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/cvs/deliantra/server/server/player.C
Revision: 1.51
Committed: Thu Dec 21 06:12:37 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +2 -0 lines
Log Message:
- made client a first-class crossfire-perl object
  (its attachable), but perl support is missing.
- added some client events
- fixed reply not working after logout

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    
269 root 1.21 assign (p->title, op->arch->clone.name);
270 root 1.15 op->race = op->arch->clone.race;
271    
272     CLEAR_FLAG (op, FLAG_READY_SKILL);
273    
274     /* we need to clear these to -1 and not zero - otherwise,
275     * if a player quits and starts a new character, we wont
276     * send new values to the client, as things like exp start
277     * at zero.
278     */
279     for (i = 0; i < NUM_SKILLS; i++)
280     {
281     p->last_skill_exp[i] = -1;
282     p->last_skill_ob[i] = NULL;
283     }
284 root 1.38
285 root 1.15 for (i = 0; i < NROFATTACKS; i++)
286 root 1.38 p->last_resist[i] = -1;
287    
288 root 1.15 p->last_stats.exp = -1;
289     p->last_weight = (uint32) - 1;
290    
291 root 1.38 p->socket->update_look = 0;
292     p->socket->look_position = 0;
293    
294 root 1.15 return p;
295 elmex 1.1 }
296    
297     /* This loads the first map an puts the player on it. */
298 root 1.18 static void
299     set_first_map (object *op)
300 elmex 1.1 {
301 root 1.18 strcpy (op->contr->maplevel, first_map_path);
302     op->x = -1;
303     op->y = -1;
304 root 1.46 enter_exit (op, 0);
305 elmex 1.1 }
306    
307     /* Tries to add player on the connection passwd in ns.
308     * All we can really get in this is some settings like host and display
309     * mode.
310     */
311    
312 root 1.18 int
313 root 1.42 add_player (client *ns)
314 root 1.18 {
315 root 1.38 player *p = new player;
316 root 1.18
317 root 1.38 p->socket = ns;
318     ns->pl = p;
319 root 1.26
320 root 1.38 p->next = first_player;
321     first_player = p;
322    
323     p = get_player (p);
324 root 1.26
325 root 1.18 set_first_map (p->ob);
326 elmex 1.1
327 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328     add_friendly_object (p->ob);
329     send_rules (p->ob);
330     send_news (p->ob);
331     display_motd (p->ob);
332 root 1.51
333 root 1.18 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 root 1.46
355 root 1.18 if (at->clone.type == PLAYER)
356     return at;
357 root 1.46
358 root 1.18 if (at == start)
359     {
360     LOG (llevError, "No Player archetypes\n");
361     exit (-1);
362 root 1.11 }
363 elmex 1.1 }
364     }
365    
366 root 1.18 object *
367     get_nearest_player (object *mon)
368     {
369     object *op = NULL;
370     player *pl = NULL;
371     objectlink *ol;
372     unsigned lastdist;
373     rv_vector rv;
374    
375     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
376     {
377     /* We should not find free objects on this friendly list, but it
378     * does periodically happen. Given that, lets deal with it.
379     * While unlikely, it is possible the next object on the friendly
380     * list is also free, so encapsulate this in a while loop.
381     */
382     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
383     {
384     object *tmp = ol->ob;
385    
386     /* Can't do much more other than log the fact, because the object
387     * itself will have been cleared.
388     */
389     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
390     ol = ol->next;
391     remove_friendly_object (tmp);
392     if (!ol)
393     return op;
394     }
395 root 1.11
396 root 1.18 /* Remove special check for player from this. First, it looks to cause
397     * some crashes (ol->ob->contr not set properly?), but secondly, a more
398     * complicated method of state checking would be needed in any case -
399     * as it was, a clever player could type quit, and the function would
400     * skip them over while waiting for confirmation. Remove
401     * on_same_map check, as can_detect_enemy also does this
402     */
403     if (!can_detect_enemy (mon, ol->ob, &rv))
404     continue;
405 root 1.11
406 root 1.18 if (lastdist > rv.distance)
407     {
408     op = ol->ob;
409     lastdist = rv.distance;
410 root 1.11 }
411 elmex 1.1 }
412 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
413     {
414     if (can_detect_enemy (mon, pl->ob, &rv))
415     {
416 elmex 1.1
417 root 1.18 if (lastdist > rv.distance)
418     {
419     op = pl->ob;
420     lastdist = rv.distance;
421 root 1.11 }
422     }
423 elmex 1.1 }
424     #if 0
425 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426 elmex 1.1 #endif
427 root 1.18 return op;
428 elmex 1.1 }
429    
430     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
431     * result in a monster paths backtracking. It basically determines how large a
432     * detour a monster will take from the direction path when looking
433     * for a path to the player. The values are in the amount of direction
434     * the deviation is
435     */
436     #define DETOUR_AMOUNT 2
437    
438     /* This is used to prevent infinite loops. Consider a case where the
439     * player is in a chamber (with gate closed), and monsters are outside.
440     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
441     * find a path into the chamber. This is a good thing, but since there
442     * is no real path, it will just keep circling the chamber for
443     * ever (this could be a nice effect for monsters, but not for the function
444     * to get stuck in. I think for the monsters, if max is reached and
445     * we return the first direction the creature could move would result in the
446     * circling behaviour. Unfortunately, this function is also used to determined
447     * if the creature should cast a spell, so returning a direction in that case
448     * is probably not a good thing.
449     */
450     #define MAX_SPACES 50
451    
452    
453     /*
454     * Returns the direction to the player, if valid. Returns 0 otherwise.
455     * modified to verify there is a path to the player. Does this by stepping towards
456     * player and if path is blocked then see if blockage is close enough to player that
457     * direction to player is changed (ie zig or zag). Continue zig zag until either
458     * reach player or path is blocked. Thus, will only return true if there is a free
459     * path to player. Though path may not be a straight line. Note that it will find
460     * player hiding along a corridor at right angles to the corridor with the monster.
461     *
462     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
463     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
464     * down corriders.
465     * 2) I think the old code was broken if the first direction the monster
466     * should move was blocked - the code would store the first direction without
467     * verifying that the player can actually move in that direction. The new
468     * code does not store anything in firstdir until we have verified that the
469     * monster can in fact move one space in that direction.
470     * 3) I'm not sure how good this code will be for moving multipart monsters,
471     * since only simple checks to blocked are being called, which could mean the monster
472     * is blocking itself.
473     */
474 root 1.18 int
475     path_to_player (object *mon, object *pl, unsigned mindiff)
476     {
477     rv_vector rv;
478     sint16 x, y;
479     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
480 root 1.25 maptile *m, *lastmap;
481 root 1.18
482     get_rangevector (mon, pl, &rv, 0);
483    
484     if (rv.distance < mindiff)
485     return 0;
486    
487     x = mon->x;
488     y = mon->y;
489     m = mon->map;
490     dir = rv.direction;
491     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
493     /* If we can't solve it within the search distance, return now. */
494     if (diff > max)
495     return 0;
496     while (diff > 1 && max > 0)
497     {
498     lastx = x;
499     lasty = y;
500     lastmap = m;
501     x = lastx + freearr_x[dir];
502     y = lasty + freearr_y[dir];
503    
504     mflags = get_map_flags (m, &m, x, y, &x, &y);
505     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
506    
507     /* Space is blocked - try changing direction a little */
508     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
509     && (m == mon->map && blocked_link (mon, m, x, y))))
510     {
511     /* recalculate direction from last good location. Possible
512     * we were not traversing ideal location before.
513     */
514     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
515     if (rv.direction != dir)
516     {
517     /* OK - says direction should be different - lets reset the
518     * the values so it will try again.
519     */
520     x = lastx;
521     y = lasty;
522     m = lastmap;
523     dir = firstdir = rv.direction;
524     }
525     else
526     {
527     /* direct path is blocked - try taking a side step to
528     * either the left or right.
529     * Note increase the values in the loop below to be
530     * more than -1/1 respectively will mean the monster takes
531     * bigger detour. Have to be careful about these values getting
532     * too big (3 or maybe 4 or higher) as the monster may just try
533     * stepping back and forth
534     */
535     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
536     {
537     if (i == 0)
538     continue; /* already did this, so skip it */
539     /* Use lastdir here - otherwise,
540     * since the direction that the creature should move in
541     * may change, you could get infinite loops.
542     * ie, player is northwest, but monster can only
543     * move west, so it does that. It goes some distance,
544     * gets blocked, finds that it should move north,
545     * can't do that, but now finds it can move east, and
546     * gets back to its original point. lastdir contains
547     * the last direction the creature has successfully
548     * moved.
549     */
550    
551     x = lastx + freearr_x[absdir (lastdir + i)];
552     y = lasty + freearr_y[absdir (lastdir + i)];
553     m = lastmap;
554     mflags = get_map_flags (m, &m, x, y, &x, &y);
555     if (mflags & P_OUT_OF_MAP)
556     continue;
557     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
558     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
559     continue;
560     if (mflags & P_BLOCKSVIEW)
561     continue;
562    
563     if (m == mon->map && blocked_link (mon, m, x, y))
564     break;
565     }
566     /* go through entire loop without finding a valid
567     * sidestep to take - thus, no valid path.
568     */
569     if (i == (DETOUR_AMOUNT + 1))
570     return 0;
571     diff--;
572     lastdir = dir;
573     max--;
574     if (!firstdir)
575     firstdir = dir + i;
576     } /* else check alternate directions */
577     } /* if blocked */
578     else
579     {
580     /* we moved towards creature, so diff is less */
581     diff--;
582     max--;
583     lastdir = dir;
584     if (!firstdir)
585     firstdir = dir;
586     }
587     if (diff <= 1)
588     {
589     /* Recalculate diff (distance) because we may not have actually
590     * headed toward player for entire distance.
591     */
592     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
594     }
595     if (diff > max)
596     return 0;
597     }
598     /* If we reached the max, didn't find a direction in time */
599     if (!max)
600     return 0;
601    
602     return firstdir;
603     }
604    
605     void
606     give_initial_items (object *pl, treasurelist * items)
607     {
608     object *op, *next = NULL;
609    
610     if (pl->randomitems != NULL)
611     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
612    
613     for (op = pl->inv; op; op = next)
614     {
615     next = op->below;
616    
617     /* Forces get applied per default, unless they have the
618     * flag "neutral" set. Sorry but I can't think of a better way
619     */
620     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
621     SET_FLAG (op, FLAG_APPLIED);
622    
623     /* we never give weapons/armour if these cannot be used
624     * by this player due to race restrictions
625     */
626     if (pl->type == PLAYER)
627     {
628     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
629     (op->type == ARMOUR || op->type == BOOTS ||
630     op->type == CLOAK || op->type == HELMET ||
631     op->type == SHIELD || op->type == GLOVES ||
632     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
633     {
634 root 1.33 op->destroy ();
635 root 1.18 continue;
636     }
637 root 1.11 }
638    
639 root 1.18 /* This really needs to be better - we should really give
640     * a substitute spellbook. The problem is that we don't really
641     * have a good idea what to replace it with (need something like
642     * a first level treasurelist for each skill.)
643     * remove duplicate skills also
644     */
645     if (op->type == SPELLBOOK || op->type == SKILL)
646     {
647     object *tmp;
648 elmex 1.1
649 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
650     if (tmp->type == op->type && tmp->name == op->name)
651     break;
652 root 1.11
653 root 1.18 if (tmp)
654     {
655 root 1.33 op->destroy ();
656 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
657     continue;
658 root 1.11 }
659 root 1.33
660 root 1.18 if (op->nrof > 1)
661     op->nrof = 1;
662 root 1.11 }
663 elmex 1.1
664 root 1.18 if (op->type == SPELLBOOK && op->inv)
665     {
666     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
667 root 1.11 }
668    
669 root 1.18 /* Give starting characters identified, uncursed, and undamned
670     * items. Just don't identify gold or silver, or it won't be
671     * merged properly.
672     */
673     if (need_identify (op))
674     {
675     SET_FLAG (op, FLAG_IDENTIFIED);
676     CLEAR_FLAG (op, FLAG_CURSED);
677     CLEAR_FLAG (op, FLAG_DAMNED);
678     }
679     if (op->type == SPELL)
680     {
681 root 1.33 op->destroy ();
682 root 1.18 continue;
683     }
684     else if (op->type == SKILL)
685     {
686     SET_FLAG (op, FLAG_CAN_USE_SKILL);
687     op->stats.exp = 0;
688     op->level = 1;
689 root 1.11 }
690 root 1.18 /* lock all 'normal items by default */
691     else
692     SET_FLAG (op, FLAG_INV_LOCKED);
693     } /* for loop of objects in player inv */
694    
695     /* Need to set up the skill pointers */
696     link_player_skills (pl);
697     }
698    
699     void
700     get_name (object *op)
701     {
702     op->contr->write_buf[0] = '\0';
703     op->contr->state = ST_GET_NAME;
704 root 1.38 send_query (op->contr->socket, 0, "What is your name?\n:");
705 root 1.18 }
706    
707     void
708     get_password (object *op)
709     {
710     op->contr->write_buf[0] = '\0';
711     op->contr->state = ST_GET_PASSWORD;
712 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713 root 1.18 }
714    
715     void
716     play_again (object *op)
717     {
718     op->contr->state = ST_PLAY_AGAIN;
719     op->chosen_skill = NULL;
720 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 root 1.18 /* a bit of a hack, but there are various places early in th
722     * player creation process that a user can quit (eg, roll
723     * stats) that isn't removing the player. Taking a quick
724     * look, there are many places that call play_again without
725     * removing the player - it probably makes more sense
726     * to leave it to play_again to remove the object in all
727     * cases.
