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Revision: 1.53
Committed: Fri Dec 22 16:03:21 2006 UTC (17 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.52: +9 -7 lines
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# 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 root 1.53 for (pl = first_player; pl; pl = pl->next)
43 root 1.18 {
44 root 1.53 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 elmex 1.1 return pl;
46 root 1.18 };
47 root 1.53
48     return 0;
49 elmex 1.1 }
50    
51 root 1.18 player *
52     find_player_partial_name (const char *plname)
53     {
54     player *pl;
55     player *found = NULL;
56     size_t namelen = strlen (plname);
57    
58 root 1.53 for (pl = first_player; pl; pl = pl->next)
59 elmex 1.1 {
60 root 1.18 if ((size_t) strlen (pl->ob->name) < namelen)
61     continue;
62 elmex 1.1
63 root 1.18 if (!strcmp (pl->ob->name, plname))
64     return pl;
65 elmex 1.1
66 root 1.18 if (!strncasecmp (pl->ob->name, plname, namelen))
67     {
68     if (found)
69 root 1.53 return 0;
70 elmex 1.1
71 root 1.18 found = pl;
72 elmex 1.1 }
73     }
74 root 1.53
75 root 1.18 return found;
76     }
77    
78     void
79     display_motd (const object *op)
80     {
81     char buf[MAX_BUF];
82     char motd[HUGE_BUF];
83     FILE *fp;
84     int comp;
85     int size;
86 elmex 1.1
87 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
88     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
89 root 1.44 return;
90    
91 root 1.18 motd[0] = '\0';
92     size = 0;
93 root 1.44
94 root 1.53 while (fgets (buf, MAX_BUF, fp))
95 root 1.18 {
96     if (*buf == '#')
97     continue;
98 root 1.44
99 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
100     size += strlen (buf);
101 elmex 1.1 }
102 root 1.44
103 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
104     close_and_delete (fp, comp);
105 elmex 1.1 }
106    
107 root 1.18 void
108     send_rules (const object *op)
109     {
110     char buf[MAX_BUF];
111     char rules[HUGE_BUF];
112     FILE *fp;
113     int comp;
114     int size;
115    
116     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
117     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
118 root 1.44 return;
119    
120 root 1.18 rules[0] = '\0';
121     size = 0;
122 root 1.44
123 root 1.53 while (fgets (buf, MAX_BUF, fp))
124 root 1.18 {
125     if (*buf == '#')
126 elmex 1.1 continue;
127 root 1.44
128 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
129     {
130     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 elmex 1.1 break;
132 root 1.18 }
133 root 1.44
134 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
135     size += strlen (buf);
136 elmex 1.1 }
137 root 1.44
138 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
139     close_and_delete (fp, comp);
140 elmex 1.1 }
141    
142 root 1.18 void
143     send_news (const object *op)
144     {
145     char buf[MAX_BUF];
146     char news[HUGE_BUF];
147     char subject[MAX_BUF];
148     FILE *fp;
149     int comp;
150     int size;
151    
152     sprintf (buf, "%s/%s", settings.confdir, settings.news);
153     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
154     return;
155 root 1.44
156 root 1.18 news[0] = '\0';
157     subject[0] = '\0';
158     size = 0;
159 root 1.44
160 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
161     {
162     if (*buf == '#')
163     continue;
164 root 1.44
165 root 1.18 if (*buf == '%')
166     { /* send one news */
167     if (size > 0)
168     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 */
169     strcpy (subject, buf + 1);
170     strip_endline (subject);
171     size = 0;
172     news[0] = '\0';
173     }
174     else
175     {
176     if (size + strlen (buf) >= HUGE_BUF)
177     {
178     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
179 elmex 1.1 break;
180 root 1.18 }
181     strncat (news + size, buf, HUGE_BUF - size);
182     size += strlen (buf);
183     }
184 elmex 1.1 }
185 root 1.18
186     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
188     close_and_delete (fp, comp);
189 elmex 1.1 }
190    
191 root 1.18 int
192     playername_ok (const char *cp)
193     {
194     /* Don't allow - or _ as first character in the name */
195     if (*cp == '-' || *cp == '_')
196     return 0;
197 elmex 1.1
198 root 1.18 for (; *cp != '\0'; cp++)
199     if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200     return 0;
201 root 1.44
202 root 1.18 return 1;
203 elmex 1.1 }
204    
205     /* This no longer sets the player map. Also, it now updates
206     * all the pointers so the caller doesn't need to do that.
207     * Caller is responsible for setting the correct map.
208     */
209    
210     /* Redo this to do both get_player_ob and get_player.
211     * Hopefully this will be less bugfree and simpler.
212     * Returns the player structure. If 'p' is null,
213     * we create a new one. Otherwise, we recycle
214     * the one that is passed.
215     */
216 root 1.15 static player *
217 root 1.18 get_player (player *p)
218 root 1.15 {
219 root 1.38 object *op = arch_to_object (get_player_archetype (0));
220 root 1.15 int i;
221    
222     /* Clears basically the entire player structure except
223     * for next and socket.
224     */
225 root 1.16 p->clear ();
226 root 1.15
227     /* There are some elements we want initialized to non zero value -
228     * we deal with that below this point.
229     */
230     p->party = NULL;
231 root 1.18 p->outputs_sync = 16; /* Every 2 seconds */
232     p->outputs_count = 8; /* Keeps present behaviour */
233 root 1.15 p->unapply = unapply_nochoice;
234     p->Swap_First = -1;
235 elmex 1.1
236     #ifdef AUTOSAVE
237 root 1.15 p->last_save_tick = 9999999;
238 elmex 1.1 #endif
239 root 1.15
240 root 1.18 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241 root 1.15
242 root 1.18 op->contr = p; /* this aren't yet in archetype */
243 root 1.15 p->ob = op;
244     op->speed_left = 0.5;
245     op->speed = 1.0;
246 root 1.18 op->direction = 5; /* So player faces south */
247 root 1.15 op->stats.wc = 2;
248 root 1.18 op->run_away = 25; /* Then we panick... */
249 root 1.15
250 root 1.39 {
251 root 1.52 int oldmon = p->ns->monitor_spells; // what a hack
252     p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 root 1.39 roll_stats (op);
254 root 1.52 p->ns->monitor_spells = oldmon;
255 root 1.39 }
256 root 1.52 p->ns->state = ST_ROLL_STAT;
257 root 1.15 clear_los (op);
258    
259     p->gen_sp_armour = 10;
260     p->last_speed = -1;
261     p->shoottype = range_none;
262     p->bowtype = bow_normal;
263     p->petmode = pet_normal;
264     p->listening = 10;
265     p->usekeys = containers;
266     p->last_weapon_sp = -1;
267 root 1.18 p->peaceful = 1; /* default peaceful */
268 root 1.15 p->do_los = 1;
269     p->explore = 0;
270    
271 root 1.21 assign (p->title, op->arch->clone.name);
272 root 1.15 op->race = op->arch->clone.race;
273    
274     CLEAR_FLAG (op, FLAG_READY_SKILL);
275    
276     /* we need to clear these to -1 and not zero - otherwise,
277     * if a player quits and starts a new character, we wont
278     * send new values to the client, as things like exp start
279     * at zero.
