace;
2698     int i;
2699     int rate_hp = 1200;
2700     int rate_sp = 2500;
2701     int rate_grace = 2000;
2702     const int max_hp = 1;
2703     const int max_sp = 1;
2704     const int max_grace = 1;
2705    
2706 pippijn 1.17 if (op->contr->outputs_sync)
2707 root 1.18 {
2708     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2709     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2710     flush_output_element (op, &op->contr->outputs[i]);
2711     }
2712    
2713     if (op->contr->state == ST_PLAYING)
2714     {
2715    
2716     /* these next three if clauses make it possible to SLOW DOWN
2717     hp/grace/spellpoint regeneration. */
2718     if (op->contr->gen_hp >= 0)
2719     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2720     else
2721     {
2722     gen_hp = op->stats.maxhp;
2723     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2724     }
2725     if (op->contr->gen_sp >= 0)
2726     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2727     else
2728     {
2729     gen_sp = op->stats.maxsp;
2730     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2731     }
2732     if (op->contr->gen_grace >= 0)
2733     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2734     else
2735     {
2736     gen_grace = op->stats.maxgrace;
2737     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2738     }
2739    
2740     /* Regenerate Spell Points */
2741     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2742     {
2743     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2744     if (op->stats.sp < op->stats.maxsp)
2745     {
2746     op->stats.sp++;
2747     /* dms do not consume food */
2748     if (!QUERY_FLAG (op, FLAG_WIZ))
2749     {
2750     op->stats.food--;
2751     if (op->contr->digestion < 0)
2752     op->stats.food += op->contr->digestion;
2753     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2754     op->stats.food = last_food;
2755     }
2756     }
2757     if (max_sp > 1)
2758     {
2759     over_sp = (gen_sp + 10) / rate_sp;
2760     if (over_sp > 0)
2761     {
2762     if (op->stats.sp < op->stats.maxsp)
2763     {
2764     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2765     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2766     op->stats.sp--;
2767     if (op->stats.sp > op->stats.maxsp)
2768     op->stats.sp = op->stats.maxsp;
2769     }
2770     op->last_sp = 0;
2771     }
2772     else
2773     {
2774     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2775     }
2776     }
2777     else
2778     {
2779     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780     }
2781     }
2782    
2783     /* Regenerate Grace */
2784     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2785     if (--op->last_grace < 0)
2786     {
2787     if (op->stats.grace < op->stats.maxgrace / 2)
2788     op->stats.grace++; /* no penalty in food for regaining grace */
2789     if (max_grace > 1)
2790     {
2791     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2792     if (over_grace > 0)
2793     {
2794     op->stats.sp += over_grace
2795     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2796     op->last_grace = 0;
2797     }
2798     else
2799     {
2800     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2801     }
2802     }
2803     else
2804     {
2805     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2806     }
2807     /* wearing stuff doesn't detract from grace generation. */
2808     }
2809    
2810     /* Regenerate Hit Points */
2811     if (--op->last_heal < 0)
2812     {
2813     if (op->stats.hp < op->stats.maxhp)
2814     {
2815     op->stats.hp++;
2816     /* dms do not consume food */
2817     if (!QUERY_FLAG (op, FLAG_WIZ))
2818     {
2819     op->stats.food--;
2820     if (op->contr->digestion < 0)
2821     op->stats.food += op->contr->digestion;
2822     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2823     op->stats.food = last_food;
2824     }
2825     }
2826     if (max_hp > 1)
2827     {
2828     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829     if (over_hp > 0)
2830     {
2831     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2832     op->last_heal = 0;
2833     }
2834     else
2835     {
2836     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2837     }
2838     }
2839     else
2840     {
2841     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2842     }
2843 root 1.11 }
2844 elmex 1.1
2845 root 1.18 /* Digestion */
2846     if (--op->last_eat < 0)
2847     {
2848     #ifdef COZY_SERVER
2849     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2850     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2851     #else
2852     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2853     #endif
2854    
2855     if (op->contr->gen_hp > 0)
2856     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2857     else
2858     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2859     /* dms do not consume food */
2860     if (!QUERY_FLAG (op, FLAG_WIZ))
2861     op->stats.food--;
2862 root 1.11 }
2863 elmex 1.1 }
2864    
2865 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2866     {
2867     object *tmp, *flesh = NULL;
2868    
2869     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2870     {
2871     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872     {
2873     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2874     {
2875     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2876     manual_apply (op, tmp, 0);
2877     if (op->stats.food >= 0 || op->stats.hp < 0)
2878     break;
2879     }
2880     else if (tmp->type == FLESH)
2881     flesh = tmp;
2882     } /* End if paid for object */
2883     } /* end of for loop */
2884     /* If player is still starving, it means they don't have any food, so
2885     * eat flesh instead.