728     */
729     if (!QUERY_FLAG (op, FLAG_REMOVED))
730 root 1.32 op->remove ();
731 root 1.51
732 root 1.18 /* Need to set this to null - otherwise, it could point to garbage,
733     * and draw() doesn't check to see if the player is removed, only if
734     * the map is null or not swapped out.
735     */
736     op->map = NULL;
737     }
738    
739     int
740     receive_play_again (object *op, char key)
741     {
742     if (key == 'q' || key == 'Q')
743     {
744     remove_friendly_object (op);
745     leave (op->contr, 0); /* ericserver will draw the message */
746     return 2;
747     }
748     else if (key == 'a' || key == 'A')
749     {
750     player *pl = op->contr;
751     shstr name = op->name;
752    
753 root 1.19 op->contr = 0;
754     op->type = 0;
755 root 1.27 op->destroy (1);
756 root 1.18 pl = get_player (pl);
757     op = pl->ob;
758     add_friendly_object (op);
759     op->contr->password[0] = '~';
760     op->name = op->name_pl = 0;
761     /* Lets put a space in here */
762     new_draw_info (NDI_UNIQUE, 0, op, "\n");
763     get_name (op);
764     op->name = op->name_pl = name;
765     set_first_map (op);
766     }
767     else
768 root 1.19 /* user pressed something else so just ask again... */
769     play_again (op);
770    
771 root 1.18 return 0;
772 elmex 1.1 }
773    
774 root 1.18 void
775     confirm_password (object *op)
776     {
777 elmex 1.1
778 root 1.18 op->contr->write_buf[0] = '\0';
779     op->contr->state = ST_CONFIRM_PASSWORD;
780 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781 elmex 1.1 }
782    
783 root 1.18 void
784     get_party_password (object *op, partylist *party)
785     {
786     if (party == NULL)
787     {
788     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789     return;
790 elmex 1.1 }
791 root 1.18 op->contr->write_buf[0] = '\0';
792     op->contr->state = ST_GET_PARTY_PASSWORD;
793     op->contr->party_to_join = party;
794 root 1.38 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795 elmex 1.1 }
796    
797    
798     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799 root 1.18 int
800     roll_stat (void)
801     {
802     int a[4], i, j, k;
803    
804     for (i = 0; i < 4; i++)
805     a[i] = (int) RANDOM () % 6 + 1;
806    
807     for (i = 0, j = 0, k = 7; i < 4; i++)
808     if (a[i] < k)
809     k = a[i], j = i;
810    
811     for (i = 0, k = 0; i < 4; i++)
812     {
813     if (i != j)
814     k += a[i];
815     }
816     return k;
817     }
818    
819     void
820     roll_stats (object *op)
821     {
822     int sum = 0;
823     int i = 0, j = 0;
824     int statsort[7];
825    
826     do
827     {
828     op->stats.Str = roll_stat ();
829     op->stats.Dex = roll_stat ();
830     op->stats.Int = roll_stat ();
831     op->stats.Con = roll_stat ();
832     op->stats.Wis = roll_stat ();
833     op->stats.Pow = roll_stat ();
834     op->stats.Cha = roll_stat ();
835     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836     }
837     while (sum < 82 || sum > 116);
838    
839     /* Sort the stats so that rerolling is easier... */
840     statsort[0] = op->stats.Str;
841     statsort[1] = op->stats.Dex;
842     statsort[2] = op->stats.Int;
843     statsort[3] = op->stats.Con;
844     statsort[4] = op->stats.Wis;
845     statsort[5] = op->stats.Pow;
846     statsort[6] = op->stats.Cha;
847    
848     /* a quick and dirty bubblesort? */
849     do
850     {
851     if (statsort[i] < statsort[i + 1])
852     {
853     j = statsort[i];
854     statsort[i] = statsort[i + 1];
855     statsort[i + 1] = j;
856     i = 0;
857     }
858     else
859     {
860     i++;
861     }
862     }
863     while (i < 6);
864    
865     op->stats.Str = statsort[0];
866     op->stats.Dex = statsort[1];
867     op->stats.Con = statsort[2];
868     op->stats.Int = statsort[3];
869     op->stats.Wis = statsort[4];
870     op->stats.Pow = statsort[5];
871     op->stats.Cha = statsort[6];
872    
873    
874     op->contr->orig_stats.Str = op->stats.Str;
875     op->contr->orig_stats.Dex = op->stats.Dex;
876     op->contr->orig_stats.Int = op->stats.Int;
877     op->contr->orig_stats.Con = op->stats.Con;
878     op->contr->orig_stats.Wis = op->stats.Wis;
879     op->contr->orig_stats.Pow = op->stats.Pow;
880     op->contr->orig_stats.Cha = op->stats.Cha;
881    
882     op->level = 1;
883     op->stats.exp = 0;
884     op->stats.ac = 0;
885    
886     op->contr->levhp[1] = 9;
887     op->contr->levsp[1] = 6;
888     op->contr->levgrace[1] = 3;
889    
890     fix_player (op);
891     op->stats.hp = op->stats.maxhp;
892     op->stats.sp = op->stats.maxsp;
893     op->stats.grace = op->stats.maxgrace;
894     op->contr->orig_stats = op->stats;
895     }
896    
897     void
898     Roll_Again (object *op)
899     {
900     esrv_new_player (op->contr, 0);
901 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
902 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)? ");
903     }
904 elmex 1.1
905 root 1.18 void
906     Swap_Stat (object *op, int Swap_Second)
907     {
908     signed char tmp;
909     char buf[MAX_BUF];
910 elmex 1.1
911 root 1.18 if (op->contr->Swap_First == -1)
912     {
913     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916     return;
917 elmex 1.1 }
918    
919 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920 elmex 1.1
921 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922 elmex 1.1
923 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924 elmex 1.1
925 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926     new_draw_info (NDI_UNIQUE, 0, op, buf);
927     op->stats.Str = op->contr->orig_stats.Str;
928     op->stats.Dex = op->contr->orig_stats.Dex;
929     op->stats.Con = op->contr->orig_stats.Con;
930     op->stats.Int = op->contr->orig_stats.Int;
931     op->stats.Wis = op->contr->orig_stats.Wis;
932     op->stats.Pow = op->contr->orig_stats.Pow;
933     op->stats.Cha = op->contr->orig_stats.Cha;
934     op->stats.ac = 0;
935    
936     op->level = 1;
937     op->stats.exp = 0;
938     op->stats.ac = 0;
939    
940     op->contr->levhp[1] = 9;
941     op->contr->levsp[1] = 6;
942     op->contr->levgrace[1] = 3;
943    
944     fix_player (op);
945     op->stats.hp = op->stats.maxhp;
946     op->stats.sp = op->stats.maxsp;
947     op->stats.grace = op->stats.maxgrace;
948     op->contr->orig_stats = op->stats;
949     op->contr->Swap_First = -1;
950 elmex 1.1 }
951    
952    
953     /* This code has been greatly reduced, because with set_attr_value
954     * and get_attr_value, the stats can be accessed just numeric
955     * ids. stat_trans is a table that translate the number entered
956     * into the actual stat. It is needed because the order the stats
957     * are displayed in the stat window is not the same as how
958     * the number's access that stat. The table does that translation.
959     */
960 root 1.18 int
961     key_roll_stat (object *op, char key)
962 elmex 1.1 {
963 root 1.18 int keynum = key - '0';
964     char buf[MAX_BUF];
965     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966    
967     if (keynum > 0 && keynum <= 7)
968     {
969     if (op->contr->Swap_First == -1)
970     {
971     op->contr->Swap_First = stat_trans[keynum];
972     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973     new_draw_info (NDI_UNIQUE, 0, op, buf);
974 root 1.11 }
975 root 1.18 else
976     Swap_Stat (op, stat_trans[keynum]);
977 elmex 1.1
978 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 root 1.18 return 1;
980 elmex 1.1 }
981 root 1.18 switch (key)
982     {
983 root 1.20 case 'n':
984     case 'N':
985     {
986     SET_FLAG (op, FLAG_WIZ);
987     if (op->map == NULL)
988     {
989     LOG (llevError, "Map == NULL in state 2\n");
990     break;
991     }
992 elmex 1.1
993     #if 0
994 root 1.20 /* So that enter_exit will put us at startx/starty */
995     op->x = -1;
996 elmex 1.1
997 root 1.20 enter_exit (op, NULL);
998 elmex 1.1 #endif
999 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
1000     /* Enter exit adds a player otherwise */
1001     add_statbonus (op);
1002 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 root 1.20 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004     op->contr->state = ST_CHANGE_CLASS;
1005     if (op->msg)
1006     new_draw_info (NDI_BLUE, 0, op, op->msg);
1007     return 0;
1008     }
1009     case 'y':
1010     case 'Y':
1011     roll_stats (op);
1012 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 root 1.20 return 1;
1014 root 1.18
1015 root 1.20 case 'q':
1016     case 'Q':
1017     play_again (op);
1018     return 1;
1019 elmex 1.1
1020 root 1.20 default:
1021 root 1.38 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 root 1.20 return 0;
1023 elmex 1.1 }
1024 root 1.18 return 0;
1025 elmex 1.1 }
1026    
1027     /* This function takes the key that is passed, and does the
1028     * appropriate action with it (change race, or other things).
1029     * The function name is for historical reasons - now we have
1030     * separate race and class; this actually changes the RACE,
1031     * not the class.
1032     */
1033    
1034 root 1.18 int
1035     key_change_class (object *op, char key)
1036 elmex 1.1 {
1037 root 1.18 int tmp_loop;
1038 elmex 1.1
1039 root 1.18 if (key == 'q' || key == 'Q')
1040     {
1041 root 1.32 op->remove ();
1042 root 1.18 play_again (op);
1043 elmex 1.1 return 0;
1044     }
1045 root 1.18 if (key == 'd' || key == 'D')
1046     {
1047     char buf[MAX_BUF];
1048 elmex 1.1
1049 root 1.18 /* this must before then initial items are given */
1050     esrv_new_player (op->contr, op->weight + op->carrying);
1051 elmex 1.36
1052     treasurelist *tl = find_treasurelist ("starting_wealth");
1053     if (tl)
1054     create_treasure (tl, op, 0, 0, 0);
1055 elmex 1.1
1056 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1057     INVOKE_PLAYER (LOGIN, op->contr);
1058 elmex 1.1
1059 root 1.18 op->contr->state = ST_PLAYING;
1060 root 1.11
1061 root 1.18 if (op->msg)
1062     op->msg = NULL;
1063 elmex 1.1
1064 root 1.18 /* We create this now because some of the unique maps will need it
1065     * to save here.
1066     */
1067     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1068     make_path_to_file (buf);
1069 elmex 1.1
1070     #ifdef AUTOSAVE
1071 root 1.18 op->contr->last_save_tick = pticks;
1072 elmex 1.1 #endif
1073 root 1.18 start_info (op);
1074     CLEAR_FLAG (op, FLAG_WIZ);
1075     give_initial_items (op, op->randomitems);
1076     link_player_skills (op);
1077     esrv_send_inventory (op, op);
1078     fix_player (op);
1079 elmex 1.1
1080 root 1.18 /* This moves the player to a different start map, if there
1081     * is one for this race
1082     */
1083     if (*first_map_ext_path)
1084     {
1085     object *tmp;
1086     char mapname[MAX_BUF];
1087    
1088     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1089 root 1.33 tmp = object::create ();
1090 root 1.18 EXIT_PATH (tmp) = mapname;
1091     EXIT_X (tmp) = op->x;
1092     EXIT_Y (tmp) = op->y;
1093     enter_exit (op, tmp); /* we don't really care if it succeeded;
1094 elmex 1.1 * if the map isn't there, then stay on the
1095     * default initial map */
1096 root 1.33 tmp->destroy ();
1097 elmex 1.1 }
1098 root 1.18 else
1099 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
1100    
1101 root 1.18 return 0;
1102 elmex 1.1 }
1103    
1104 root 1.18 /* Following actually changes the race - this is the default command
1105     * if we don't match with one of the options above.