280     */
281     for (i = 0; i < NUM_SKILLS; i++)
282     {
283     p->last_skill_exp[i] = -1;
284     p->last_skill_ob[i] = NULL;
285     }
286 root 1.38
287 root 1.15 for (i = 0; i < NROFATTACKS; i++)
288 root 1.38 p->last_resist[i] = -1;
289    
290 root 1.15 p->last_stats.exp = -1;
291     p->last_weight = (uint32) - 1;
292    
293 root 1.52 p->ns->update_look = 0;
294     p->ns->look_position = 0;
295 root 1.38
296 root 1.15 return p;
297 elmex 1.1 }
298    
299     /* This loads the first map an puts the player on it. */
300 root 1.18 static void
301     set_first_map (object *op)
302 elmex 1.1 {
303 root 1.18 strcpy (op->contr->maplevel, first_map_path);
304     op->x = -1;
305     op->y = -1;
306 root 1.46 enter_exit (op, 0);
307 elmex 1.1 }
308    
309     /* Tries to add player on the connection passwd in ns.
310     * All we can really get in this is some settings like host and display
311     * mode.
312     */
313    
314 root 1.18 int
315 root 1.42 add_player (client *ns)
316 root 1.18 {
317 root 1.38 player *p = new player;
318 root 1.18
319 root 1.52 p->ns = ns;
320 root 1.38 ns->pl = p;
321 root 1.26
322 root 1.38 p->next = first_player;
323     first_player = p;
324    
325     p = get_player (p);
326 root 1.26
327 root 1.18 set_first_map (p->ob);
328 elmex 1.1
329 root 1.18 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330     add_friendly_object (p->ob);
331     send_rules (p->ob);
332     send_news (p->ob);
333     display_motd (p->ob);
334 root 1.51
335 root 1.18 get_name (p->ob);
336 root 1.26
337 root 1.18 return 0;
338 elmex 1.1 }
339    
340     /*
341     * get_player_archetype() return next player archetype from archetype
342     * list. Not very efficient routine, but used only creating new players.
343     * Note: there MUST be at least one player archetype!
344     */
345 root 1.18 archetype *
346     get_player_archetype (archetype *at)
347 elmex 1.1 {
348 root 1.18 archetype *start = at;
349    
350     for (;;)
351     {
352     if (at == NULL || at->next == NULL)
353     at = first_archetype;
354     else
355     at = at->next;
356 root 1.46
357 root 1.18 if (at->clone.type == PLAYER)
358     return at;
359 root 1.46
360 root 1.18 if (at == start)
361     {
362     LOG (llevError, "No Player archetypes\n");
363     exit (-1);
364 root 1.11 }
365 elmex 1.1 }
366     }
367    
368 root 1.18 object *
369     get_nearest_player (object *mon)
370     {
371     object *op = NULL;
372     player *pl = NULL;
373     objectlink *ol;
374     unsigned lastdist;
375     rv_vector rv;
376    
377     for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
378     {
379     /* We should not find free objects on this friendly list, but it
380     * does periodically happen. Given that, lets deal with it.
381     * While unlikely, it is possible the next object on the friendly
382     * list is also free, so encapsulate this in a while loop.
383     */
384     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
385     {
386     object *tmp = ol->ob;
387    
388     /* Can't do much more other than log the fact, because the object
389     * itself will have been cleared.
390     */
391     LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
392     ol = ol->next;
393     remove_friendly_object (tmp);
394     if (!ol)
395     return op;
396     }
397 root 1.11
398 root 1.18 /* Remove special check for player from this. First, it looks to cause
399     * some crashes (ol->ob->contr not set properly?), but secondly, a more
400     * complicated method of state checking would be needed in any case -
401     * as it was, a clever player could type quit, and the function would
402     * skip them over while waiting for confirmation. Remove
403     * on_same_map check, as can_detect_enemy also does this
404     */
405     if (!can_detect_enemy (mon, ol->ob, &rv))
406     continue;
407 root 1.11
408 root 1.18 if (lastdist > rv.distance)
409     {
410     op = ol->ob;
411     lastdist = rv.distance;
412 root 1.11 }
413 elmex 1.1 }
414 root 1.18 for (pl = first_player; pl != NULL; pl = pl->next)
415     {
416     if (can_detect_enemy (mon, pl->ob, &rv))
417     {
418 elmex 1.1
419 root 1.18 if (lastdist > rv.distance)
420     {
421     op = pl->ob;
422     lastdist = rv.distance;
423 root 1.11 }
424     }
425 elmex 1.1 }
426     #if 0
427 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
428 elmex 1.1 #endif
429 root 1.18 return op;
430 elmex 1.1 }
431    
432     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
433     * result in a monster paths backtracking. It basically determines how large a
434     * detour a monster will take from the direction path when looking
435     * for a path to the player. The values are in the amount of direction
436     * the deviation is
437     */
438     #define DETOUR_AMOUNT 2
439    
440     /* This is used to prevent infinite loops. Consider a case where the
441     * player is in a chamber (with gate closed), and monsters are outside.
442     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
443     * find a path into the chamber. This is a good thing, but since there
444     * is no real path, it will just keep circling the chamber for
445     * ever (this could be a nice effect for monsters, but not for the function
446     * to get stuck in. I think for the monsters, if max is reached and
447     * we return the first direction the creature could move would result in the
448     * circling behaviour. Unfortunately, this function is also used to determined
449     * if the creature should cast a spell, so returning a direction in that case
450     * is probably not a good thing.
451     */
452     #define MAX_SPACES 50
453    
454    
455     /*
456     * Returns the direction to the player, if valid. Returns 0 otherwise.