2886     */
2887     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2888     {
2889     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2890     manual_apply (op, flesh, 0);
2891 root 1.11 }
2892 root 1.18 } /* end if player is starving */
2893 elmex 1.1
2894 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2895     op->stats.food++, op->stats.hp--;
2896 elmex 1.1
2897 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2898     kill_player (op);
2899 elmex 1.1 }
2900    
2901 root 1.18
2902 elmex 1.1
2903     /* If the player should die (lack of hp, food, etc), we call this.
2904     * op is the player in jeopardy. If the player can not be saved (not
2905     * permadeath, no lifesave), this will take care of removing the player
2906     * file.
2907     */
2908 root 1.18 void
2909     kill_player (object *op)
2910 elmex 1.1 {
2911 root 1.18 char buf[MAX_BUF];
2912     int x, y;
2913    
2914     //int i;
2915 root 1.25 maptile *map; /* this is for resurrection */
2916 root 1.18
2917     /* int z;
2918     int num_stats_lose;
2919     int lost_a_stat;
2920     int lose_this_stat;
2921     int this_stat; */
2922     int will_kill_again;
2923     archetype *at;
2924     object *tmp;
2925    
2926     if (save_life (op))
2927     return;
2928    
2929    
2930     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2931     * in cities ONLY!!! It is very important that this doesn't get abused.
2932     * Look at op_on_battleground() for more info --AndreasV
2933     */
2934     if (op_on_battleground (op, &x, &y))
2935     {
2936     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2937     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2938    
2939     /* restore player */
2940 root 1.22 at = archetype::find ("poisoning");
2941 root 1.18 tmp = present_arch_in_ob (at, op);
2942     if (tmp)
2943     {
2944 root 1.33 tmp->destroy ();
2945 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2946     }
2947 elmex 1.1
2948 root 1.22 at = archetype::find ("confusion");
2949 root 1.18 tmp = present_arch_in_ob (at, op);
2950     if (tmp)
2951     {
2952 root 1.33 tmp->destroy ();
2953 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2954     }
2955    
2956     cure_disease (op, 0); /* remove any disease */
2957     op->stats.hp = op->stats.maxhp;
2958     if (op->stats.food <= 0)
2959     op->stats.food = 999;
2960 elmex 1.1
2961 root 1.18 /* create a bodypart-trophy to make the winner happy */
2962 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2963 root 1.18 if (tmp != NULL)
2964     {
2965     sprintf (buf, "%s's finger", &op->name);
2966     tmp->name = buf;
2967     sprintf (buf, " This finger has been cut off %s\n"
2968     " the %s, when he was defeated at\n level %d by %s.\n",
2969     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2970     tmp->msg = buf;
2971     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2972     tmp->materialname = NULL;
2973     tmp->x = op->x, tmp->y = op->y;
2974     insert_ob_in_map (tmp, op->map, op, 0);
2975     }
2976 elmex 1.1
2977 root 1.18 /* teleport defeated player to new destination */
2978     transfer_ob (op, x, y, 0, NULL);
2979     op->contr->braced = 0;
2980     return;
2981 elmex 1.1 }
2982    
2983 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2984 root 1.3
2985 root 1.18 command_kill_pets (op, 0);
2986 elmex 1.1
2987 root 1.18 if (op->stats.food < 0)
2988     {
2989     if (op->contr->explore)
2990     {
2991     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2992     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2993     op->stats.food = 999;
2994     return;
2995 root 1.11 }
2996 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
2997     strcpy (op->contr->killer, "starvation");
2998 elmex 1.1 }
2999 root 1.18 else
3000     {
3001     if (op->contr->explore)
3002     {
3003     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3004     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005     op->stats.hp = op->stats.maxhp;
3006     return;
3007 root 1.11 }
3008 root 1.18 sprintf (buf, "%s died.", &op->name);
3009 elmex 1.1 }
3010 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3011 elmex 1.1
3012 root 1.18 /* save the map location for corpse, gravestone */
3013     x = op->x;
3014     y = op->y;
3015     map = op->map;
3016 elmex 1.1
3017    
3018 root 1.18 if (settings.not_permadeth == TRUE)
3019     {
3020     /* NOT_PERMADEATH code. This basically brings the character back to
3021     * life if they are dead - it takes some exp and a random stat.
3022     * See the config.h file for a little more in depth detail about this.