1106     */
1107    
1108     tmp_loop = 0;
1109     while (!tmp_loop)
1110     {
1111     shstr name = op->name;
1112     int x = op->x, y = op->y;
1113    
1114     remove_statbonus (op);
1115 root 1.32 op->remove ();
1116 root 1.18 op->arch = get_player_archetype (op->arch);
1117 root 1.33 op->arch->clone.copy_to (op);
1118 root 1.18 op->instantiate ();
1119     op->stats = op->contr->orig_stats;
1120     op->name = op->name_pl = name;
1121     op->x = x;
1122     op->y = y;
1123     SET_ANIMATION (op, 2); /* So player faces south */
1124     insert_ob_in_map (op, op->map, op, 0);
1125 root 1.21 assign (op->contr->title, op->arch->clone.name);
1126 root 1.18 add_statbonus (op);
1127     tmp_loop = allowed_class (op);
1128     }
1129 root 1.19
1130 root 1.18 update_object (op, UP_OBJ_FACE);
1131     esrv_update_item (UPD_FACE, op, op);
1132     fix_player (op);
1133     op->stats.hp = op->stats.maxhp;
1134     op->stats.sp = op->stats.maxsp;
1135     op->stats.grace = 0;
1136 root 1.21
1137 root 1.18 if (op->msg)
1138     new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 root 1.21
1140 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");
1141 root 1.18 return 0;
1142 elmex 1.1 }
1143    
1144 root 1.18 int
1145     key_confirm_quit (object *op, char key)
1146 elmex 1.1 {
1147 root 1.18 char buf[MAX_BUF];
1148 elmex 1.1
1149 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150     {
1151     op->contr->state = ST_PLAYING;
1152     new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153     return 1;
1154 elmex 1.1 }
1155    
1156 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1157     INVOKE_PLAYER (QUIT, op->contr);
1158 root 1.3
1159 root 1.18 terminate_all_pets (op);
1160     leave_map (op);
1161     op->direction = 0;
1162     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163    
1164     strcpy (op->contr->killer, "quit");
1165     check_score (op);
1166     op->contr->party = NULL;
1167     if (settings.set_title == TRUE)
1168     op->contr->own_title[0] = '\0';
1169    
1170     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171     {
1172 root 1.25 maptile *mp, *next;
1173 root 1.18
1174     /* We need to hunt for any per player unique maps in memory and
1175     * get rid of them. The trailing slash in the path is intentional,
1176     * so that players named 'Ab' won't match against players 'Abe' pathname
1177     */
1178     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179     for (mp = first_map; mp != NULL; mp = next)
1180     {
1181     next = mp->next;
1182     if (!strncmp (mp->path, buf, strlen (buf)))
1183     delete_map (mp);
1184 root 1.11 }
1185 root 1.18
1186     delete_character (op->name, 1);
1187 elmex 1.1 }
1188 root 1.19
1189 root 1.18 play_again (op);
1190     return 1;
1191 elmex 1.1 }
1192    
1193 root 1.18 void
1194     flee_player (object *op)
1195     {
1196     int dir, diff;
1197     rv_vector rv;
1198    
1199     if (op->stats.hp < 0)
1200     {
1201     LOG (llevDebug, "Fleeing player is dead.\n");
1202     CLEAR_FLAG (op, FLAG_SCARED);
1203     return;
1204 elmex 1.1 }
1205    
1206 root 1.18 if (op->enemy == NULL)
1207     {
1208     LOG (llevDebug, "Fleeing player had no enemy.\n");
1209     CLEAR_FLAG (op, FLAG_SCARED);
1210     return;
1211 elmex 1.1 }
1212    
1213 root 1.18 /* Seen some crashes here. Since we don't store an
1214     * op->enemy_count, it is possible that something destroys the
1215     * actual enemy, and the object is recycled.
1216     */
1217     if (op->enemy->map == NULL)
1218     {
1219     CLEAR_FLAG (op, FLAG_SCARED);
1220     op->enemy = NULL;
1221     return;
1222 elmex 1.1 }
1223    
1224 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1225     {
1226     op->enemy = NULL;
1227     CLEAR_FLAG (op, FLAG_SCARED);
1228     return;
1229 elmex 1.1 }
1230 root 1.49
1231 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1232    
1233     dir = absdir (4 + rv.direction);
1234     for (diff = 0; diff < 3; diff++)
1235     {
1236     int m = 1 - (RANDOM () & 2);
1237 elmex 1.1
1238 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1239 root 1.49 return;
1240 elmex 1.1 }
1241 root 1.49
1242 root 1.18 /* Cornered, get rid of scared */
1243     CLEAR_FLAG (op, FLAG_SCARED);
1244     op->enemy = NULL;
1245 elmex 1.1 }
1246    
1247    
1248     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1249     * IT returns 1 if the player should keep on moving, 0 if he should
1250     * stop.
1251     */
1252 root 1.18 int
1253     check_pick (object *op)
1254     {
1255 elmex 1.1 object *tmp, *next;
1256     int stop = 0;
1257     int j, k, wvratio;
1258     char putstring[128], tmpstr[16];
1259    
1260     /* if you're flying, you cna't pick up anything */
1261     if (op->move_type & MOVE_FLYING)
1262     return 1;
1263    
1264     next = op->below;
1265    
1266     /* loop while there are items on the floor that are not marked as
1267     * destroyed */
1268 root 1.24 while (next && !next->destroyed ())
1269 root 1.18 {
1270     tmp = next;
1271     next = tmp->below;
1272 elmex 1.1
1273 root 1.24 if (op->destroyed ())
1274 elmex 1.1 return 0;
1275    
1276 root 1.18 if (!can_pick (op, tmp))
1277     continue;
1278 elmex 1.1
1279 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1280     {
1281     if (item_matched_string (op, tmp, op->contr->search_str))
1282     pick_up (op, tmp);
1283     continue;
1284 root 1.11 }
1285    
1286 root 1.18 /* high not bit set? We're using the old autopickup model */
1287     if (!(op->contr->mode & PU_NEWMODE))
1288 root 1.11 {
1289 root 1.18 switch (op->contr->mode)
1290 root 1.11 {
1291 root 1.20 case 0:
1292     return 1; /* don't pick up */
1293     case 1:
1294     pick_up (op, tmp);
1295     return 1;
1296     case 2:
1297     pick_up (op, tmp);
1298     return 0;
1299     case 3:
1300     return 0; /* stop before pickup */
1301     case 4:
1302     pick_up (op, tmp);
1303     break;
1304     case 5:
1305     pick_up (op, tmp);
1306     stop = 1;
1307     break;
1308     case 6:
1309     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1310 root 1.18 pick_up (op, tmp);
1311 root 1.20 break;
1312    
1313     case 7:
1314     if (tmp->type == MONEY || tmp->type == GEM)
1315 root 1.18 pick_up (op, tmp);
1316 root 1.20 break;
1317    
1318     default:
1319     /* use value density */
1320     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1321     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1322 root 1.18 pick_up (op, tmp);
1323 root 1.11 }
1324     }
1325 root 1.18 else
1326     { /* old model */
1327     /* NEW pickup handling */
1328     if (op->contr->mode & PU_DEBUG)
1329     {
1330     /* some debugging code to figure out item information */
1331     if (tmp->name != NULL)
1332     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334     else
1335     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1337     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338    
1339     sprintf (putstring, "...flags: ");
1340     for (k = 0; k < 4; k++)
1341     {
1342     for (j = 0; j < 32; j++)
1343     {
1344     if ((tmp->flags[k] >> j) & 0x01)
1345     {
1346     sprintf (tmpstr, "%d ", k * 32 + j);
1347     strcat (putstring, tmpstr);
1348     }
1349     }
1350     }
1351     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352 elmex 1.1
1353     #if 0
1354 root 1.18 /* print the flags too */
1355     for (k = 0; k < 4; k++)
1356     {
1357     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358     for (j = 0; j < 32; j++)
1359     {
1360     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361     if (!((j + 1) % 4))
1362     fprintf (stderr, " ");
1363     }
1364     fprintf (stderr, " [%d]\n", k * 32);
1365     }
1366 elmex 1.1 #endif
1367 root 1.18 }
1368     /* philosophy:
1369     * It's easy to grab an item type from a pile, as long as it's
1370     * generic. This takes no game-time. For more detailed pickups
1371     * and selections, select-items shoul dbe used. This is a
1372     * grab-as-you-run type mode that's really useful for arrows for
1373     * example.
1374     * The drawback: right now it has no frontend, so you need to
1375     * stick the bits you want into a calculator in hex mode and then
1376     * convert to decimal and then 'pickup <#>
1377     */
1378    
1379     /* the first two modes are exclusive: if NOTHING we return, if
1380     * STOP then we stop. All the rest are applied sequentially,
1381     * meaning if any test passes, the item gets picked up. */
1382    
1383     /* if mode is set to pick nothing up, return */
1384    
1385     if (op->contr->mode & PU_NOTHING)
1386     return 1;
1387    
1388     /* if mode is set to stop when encountering objects, return */
1389     /* take STOP before INHIBIT since it doesn't actually pick
1390     * anything up */
1391    
1392     if (op->contr->mode & PU_STOP)
1393     return 0;
1394    
1395     /* useful for going into stores and not losing your settings... */
1396     /* and for battles wher you don't want to get loaded down while
1397     * fighting */
1398     if (op->contr->mode & PU_INHIBIT)
1399     return 1;
1400    
1401     /* prevent us from turning into auto-thieves :) */
1402     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1403     continue;
1404    
1405     /* ignore known cursed objects */
1406     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1407     continue;
1408    
1409     /* all food and drink if desired */
1410     /* question: don't pick up known-poisonous stuff? */
1411     if (op->contr->mode & PU_FOOD)
1412     if (tmp->type == FOOD)
1413     {
1414     pick_up (op, tmp);
1415     continue;
1416     }
1417 root 1.29
1418 root 1.18 if (op->contr->mode & PU_DRINK)
1419     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1420     {
1421     pick_up (op, tmp);
1422     continue;
1423     }
1424    
1425     if (op->contr->mode & PU_POTION)
1426     if (tmp->type == POTION)
1427     {
1428     pick_up (op, tmp);
1429     continue;
1430     }
1431    
1432     /* spellbooks, skillscrolls and normal books/scrolls */
1433     if (op->contr->mode & PU_SPELLBOOK)
1434     if (tmp->type == SPELLBOOK)
1435     {
1436     pick_up (op, tmp);
1437     continue;
1438     }
1439 root 1.29
1440 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1441     if (tmp->type == SKILLSCROLL)
1442     {
1443     pick_up (op, tmp);
1444     continue;
1445     }
1446 root 1.29
1447 root 1.18 if (op->contr->mode & PU_READABLES)
1448     if (tmp->type == BOOK || tmp->type == SCROLL)
1449     {
1450     pick_up (op, tmp);
1451     continue;
1452     }
1453    
1454     /* wands/staves/rods/horns */
1455     if (op->contr->mode & PU_MAGIC_DEVICE)
1456     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1457     {
1458     pick_up (op, tmp);
1459     continue;
1460     }
1461    
1462     /* pick up all magical items */
1463     if (op->contr->mode & PU_MAGICAL)
1464     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1465     {
1466     pick_up (op, tmp);
1467     continue;
1468     }
1469    
1470     if (op->contr->mode & PU_VALUABLES)
1471     {
1472     if (tmp->type == MONEY || tmp->type == GEM)
1473     {
1474     pick_up (op, tmp);
1475     continue;
1476     }
1477     }
1478    
1479     /* rings & amulets - talismans seems to be typed AMULET */
1480     if (op->contr->mode & PU_JEWELS)
1481     if (tmp->type == RING || tmp->type == AMULET)
1482     {
1483     pick_up (op, tmp);
1484 root 1.29 continue;
1485     }
1486    
1487     /* we don't forget dragon food */
1488     if (op->contr->mode & PU_FLESH)
1489     if (tmp->type == FLESH)
1490     {
1491     pick_up (op, tmp);
1492 root 1.18 continue;
1493     }
1494    
1495     /* bows and arrows. Bows are good for selling! */
1496     if (op->contr->mode & PU_BOW)
1497     if (tmp->type == BOW)
1498     {
1499     pick_up (op, tmp);
1500     continue;
1501     }
1502 root 1.29
1503 root 1.18 if (op->contr->mode & PU_ARROW)
1504     if (tmp->type == ARROW)
1505     {
1506     pick_up (op, tmp);
1507     continue;
1508     }
1509    
1510     /* all kinds of armor etc. */
1511     if (op->contr->mode & PU_ARMOUR)
1512     if (tmp->type == ARMOUR)
1513     {
1514     pick_up (op, tmp);
1515     continue;
1516     }
1517 root 1.29
1518 root 1.18 if (op->contr->mode & PU_HELMET)
1519     if (tmp->type == HELMET)
1520     {
1521     pick_up (op, tmp);
1522     continue;
1523     }
1524 root 1.29
1525 root 1.18 if (op->contr->mode & PU_SHIELD)
1526     if (tmp->type == SHIELD)
1527     {
1528     pick_up (op, tmp);
1529     continue;
1530     }
1531 root 1.29
1532 root 1.18 if (op->contr->mode & PU_BOOTS)
1533     if (tmp->type == BOOTS)
1534     {
1535     pick_up (op, tmp);
1536     continue;
1537     }
1538 root 1.29
1539 root 1.18 if (op->contr->mode & PU_GLOVES)
1540     if (tmp->type == GLOVES)
1541     {
1542     pick_up (op, tmp);
1543     continue;
1544     }
1545 root 1.29
1546 root 1.18 if (op->contr->mode & PU_CLOAK)
1547     if (tmp->type == CLOAK)
1548     {
1549     pick_up (op, tmp);
1550     continue;
1551     }
1552 elmex 1.1
1553 root 1.18 /* hoping to catch throwing daggers here */
1554     if (op->contr->mode & PU_MISSILEWEAPON)
1555     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1556     {
1557     pick_up (op, tmp);
1558     continue;
1559     }
1560 elmex 1.1
1561 root 1.18 /* careful: chairs and tables are weapons! */
1562     if (op->contr->mode & PU_ALLWEAPON)
1563     {
1564     if (tmp->type == WEAPON && tmp->name != NULL)
1565     {
1566     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1567     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1568     {
1569     pick_up (op, tmp);
1570     continue;
1571     }
1572     }
1573 root 1.29
1574 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1575     {
1576     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1577     {
1578     pick_up (op, tmp);
1579     continue;
1580     }
1581     }
1582     }
1583 elmex 1.1
1584 root 1.18 /* misc stuff that's useful */
1585     if (op->contr->mode & PU_KEY)
1586     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1587     {
1588     pick_up (op, tmp);
1589     continue;
1590     }
1591 elmex 1.1
1592 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1593     * pickups */
1594     if (op->contr->mode & PU_RATIO)
1595     {
1596     /* use value density to decide what else to grab */
1597     /* >=7 was >= op->contr->mode */
1598     /* >=7 is the old standard setting. Now we take the last 4 bits
1599     * and multiply them by 5, giving 0..15*5== 5..75 */
1600     wvratio = (op->contr->mode & PU_RATIO) * 5;
1601     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1602     {
1603     pick_up (op, tmp);
1604 elmex 1.1 #if 0
1605 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1606     if (tmp->name != NULL)
1607     {
1608     fprintf (stderr, "%s", tmp->name);
1609     }
1610     else
1611     fprintf (stderr, "%s", tmp->arch->name);
1612     fprintf (stderr, ",%d] = ", tmp->type);
1613     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1614 elmex 1.1 #endif
1615 root 1.18 continue;
1616     }
1617     }
1618     } /* the new pickup model */
1619     }
1620 root 1.29
1621 root 1.18 return !stop;
1622 elmex 1.1 }
1623    
1624     /*
1625     * Find an arrow in the inventory and after that
1626     * in the right type container (quiver). Pointer to the
1627     * found object is returned.