457     * modified to verify there is a path to the player. Does this by stepping towards
458     * player and if path is blocked then see if blockage is close enough to player that
459     * direction to player is changed (ie zig or zag). Continue zig zag until either
460     * reach player or path is blocked. Thus, will only return true if there is a free
461     * path to player. Though path may not be a straight line. Note that it will find
462     * player hiding along a corridor at right angles to the corridor with the monster.
463     *
464     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
465     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
466     * down corriders.
467     * 2) I think the old code was broken if the first direction the monster
468     * should move was blocked - the code would store the first direction without
469     * verifying that the player can actually move in that direction. The new
470     * code does not store anything in firstdir until we have verified that the
471     * monster can in fact move one space in that direction.
472     * 3) I'm not sure how good this code will be for moving multipart monsters,
473     * since only simple checks to blocked are being called, which could mean the monster
474     * is blocking itself.
475     */
476 root 1.18 int
477     path_to_player (object *mon, object *pl, unsigned mindiff)
478     {
479     rv_vector rv;
480     sint16 x, y;
481     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
482 root 1.25 maptile *m, *lastmap;
483 root 1.18
484     get_rangevector (mon, pl, &rv, 0);
485    
486     if (rv.distance < mindiff)
487     return 0;
488    
489     x = mon->x;
490     y = mon->y;
491     m = mon->map;
492     dir = rv.direction;
493     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
494     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
495     /* If we can't solve it within the search distance, return now. */
496     if (diff > max)
497     return 0;
498     while (diff > 1 && max > 0)
499     {
500     lastx = x;
501     lasty = y;
502     lastmap = m;
503     x = lastx + freearr_x[dir];
504     y = lasty + freearr_y[dir];
505    
506     mflags = get_map_flags (m, &m, x, y, &x, &y);
507     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
508    
509     /* Space is blocked - try changing direction a little */
510     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
511     && (m == mon->map && blocked_link (mon, m, x, y))))
512     {
513     /* recalculate direction from last good location. Possible
514     * we were not traversing ideal location before.
515     */
516     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
517     if (rv.direction != dir)
518     {
519     /* OK - says direction should be different - lets reset the
520     * the values so it will try again.
521     */
522     x = lastx;
523     y = lasty;
524     m = lastmap;
525     dir = firstdir = rv.direction;
526     }
527     else
528     {
529     /* direct path is blocked - try taking a side step to
530     * either the left or right.
531     * Note increase the values in the loop below to be
532     * more than -1/1 respectively will mean the monster takes
533     * bigger detour. Have to be careful about these values getting
534     * too big (3 or maybe 4 or higher) as the monster may just try
535     * stepping back and forth
536     */
537     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
538     {
539     if (i == 0)
540     continue; /* already did this, so skip it */
541     /* Use lastdir here - otherwise,
542     * since the direction that the creature should move in
543     * may change, you could get infinite loops.
544     * ie, player is northwest, but monster can only
545     * move west, so it does that. It goes some distance,
546     * gets blocked, finds that it should move north,
547     * can't do that, but now finds it can move east, and
548     * gets back to its original point. lastdir contains
549     * the last direction the creature has successfully
550     * moved.
551     */
552    
553     x = lastx + freearr_x[absdir (lastdir + i)];
554     y = lasty + freearr_y[absdir (lastdir + i)];
555     m = lastmap;
556     mflags = get_map_flags (m, &m, x, y, &x, &y);
557     if (mflags & P_OUT_OF_MAP)
558     continue;
559     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
560     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
561     continue;
562     if (mflags & P_BLOCKSVIEW)
563     continue;
564    
565     if (m == mon->map && blocked_link (mon, m, x, y))
566     break;
567     }
568     /* go through entire loop without finding a valid
569     * sidestep to take - thus, no valid path.
570     */
571     if (i == (DETOUR_AMOUNT + 1))
572     return 0;
573     diff--;
574     lastdir = dir;
575     max--;
576     if (!firstdir)
577     firstdir = dir + i;
578     } /* else check alternate directions */
579     } /* if blocked */
580     else
581     {
582     /* we moved towards creature, so diff is less */
583     diff--;
584     max--;
585     lastdir = dir;
586     if (!firstdir)
587     firstdir = dir;
588     }
589     if (diff <= 1)
590     {
591     /* Recalculate diff (distance) because we may not have actually
592     * headed toward player for entire distance.
593     */
594     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
596     }
597     if (diff > max)
598     return 0;
599     }
600     /* If we reached the max, didn't find a direction in time */
601     if (!max)
602     return 0;
603    
604     return firstdir;
605     }
606    
607     void
608     give_initial_items (object *pl, treasurelist * items)
609     {
610     object *op, *next = NULL;
611    
612     if (pl->randomitems != NULL)
613     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
614    
615     for (op = pl->inv; op; op = next)
616     {
617     next = op->below;
618    
619     /* Forces get applied per default, unless they have the
620     * flag "neutral" set. Sorry but I can't think of a better way
621     */
622     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
623     SET_FLAG (op, FLAG_APPLIED);
624    
625     /* we never give weapons/armour if these cannot be used
626     * by this player due to race restrictions
627     */
628     if (pl->type == PLAYER)
629     {
630     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
631     (op->type == ARMOUR || op->type == BOOTS ||
632     op->type == CLOAK || op->type == HELMET ||
633     op->type == SHIELD || op->type == GLOVES ||
634     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
635     {
636 root 1.33 op->destroy ();
637 root 1.18 continue;
638     }
639 root 1.11 }
640    
641 root 1.18 /* This really needs to be better - we should really give
642     * a substitute spellbook. The problem is that we don't really
643     * have a good idea what to replace it with (need something like
644     * a first level treasurelist for each skill.)
645     * remove duplicate skills also
646     */
647     if (op->type == SPELLBOOK || op->type == SKILL)
648     {
649     object *tmp;
650 elmex 1.1
651 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
652     if (tmp->type == op->type && tmp->name == op->name)
653     break;
654 root 1.11
655 root 1.18 if (tmp)
656     {
657 root 1.33 op->destroy ();
658 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
659     continue;
660 root 1.11 }
661 root 1.33
662 root 1.18 if (op->nrof > 1)
663     op->nrof = 1;
664 root 1.11 }
665 elmex 1.1
666 root 1.18 if (op->type == SPELLBOOK && op->inv)
667     {
668     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
669 root 1.11 }
670    
671 root 1.18 /* Give starting characters identified, uncursed, and undamned
672     * items. Just don't identify gold or silver, or it won't be
673     * merged properly.