3023     */
3024 root 1.11
3025 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3026     * make it depletion. This bunch of code deals with that aspect
3027     * of death.
3028     */
3029 elmex 1.1 #ifndef COZY_SERVER
3030 root 1.18 if (settings.balanced_stat_loss)
3031     {
3032     /* If stat loss is permanent, lose one stat only. */
3033     /* Lower level chars don't lose as many stats because they suffer
3034     more if they do. */
3035     /* Higher level characters can afford things such as potions of
3036     restoration, or better, stat potions. So we slug them that
3037     little bit harder. */
3038     /* GD */
3039     if (settings.stat_loss_on_death)
3040 root 1.11 num_stats_lose = 1;
3041 root 1.18 else
3042     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3043     }
3044     else
3045     {
3046     num_stats_lose = 1;
3047 root 1.11 }
3048 root 1.18 lost_a_stat = 0;
3049 root 1.11
3050 root 1.18 for (z = 0; z < num_stats_lose; z++)
3051     {
3052     i = RANDOM () % NUM_STATS;
3053 root 1.11
3054 root 1.18 if (settings.stat_loss_on_death)
3055     {
3056     /* Pick a random stat and take a point off it. Tell the player
3057     * what he lost.
3058     */
3059     change_attr_value (&(op->stats), i, -1);
3060     check_stat_bounds (&(op->stats));
3061     change_attr_value (&(op->contr->orig_stats), i, -1);
3062     check_stat_bounds (&(op->contr->orig_stats));
3063     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3064     lost_a_stat = 1;
3065     }
3066     else
3067     {
3068     /* deplete a stat */
3069 root 1.22 archetype *deparch = archetype::find ("depletion");
3070 root 1.18 object *dep;
3071    
3072     dep = present_arch_in_ob (deparch, op);
3073     if (!dep)
3074     {
3075     dep = arch_to_object (deparch);
3076     insert_ob_in_ob (dep, op);
3077     }
3078     lose_this_stat = 1;
3079     if (settings.balanced_stat_loss)
3080     {
3081     /* GD */
3082     /* Get the stat that we're about to deplete. */
3083     this_stat = get_attr_value (&(dep->stats), i);
3084     if (this_stat < 0)
3085     {
3086     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087     int keep_chance = this_stat * this_stat;
3088    
3089     /* Yes, I am paranoid. Sue me. */
3090     if (keep_chance < 1)
3091     keep_chance = 1;
3092    
3093     /* There is a maximum depletion total per level. */
3094     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095     {
3096     lose_this_stat = 0;
3097     /* Take loss chance vs keep chance to see if we
3098     retain the stat. */
3099     }
3100     else
3101     {
3102     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 root 1.11 lose_this_stat = 0;
3104 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105     this_stat, keep_chance, loss_chance,
3106     lose_this_stat?"LOSE":"KEEP"); */
3107 root 1.11 }
3108     }
3109     }
3110 root 1.18
3111     if (lose_this_stat)
3112     {
3113     this_stat = get_attr_value (&(dep->stats), i);
3114     /* We could try to do something clever like find another
3115     * stat to reduce if this fails. But chances are, if
3116     * stats have been depleted to -50, all are pretty low
3117     * and should be roughly the same, so it shouldn't make a
3118     * difference.
3119     */
3120     if (this_stat >= -50)
3121     {
3122     change_attr_value (&(dep->stats), i, -1);
3123     SET_FLAG (dep, FLAG_APPLIED);
3124     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3125     fix_player (op);
3126     lost_a_stat = 1;
3127 root 1.11 }
3128     }
3129     }
3130     }
3131 root 1.18 /* If no stat lost, tell the player. */
3132     if (!lost_a_stat)
3133     {
3134     /* determine_god() seems to not work sometimes... why is this?
3135     Should I be using something else? GD */
3136     const char *god = determine_god (op);
3137    
3138     if (god && (strcmp (god, "none")))
3139 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);
3140 root 1.18 else
3141 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3142 root 1.18 }
3143 root 1.28 #else
3144     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3145 elmex 1.1 #endif
3146    
3147 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3148     * exp loss on the stone.