1628     */
1629 root 1.18 object *
1630     find_arrow (object *op, const char *type)
1631 elmex 1.1 {
1632 root 1.18 object *tmp = NULL;
1633 elmex 1.1
1634 root 1.18 for (op = op->inv; op; op = op->below)
1635     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636     tmp = find_arrow (op, type);
1637     else if (op->type == ARROW && op->race == type)
1638     return op;
1639     return tmp;
1640 elmex 1.1 }
1641    
1642     /*
1643     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1644     * against the target. A full test is not performed, simply a basic test
1645     * of resistances. The archer is making a quick guess at what he sees down
1646     * the hall. Failing that it does it's best to pick the highest plus arrow.
1647     */
1648    
1649 root 1.18 object *
1650     find_better_arrow (object *op, object *target, const char *type, int *better)
1651 elmex 1.1 {
1652 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1653     int attacknum, attacktype, betterby = 0, i;
1654 elmex 1.1
1655 root 1.18 if (!type)
1656     return NULL;
1657 elmex 1.1
1658 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1659     {
1660     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1661     {
1662     i = 0;
1663     ntmp = find_better_arrow (arrow, target, type, &i);
1664     if (i > betterby)
1665     {
1666     tmp = ntmp;
1667     betterby = i;
1668     }
1669     }
1670     else if (arrow->type == ARROW && arrow->race == type)
1671     {
1672     /* allways prefer assasination/slaying */
1673     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1674     {
1675     if (arrow->attacktype & AT_DEATH)
1676     {
1677     *better = 100;
1678     return arrow;
1679     }
1680     else
1681     {
1682     tmp = arrow;
1683     betterby = (arrow->magic + arrow->stats.dam) * 2;
1684     }
1685     }
1686     else
1687     {
1688     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1689     {
1690     attacktype = 1 << attacknum;
1691     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1692     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1693     {
1694     tmp = arrow;
1695     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1696     }
1697 root 1.11 }
1698 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1699     {
1700     tmp = arrow;
1701     betterby = 2 + arrow->magic + arrow->stats.dam;
1702 root 1.11 }
1703 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1704     {
1705     tmp = arrow;
1706     betterby = 1 + arrow->magic + arrow->stats.dam;
1707 root 1.11 }
1708     }
1709     }
1710 elmex 1.1 }
1711 root 1.18 if (tmp == NULL && arrow == NULL)
1712     return find_arrow (op, type);
1713 elmex 1.1
1714 root 1.18 *better = betterby;
1715     return tmp;
1716 elmex 1.1 }
1717    
1718     /* looks in a given direction, finds the first valid target, and calls
1719     * find_better_arrow to find a decent arrow to use.
1720     * op = the shooter
1721     * type = bow->race
1722     * dir = fire direction
1723     */
1724    
1725 root 1.18 object *
1726     pick_arrow_target (object *op, const char *type, int dir)
1727 elmex 1.1 {
1728 root 1.18 object *tmp = NULL;
1729 root 1.25 maptile *m;
1730 root 1.18 int i, mflags, found, number;
1731     sint16 x, y;
1732    
1733     if (op->map == NULL)
1734     return find_arrow (op, type);
1735    
1736     /* do a dex check */
1737     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1738     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1739     return find_arrow (op, type);
1740    
1741     m = op->map;
1742     x = op->x;
1743     y = op->y;
1744    
1745     /* find the first target */
1746     for (i = 0, found = 0; i < 20; i++)
1747     {
1748     x += freearr_x[dir];
1749     y += freearr_y[dir];
1750     mflags = get_map_flags (m, &m, x, y, &x, &y);
1751     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1752     {
1753     tmp = NULL;
1754     break;
1755     }
1756     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1757     {
1758     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1759     * perhaps a bad assumption.
1760     */
1761     tmp = NULL;
1762     break;
1763 root 1.11 }
1764 root 1.18 if (mflags & P_IS_ALIVE)
1765     {
1766     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1767     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1768     {
1769     found++;
1770 root 1.11 break;
1771 root 1.18 }
1772     if (found)
1773     break;
1774 root 1.11 }
1775 elmex 1.1 }
1776 root 1.18 if (tmp == NULL)
1777     return find_arrow (op, type);
1778 elmex 1.1
1779 root 1.18 if (tmp->head)
1780     tmp = tmp->head;
1781 elmex 1.1
1782 root 1.18 return find_better_arrow (op, tmp, type, &i);
1783 elmex 1.1 }
1784    
1785     /*
1786     * Creature fires a bow - op can be monster or player. Returns
1787     * 1 if bow was actually fired, 0 otherwise.
1788     * op is the object firing the bow.
1789     * part is for multipart creatures - the part firing the bow.
1790     * dir is the direction of fire.
1791     * wc_mod is any special modifier to give (used in special player fire modes)
1792     * sx, sy are coordinates to fire arrow from - also used in some of the special
1793     * player fire modes.
1794     */
1795 root 1.18 int
1796     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1797 elmex 1.1 {
1798 root 1.18 object *left, *bow;
1799     int bowspeed, mflags;
1800 root 1.25 maptile *m;
1801 elmex 1.1
1802 root 1.18 if (!dir)
1803     {
1804     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1805     return 0;
1806 elmex 1.1 }
1807 root 1.48
1808 root 1.18 if (op->type == PLAYER)
1809     bow = op->contr->ranges[range_bow];
1810     else
1811     {
1812     for (bow = op->inv; bow; bow = bow->below)
1813     /* Don't check for applied - monsters don't apply bows - in that way, they
1814     * don't need to switch back and forth between bows and weapons.
1815     */
1816     if (bow->type == BOW)
1817     break;
1818 root 1.11
1819 root 1.18 if (!bow)
1820     {
1821     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1822     return 0;
1823 root 1.11 }
1824 elmex 1.1 }
1825 root 1.48
1826 root 1.18 if (!bow->race || !bow->skill)
1827     {
1828     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1829     return 0;
1830 elmex 1.1 }
1831    
1832 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1833 elmex 1.1
1834 root 1.18 /* penalize ROF for bestarrow */
1835     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1836     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1837 root 1.48
1838 root 1.18 if (bowspeed < 1)
1839     bowspeed = 1;
1840    
1841     if (arrow == NULL)
1842     {
1843     if ((arrow = find_arrow (op, bow->race)) == NULL)
1844     {
1845     if (op->type == PLAYER)
1846     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1847     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1848     else
1849     CLEAR_FLAG (op, FLAG_READY_BOW);
1850     return 0;
1851 root 1.11 }
1852 elmex 1.1 }
1853 root 1.48
1854 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1855     if (mflags & P_OUT_OF_MAP)
1856 root 1.48 return 0;
1857    
1858 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1859     {
1860     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1861     return 0;
1862     }
1863    
1864     /* this should not happen, but sometimes does */
1865     if (arrow->nrof == 0)
1866     {
1867 root 1.33 arrow->destroy ();
1868 root 1.18 return 0;
1869     }
1870    
1871     left = arrow; /* these are arrows left to the player */
1872     arrow = get_split_ob (arrow, 1);
1873 root 1.48 if (!arrow)
1874 root 1.18 {
1875     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1876     return 0;
1877 elmex 1.1 }
1878 root 1.48
1879 root 1.34 arrow->set_owner (op);
1880 root 1.18 arrow->skill = bow->skill;
1881    
1882     arrow->direction = dir;
1883     arrow->x = sx;
1884     arrow->y = sy;
1885    
1886     if (op->type == PLAYER)
1887     {
1888     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889     fix_player (op);
1890 elmex 1.1 }
1891    
1892 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1893     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894     arrow->stats.hp = arrow->stats.dam;
1895     arrow->stats.grace = arrow->attacktype;
1896     if (arrow->slaying != NULL)
1897 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1898 root 1.18
1899     /* Note that this was different for monsters - they got their level
1900     * added to the damage. I think the strength bonus is more proper.
1901     */
1902    
1903     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1904    
1905     /* update the speed */
1906     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908    
1909     if (arrow->speed < 1.0)
1910     arrow->speed = 1.0;
1911     update_ob_speed (arrow);
1912     arrow->speed_left = 0;
1913    
1914     if (op->type == PLAYER)
1915     {
1916     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1917     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1918     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1919    
1920     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1921 elmex 1.1 }
1922 root 1.18 else
1923     {
1924     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1925     arrow->level = op->level;
1926 elmex 1.1 }
1927 root 1.24
1928 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1929     arrow->attacktype |= bow->attacktype;
1930 root 1.24
1931 root 1.48 if (bow->slaying)
1932 root 1.18 arrow->slaying = bow->slaying;
1933    
1934     arrow->map = m;
1935     arrow->move_type = MOVE_FLY_LOW;
1936     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937    
1938     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939     insert_ob_in_map (arrow, m, op, 0);
1940    
1941 root 1.24 if (!arrow->destroyed ())
1942 root 1.18 move_arrow (arrow);
1943 elmex 1.1
1944 root 1.18 if (op->type == PLAYER)
1945     {
1946 root 1.24 if (left->destroyed ())
1947     esrv_del_item (op->contr, left->count);
1948 root 1.18 else
1949     esrv_send_item (op, left);
1950 elmex 1.1 }
1951 root 1.24
1952 root 1.18 return 1;
1953 elmex 1.1 }
1954    
1955     /* Special fire code for players - this takes into
1956     * account the special fire modes players can have
1957     * but monsters can't. Putting that code here
1958     * makes the fire_bow code much cleaner.
1959     * this function should only be called if 'op' is a player,
1960     * hence the function name.
1961     */
1962 root 1.18 int
1963     player_fire_bow (object *op, int dir)
1964 elmex 1.1 {
1965 root 1.18 int ret = 0, wcmod = 0;
1966    
1967     if (op->contr->bowtype == bow_bestarrow)
1968     {
1969     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1970     }
1971     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972     {
1973     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974     wcmod = -1;
1975     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976     }
1977     else if (op->contr->bowtype == bow_threewide)
1978     {
1979     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1980     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1981     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1982     }
1983     else if (op->contr->bowtype == bow_spreadshot)
1984     {
1985     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1987     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1988 elmex 1.1
1989     }
1990 root 1.18 else
1991     {
1992     /* Simple case */
1993     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1994     }
1995     return ret;
1996 elmex 1.1 }
1997    
1998    
1999     /* Fires a misc (wand/rod/horn) object in 'dir'.
2000     * Broken apart from 'fire' to keep it more readable.
2001     */
2002 root 1.18 void
2003     fire_misc_object (object *op, int dir)
2004 elmex 1.1 {
2005 root 1.18 object *item;
2006 elmex 1.1
2007 root 1.18 if (!op->contr->ranges[range_misc])
2008     {
2009     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2010     return;
2011 elmex 1.1 }
2012    
2013 root 1.18 item = op->contr->ranges[range_misc];
2014     if (!item->inv)
2015     {
2016     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2017     return;
2018 elmex 1.1 }
2019 root 1.18 if (item->type == WAND)
2020     {
2021     if (item->stats.food <= 0)
2022     {
2023     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2024     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2025     return;
2026 root 1.11 }
2027 root 1.18 }
2028     else if (item->type == ROD || item->type == HORN)
2029     {
2030     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2031     {
2032     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2033     if (item->type == ROD)
2034     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2035     else
2036     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2037     return;
2038 root 1.11 }
2039 elmex 1.1 }
2040    
2041 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2042     {
2043     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2044     if (item->type == WAND)
2045     {
2046     if (!(--item->stats.food))
2047     {
2048     object *tmp;
2049    
2050     if (item->arch)
2051     {
2052     CLEAR_FLAG (item, FLAG_ANIMATE);
2053     item->face = item->arch->clone.face;
2054     item->speed = 0;
2055     update_ob_speed (item);
2056 root 1.11 }
2057 root 1.49 if ((tmp = item->in_player ()))
2058 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
2059 root 1.11 }
2060     }
2061 root 1.18 else if (item->type == ROD || item->type == HORN)
2062     {
2063     drain_rod_charge (item);
2064 root 1.11 }
2065 elmex 1.1 }
2066     }
2067    
2068     /* Received a fire command for the player - go and do it.