674     */
675     if (need_identify (op))
676     {
677     SET_FLAG (op, FLAG_IDENTIFIED);
678     CLEAR_FLAG (op, FLAG_CURSED);
679     CLEAR_FLAG (op, FLAG_DAMNED);
680     }
681     if (op->type == SPELL)
682     {
683 root 1.33 op->destroy ();
684 root 1.18 continue;
685     }
686     else if (op->type == SKILL)
687     {
688     SET_FLAG (op, FLAG_CAN_USE_SKILL);
689     op->stats.exp = 0;
690     op->level = 1;
691 root 1.11 }
692 root 1.18 /* lock all 'normal items by default */
693     else
694     SET_FLAG (op, FLAG_INV_LOCKED);
695     } /* for loop of objects in player inv */
696    
697     /* Need to set up the skill pointers */
698     link_player_skills (pl);
699     }
700    
701     void
702     get_name (object *op)
703     {
704     op->contr->write_buf[0] = '\0';
705 root 1.52 op->contr->ns->state = ST_GET_NAME;
706     send_query (op->contr->ns, 0, "What is your name?\n:");
707 root 1.18 }
708    
709     void
710     get_password (object *op)
711     {
712     op->contr->write_buf[0] = '\0';
713 root 1.52 op->contr->ns->state = ST_GET_PASSWORD;
714     send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715 root 1.18 }
716    
717     void
718     play_again (object *op)
719     {
720 root 1.52 op->contr->ns->state = ST_PLAY_AGAIN;
721 root 1.18 op->chosen_skill = NULL;
722 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 root 1.18 /* a bit of a hack, but there are various places early in th
724     * player creation process that a user can quit (eg, roll
725     * stats) that isn't removing the player. Taking a quick
726     * look, there are many places that call play_again without
727     * removing the player - it probably makes more sense
728     * to leave it to play_again to remove the object in all
729     * cases.
730     */
731     if (!QUERY_FLAG (op, FLAG_REMOVED))
732 root 1.32 op->remove ();
733 root 1.51
734 root 1.18 /* Need to set this to null - otherwise, it could point to garbage,
735     * and draw() doesn't check to see if the player is removed, only if
736     * the map is null or not swapped out.
737     */
738     op->map = NULL;
739     }
740    
741     int
742     receive_play_again (object *op, char key)
743     {
744     if (key == 'q' || key == 'Q')
745     {
746     remove_friendly_object (op);
747     leave (op->contr, 0); /* ericserver will draw the message */
748     return 2;
749     }
750     else if (key == 'a' || key == 'A')
751     {
752     player *pl = op->contr;
753     shstr name = op->name;
754    
755 root 1.19 op->contr = 0;
756     op->type = 0;
757 root 1.27 op->destroy (1);
758 root 1.18 pl = get_player (pl);
759     op = pl->ob;
760     add_friendly_object (op);
761     op->contr->password[0] = '~';
762     op->name = op->name_pl = 0;
763     /* Lets put a space in here */
764     new_draw_info (NDI_UNIQUE, 0, op, "\n");
765     get_name (op);
766     op->name = op->name_pl = name;
767     set_first_map (op);
768     }
769     else
770 root 1.19 /* user pressed something else so just ask again... */
771     play_again (op);
772    
773 root 1.18 return 0;
774 elmex 1.1 }
775    
776 root 1.18 void
777     confirm_password (object *op)
778     {
779 elmex 1.1
780 root 1.18 op->contr->write_buf[0] = '\0';
781 root 1.52 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782     send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783 elmex 1.1 }
784    
785 root 1.18 void
786     get_party_password (object *op, partylist *party)
787     {
788     if (party == NULL)
789     {
790     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
791     return;
792 elmex 1.1 }
793 root 1.18 op->contr->write_buf[0] = '\0';
794 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 root 1.18 op->contr->party_to_join = party;
796 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797 elmex 1.1 }
798    
799    
800     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
801 root 1.18 int
802     roll_stat (void)
803     {
804     int a[4], i, j, k;
805    
806     for (i = 0; i < 4; i++)
807     a[i] = (int) RANDOM () % 6 + 1;
808    
809     for (i = 0, j = 0, k = 7; i < 4; i++)
810     if (a[i] < k)
811     k = a[i], j = i;
812    
813     for (i = 0, k = 0; i < 4; i++)
814     {
815     if (i != j)
816     k += a[i];
817     }
818     return k;
819     }
820    
821     void
822     roll_stats (object *op)
823     {
824     int sum = 0;
825     int i = 0, j = 0;
826     int statsort[7];
827    
828     do
829     {
830     op->stats.Str = roll_stat ();
831     op->stats.Dex = roll_stat ();
832     op->stats.Int = roll_stat ();
833     op->stats.Con = roll_stat ();
834     op->stats.Wis = roll_stat ();
835     op->stats.Pow = roll_stat ();
836     op->stats.Cha = roll_stat ();
837     sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838     }
839     while (sum < 82 || sum > 116);
840    
841     /* Sort the stats so that rerolling is easier... */
842     statsort[0] = op->stats.Str;
843     statsort[1] = op->stats.Dex;
844     statsort[2] = op->stats.Int;
845     statsort[3] = op->stats.Con;
846     statsort[4] = op->stats.Wis;
847     statsort[5] = op->stats.Pow;
848     statsort[6] = op->stats.Cha;
849    
850     /* a quick and dirty bubblesort? */
851     do
852     {
853     if (statsort[i] < statsort[i + 1])
854     {
855     j = statsort[i];
856     statsort[i] = statsort[i + 1];
857     statsort[i + 1] = j;
858     i = 0;
859     }
860     else
861     {
862     i++;
863     }
864     }
865     while (i < 6);
866    
867     op->stats.Str = statsort[0];
868     op->stats.Dex = statsort[1];
869     op->stats.Con = statsort[2];
870     op->stats.Int = statsort[3];
871     op->stats.Wis = statsort[4];
872     op->stats.Pow = statsort[5];
873     op->stats.Cha = statsort[6];
874    
875    
876     op->contr->orig_stats.Str = op->stats.Str;
877     op->contr->orig_stats.Dex = op->stats.Dex;
878     op->contr->orig_stats.Int = op->stats.Int;
879     op->contr->orig_stats.Con = op->stats.Con;
880     op->contr->orig_stats.Wis = op->stats.Wis;
881     op->contr->orig_stats.Pow = op->stats.Pow;