3149     */
3150 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3151 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3152     tmp->name = buf;
3153     sprintf (buf, "%s's gravestones", &op->name);
3154     tmp->name_pl = buf;
3155     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);
3156     tmp->msg = buf;
3157     tmp->x = op->x, tmp->y = op->y;
3158     insert_ob_in_map (tmp, op->map, NULL, 0);
3159 root 1.11
3160 root 1.28 /**************************************/
3161 root 1.18 /* */
3162     /* Subtract the experience points, */
3163     /* if we died cause of food, give us */
3164     /* food, and reset HP's... */
3165     /* */
3166 root 1.28 /**************************************/
3167 root 1.11
3168 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3169     /* restore player */
3170 root 1.22 at = archetype::find ("poisoning");
3171 root 1.18 tmp = present_arch_in_ob (at, op);
3172 root 1.33
3173 root 1.18 if (tmp)
3174     {
3175 root 1.33 tmp->destroy ();
3176 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3177     }
3178    
3179 root 1.22 at = archetype::find ("confusion");
3180 root 1.18 tmp = present_arch_in_ob (at, op);
3181     if (tmp)
3182     {
3183 root 1.33 tmp->destroy ();
3184 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3185     }
3186 root 1.28
3187 root 1.18 cure_disease (op, 0); /* remove any disease */
3188    
3189     /*add_exp(op, (op->stats.exp * -0.20)); */
3190     apply_death_exp_penalty (op);
3191     if (op->stats.food < 100)
3192     op->stats.food = 900;
3193     op->stats.hp = op->stats.maxhp;
3194     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3195     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3196    
3197     /*
3198     * Check to see if the player is in a shop. IF so, then check to see if
3199     * the player has any unpaid items. If so, remove them and put them back
3200     * in the map.
3201     */
3202 root 1.11
3203 root 1.18 if (is_in_shop (op))
3204     remove_unpaid_objects (op->inv, op);
3205 elmex 1.1
3206 root 1.28 /****************************************/
3207 root 1.18 /* */
3208     /* Move player to his current respawn- */
3209     /* position (usually last savebed) */
3210     /* */
3211 root 1.28 /****************************************/
3212 root 1.11
3213 root 1.18 enter_player_savebed (op);
3214    
3215     /* Save the player before inserting the force to reduce
3216     * chance of abuse.
3217     */
3218     op->contr->braced = 0;
3219     save_player (op, 1);
3220    
3221     /* it is possible that the player has blown something up
3222     * at his savebed location, and that can have long lasting
3223     * spell effects. So first see if there is a spell effect
3224     * on the space that might harm the player.
3225     */
3226     will_kill_again = 0;
3227     for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above)
3228 root 1.28 if (tmp->type == SPELL_EFFECT)
3229     will_kill_again |= tmp->attacktype;
3230    
3231 root 1.18 if (will_kill_again)
3232     {
3233     object *force;
3234     int at;
3235 root 1.11
3236 root 1.18 force = get_archetype (FORCE_NAME);
3237     /* 50 ticks should be enough time for the spell to abate */
3238     force->speed = 0.1;
3239     force->speed_left = -5.0;
3240     SET_FLAG (force, FLAG_APPLIED);
3241     for (at = 0; at < NROFATTACKS; at++)
3242 root 1.28 if (will_kill_again & (1 << at))
3243     force->resist[at] = 100;
3244    
3245 root 1.18 insert_ob_in_ob (force, op);
3246     fix_player (op);
3247 elmex 1.1
3248 root 1.11 }
3249 root 1.18
3250     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3251     return;
3252     } /* NOT_PERMADETH */
3253     else
3254     {
3255     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3256     * should probably be embedded in an else statement.
3257     */
3258    
3259     op->contr->party = NULL;
3260     if (settings.set_title == TRUE)
3261     op->contr->own_title[0] = '\0';
3262     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3263     check_score (op);
3264 root 1.30
3265     if (op->contr->ranges[range_golem])
3266 root 1.18 {
3267     remove_friendly_object (op->contr->ranges[range_golem]);
3268 root 1.33 op->contr->ranges[range_golem]->destroy ();
3269 root 1.30 op->contr->ranges[range_golem] = 0;
3270 root 1.18 }
3271 root 1.30
3272 root 1.18 loot_object (op); /* Remove some of the items for good */
3273 root 1.32 op->remove ();
3274 root 1.18 op->direction = 0;
3275    
3276     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277     {
3278     delete_character (op->name, 0);
3279     if (settings.resurrection == TRUE)
3280     {
3281     /* save playerfile sans equipment when player dies
3282     ** then save it as player.pl.dead so that future resurrection
3283     ** type spells will work on them nicely
3284     */
3285     delete_character (op->name, 0);
3286     op->stats.hp = op->stats.maxhp;
3287     op->stats.food = 999;
3288    
3289     /* set the location of where the person will reappear when */
3290     /* maybe resurrection code should fix map also */