2069     */
2070 root 1.18 void
2071     fire (object *op, int dir)
2072     {
2073     int spellcost = 0;
2074 elmex 1.1
2075 root 1.18 /* check for loss of invisiblity/hide */
2076     if (action_makes_visible (op))
2077     make_visible (op);
2078 elmex 1.1
2079 root 1.18 switch (op->contr->shoottype)
2080     {
2081 root 1.20 case range_none:
2082     return;
2083 elmex 1.1
2084 root 1.20 case range_bow:
2085     player_fire_bow (op, dir);
2086     return;
2087 elmex 1.1
2088 root 1.20 case range_magic: /* Casting spells */
2089     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2090     return;
2091 elmex 1.1
2092 root 1.20 case range_misc:
2093     fire_misc_object (op, dir);
2094     return;
2095 root 1.11
2096 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2097 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2098 root 1.20 {
2099 root 1.30 op->contr->ranges[range_golem] = 0;
2100 root 1.20 op->contr->shoottype = range_none;
2101     }
2102     else
2103     control_golem (op->contr->ranges[range_golem], dir);
2104     return;
2105 root 1.11
2106 root 1.20 case range_skill:
2107     if (!op->chosen_skill)
2108     {
2109     if (op->type == PLAYER)
2110     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111     return;
2112     }
2113     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2114     return;
2115     case range_builder:
2116     apply_map_builder (op, dir);
2117     return;
2118     default:
2119     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120     return;
2121 elmex 1.1 }
2122     }
2123    
2124    
2125    
2126     /* find_key
2127     * We try to find a key for the door as passed. If we find a key
2128     * and successfully use it, we return the key, otherwise NULL
2129     * This function merges both normal and locked door, since the logic
2130     * for both is the same - just the specific key is different.
2131     * pl is the player,
2132     * inv is the objects inventory to searched
2133     * door is the door we are trying to match against.
2134     * This function can be called recursively to search containers.
2135     */
2136    
2137 root 1.18 object *
2138     find_key (object *pl, object *container, object *door)
2139 elmex 1.1 {
2140 root 1.18 object *tmp, *key;
2141 elmex 1.1
2142 root 1.18 /* Should not happen, but sanity checking is never bad */
2143     if (container->inv == NULL)
2144     return NULL;
2145 elmex 1.1
2146 root 1.18 /* First, lets try to find a key in the top level inventory */
2147     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2148     {
2149     if (door->type == DOOR && tmp->type == KEY)
2150     break;
2151     /* For sanity, we should really check door type, but other stuff
2152     * (like containers) can be locked with special keys
2153     */
2154     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155     break;
2156     }
2157     /* No key found - lets search inventories now */
2158     /* If we find and use a key in an inventory, return at that time.
2159     * otherwise, if we search all the inventories and still don't find
2160     * a key, return
2161     */
2162     if (!tmp)
2163     {
2164     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2165     {
2166     /* No reason to search empty containers */
2167     if (tmp->type == CONTAINER && tmp->inv)
2168     {
2169     if ((key = find_key (pl, tmp, door)) != NULL)
2170     return key;
2171     }
2172     }
2173     if (!tmp)
2174     return NULL;
2175 elmex 1.1 }
2176 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2177     * see if we actually want to use it
2178     */
2179     if (pl != container)
2180     {
2181     /* Only let players use keys in containers */
2182     if (!pl->contr)
2183     return NULL;
2184     /* cases where this fails:
2185     * If we only search the player inventory, return now since we
2186     * are not in the players inventory.
2187     * If the container is not active, return now since only active
2188     * containers can be used.
2189     * If we only search keyrings and the container does not have
2190     * a race/isn't a keyring.
2191     * No checking for all containers - to fall through past here,
2192     * inv must have been an container and must have been active.
2193     *
2194     * Change the color so that the message doesn't disappear with
2195     * all the others.
2196     */
2197     if (pl->contr->usekeys == key_inventory ||
2198     !QUERY_FLAG (container, FLAG_APPLIED) ||
2199     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2200     {
2201     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203     return NULL;
2204 root 1.11 }
2205 elmex 1.1 }
2206 root 1.18 return tmp;
2207 elmex 1.1 }
2208    
2209     /* moved door processing out of move_player_attack.
2210     * returns 1 if player has opened the door with a key
2211     * such that the caller should not do anything more,
2212     * 0 otherwise
2213     */
2214 root 1.18 static int
2215     player_attack_door (object *op, object *door)
2216 elmex 1.1 {
2217 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2218     * might as well return immediately as there is nothing more to do -
2219     * otherwise, we fall through to the rest of the code.
2220     */
2221     object *key = find_key (op, op, door);
2222    
2223     /* IF we found a key, do some extra work */
2224     if (key)
2225     {
2226     object *container = key->env;
2227    
2228     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229     if (action_makes_visible (op))
2230     make_visible (op);
2231     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232     spring_trap (door->inv, op);
2233     if (door->type == DOOR)
2234     {
2235     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236     }
2237     else if (door->type == LOCKED_DOOR)
2238     {
2239     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2240     remove_door2 (door); /* remove door without violence ;-) */
2241     }
2242     /* Do this after we print the message */
2243     decrease_ob (key); /* Use up one of the keys */
2244     /* Need to update the weight the container the key was in */
2245     if (container != op)
2246     esrv_update_item (UPD_WEIGHT, op, container);
2247     return 1; /* Nothing more to do below */
2248     }
2249     else if (door->type == LOCKED_DOOR)
2250     {
2251     /* Might as well return now - no other way to open this */
2252     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253     return 1;
2254 elmex 1.1 }
2255 root 1.18 return 0;
2256 elmex 1.1 }
2257    
2258     /* This function is just part of a breakup from move_player.
2259     * It should keep the code cleaner.
2260     * When this is called, the players direction has been updated
2261     * (taking into account confusion.) The player is also actually
2262     * going to try and move (not fire weapons).
2263     */
2264 root 1.18 void
2265     move_player_attack (object *op, int dir)
2266 elmex 1.1 {
2267 root 1.18 object *tmp, *mon;
2268     sint16 nx, ny;
2269     int on_battleground;
2270 root 1.25 maptile *m;
2271 root 1.18
2272     nx = freearr_x[dir] + op->x;
2273     ny = freearr_y[dir] + op->y;
2274    
2275 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2276 root 1.18
2277     /* If braced, or can't move to the square, and it is not out of the
2278     * map, attack it. Note order of if statement is important - don't
2279     * want to be calling move_ob if braced, because move_ob will move the
2280     * player. This is a pretty nasty hack, because if we could
2281     * move to some space, it then means that if we are braced, we should
2282     * do nothing at all. As it is, if we are braced, we go through
2283     * quite a bit of processing. However, it probably is less than what
2284     * move_ob uses.
2285     */
2286     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287     {
2288     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289     {
2290     m = get_map_from_coord (op->map, &nx, &ny);
2291     if (!m)
2292     return; /* Don't think this should happen */
2293     }
2294     else
2295     m = op->map;
2296    
2297 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 root 1.18 {
2299 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 root 1.18 return;
2301 root 1.11 }
2302    
2303 root 1.49 mon = 0;
2304 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2305     * we find a monster - that is something we know we want to attack.
2306     * if its a door or barrel (can roll) see if there may be monsters
2307     * on the space
2308     */
2309 root 1.49 while (tmp)
2310 root 1.18 {
2311     if (tmp == op)
2312     {
2313     tmp = tmp->above;
2314     continue;
2315 root 1.11 }
2316 root 1.27
2317 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2318     {
2319     mon = tmp;
2320     break;
2321 root 1.11 }
2322 root 1.27
2323 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2324     mon = tmp;
2325 root 1.27
2326 root 1.18 tmp = tmp->above;
2327     }
2328    
2329 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2330 root 1.18 return; /* into a wall */
2331    
2332 root 1.49 if (mon->head)
2333 root 1.18 mon = mon->head;
2334    
2335     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336     if (player_attack_door (op, mon))
2337     return;
2338    
2339     /* The following deals with possibly attacking peaceful
2340     * or frienddly creatures. Basically, all players are considered
2341     * unaggressive. If the moving player has peaceful set, then the
2342     * object should be pushed instead of attacked. It is assumed that
2343     * if you are braced, you will not attack friends accidently,
2344     * and thus will not push them.
2345     */
2346 root 1.11
2347 root 1.18 /* If the creature is a pet, push it even if the player is not
2348     * peaceful. Our assumption is the creature is a pet if the
2349     * player owns it and it is either friendly or unagressive.
2350     */
2351     if ((op->type == PLAYER)
2352 elmex 1.1 #if COZY_SERVER
2353 root 1.18 &&
2354 root 1.34 ((mon->owner && mon->owner->contr
2355     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2356 elmex 1.1 #else
2357 root 1.34 && mon->owner == op
2358 elmex 1.1 #endif
2359 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 root 1.11 {
2361 root 1.18 /* If we're braced, we don't want to switch places with it */
2362     if (op->contr->braced)
2363 root 1.11 return;
2364 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365     (void) push_ob (mon, dir, op);
2366     if (op->contr->tmp_invis || op->hide)
2367     make_visible (op);
2368     return;
2369 root 1.11 }
2370    
2371 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2372     * creatures. Note that if you are braced, you can't push
2373     * someone, but put it inside this loop so that you won't
2374     * attack them either.
2375     */
2376     if ((mon->type == PLAYER || mon->enemy != op) &&
2377     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2379 root 1.49 (op->contr->peaceful
2380     || (mon->type == PLAYER
2381     && mon->contr->
2382     peaceful)) &&
2383 elmex 1.1 #else
2384 root 1.49 op->contr->peaceful &&
2385 elmex 1.1 #endif
2386 root 1.49 !on_battleground))
2387 root 1.18 {
2388     if (!op->contr->braced)
2389     {
2390     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391     (void) push_ob (mon, dir, op);
2392     }
2393     else
2394 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2395    
2396 root 1.18 if (op->contr->tmp_invis || op->hide)
2397     make_visible (op);
2398 root 1.11 }
2399 elmex 1.1
2400 root 1.18 /* If the object is a boulder or other rollable object, then
2401     * roll it if not braced. You can't roll it if you are braced.
2402     */
2403     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2404     {
2405     recursive_roll (mon, dir, op);
2406     if (action_makes_visible (op))
2407     make_visible (op);
2408 root 1.11 }
2409    
2410 root 1.18 /* Any generic living creature. Including things like doors.
2411     * Way it works is like this: First, it must have some hit points
2412     * and be living. Then, it must be one of the following:
2413     * 1) Not a player, 2) A player, but of a different party. Note
2414     * that party_number -1 is no party, so attacks can still happen.
2415     */
2416 root 1.11
2417 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419     {
2420 elmex 1.1
2421 root 1.18 /* If the player hasn't hit something this tick, and does
2422     * so, give them speed boost based on weapon speed. Doing
2423     * it here is better than process_players2, which basically
2424     * incurred a 1 tick offset.
2425     */
2426     if (!op->contr->has_hit)
2427     {
2428     op->speed_left += op->speed / op->contr->weapon_sp;
2429 root 1.11
2430 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2431 root 1.11 }
2432    
2433 root 1.49 skill_attack (mon, op, 0, 0, 0);
2434 root 1.11
2435 root 1.18 /* If attacking another player, that player gets automatic
2436     * hitback, and doesn't loose luck either.
2437     * Disable hitback on the battleground or if the target is
2438     * the wiz.
2439     */
2440     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2441     {
2442     short luck = mon->stats.luck;
2443    
2444     mon->contr->has_hit = 1;
2445 root 1.49 skill_attack (op, mon, 0, 0, 0);
2446 root 1.18 mon->stats.luck = luck;
2447 root 1.11 }
2448 root 1.49
2449 root 1.18 if (action_makes_visible (op))
2450     make_visible (op);
2451 root 1.11 }
2452 root 1.18 } /* if player should attack something */
2453 elmex 1.1 }
2454    
2455 root 1.18 int
2456     move_player (object *op, int dir)
2457     {
2458     int pick;
2459 elmex 1.1
2460 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2461     return 0;
2462 elmex 1.1
2463 root 1.18 /* Sanity check: make sure dir is valid */
2464     if ((dir < 0) || (dir >= 9))
2465     {
2466     LOG (llevError, "move_player: invalid direction %d\n", dir);
2467     return 0;
2468 elmex 1.1 }
2469    
2470 root 1.18 /* peterm: added following line */
2471     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2473    
2474     op->facing = dir;
2475    
2476     if (op->hide)
2477     do_hidden_move (op);
2478    
2479     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2480     /*nop */ ;
2481     else if (op->contr->fire_on)
2482     fire (op, dir);
2483     else
2484     {
2485     move_player_attack (op, dir);
2486     pick = check_pick (op);
2487     }
2488 elmex 1.1
2489 root 1.18 /* Add special check for newcs players and fire on - this way, the
2490     * server can handle repeat firing.