882     op->contr->orig_stats.Cha = op->stats.Cha;
883    
884     op->level = 1;
885     op->stats.exp = 0;
886     op->stats.ac = 0;
887    
888     op->contr->levhp[1] = 9;
889     op->contr->levsp[1] = 6;
890     op->contr->levgrace[1] = 3;
891    
892     fix_player (op);
893     op->stats.hp = op->stats.maxhp;
894     op->stats.sp = op->stats.maxsp;
895     op->stats.grace = op->stats.maxgrace;
896     op->contr->orig_stats = op->stats;
897     }
898    
899     void
900     Roll_Again (object *op)
901     {
902     esrv_new_player (op->contr, 0);
903 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
904 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)? ");
905     }
906 elmex 1.1
907 root 1.18 void
908     Swap_Stat (object *op, int Swap_Second)
909     {
910     signed char tmp;
911     char buf[MAX_BUF];
912 elmex 1.1
913 root 1.18 if (op->contr->Swap_First == -1)
914     {
915     new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916     new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917     new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918     return;
919 elmex 1.1 }
920    
921 root 1.18 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922 elmex 1.1
923 root 1.18 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924 elmex 1.1
925 root 1.18 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926 elmex 1.1
927 root 1.18 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928     new_draw_info (NDI_UNIQUE, 0, op, buf);
929     op->stats.Str = op->contr->orig_stats.Str;
930     op->stats.Dex = op->contr->orig_stats.Dex;
931     op->stats.Con = op->contr->orig_stats.Con;
932     op->stats.Int = op->contr->orig_stats.Int;
933     op->stats.Wis = op->contr->orig_stats.Wis;
934     op->stats.Pow = op->contr->orig_stats.Pow;
935     op->stats.Cha = op->contr->orig_stats.Cha;
936     op->stats.ac = 0;
937    
938     op->level = 1;
939     op->stats.exp = 0;
940     op->stats.ac = 0;
941    
942     op->contr->levhp[1] = 9;
943     op->contr->levsp[1] = 6;
944     op->contr->levgrace[1] = 3;
945    
946     fix_player (op);
947     op->stats.hp = op->stats.maxhp;
948     op->stats.sp = op->stats.maxsp;
949     op->stats.grace = op->stats.maxgrace;
950     op->contr->orig_stats = op->stats;
951     op->contr->Swap_First = -1;
952 elmex 1.1 }
953    
954    
955     /* This code has been greatly reduced, because with set_attr_value
956     * and get_attr_value, the stats can be accessed just numeric
957     * ids. stat_trans is a table that translate the number entered
958     * into the actual stat. It is needed because the order the stats
959     * are displayed in the stat window is not the same as how
960     * the number's access that stat. The table does that translation.
961     */
962 root 1.18 int
963     key_roll_stat (object *op, char key)
964 elmex 1.1 {
965 root 1.18 int keynum = key - '0';
966     char buf[MAX_BUF];
967     static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968    
969     if (keynum > 0 && keynum <= 7)
970     {
971     if (op->contr->Swap_First == -1)
972     {
973     op->contr->Swap_First = stat_trans[keynum];
974     sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975     new_draw_info (NDI_UNIQUE, 0, op, buf);
976 root 1.11 }
977 root 1.18 else
978     Swap_Stat (op, stat_trans[keynum]);
979 elmex 1.1
980 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 root 1.18 return 1;
982 elmex 1.1 }
983 root 1.18 switch (key)
984     {
985 root 1.20 case 'n':
986     case 'N':
987     {
988     SET_FLAG (op, FLAG_WIZ);
989     if (op->map == NULL)
990     {
991     LOG (llevError, "Map == NULL in state 2\n");
992     break;
993     }
994 elmex 1.1
995     #if 0
996 root 1.20 /* So that enter_exit will put us at startx/starty */
997     op->x = -1;
998 elmex 1.1
999 root 1.20 enter_exit (op, NULL);
1000 elmex 1.1 #endif
1001 root 1.20 SET_ANIMATION (op, 2); /* So player faces south */
1002     /* Enter exit adds a player otherwise */
1003     add_statbonus (op);
1004 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 root 1.20 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 root 1.52 op->contr->ns->state = ST_CHANGE_CLASS;
1007 root 1.20 if (op->msg)
1008     new_draw_info (NDI_BLUE, 0, op, op->msg);
1009     return 0;
1010     }
1011     case 'y':
1012     case 'Y':
1013     roll_stats (op);
1014 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 root 1.20 return 1;
1016 root 1.18
1017 root 1.20 case 'q':
1018     case 'Q':
1019     play_again (op);
1020     return 1;
1021 elmex 1.1
1022 root 1.20 default:
1023 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 root 1.20 return 0;
1025 elmex 1.1 }
1026 root 1.18 return 0;
1027 elmex 1.1 }
1028    
1029     /* This function takes the key that is passed, and does the
1030     * appropriate action with it (change race, or other things).
1031     * The function name is for historical reasons - now we have
1032     * separate race and class; this actually changes the RACE,
1033     * not the class.
1034     */
1035    
1036 root 1.18 int
1037     key_change_class (object *op, char key)
1038 elmex 1.1 {
1039 root 1.18 int tmp_loop;
1040 elmex 1.1
1041 root 1.18 if (key == 'q' || key == 'Q')
1042     {
1043 root 1.32 op->remove ();
1044 root 1.18 play_again (op);
1045 elmex 1.1 return 0;
1046     }
1047 root 1.18 if (key == 'd' || key == 'D')
1048     {
1049     char buf[MAX_BUF];
1050 elmex 1.1
1051 root 1.18 /* this must before then initial items are given */
1052     esrv_new_player (op->contr, op->weight + op->carrying);
1053 elmex 1.36
1054     treasurelist *tl = find_treasurelist ("starting_wealth");
1055     if (tl)
1056     create_treasure (tl, op, 0, 0, 0);
1057 elmex 1.1
1058 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
1059     INVOKE_PLAYER (LOGIN, op->contr);
1060 elmex 1.1
1061 root 1.52 op->contr->ns->state = ST_PLAYING;
1062 root 1.11
1063 root 1.18 if (op->msg)
1064     op->msg = NULL;
1065 elmex 1.1
1066 root 1.18 /* We create this now because some of the unique maps will need it
1067     * to save here.