3291     strcpy (op->contr->maplevel, settings.emergency_mapname);
3292     if (op->map != NULL)
3293     op->map = NULL;
3294     op->x = settings.emergency_x;
3295     op->y = settings.emergency_y;
3296     save_player (op, 0);
3297     op->map = map;
3298     /* please see resurrection.c: peterm */
3299     dead_player (op);
3300     }
3301     else
3302 root 1.19 delete_character (op->name, 1);
3303 root 1.18 }
3304 root 1.19
3305 root 1.18 play_again (op);
3306 root 1.11
3307 root 1.18 /* peterm: added to create a corpse at deathsite. */
3308 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3309 root 1.18 sprintf (buf, "%s", &op->name);
3310     tmp->name = tmp->name_pl = buf;
3311     tmp->level = op->level;
3312     tmp->x = x;
3313     tmp->y = y;
3314     tmp->msg = gravestone_text (op);
3315     SET_FLAG (tmp, FLAG_UNIQUE);
3316     insert_ob_in_map (tmp, map, NULL, 0);
3317 elmex 1.1 }
3318     }
3319    
3320    
3321 root 1.18 void
3322     loot_object (object *op)
3323     { /* Grab and destroy some treasure */
3324     object *tmp, *tmp2, *next;
3325 elmex 1.1
3326 root 1.18 if (op->container)
3327     { /* close open sack first */
3328 elmex 1.1 esrv_apply_container (op, op->container);
3329 root 1.18 }
3330 elmex 1.1
3331 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3332     {
3333     next = tmp->below;
3334     if (tmp->type == EXPERIENCE || tmp->invisible)
3335     continue;
3336 root 1.32 tmp->remove ();
3337 root 1.18 tmp->x = op->x, tmp->y = op->y;
3338     if (tmp->type == CONTAINER)
3339     { /* empty container to ground */
3340     loot_object (tmp);
3341     }
3342     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3343     {
3344     if (tmp->nrof > 1)
3345     {
3346     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3347 root 1.33 tmp2->destroy ();
3348 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3349     }
3350     else
3351 root 1.33 tmp->destroy ();
3352 root 1.18 }
3353     else
3354     insert_ob_in_map (tmp, op->map, NULL, 0);
3355     }
3356 elmex 1.1 }
3357    
3358     /*
3359     * fix_weight(): Check recursively the weight of all players, and fix
3360     * what needs to be fixed. Refresh windows and fix speed if anything
3361     * was changed.
3362     */
3363    
3364 root 1.18 void
3365     fix_weight (void)
3366     {
3367 elmex 1.1 player *pl;
3368 root 1.18
3369     for (pl = first_player; pl != NULL; pl = pl->next)
3370     {
3371     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3372    
3373     if (old == sum)
3374     continue;
3375     fix_player (pl->ob);
3376     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3377     }
3378 elmex 1.1 }
3379    
3380 root 1.18 void
3381     fix_luck (void)
3382     {
3383 elmex 1.1 player *pl;
3384 root 1.18
3385 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3386     if (!pl->ob->contr->state)
3387 root 1.18 change_luck (pl->ob, 0);
3388 elmex 1.1 }
3389    
3390    
3391     /* cast_dust() - handles op throwing objects of type 'DUST'.
3392     * This is much simpler in the new spell code - we basically
3393     * just treat this as any other spell casting object.
3394     */
3395    
3396 elmex 1.2 void
3397 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3398 elmex 1.2 {
3399     object *skop, *spob;
3400    
3401     skop = find_skill_by_name (op, throw_ob->skill);
3402    
3403     /* casting POTION 'dusts' is really a use_magic_item skill */
3404     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3405     {
3406 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3407 elmex 1.2 return;
3408     }
3409    
3410     spob = throw_ob->inv;
3411    
3412     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3413     // not pass NULL to cast_spell (which did indeed check itself, but
3414     // errors should be reported as early as possible IMHO)
3415     if (!spob)
3416     {
3417 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3418 elmex 1.2 return;
3419 elmex 1.1 }
3420    
3421 elmex 1.2 if (op->type == PLAYER)
3422 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3423 elmex 1.2
3424     cast_spell (op, throw_ob, dir, spob, NULL);
3425    
3426 root 1.33 throw_ob->destroy ();
3427 elmex 1.1 }
3428    
3429 root 1.18 void
3430     make_visible (object *op)
3431     {
3432     op->hide = 0;
3433     op->invisible = 0;
3434     if (op->type == PLAYER)
3435     {
3436     op->contr->tmp_invis = 0;
3437     op->contr->invis_race = 0;
3438     }
3439     update_object (op, UP_OBJ_FACE);
3440     }
3441    
3442     int
3443     is_true_undead (object *op)
3444     {
3445     object *tmp = NULL;
3446    
3447     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3448     return 1;
3449    
3450     if (op->type == PLAYER)
3451     for (tmp = op->inv; tmp; tmp = tmp->below)
3452     if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3453     if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454     return 1;
3455 elmex 1.1 return 0;
3456     }
3457    
3458     /* look at the surrounding terrain to determine
3459     * the hideability of this object. Positive levels
3460     * indicate greater hideability.