2491     */
2492     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 root 1.49 op->direction = dir;
2494 root 1.18 else
2495 root 1.49 op->direction = 0;
2496    
2497 root 1.18 /* 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 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2559     for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2560     ;
2561    
2562 root 1.18 if (op->speed_left < 0)
2563 elmex 1.1 return 0;
2564    
2565 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566     {
2567     /* All move commands take 1 tick, at least for now */
2568     op->speed_left--;
2569 elmex 1.1
2570 root 1.18 /* Instead of all the stuff below, let move_player take care
2571     * of it. Also, some of the skill stuff is only put in
2572     * there, as well as the confusion stuff.
2573     */
2574     move_player (op, op->direction);
2575     if (op->speed_left > 0)
2576     return 1;
2577     else
2578 root 1.11 return 0;
2579 root 1.18 }
2580 root 1.41
2581 root 1.18 return 0;
2582     }
2583    
2584     int
2585     save_life (object *op)
2586     {
2587     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2588 elmex 1.1 return 0;
2589 root 1.18
2590 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2591 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2592     {
2593     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2594     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2595 root 1.33
2596 root 1.18 if (op->contr)
2597     esrv_del_item (op->contr, tmp->count);
2598 root 1.33
2599     tmp->destroy ();
2600 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2601 root 1.33
2602 root 1.18 if (op->stats.hp < 0)
2603     op->stats.hp = op->stats.maxhp;
2604 root 1.33
2605 root 1.18 if (op->stats.food < 0)
2606     op->stats.food = 999;
2607 root 1.33
2608 root 1.18 fix_player (op);
2609     return 1;
2610     }
2611 root 1.41
2612 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613     CLEAR_FLAG (op, FLAG_LIFESAVE);
2614     enter_player_savebed (op); /* bring him home. */
2615     return 0;
2616 elmex 1.1 }
2617    
2618     /* This goes throws the inventory and removes unpaid objects, and puts them
2619     * back in the map (location and map determined by values of env). This
2620     * function will descend into containers. op is the object to start the search
2621     * from.
2622     */
2623 root 1.18 void
2624     remove_unpaid_objects (object *op, object *env)
2625 elmex 1.1 {
2626 root 1.18 object *next;
2627 elmex 1.1
2628 root 1.18 while (op)
2629     {
2630     next = op->below; /* Make sure we have a good value, in case
2631     * we remove object 'op'
2632     */
2633     if (QUERY_FLAG (op, FLAG_UNPAID))
2634     {
2635 root 1.32 op->remove ();
2636 root 1.18 op->x = env->x;
2637     op->y = env->y;
2638     if (env->type == PLAYER)
2639     esrv_del_item (env->contr, op->count);
2640     insert_ob_in_map (op, env->map, NULL, 0);
2641     }
2642     else if (op->inv)
2643     remove_unpaid_objects (op->inv, env);
2644 root 1.41
2645 root 1.18 op = next;
2646 elmex 1.1 }
2647     }
2648    
2649    
2650     /*
2651     * Returns pointer a static string containing gravestone text
2652     * Moved from apply.c to player.c - player.c is what
2653     * actually uses this function. player.c may not be quite the
2654     * best, a misc file for object actions is probably better,
2655     * but there isn't one in the server directory.
2656     */
2657 root 1.18 char *
2658     gravestone_text (object *op)
2659 elmex 1.1 {
2660 root 1.18 static char buf2[MAX_BUF];
2661     char buf[MAX_BUF];
2662     time_t now = time (NULL);
2663    
2664     strcpy (buf2, " R.I.P.\n\n");
2665     if (op->type == PLAYER)
2666     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2667     else
2668     sprintf (buf, "%s\n", &op->name);
2669 root 1.41
2670 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2671     strcat (buf2, buf);
2672     if (op->type == PLAYER)
2673     sprintf (buf, "who was in level %d when killed\n", op->level);
2674     else
2675     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2676 root 1.41
2677 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678     strcat (buf2, buf);
2679     if (op->type == PLAYER)
2680     {
2681     sprintf (buf, "by %s.\n\n", op->contr->killer);
2682     strncat (buf2, " ", 21 - strlen (buf) / 2);
2683     strcat (buf2, buf);
2684     }
2685 root 1.41
2686 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2687     strncat (buf2, " ", 20 - strlen (buf) / 2);
2688     strcat (buf2, buf);
2689 root 1.41
2690 root 1.18 return buf2;
2691 elmex 1.1 }
2692    
2693    
2694    
2695 root 1.18 void
2696     do_some_living (object *op)
2697     {
2698     int last_food = op->stats.food;
2699 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2700     int over_hp, over_sp, over_grace;
2701     int i;
2702     int rate_hp = 1200;
2703     int rate_sp = 2500;
2704     int rate_grace = 2000;
2705     const int max_hp = 1;
2706     const int max_sp = 1;
2707     const int max_grace = 1;
2708    
2709 pippijn 1.17 if (op->contr->outputs_sync)
2710 root 1.18 {
2711     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713     flush_output_element (op, &op->contr->outputs[i]);
2714     }
2715    
2716     if (op->contr->state == ST_PLAYING)
2717     {
2718    
2719     /* these next three if clauses make it possible to SLOW DOWN
2720     hp/grace/spellpoint regeneration. */
2721     if (op->contr->gen_hp >= 0)
2722     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723     else
2724     {
2725     gen_hp = op->stats.maxhp;
2726     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727     }
2728     if (op->contr->gen_sp >= 0)
2729     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730     else
2731     {
2732     gen_sp = op->stats.maxsp;
2733     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734     }
2735     if (op->contr->gen_grace >= 0)
2736     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737     else
2738     {
2739     gen_grace = op->stats.maxgrace;
2740     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2741     }
2742    
2743     /* Regenerate Spell Points */
2744     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2745     {
2746     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2747     if (op->stats.sp < op->stats.maxsp)
2748     {
2749     op->stats.sp++;
2750     /* dms do not consume food */
2751     if (!QUERY_FLAG (op, FLAG_WIZ))
2752     {
2753     op->stats.food--;
2754     if (op->contr->digestion < 0)
2755     op->stats.food += op->contr->digestion;
2756     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757     op->stats.food = last_food;
2758     }
2759     }
2760     if (max_sp > 1)
2761     {
2762     over_sp = (gen_sp + 10) / rate_sp;
2763     if (over_sp > 0)
2764     {
2765     if (op->stats.sp < op->stats.maxsp)
2766     {
2767     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2768     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769     op->stats.sp--;
2770     if (op->stats.sp > op->stats.maxsp)
2771     op->stats.sp = op->stats.maxsp;
2772     }
2773     op->last_sp = 0;
2774     }
2775     else
2776     {
2777     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778     }
2779     }
2780     else
2781     {
2782     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783     }
2784     }
2785    
2786     /* Regenerate Grace */
2787     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788     if (--op->last_grace < 0)
2789     {
2790     if (op->stats.grace < op->stats.maxgrace / 2)
2791     op->stats.grace++; /* no penalty in food for regaining grace */
2792     if (max_grace > 1)
2793     {
2794     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795     if (over_grace > 0)
2796     {
2797     op->stats.sp += over_grace
2798     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2799     op->last_grace = 0;
2800     }
2801     else
2802     {
2803     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2804     }
2805     }
2806     else
2807     {
2808     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2809     }
2810     /* wearing stuff doesn't detract from grace generation. */
2811     }
2812    
2813     /* Regenerate Hit Points */
2814     if (--op->last_heal < 0)
2815     {
2816     if (op->stats.hp < op->stats.maxhp)
2817     {
2818     op->stats.hp++;
2819     /* dms do not consume food */
2820     if (!QUERY_FLAG (op, FLAG_WIZ))
2821     {
2822     op->stats.food--;
2823     if (op->contr->digestion < 0)
2824     op->stats.food += op->contr->digestion;
2825     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826     op->stats.food = last_food;
2827     }
2828     }
2829     if (max_hp > 1)
2830     {
2831     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832     if (over_hp > 0)
2833     {
2834     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2835     op->last_heal = 0;
2836     }
2837     else
2838     {
2839     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2840     }
2841     }
2842     else
2843     {
2844     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2845     }
2846 root 1.11 }
2847 elmex 1.1
2848 root 1.18 /* Digestion */
2849     if (--op->last_eat < 0)
2850     {
2851     #ifdef COZY_SERVER
2852     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2853     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2854     #else
2855     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2856     #endif
2857    
2858     if (op->contr->gen_hp > 0)
2859     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860     else
2861     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2862     /* dms do not consume food */
2863     if (!QUERY_FLAG (op, FLAG_WIZ))
2864     op->stats.food--;
2865 root 1.11 }
2866 elmex 1.1 }
2867    
2868 root 1.18 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2869     {
2870     object *tmp, *flesh = NULL;
2871    
2872     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2873     {
2874     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875     {
2876     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877     {
2878     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879     manual_apply (op, tmp, 0);
2880     if (op->stats.food >= 0 || op->stats.hp < 0)
2881     break;
2882     }
2883     else if (tmp->type == FLESH)
2884     flesh = tmp;
2885     } /* End if paid for object */
2886     } /* end of for loop */
2887     /* If player is still starving, it means they don't have any food, so
2888     * eat flesh instead.
2889     */
2890     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891     {
2892     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893     manual_apply (op, flesh, 0);
2894 root 1.11 }
2895 root 1.18 } /* end if player is starving */
2896 elmex 1.1
2897 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2898     op->stats.food++, op->stats.hp--;
2899 elmex 1.1
2900 root 1.18 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2901     kill_player (op);
2902 elmex 1.1 }
2903    
2904 root 1.18
2905 elmex 1.1
2906     /* If the player should die (lack of hp, food, etc), we call this.
2907     * op is the player in jeopardy. If the player can not be saved (not
2908     * permadeath, no lifesave), this will take care of removing the player
2909     * file.
2910     */
2911 root 1.18 void
2912     kill_player (object *op)
2913 elmex 1.1 {
2914 root 1.18 char buf[MAX_BUF];
2915     int x, y;
2916    
2917     //int i;
2918 root 1.25 maptile *map; /* this is for resurrection */
2919 root 1.18
2920     /* int z;
2921     int num_stats_lose;
2922     int lost_a_stat;
2923     int lose_this_stat;
2924     int this_stat; */
2925     int will_kill_again;
2926     archetype *at;
2927     object *tmp;
2928    
2929     if (save_life (op))
2930     return;
2931    
2932    
2933     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2934     * in cities ONLY!!! It is very important that this doesn't get abused.
2935     * Look at op_on_battleground() for more info --AndreasV
2936     */
2937     if (op_on_battleground (op, &x, &y))
2938     {
2939     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941    
2942     /* restore player */
2943 root 1.22 at = archetype::find ("poisoning");
2944 root 1.18 tmp = present_arch_in_ob (at, op);
2945     if (tmp)
2946     {
2947 root 1.33 tmp->destroy ();
2948 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949     }
2950 elmex 1.1
2951 root 1.22 at = archetype::find ("confusion");
2952 root 1.18 tmp = present_arch_in_ob (at, op);
2953     if (tmp)
2954     {
2955 root 1.33 tmp->destroy ();
2956 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957     }
2958    
2959     cure_disease (op, 0); /* remove any disease */
2960     op->stats.hp = op->stats.maxhp;
2961     if (op->stats.food <= 0)
2962     op->stats.food = 999;
2963 elmex 1.1
2964 root 1.18 /* create a bodypart-trophy to make the winner happy */
2965 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2966 root 1.18 if (tmp != NULL)
2967     {
2968     sprintf (buf, "%s's finger", &op->name);
2969     tmp->name = buf;
2970     sprintf (buf, " This finger has been cut off %s\n"
2971     " the %s, when he was defeated at\n level %d by %s.\n",
2972     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973     tmp->msg = buf;
2974     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975     tmp->materialname = NULL;
2976     tmp->x = op->x, tmp->y = op->y;
2977     insert_ob_in_map (tmp, op->map, op, 0);
2978     }
2979 elmex 1.1
2980 root 1.18 /* teleport defeated player to new destination */
2981     transfer_ob (op, x, y, 0, NULL);
2982     op->contr->braced = 0;
2983     return;
2984 elmex 1.1 }
2985    
2986 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2987 root 1.3
2988 root 1.18 command_kill_pets (op, 0);
2989 elmex 1.1
2990 root 1.18 if (op->stats.food < 0)
2991     {
2992     if (op->contr->explore)
2993     {
2994     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996     op->stats.food = 999;
2997     return;
2998 root 1.11 }
2999 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3000     strcpy (op->contr->killer, "starvation");
3001 elmex 1.1 }
3002 root 1.18 else
3003     {
3004     if (op->contr->explore)
3005     {
3006     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3007     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3008     op->stats.hp = op->stats.maxhp;
3009     return;
3010 root 1.11 }
3011 root 1.18 sprintf (buf, "%s died.", &op->name);
3012 elmex 1.1 }
3013 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 elmex 1.1
3015 root 1.18 /* save the map location for corpse, gravestone */
3016     x = op->x;
3017     y = op->y;
3018     map = op->map;
3019 elmex 1.1
3020    
3021 root 1.18 if (settings.not_permadeth == TRUE)
3022     {
3023     /* NOT_PERMADEATH code. This basically brings the character back to
3024     * life if they are dead - it takes some exp and a random stat.
3025     * See the config.h file for a little more in depth detail about this.
3026     */
3027 root 1.11
3028 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3029     * make it depletion. This bunch of code deals with that aspect
3030     * of death.