1068     */
1069     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1070     make_path_to_file (buf);
1071 elmex 1.1
1072     #ifdef AUTOSAVE
1073 root 1.18 op->contr->last_save_tick = pticks;
1074 elmex 1.1 #endif
1075 root 1.18 start_info (op);
1076     CLEAR_FLAG (op, FLAG_WIZ);
1077     give_initial_items (op, op->randomitems);
1078     link_player_skills (op);
1079     esrv_send_inventory (op, op);
1080     fix_player (op);
1081 elmex 1.1
1082 root 1.18 /* This moves the player to a different start map, if there
1083     * is one for this race
1084     */
1085     if (*first_map_ext_path)
1086     {
1087     object *tmp;
1088     char mapname[MAX_BUF];
1089    
1090     snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1091 root 1.33 tmp = object::create ();
1092 root 1.18 EXIT_PATH (tmp) = mapname;
1093     EXIT_X (tmp) = op->x;
1094     EXIT_Y (tmp) = op->y;
1095     enter_exit (op, tmp); /* we don't really care if it succeeded;
1096 elmex 1.1 * if the map isn't there, then stay on the
1097     * default initial map */
1098 root 1.33 tmp->destroy ();
1099 elmex 1.1 }
1100 root 1.18 else
1101 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
1102    
1103 root 1.18 return 0;
1104 elmex 1.1 }
1105    
1106 root 1.18 /* Following actually changes the race - this is the default command
1107     * if we don't match with one of the options above.
1108     */
1109    
1110     tmp_loop = 0;
1111     while (!tmp_loop)
1112     {
1113     shstr name = op->name;
1114     int x = op->x, y = op->y;
1115    
1116     remove_statbonus (op);
1117 root 1.32 op->remove ();
1118 root 1.18 op->arch = get_player_archetype (op->arch);
1119 root 1.33 op->arch->clone.copy_to (op);
1120 root 1.18 op->instantiate ();
1121     op->stats = op->contr->orig_stats;
1122     op->name = op->name_pl = name;
1123     op->x = x;
1124     op->y = y;
1125     SET_ANIMATION (op, 2); /* So player faces south */
1126     insert_ob_in_map (op, op->map, op, 0);
1127 root 1.21 assign (op->contr->title, op->arch->clone.name);
1128 root 1.18 add_statbonus (op);
1129     tmp_loop = allowed_class (op);
1130     }
1131 root 1.19
1132 root 1.18 update_object (op, UP_OBJ_FACE);
1133     esrv_update_item (UPD_FACE, op, op);
1134     fix_player (op);
1135     op->stats.hp = op->stats.maxhp;
1136     op->stats.sp = op->stats.maxsp;
1137     op->stats.grace = 0;
1138 root 1.21
1139 root 1.18 if (op->msg)
1140     new_draw_info (NDI_BLUE, 0, op, op->msg);
1141 root 1.21
1142 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 root 1.18 return 0;
1144 elmex 1.1 }
1145    
1146 root 1.18 int
1147     key_confirm_quit (object *op, char key)
1148 elmex 1.1 {
1149 root 1.18 char buf[MAX_BUF];
1150 elmex 1.1
1151 root 1.18 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152     {
1153 root 1.52 op->contr->ns->state = ST_PLAYING;
1154 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155     return 1;
1156 elmex 1.1 }
1157    
1158 root 1.18 INVOKE_PLAYER (LOGOUT, op->contr);
1159     INVOKE_PLAYER (QUIT, op->contr);
1160 root 1.3
1161 root 1.18 terminate_all_pets (op);
1162     leave_map (op);
1163     op->direction = 0;
1164     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165    
1166     strcpy (op->contr->killer, "quit");
1167     check_score (op);
1168     op->contr->party = NULL;
1169     if (settings.set_title == TRUE)
1170     op->contr->own_title[0] = '\0';
1171    
1172     if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173     {
1174 root 1.25 maptile *mp, *next;
1175 root 1.18
1176     /* We need to hunt for any per player unique maps in memory and
1177     * get rid of them. The trailing slash in the path is intentional,
1178     * so that players named 'Ab' won't match against players 'Abe' pathname
1179     */
1180     sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181     for (mp = first_map; mp != NULL; mp = next)
1182     {
1183     next = mp->next;
1184     if (!strncmp (mp->path, buf, strlen (buf)))
1185     delete_map (mp);
1186 root 1.11 }
1187 root 1.18
1188     delete_character (op->name, 1);
1189 elmex 1.1 }
1190 root 1.19
1191 root 1.18 play_again (op);
1192     return 1;
1193 elmex 1.1 }
1194    
1195 root 1.18 void
1196     flee_player (object *op)
1197     {
1198     int dir, diff;
1199     rv_vector rv;
1200    
1201     if (op->stats.hp < 0)
1202     {
1203     LOG (llevDebug, "Fleeing player is dead.\n");
1204     CLEAR_FLAG (op, FLAG_SCARED);
1205     return;
1206 elmex 1.1 }
1207    
1208 root 1.18 if (op->enemy == NULL)
1209     {
1210     LOG (llevDebug, "Fleeing player had no enemy.\n");
1211     CLEAR_FLAG (op, FLAG_SCARED);
1212     return;
1213 elmex 1.1 }
1214    
1215 root 1.18 /* Seen some crashes here. Since we don't store an
1216     * op->enemy_count, it is possible that something destroys the
1217     * actual enemy, and the object is recycled.
1218     */
1219     if (op->enemy->map == NULL)
1220     {
1221     CLEAR_FLAG (op, FLAG_SCARED);
1222     op->enemy = NULL;
1223     return;
1224 elmex 1.1 }
1225    
1226 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1227     {
1228     op->enemy = NULL;
1229     CLEAR_FLAG (op, FLAG_SCARED);
1230     return;
1231 elmex 1.1 }
1232 root 1.49
1233 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1234    
1235     dir = absdir (4 + rv.direction);
1236     for (diff = 0; diff < 3; diff++)
1237     {
1238     int m = 1 - (RANDOM () & 2);
1239 elmex 1.1
1240 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1241 root 1.49 return;
1242 elmex 1.1 }
1243 root 1.49
1244 root 1.18 /* Cornered, get rid of scared */
1245     CLEAR_FLAG (op, FLAG_SCARED);
1246     op->enemy = NULL;
1247 elmex 1.1 }
1248    
1249    
1250     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1251     * IT returns 1 if the player should keep on moving, 0 if he should
1252     * stop.