3461     */
3462    
3463 root 1.18 int
3464     hideability (object *ob)
3465     {
3466     int i, level = 0, mflag;
3467     sint16 x, y;
3468    
3469     if (!ob || !ob->map)
3470     return 0;
3471    
3472     /* so, on normal lighted maps, its hard to hide */
3473     level = ob->map->darkness - 2;
3474    
3475     /* this also picks up whether the object is glowing.
3476     * If you carry a light on a non-dark map, its not
3477     * as bad as carrying a light on a pitch dark map */
3478     if (has_carried_lights (ob))
3479     level = -(10 + (2 * ob->map->darkness));
3480    
3481     /* scan through all nearby squares for terrain to hide in */
3482     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3483     {
3484     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3485     if (mflag & P_OUT_OF_MAP)
3486     {
3487     continue;
3488     }
3489     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3490     level += 2;
3491     else /* open terrain! */
3492     level -= 1;
3493 elmex 1.1 }
3494 root 1.18
3495 elmex 1.1 #if 0
3496 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3497 elmex 1.1 #endif
3498 root 1.18 return level;
3499 elmex 1.1 }
3500    
3501     /* For Hidden creatures - a chance of becoming 'unhidden'
3502     * every time they move - as we subtract off 'invisibility'
3503     * AND, for players, if they move into a ridiculously unhideable
3504     * spot (surrounded by clear terrain in broad daylight). -b.t.
3505     */
3506    
3507 root 1.18 void
3508     do_hidden_move (object *op)
3509     {
3510     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3511     object *skop;
3512    
3513     if (!op || !op->map)
3514     return;
3515    
3516     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517    
3518     /* its *extremely* hard to run and sneak/hide at the same time! */
3519     if (op->type == PLAYER && op->contr->run_on)
3520     {
3521     if (!skop || num >= skop->level)
3522     {
3523     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524     make_visible (op);
3525     return;
3526     }
3527     else
3528     num += 20;
3529 elmex 1.1 }
3530 root 1.18 num += op->map->difficulty;
3531     hide = hideability (op); /* modify by terrain hidden level */
3532     num -= hide;
3533     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534     {
3535     make_visible (op);
3536     if (op->type == PLAYER)
3537     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 elmex 1.1 }
3539 root 1.18 else if (op->type == PLAYER && skop)
3540     {
3541     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 elmex 1.1 }
3543     }
3544    
3545     /* determine if who is standing near a hostile creature. */
3546    
3547 root 1.18 int
3548     stand_near_hostile (object *who)
3549     {
3550     object *tmp = NULL;
3551     int i, friendly = 0, player = 0, mflags;
3552 root 1.25 maptile *m;
3553 root 1.18 sint16 x, y;
3554    
3555     if (!who)
3556     return 0;
3557    
3558     if (who->type == PLAYER)
3559     player = 1;
3560    
3561     else
3562     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3563    
3564     /* search adjacent squares */
3565     for (i = 1; i < 9; i++)
3566     {
3567     x = who->x + freearr_x[i];
3568     y = who->y + freearr_y[i];
3569     m = who->map;
3570     mflags = get_map_flags (m, &m, x, y, &x, &y);
3571     /* space must be blocked if there is a monster. If not
3572     * blocked, don't need to check this space.
3573     */
3574     if (mflags & P_OUT_OF_MAP)
3575     continue;
3576     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3577     continue;
3578    
3579     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
3580     {
3581     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3582     return 1;
3583     else if (tmp->type == PLAYER)
3584     {
3585     /*don't let a hidden DM prevent you from hiding */
3586     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3587 root 1.11 return 1;
3588 root 1.18 }
3589 root 1.11 }
3590 elmex 1.1 }
3591 root 1.18 return 0;
3592 elmex 1.1 }
3593    
3594     /* check the player los field for viewability of the
3595     * object op. This function works fine for monsters,
3596     * but we dont worry if the object isnt the top one in
3597     * a pile (say a coin under a table would return "viewable"
3598     * by this routine). Another question, should we be
3599     * concerned with the direction the player is looking
3600     * in? Realistically, most of use cant see stuff behind
3601     * our backs...on the other hand, does the "facing" direction
3602     * imply the way your head, or body is facing? Its possible
3603     * for them to differ. Sigh, this fctn could get a bit more complex.