3031     */
3032 elmex 1.1 #ifndef COZY_SERVER
3033 root 1.18 if (settings.balanced_stat_loss)
3034     {
3035     /* If stat loss is permanent, lose one stat only. */
3036     /* Lower level chars don't lose as many stats because they suffer
3037     more if they do. */
3038     /* Higher level characters can afford things such as potions of
3039     restoration, or better, stat potions. So we slug them that
3040     little bit harder. */
3041     /* GD */
3042     if (settings.stat_loss_on_death)
3043 root 1.11 num_stats_lose = 1;
3044 root 1.18 else
3045     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046     }
3047     else
3048     {
3049     num_stats_lose = 1;
3050 root 1.11 }
3051 root 1.18 lost_a_stat = 0;
3052 root 1.11
3053 root 1.18 for (z = 0; z < num_stats_lose; z++)
3054     {
3055     i = RANDOM () % NUM_STATS;
3056 root 1.11
3057 root 1.18 if (settings.stat_loss_on_death)
3058     {
3059     /* Pick a random stat and take a point off it. Tell the player
3060     * what he lost.
3061     */
3062     change_attr_value (&(op->stats), i, -1);
3063     check_stat_bounds (&(op->stats));
3064     change_attr_value (&(op->contr->orig_stats), i, -1);
3065     check_stat_bounds (&(op->contr->orig_stats));
3066     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067     lost_a_stat = 1;
3068     }
3069     else
3070     {
3071     /* deplete a stat */
3072 root 1.22 archetype *deparch = archetype::find ("depletion");
3073 root 1.18 object *dep;
3074    
3075     dep = present_arch_in_ob (deparch, op);
3076     if (!dep)
3077     {
3078     dep = arch_to_object (deparch);
3079     insert_ob_in_ob (dep, op);
3080     }
3081     lose_this_stat = 1;
3082     if (settings.balanced_stat_loss)
3083     {
3084     /* GD */
3085     /* Get the stat that we're about to deplete. */
3086     this_stat = get_attr_value (&(dep->stats), i);
3087     if (this_stat < 0)
3088     {
3089     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090     int keep_chance = this_stat * this_stat;
3091    
3092     /* Yes, I am paranoid. Sue me. */
3093     if (keep_chance < 1)
3094     keep_chance = 1;
3095    
3096     /* There is a maximum depletion total per level. */
3097     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098     {
3099     lose_this_stat = 0;
3100     /* Take loss chance vs keep chance to see if we
3101     retain the stat. */
3102     }
3103     else
3104     {
3105     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 root 1.11 lose_this_stat = 0;
3107 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108     this_stat, keep_chance, loss_chance,
3109     lose_this_stat?"LOSE":"KEEP"); */
3110 root 1.11 }
3111     }
3112     }
3113 root 1.18
3114     if (lose_this_stat)
3115     {
3116     this_stat = get_attr_value (&(dep->stats), i);
3117     /* We could try to do something clever like find another
3118     * stat to reduce if this fails. But chances are, if
3119     * stats have been depleted to -50, all are pretty low
3120     * and should be roughly the same, so it shouldn't make a
3121     * difference.
3122     */
3123     if (this_stat >= -50)
3124     {
3125     change_attr_value (&(dep->stats), i, -1);
3126     SET_FLAG (dep, FLAG_APPLIED);
3127     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128     fix_player (op);
3129     lost_a_stat = 1;
3130 root 1.11 }
3131     }
3132     }
3133     }
3134 root 1.18 /* If no stat lost, tell the player. */
3135     if (!lost_a_stat)
3136     {
3137     /* determine_god() seems to not work sometimes... why is this?
3138     Should I be using something else? GD */
3139     const char *god = determine_god (op);
3140    
3141     if (god && (strcmp (god, "none")))
3142 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);
3143 root 1.18 else
3144 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 root 1.18 }
3146 root 1.28 #else
3147     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148 elmex 1.1 #endif
3149    
3150 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3151     * exp loss on the stone.
3152     */
3153 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3154 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3155     tmp->name = buf;
3156     sprintf (buf, "%s's gravestones", &op->name);
3157     tmp->name_pl = buf;
3158     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);
3159     tmp->msg = buf;
3160     tmp->x = op->x, tmp->y = op->y;
3161     insert_ob_in_map (tmp, op->map, NULL, 0);
3162 root 1.11
3163 root 1.28 /**************************************/
3164 root 1.18 /* */
3165     /* Subtract the experience points, */
3166     /* if we died cause of food, give us */
3167     /* food, and reset HP's... */
3168     /* */
3169 root 1.28 /**************************************/
3170 root 1.11
3171 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3172     /* restore player */
3173 root 1.22 at = archetype::find ("poisoning");
3174 root 1.18 tmp = present_arch_in_ob (at, op);
3175 root 1.33
3176 root 1.18 if (tmp)
3177     {
3178 root 1.33 tmp->destroy ();
3179 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180     }
3181    
3182 root 1.22 at = archetype::find ("confusion");
3183 root 1.18 tmp = present_arch_in_ob (at, op);
3184     if (tmp)
3185     {
3186 root 1.33 tmp->destroy ();
3187 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188     }
3189 root 1.28
3190 root 1.18 cure_disease (op, 0); /* remove any disease */
3191    
3192     /*add_exp(op, (op->stats.exp * -0.20)); */
3193     apply_death_exp_penalty (op);
3194     if (op->stats.food < 100)
3195     op->stats.food = 900;
3196     op->stats.hp = op->stats.maxhp;
3197     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199    
3200     /*
3201     * Check to see if the player is in a shop. IF so, then check to see if
3202     * the player has any unpaid items. If so, remove them and put them back
3203     * in the map.
3204     */
3205 root 1.11
3206 root 1.18 if (is_in_shop (op))
3207     remove_unpaid_objects (op->inv, op);
3208 elmex 1.1
3209 root 1.28 /****************************************/
3210 root 1.18 /* */
3211     /* Move player to his current respawn- */
3212     /* position (usually last savebed) */
3213     /* */
3214 root 1.28 /****************************************/
3215 root 1.11
3216 root 1.18 enter_player_savebed (op);
3217    
3218     /* Save the player before inserting the force to reduce
3219     * chance of abuse.
3220     */
3221     op->contr->braced = 0;
3222     save_player (op, 1);
3223    
3224     /* it is possible that the player has blown something up
3225     * at his savebed location, and that can have long lasting
3226     * spell effects. So first see if there is a spell effect
3227     * on the space that might harm the player.
3228     */
3229     will_kill_again = 0;
3230 root 1.49 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 root 1.28 if (tmp->type == SPELL_EFFECT)
3232     will_kill_again |= tmp->attacktype;
3233    
3234 root 1.18 if (will_kill_again)
3235     {
3236     object *force;
3237     int at;
3238 root 1.11
3239 root 1.18 force = get_archetype (FORCE_NAME);
3240     /* 50 ticks should be enough time for the spell to abate */
3241     force->speed = 0.1;
3242     force->speed_left = -5.0;
3243     SET_FLAG (force, FLAG_APPLIED);
3244     for (at = 0; at < NROFATTACKS; at++)
3245 root 1.28 if (will_kill_again & (1 << at))
3246     force->resist[at] = 100;
3247    
3248 root 1.18 insert_ob_in_ob (force, op);
3249     fix_player (op);
3250 elmex 1.1
3251 root 1.11 }
3252 root 1.18
3253     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254     return;
3255     } /* NOT_PERMADETH */
3256     else
3257     {
3258     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259     * should probably be embedded in an else statement.
3260     */
3261    
3262     op->contr->party = NULL;
3263     if (settings.set_title == TRUE)
3264     op->contr->own_title[0] = '\0';
3265     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266     check_score (op);
3267 root 1.30
3268     if (op->contr->ranges[range_golem])
3269 root 1.18 {
3270     remove_friendly_object (op->contr->ranges[range_golem]);
3271 root 1.33 op->contr->ranges[range_golem]->destroy ();
3272 root 1.30 op->contr->ranges[range_golem] = 0;
3273 root 1.18 }
3274 root 1.30
3275 root 1.18 loot_object (op); /* Remove some of the items for good */
3276 root 1.32 op->remove ();
3277 root 1.18 op->direction = 0;
3278    
3279     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280     {
3281     delete_character (op->name, 0);
3282     if (settings.resurrection == TRUE)
3283     {
3284     /* save playerfile sans equipment when player dies
3285     ** then save it as player.pl.dead so that future resurrection
3286     ** type spells will work on them nicely
3287     */
3288     delete_character (op->name, 0);
3289     op->stats.hp = op->stats.maxhp;
3290     op->stats.food = 999;
3291    
3292     /* set the location of where the person will reappear when */
3293     /* maybe resurrection code should fix map also */
3294     strcpy (op->contr->maplevel, settings.emergency_mapname);
3295     if (op->map != NULL)
3296     op->map = NULL;
3297     op->x = settings.emergency_x;
3298     op->y = settings.emergency_y;
3299     save_player (op, 0);
3300     op->map = map;
3301     /* please see resurrection.c: peterm */
3302     dead_player (op);
3303     }
3304     else
3305 root 1.19 delete_character (op->name, 1);
3306 root 1.18 }
3307 root 1.19
3308 root 1.18 play_again (op);
3309 root 1.11
3310 root 1.18 /* peterm: added to create a corpse at deathsite. */
3311 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 root 1.18 sprintf (buf, "%s", &op->name);
3313     tmp->name = tmp->name_pl = buf;
3314     tmp->level = op->level;
3315     tmp->x = x;
3316     tmp->y = y;
3317     tmp->msg = gravestone_text (op);
3318     SET_FLAG (tmp, FLAG_UNIQUE);
3319     insert_ob_in_map (tmp, map, NULL, 0);
3320 elmex 1.1 }
3321     }
3322    
3323    
3324 root 1.18 void
3325     loot_object (object *op)
3326     { /* Grab and destroy some treasure */
3327     object *tmp, *tmp2, *next;
3328 elmex 1.1
3329 root 1.18 if (op->container)
3330     { /* close open sack first */
3331 elmex 1.1 esrv_apply_container (op, op->container);
3332 root 1.18 }
3333 elmex 1.1
3334 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3335     {
3336     next = tmp->below;
3337 elmex 1.50 if (tmp->invisible)
3338 root 1.18 continue;
3339 root 1.32 tmp->remove ();
3340 root 1.18 tmp->x = op->x, tmp->y = op->y;
3341     if (tmp->type == CONTAINER)
3342     { /* empty container to ground */
3343     loot_object (tmp);
3344     }
3345     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3346     {
3347     if (tmp->nrof > 1)
3348     {
3349     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 root 1.33 tmp2->destroy ();
3351 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3352     }
3353     else
3354 root 1.33 tmp->destroy ();
3355 root 1.18 }
3356     else
3357     insert_ob_in_map (tmp, op->map, NULL, 0);
3358     }
3359 elmex 1.1 }
3360    
3361     /*
3362     * fix_weight(): Check recursively the weight of all players, and fix
3363     * what needs to be fixed. Refresh windows and fix speed if anything
3364     * was changed.
3365     */
3366    
3367 root 1.18 void
3368     fix_weight (void)
3369     {
3370 elmex 1.1 player *pl;
3371 root 1.18
3372     for (pl = first_player; pl != NULL; pl = pl->next)
3373     {
3374     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375    
3376     if (old == sum)
3377     continue;
3378     fix_player (pl->ob);
3379     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380     }
3381 elmex 1.1 }
3382    
3383 root 1.18 void
3384     fix_luck (void)
3385     {
3386 elmex 1.1 player *pl;
3387 root 1.18
3388 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3389     if (!pl->ob->contr->state)
3390 root 1.18 change_luck (pl->ob, 0);
3391 elmex 1.1 }
3392    
3393    
3394     /* cast_dust() - handles op throwing objects of type 'DUST'.
3395     * This is much simpler in the new spell code - we basically
3396     * just treat this as any other spell casting object.
3397     */
3398    
3399 elmex 1.2 void
3400 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3401 elmex 1.2 {
3402     object *skop, *spob;
3403    
3404     skop = find_skill_by_name (op, throw_ob->skill);
3405    
3406     /* casting POTION 'dusts' is really a use_magic_item skill */
3407     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3408     {
3409 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3410 elmex 1.2 return;
3411     }
3412    
3413     spob = throw_ob->inv;
3414    
3415     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3416     // not pass NULL to cast_spell (which did indeed check itself, but
3417     // errors should be reported as early as possible IMHO)
3418     if (!spob)
3419     {
3420 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3421 elmex 1.2 return;
3422 elmex 1.1 }
3423    
3424 elmex 1.2 if (op->type == PLAYER)
3425 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3426 elmex 1.2
3427     cast_spell (op, throw_ob, dir, spob, NULL);
3428    
3429 root 1.33 throw_ob->destroy ();
3430 elmex 1.1 }
3431    
3432 root 1.18 void
3433     make_visible (object *op)
3434     {
3435     op->hide = 0;
3436     op->invisible = 0;
3437     if (op->type == PLAYER)
3438     {
3439     op->contr->tmp_invis = 0;
3440     op->contr->invis_race = 0;
3441     }
3442     update_object (op, UP_OBJ_FACE);
3443     }
3444    
3445     int
3446     is_true_undead (object *op)
3447     {
3448     object *tmp = NULL;
3449    
3450     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451     return 1;
3452    
3453 elmex 1.1 return 0;
3454     }
3455    
3456     /* look at the surrounding terrain to determine
3457     * the hideability of this object. Positive levels
3458     * indicate greater hideability.