1253     */
1254 root 1.18 int
1255     check_pick (object *op)
1256     {
1257 elmex 1.1 object *tmp, *next;
1258     int stop = 0;
1259     int j, k, wvratio;
1260     char putstring[128], tmpstr[16];
1261    
1262     /* if you're flying, you cna't pick up anything */
1263     if (op->move_type & MOVE_FLYING)
1264     return 1;
1265    
1266     next = op->below;
1267    
1268     /* loop while there are items on the floor that are not marked as
1269     * destroyed */
1270 root 1.24 while (next && !next->destroyed ())
1271 root 1.18 {
1272     tmp = next;
1273     next = tmp->below;
1274 elmex 1.1
1275 root 1.24 if (op->destroyed ())
1276 elmex 1.1 return 0;
1277    
1278 root 1.18 if (!can_pick (op, tmp))
1279     continue;
1280 elmex 1.1
1281 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1282     {
1283     if (item_matched_string (op, tmp, op->contr->search_str))
1284     pick_up (op, tmp);
1285     continue;
1286 root 1.11 }
1287    
1288 root 1.18 /* high not bit set? We're using the old autopickup model */
1289     if (!(op->contr->mode & PU_NEWMODE))
1290 root 1.11 {
1291 root 1.18 switch (op->contr->mode)
1292 root 1.11 {
1293 root 1.20 case 0:
1294     return 1; /* don't pick up */
1295     case 1:
1296     pick_up (op, tmp);
1297     return 1;
1298     case 2:
1299     pick_up (op, tmp);
1300     return 0;
1301     case 3:
1302     return 0; /* stop before pickup */
1303     case 4:
1304     pick_up (op, tmp);
1305     break;
1306     case 5:
1307     pick_up (op, tmp);
1308     stop = 1;
1309     break;
1310     case 6:
1311     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1312 root 1.18 pick_up (op, tmp);
1313 root 1.20 break;
1314    
1315     case 7:
1316     if (tmp->type == MONEY || tmp->type == GEM)
1317 root 1.18 pick_up (op, tmp);
1318 root 1.20 break;
1319    
1320     default:
1321     /* use value density */
1322     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1323     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1324 root 1.18 pick_up (op, tmp);
1325 root 1.11 }
1326     }
1327 root 1.18 else
1328     { /* old model */
1329     /* NEW pickup handling */
1330     if (op->contr->mode & PU_DEBUG)
1331     {
1332     /* some debugging code to figure out item information */
1333     if (tmp->name != NULL)
1334     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336     else
1337     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1339     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340    
1341     sprintf (putstring, "...flags: ");
1342     for (k = 0; k < 4; k++)
1343     {
1344     for (j = 0; j < 32; j++)
1345     {
1346     if ((tmp->flags[k] >> j) & 0x01)
1347     {
1348     sprintf (tmpstr, "%d ", k * 32 + j);
1349     strcat (putstring, tmpstr);
1350     }
1351     }
1352     }
1353     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354 elmex 1.1
1355     #if 0
1356 root 1.18 /* print the flags too */
1357     for (k = 0; k < 4; k++)
1358     {
1359     fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360     for (j = 0; j < 32; j++)
1361     {
1362     fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363     if (!((j + 1) % 4))
1364     fprintf (stderr, " ");
1365     }
1366     fprintf (stderr, " [%d]\n", k * 32);
1367     }
1368 elmex 1.1 #endif
1369 root 1.18 }
1370     /* philosophy:
1371     * It's easy to grab an item type from a pile, as long as it's
1372     * generic. This takes no game-time. For more detailed pickups
1373     * and selections, select-items shoul dbe used. This is a
1374     * grab-as-you-run type mode that's really useful for arrows for
1375     * example.
1376     * The drawback: right now it has no frontend, so you need to
1377     * stick the bits you want into a calculator in hex mode and then
1378     * convert to decimal and then 'pickup <#>
1379     */
1380    
1381     /* the first two modes are exclusive: if NOTHING we return, if
1382     * STOP then we stop. All the rest are applied sequentially,
1383     * meaning if any test passes, the item gets picked up. */
1384    
1385     /* if mode is set to pick nothing up, return */
1386    
1387     if (op->contr->mode & PU_NOTHING)
1388     return 1;
1389    
1390     /* if mode is set to stop when encountering objects, return */
1391     /* take STOP before INHIBIT since it doesn't actually pick
1392     * anything up */
1393    
1394     if (op->contr->mode & PU_STOP)
1395     return 0;
1396    
1397     /* useful for going into stores and not losing your settings... */
1398     /* and for battles wher you don't want to get loaded down while
1399     * fighting */
1400     if (op->contr->mode & PU_INHIBIT)
1401     return 1;
1402    
1403     /* prevent us from turning into auto-thieves :) */
1404     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1405     continue;
1406    
1407     /* ignore known cursed objects */
1408     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1409     continue;
1410    
1411     /* all food and drink if desired */
1412     /* question: don't pick up known-poisonous stuff? */
1413     if (op->contr->mode & PU_FOOD)
1414     if (tmp->type == FOOD)
1415     {
1416     pick_up (op, tmp);
1417     continue;
1418     }
1419 root 1.29
1420 root 1.18 if (op->contr->mode & PU_DRINK)
1421     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1422     {
1423     pick_up (op, tmp);
1424     continue;
1425     }
1426    
1427     if (op->contr->mode & PU_POTION)
1428     if (tmp->type == POTION)
1429     {
1430     pick_up (op, tmp);
1431     continue;
1432     }
1433    
1434     /* spellbooks, skillscrolls and normal books/scrolls */
1435     if (op->contr->mode & PU_SPELLBOOK)
1436     if (tmp->type == SPELLBOOK)
1437     {
1438     pick_up (op, tmp);
1439     continue;
1440     }
1441 root 1.29
1442 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1443     if (tmp->type == SKILLSCROLL)
1444     {
1445     pick_up (op, tmp);
1446     continue;
1447     }
1448 root 1.29
1449 root 1.18 if (op->contr->mode & PU_READABLES)
1450     if (tmp->type == BOOK || tmp->type == SCROLL)
1451     {
1452     pick_up (op, tmp);
1453     continue;
1454     }
1455    
1456     /* wands/staves/rods/horns */
1457     if (op->contr->mode & PU_MAGIC_DEVICE)
1458     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1459     {
1460     pick_up (op, tmp);
1461     continue;
1462     }
1463    
1464     /* pick up all magical items */
1465     if (op->contr->mode & PU_MAGICAL)
1466     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1467     {
1468     pick_up (op, tmp);
1469     continue;
1470     }
1471    
1472     if (op->contr->mode & PU_VALUABLES)