3604     * -b.t.
3605     * This function is now map tiling safe.
3606     */
3607    
3608 root 1.18 int
3609     player_can_view (object *pl, object *op)
3610     {
3611     rv_vector rv;
3612     int dx, dy;
3613    
3614     if (pl->type != PLAYER)
3615     {
3616     LOG (llevError, "player_can_view() called for non-player object\n");
3617     return -1;
3618 elmex 1.1 }
3619 root 1.18 if (!pl || !op)
3620 elmex 1.1 return 0;
3621 root 1.18
3622     if (op->head)
3623     {
3624     op = op->head;
3625     }
3626     get_rangevector (pl, op, &rv, 0x1);
3627    
3628     /* starting with the 'head' part, lets loop
3629     * through the object and find if it has any
3630     * part that is in the los array but isnt on
3631     * a blocked los square.
3632     * we use the archetype to figure out offsets.
3633     */
3634     while (op)
3635     {
3636     dx = rv.distance_x + op->arch->clone.x;
3637     dy = rv.distance_y + op->arch->clone.y;
3638    
3639     /* only the viewable area the player sees is updated by LOS
3640     * code, so we need to restrict ourselves to that range of values
3641     * for any meaningful values.
3642     */
3643 root 1.38 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3644     FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3645     !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3646 root 1.18 return 1;
3647     op = op->more;
3648     }
3649     return 0;
3650 elmex 1.1 }
3651    
3652     /* routine for both players and monsters. We call this when
3653     * there is a possibility for our action distrubing our hiding
3654     * place or invisiblity spell. Artefact invisiblity is not
3655     * effected by this. If we arent invisible to begin with, we
3656     * return 0.
3657     */
3658 root 1.18 int
3659     action_makes_visible (object *op)
3660     {
3661    
3662     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663     {
3664     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3665     return 0;
3666    
3667     if (op->contr && op->contr->tmp_invis == 0)
3668     return 0;
3669 elmex 1.1
3670 root 1.18 /* If monsters, they should become visible */
3671     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3672     {
3673     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3674     return 1;
3675 root 1.11 }
3676 elmex 1.1 }
3677 root 1.18 return 0;
3678 elmex 1.1 }
3679    
3680     /* op_on_battleground - checks if the given object op (usually
3681     * a player) is standing on a valid battleground-tile,
3682     * function returns TRUE/FALSE. If true x, y returns the battleground
3683     * -exit-coord. (and if x, y not NULL)
3684     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3685     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3686     * Default is to do the same as before, so only people wanting to have different points need worry about this
3687     */
3688 root 1.18 int
3689     op_on_battleground (object *op, int *x, int *y)
3690     {
3691 elmex 1.1 object *tmp;
3692 root 1.18
3693 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3694     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3695     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3696     * and the exit-coordinates sp/hp must both be > 0.
3697     * => The intention here is to prevent abuse of the battleground-
3698     * feature (like pickable or hidden battleground tiles). */
3699 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3700     {
3701     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702     {
3703     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3704     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3705     {
3706     /*before we assign the exit, check if this is a teambattle */
3707     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3708     {
3709     object *invtmp;
3710    
3711     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3712     {
3713     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3714     {
3715     if (x != NULL && y != NULL)
3716     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3717     return 1;
3718     }
3719     }
3720     }
3721     if (x != NULL && y != NULL)
3722     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3723     return 1;
3724     }
3725     }
3726 elmex 1.1 }
3727     /* If we got here, did not find a battleground */
3728     return 0;
3729     }
3730    
3731     /*
3732     * When a dragon-player gains a new stage of evolution,
3733     * he gets some treasure
3734     *
3735     * attributes:
3736     * object *who the dragon player
3737     * int atnr the attack-number of the ability focus
3738     * int level ability level
3739     */
3740 root 1.18 void
3741     dragon_ability_gain (object *who, int atnr, int level)
3742     {
3743     treasurelist *trlist = NULL; /* treasurelist */
3744     treasure *tr; /* treasure */
3745     object *tmp, *skop; /* tmp. object */
3746     object *item; /* treasure object */
3747     char buf[MAX_BUF]; /* tmp. string buffer */
3748     int i = 0, j = 0;
3749    