3459     */
3460    
3461 root 1.18 int
3462     hideability (object *ob)
3463     {
3464     int i, level = 0, mflag;
3465     sint16 x, y;
3466    
3467     if (!ob || !ob->map)
3468     return 0;
3469    
3470     /* so, on normal lighted maps, its hard to hide */
3471     level = ob->map->darkness - 2;
3472    
3473     /* this also picks up whether the object is glowing.
3474     * If you carry a light on a non-dark map, its not
3475     * as bad as carrying a light on a pitch dark map */
3476     if (has_carried_lights (ob))
3477     level = -(10 + (2 * ob->map->darkness));
3478    
3479     /* scan through all nearby squares for terrain to hide in */
3480     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3481     {
3482     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3483     if (mflag & P_OUT_OF_MAP)
3484     {
3485     continue;
3486     }
3487     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3488     level += 2;
3489     else /* open terrain! */
3490     level -= 1;
3491 elmex 1.1 }
3492 root 1.18
3493 elmex 1.1 #if 0
3494 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3495 elmex 1.1 #endif
3496 root 1.18 return level;
3497 elmex 1.1 }
3498    
3499     /* For Hidden creatures - a chance of becoming 'unhidden'
3500     * every time they move - as we subtract off 'invisibility'
3501     * AND, for players, if they move into a ridiculously unhideable
3502     * spot (surrounded by clear terrain in broad daylight). -b.t.
3503     */
3504    
3505 root 1.18 void
3506     do_hidden_move (object *op)
3507     {
3508     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3509     object *skop;
3510    
3511     if (!op || !op->map)
3512     return;
3513    
3514     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515    
3516     /* its *extremely* hard to run and sneak/hide at the same time! */
3517     if (op->type == PLAYER && op->contr->run_on)
3518     {
3519     if (!skop || num >= skop->level)
3520     {
3521     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522     make_visible (op);
3523     return;
3524     }
3525     else
3526     num += 20;
3527 elmex 1.1 }
3528 root 1.18 num += op->map->difficulty;
3529     hide = hideability (op); /* modify by terrain hidden level */
3530     num -= hide;
3531     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532     {
3533     make_visible (op);
3534     if (op->type == PLAYER)
3535     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 elmex 1.1 }
3537 root 1.18 else if (op->type == PLAYER && skop)
3538     {
3539     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 elmex 1.1 }
3541     }
3542    
3543     /* determine if who is standing near a hostile creature. */
3544    
3545 root 1.18 int
3546     stand_near_hostile (object *who)
3547     {
3548     object *tmp = NULL;
3549     int i, friendly = 0, player = 0, mflags;
3550 root 1.25 maptile *m;
3551 root 1.18 sint16 x, y;
3552    
3553     if (!who)
3554     return 0;
3555    
3556     if (who->type == PLAYER)
3557     player = 1;
3558    
3559     else
3560     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3561    
3562     /* search adjacent squares */
3563     for (i = 1; i < 9; i++)
3564     {
3565     x = who->x + freearr_x[i];
3566     y = who->y + freearr_y[i];
3567     m = who->map;
3568     mflags = get_map_flags (m, &m, x, y, &x, &y);
3569     /* space must be blocked if there is a monster. If not
3570     * blocked, don't need to check this space.
3571     */
3572     if (mflags & P_OUT_OF_MAP)
3573     continue;
3574     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3575     continue;
3576    
3577 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3578 root 1.18 {
3579     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3580     return 1;
3581     else if (tmp->type == PLAYER)
3582     {
3583     /*don't let a hidden DM prevent you from hiding */
3584     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3585 root 1.11 return 1;
3586 root 1.18 }
3587 root 1.11 }
3588 elmex 1.1 }
3589 root 1.18 return 0;
3590 elmex 1.1 }
3591    
3592     /* check the player los field for viewability of the
3593     * object op. This function works fine for monsters,
3594     * but we dont worry if the object isnt the top one in
3595     * a pile (say a coin under a table would return "viewable"
3596     * by this routine). Another question, should we be
3597     * concerned with the direction the player is looking
3598     * in? Realistically, most of use cant see stuff behind
3599     * our backs...on the other hand, does the "facing" direction
3600     * imply the way your head, or body is facing? Its possible
3601     * for them to differ. Sigh, this fctn could get a bit more complex.
3602     * -b.t.
3603     * This function is now map tiling safe.
3604     */
3605    
3606 root 1.18 int
3607     player_can_view (object *pl, object *op)
3608     {
3609     rv_vector rv;
3610     int dx, dy;
3611    
3612     if (pl->type != PLAYER)
3613     {
3614     LOG (llevError, "player_can_view() called for non-player object\n");
3615     return -1;
3616 elmex 1.1 }
3617 root 1.18 if (!pl || !op)
3618 elmex 1.1 return 0;
3619 root 1.18
3620     if (op->head)
3621     {
3622     op = op->head;
3623     }
3624     get_rangevector (pl, op, &rv, 0x1);
3625    
3626     /* starting with the 'head' part, lets loop
3627     * through the object and find if it has any
3628     * part that is in the los array but isnt on
3629     * a blocked los square.
3630     * we use the archetype to figure out offsets.
3631     */
3632     while (op)
3633     {
3634     dx = rv.distance_x + op->arch->clone.x;
3635     dy = rv.distance_y + op->arch->clone.y;
3636    
3637     /* only the viewable area the player sees is updated by LOS
3638     * code, so we need to restrict ourselves to that range of values
3639     * for any meaningful values.
3640     */
3641 root 1.38 if (FABS (dx) <= (pl->contr->socket->mapx / 2) &&
3642     FABS (dy) <= (pl->contr->socket->mapy / 2) &&
3643     !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)])
3644 root 1.18 return 1;
3645     op = op->more;
3646     }
3647     return 0;
3648 elmex 1.1 }
3649    
3650     /* routine for both players and monsters. We call this when
3651     * there is a possibility for our action distrubing our hiding
3652     * place or invisiblity spell. Artefact invisiblity is not
3653     * effected by this. If we arent invisible to begin with, we
3654     * return 0.
3655     */
3656 root 1.18 int
3657     action_makes_visible (object *op)
3658     {
3659    
3660     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3661     {
3662     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3663     return 0;
3664    
3665     if (op->contr && op->contr->tmp_invis == 0)
3666     return 0;
3667 elmex 1.1
3668 root 1.18 /* If monsters, they should become visible */
3669     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3670     {
3671     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3672     return 1;
3673 root 1.11 }
3674 elmex 1.1 }
3675 root 1.18 return 0;
3676 elmex 1.1 }
3677    
3678     /* op_on_battleground - checks if the given object op (usually
3679     * a player) is standing on a valid battleground-tile,
3680     * function returns TRUE/FALSE. If true x, y returns the battleground
3681     * -exit-coord. (and if x, y not NULL)
3682     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3683     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3684     * Default is to do the same as before, so only people wanting to have different points need worry about this
3685     */
3686 root 1.18 int
3687     op_on_battleground (object *op, int *x, int *y)
3688     {
3689 elmex 1.1 object *tmp;
3690 root 1.18
3691 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3692     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3693     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3694     * and the exit-coordinates sp/hp must both be > 0.
3695     * => The intention here is to prevent abuse of the battleground-
3696     * feature (like pickable or hidden battleground tiles). */
3697 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3698     {
3699     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3700     {
3701     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3702     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3703     {
3704     /*before we assign the exit, check if this is a teambattle */
3705     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3706     {
3707     object *invtmp;
3708    
3709     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3710     {
3711     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3712     {
3713     if (x != NULL && y != NULL)
3714     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3715     return 1;
3716     }
3717     }
3718     }
3719     if (x != NULL && y != NULL)
3720     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3721     return 1;
3722     }
3723     }
3724 elmex 1.1 }
3725     /* If we got here, did not find a battleground */
3726     return 0;
3727     }
3728    
3729     /*
3730     * When a dragon-player gains a new stage of evolution,
3731     * he gets some treasure
3732     *
3733     * attributes:
3734     * object *who the dragon player
3735     * int atnr the attack-number of the ability focus
3736     * int level ability level
3737     */
3738 root 1.18 void
3739     dragon_ability_gain (object *who, int atnr, int level)
3740     {
3741     treasurelist *trlist = NULL; /* treasurelist */
3742     treasure *tr; /* treasure */
3743     object *tmp, *skop; /* tmp. object */
3744     object *item; /* treasure object */
3745     char buf[MAX_BUF]; /* tmp. string buffer */
3746     int i = 0, j = 0;
3747    
3748     /* get the appropriate treasurelist */
3749     if (atnr == ATNR_FIRE)
3750     trlist = find_treasurelist ("dragon_ability_fire");
3751     else if (atnr == ATNR_COLD)
3752     trlist = find_treasurelist ("dragon_ability_cold");
3753     else if (atnr == ATNR_ELECTRICITY)
3754     trlist = find_treasurelist ("dragon_ability_elec");
3755     else if (atnr == ATNR_POISON)
3756     trlist = find_treasurelist ("dragon_ability_poison");
3757    
3758     if (trlist == NULL || who->type != PLAYER)
3759     return;
3760    
3761     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762    
3763     if (tr == NULL || tr->item == NULL)
3764     {
3765     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766     return;
3767 elmex 1.1 }
3768    
3769 root 1.18 /* everything seems okay - now bring on the gift: */
3770     item = &(tr->item->clone);
3771 elmex 1.1
3772 root 1.18 if (item->type == SPELL)
3773     {
3774     if (check_spell_known (who, item->name))
3775 root 1.11 return;
3776 root 1.18
3777     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3778     do_learn_spell (who, item, 0);
3779     return;
3780 elmex 1.1 }
3781    
3782 root 1.18 /* grant direct spell */
3783     if (item->type == SPELLBOOK)
3784     {
3785     if (!item->inv)
3786     {
3787     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3788     return;
3789     }
3790     if (check_spell_known (who, item->inv->name))
3791     return;
3792     if (item->invisible)
3793     {
3794     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3795     do_learn_spell (who, item->inv, 0);
3796     return;
3797 root 1.11 }
3798 root 1.18 }
3799     else if (item->type == SKILL_TOOL && item->invisible)
3800     {
3801     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3802     {
3803    
3804     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3805     * in this way, if the player is missing any of the attacktypes, he gets
3806     * them. As it is now, if the player has any that match the granted skill,
3807     * but not all of them, he gets nothing.
3808     */
3809     if (!(skop->attacktype & item->attacktype))
3810     {
3811     /* Give new attacktype */
3812     skop->attacktype |= item->attacktype;
3813    
3814     /* always add physical if there's none */
3815     skop->attacktype |= AT_PHYSICAL;
3816    
3817     if (item->msg != NULL)
3818     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3819    
3820     /* Give player new face */
3821     if (item->animation_id)
3822     {
3823     who->face = skop->face;
3824     who->animation_id = item->animation_id;
3825     who->anim_speed = item->anim_speed;
3826     who->last_anim = 0;
3827     who->state = 0;
3828     animate_object (who, who->direction);
3829     }
3830     }
3831 root 1.11 }
3832 elmex 1.1 }
3833 root 1.18 else if (item->type == FORCE)
3834     {
3835     /* forces in the treasurelist can alter the player's stats */
3836     object *skin;
3837 elmex 1.1
3838 root 1.18 /* first get the dragon skin force */
3839     for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below);
3840     if (skin == NULL)
3841     return;
3842    
3843     /* adding new spellpath attunements */
3844     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845     {
3846     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3847    
3848     /* print message */
3849     sprintf (buf, "You feel attuned to ");
3850     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3851     {
3852     if (item->path_attuned & (1 << i))
3853     {
3854     if (j)
3855     strcat (buf, " and ");
3856     else
3857     j = 1;
3858     strcat (buf, spellpathnames[i]);
3859     }
3860     }
3861     strcat (buf, ".");
3862     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3863     }
3864    
3865     /* evtl. adding flags: */
3866     if (QUERY_FLAG (item, FLAG_XRAYS))
3867     SET_FLAG (skin, FLAG_XRAYS);
3868     if (QUERY_FLAG (item, FLAG_STEALTH))
3869     SET_FLAG (skin, FLAG_STEALTH);
3870     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3871     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3872    
3873     /* print message if there is one */
3874     if (item->msg != NULL)
3875     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3876     }
3877     else
3878     {
3879     /* generate misc. treasure */
3880     tmp = arch_to_object (tr->item);
3881     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3882     tmp = insert_ob_in_ob (tmp, who);
3883     if (who->type == PLAYER)
3884     esrv_send_item (who, tmp);
3885 elmex 1.1 }
3886     }
3887    
3888     /**
3889     * Unready an object for a player. This function does nothing if the object was
3890     * not readied.
3891     */
3892 root 1.18 void
3893     player_unready_range_ob (player *pl, object *ob)
3894     {
3895     rangetype i;
3896 elmex 1.1
3897 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3898     {
3899     if (pl->ranges[i] == ob)
3900     {
3901     pl->ranges[i] = NULL;
3902     if (pl->shoottype == i)
3903     {
3904     pl->shoottype = range_none;
3905 elmex 1.1 }
3906     }
3907     }
3908     }