3750     /* get the appropriate treasurelist */
3751     if (atnr == ATNR_FIRE)
3752     trlist = find_treasurelist ("dragon_ability_fire");
3753     else if (atnr == ATNR_COLD)
3754     trlist = find_treasurelist ("dragon_ability_cold");
3755     else if (atnr == ATNR_ELECTRICITY)
3756     trlist = find_treasurelist ("dragon_ability_elec");
3757     else if (atnr == ATNR_POISON)
3758     trlist = find_treasurelist ("dragon_ability_poison");
3759    
3760     if (trlist == NULL || who->type != PLAYER)
3761     return;
3762    
3763     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764    
3765     if (tr == NULL || tr->item == NULL)
3766     {
3767     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768     return;
3769 elmex 1.1 }
3770    
3771 root 1.18 /* everything seems okay - now bring on the gift: */
3772     item = &(tr->item->clone);
3773 elmex 1.1
3774 root 1.18 if (item->type == SPELL)
3775     {
3776     if (check_spell_known (who, item->name))
3777 root 1.11 return;
3778 root 1.18
3779     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3780     do_learn_spell (who, item, 0);
3781     return;
3782 elmex 1.1 }
3783    
3784 root 1.18 /* grant direct spell */
3785     if (item->type == SPELLBOOK)
3786     {
3787     if (!item->inv)
3788     {
3789     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3790     return;
3791     }
3792     if (check_spell_known (who, item->inv->name))
3793     return;
3794     if (item->invisible)
3795     {
3796     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3797     do_learn_spell (who, item->inv, 0);
3798     return;
3799 root 1.11 }
3800 root 1.18 }
3801     else if (item->type == SKILL_TOOL && item->invisible)
3802     {
3803     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3804     {
3805    
3806     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3807     * in this way, if the player is missing any of the attacktypes, he gets
3808     * them. As it is now, if the player has any that match the granted skill,
3809     * but not all of them, he gets nothing.
3810     */
3811     if (!(skop->attacktype & item->attacktype))
3812     {
3813     /* Give new attacktype */
3814     skop->attacktype |= item->attacktype;
3815    
3816     /* always add physical if there's none */
3817     skop->attacktype |= AT_PHYSICAL;
3818    
3819     if (item->msg != NULL)
3820     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3821    
3822     /* Give player new face */
3823     if (item->animation_id)
3824     {
3825     who->face = skop->face;
3826     who->animation_id = item->animation_id;
3827     who->anim_speed = item->anim_speed;
3828     who->last_anim = 0;
3829     who->state = 0;
3830     animate_object (who, who->direction);
3831     }
3832     }
3833 root 1.11 }
3834 elmex 1.1 }
3835 root 1.18 else if (item->type == FORCE)
3836     {
3837     /* forces in the treasurelist can alter the player's stats */
3838     object *skin;
3839 elmex 1.1
3840 root 1.18 /* first get the dragon skin force */
3841     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3842     if (skin == NULL)
3843     return;
3844    
3845     /* adding new spellpath attunements */
3846     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847     {
3848     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3849    
3850     /* print message */
3851     sprintf (buf, "You feel attuned to ");
3852     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3853     {
3854     if (item->path_attuned & (1 << i))
3855     {
3856     if (j)
3857     strcat (buf, " and ");
3858     else
3859     j = 1;
3860     strcat (buf, spellpathnames[i]);
3861     }
3862     }
3863     strcat (buf, ".");
3864     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3865     }
3866    
3867     /* evtl. adding flags: */
3868     if (QUERY_FLAG (item, FLAG_XRAYS))
3869     SET_FLAG (skin, FLAG_XRAYS);
3870     if (QUERY_FLAG (item, FLAG_STEALTH))
3871     SET_FLAG (skin, FLAG_STEALTH);
3872     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3873     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3874    
3875     /* print message if there is one */
3876     if (item->msg != NULL)
3877     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3878     }
3879     else
3880     {
3881     /* generate misc. treasure */
3882     tmp = arch_to_object (tr->item);
3883     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3884     tmp = insert_ob_in_ob (tmp, who);
3885     if (who->type == PLAYER)
3886     esrv_send_item (who, tmp);
3887 elmex 1.1 }
3888     }
3889    
3890     /**
3891     * Unready an object for a player. This function does nothing if the object was
3892     * not readied.
3893     */
3894 root 1.18 void
3895     player_unready_range_ob (player *pl, object *ob)
3896     {
3897     rangetype i;
3898 elmex 1.1
3899 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3900     {
3901     if (pl->ranges[i] == ob)
3902     {
3903     pl->ranges[i] = NULL;
3904     if (pl->shoottype == i)
3905     {
3906     pl->shoottype = range_none;
3907 elmex 1.1 }
3908     }
3909     }
3910     }