1473     {
1474     if (tmp->type == MONEY || tmp->type == GEM)
1475     {
1476     pick_up (op, tmp);
1477     continue;
1478     }
1479     }
1480    
1481     /* rings & amulets - talismans seems to be typed AMULET */
1482     if (op->contr->mode & PU_JEWELS)
1483     if (tmp->type == RING || tmp->type == AMULET)
1484     {
1485     pick_up (op, tmp);
1486 root 1.29 continue;
1487     }
1488    
1489     /* we don't forget dragon food */
1490     if (op->contr->mode & PU_FLESH)
1491     if (tmp->type == FLESH)
1492     {
1493     pick_up (op, tmp);
1494 root 1.18 continue;
1495     }
1496    
1497     /* bows and arrows. Bows are good for selling! */
1498     if (op->contr->mode & PU_BOW)
1499     if (tmp->type == BOW)
1500     {
1501     pick_up (op, tmp);
1502     continue;
1503     }
1504 root 1.29
1505 root 1.18 if (op->contr->mode & PU_ARROW)
1506     if (tmp->type == ARROW)
1507     {
1508     pick_up (op, tmp);
1509     continue;
1510     }
1511    
1512     /* all kinds of armor etc. */
1513     if (op->contr->mode & PU_ARMOUR)
1514     if (tmp->type == ARMOUR)
1515     {
1516     pick_up (op, tmp);
1517     continue;
1518     }
1519 root 1.29
1520 root 1.18 if (op->contr->mode & PU_HELMET)
1521     if (tmp->type == HELMET)
1522     {
1523     pick_up (op, tmp);
1524     continue;
1525     }
1526 root 1.29
1527 root 1.18 if (op->contr->mode & PU_SHIELD)
1528     if (tmp->type == SHIELD)
1529     {
1530     pick_up (op, tmp);
1531     continue;
1532     }
1533 root 1.29
1534 root 1.18 if (op->contr->mode & PU_BOOTS)
1535     if (tmp->type == BOOTS)
1536     {
1537     pick_up (op, tmp);
1538     continue;
1539     }
1540 root 1.29
1541 root 1.18 if (op->contr->mode & PU_GLOVES)
1542     if (tmp->type == GLOVES)
1543     {
1544     pick_up (op, tmp);
1545     continue;
1546     }
1547 root 1.29
1548 root 1.18 if (op->contr->mode & PU_CLOAK)
1549     if (tmp->type == CLOAK)
1550     {
1551     pick_up (op, tmp);
1552     continue;
1553     }
1554 elmex 1.1
1555 root 1.18 /* hoping to catch throwing daggers here */
1556     if (op->contr->mode & PU_MISSILEWEAPON)
1557     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1558     {
1559     pick_up (op, tmp);
1560     continue;
1561     }
1562 elmex 1.1
1563 root 1.18 /* careful: chairs and tables are weapons! */
1564     if (op->contr->mode & PU_ALLWEAPON)
1565     {
1566     if (tmp->type == WEAPON && tmp->name != NULL)
1567     {
1568     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1569     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1570     {
1571     pick_up (op, tmp);
1572     continue;
1573     }
1574     }
1575 root 1.29
1576 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1577     {
1578     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1579     {
1580     pick_up (op, tmp);
1581     continue;
1582     }
1583     }
1584     }
1585 elmex 1.1
1586 root 1.18 /* misc stuff that's useful */
1587     if (op->contr->mode & PU_KEY)
1588     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1589     {
1590     pick_up (op, tmp);
1591     continue;
1592     }
1593 elmex 1.1
1594 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1595     * pickups */
1596     if (op->contr->mode & PU_RATIO)
1597     {
1598     /* use value density to decide what else to grab */
1599     /* >=7 was >= op->contr->mode */
1600     /* >=7 is the old standard setting. Now we take the last 4 bits
1601     * and multiply them by 5, giving 0..15*5== 5..75 */
1602     wvratio = (op->contr->mode & PU_RATIO) * 5;
1603     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1604     {
1605     pick_up (op, tmp);
1606 elmex 1.1 #if 0
1607 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1608     if (tmp->name != NULL)
1609     {
1610     fprintf (stderr, "%s", tmp->name);
1611     }
1612     else
1613     fprintf (stderr, "%s", tmp->arch->name);
1614     fprintf (stderr, ",%d] = ", tmp->type);
1615     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1616 elmex 1.1 #endif
1617 root 1.18 continue;
1618     }
1619     }
1620     } /* the new pickup model */
1621     }
1622 root 1.29
1623 root 1.18 return !stop;
1624 elmex 1.1 }
1625    
1626     /*
1627     * Find an arrow in the inventory and after that
1628     * in the right type container (quiver). Pointer to the
1629     * found object is returned.
1630     */
1631 root 1.18 object *
1632     find_arrow (object *op, const char *type)
1633 elmex 1.1 {
1634 root 1.18 object *tmp = NULL;
1635 elmex 1.1
1636 root 1.18 for (op = op->inv; op; op = op->below)
1637     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1638     tmp = find_arrow (op, type);
1639     else if (op->type == ARROW && op->race == type)
1640     return op;
1641     return tmp;
1642 elmex 1.1 }
1643    
1644     /*
1645     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1646     * against the target. A full test is not performed, simply a basic test
1647     * of resistances. The archer is making a quick guess at what he sees down
1648     * the hall. Failing that it does it's best to pick the highest plus arrow.
1649     */
1650    
1651 root 1.18 object *
1652     find_better_arrow (object *op, object *target, const char *type, int *better)
1653 elmex 1.1 {
1654 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1655     int attacknum, attacktype, betterby = 0, i;
1656 elmex 1.1
1657 root 1.18 if (!type)
1658     return NULL;
1659 elmex 1.1
1660 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1661     {
1662     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1663     {
1664     i = 0;
1665     ntmp = find_better_arrow (arrow, target, type, &i);
1666     if (i > betterby)
1667     {
1668     tmp = ntmp;
1669     betterby = i;
1670     }
1671     }
1672     else if (arrow->type == ARROW && arrow->race == type)
1673     {
1674     /* allways prefer assasination/slaying */
1675     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1676     {
1677     if (arrow->attacktype & AT_DEATH)
1678     {
1679     *better = 100;
1680     return arrow;
1681     }
1682     else
1683     {
1684     tmp = arrow;
1685     betterby = (arrow->magic + arrow->stats.dam) * 2;
1686     }
1687     }
1688     else
1689     {
1690     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1691     {
1692     attacktype = 1 << attacknum;
1693     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1694     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1695     {
1696     tmp = arrow;
1697     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1698     }
1699 root 1.11 }
1700 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1701     {
1702     tmp = arrow;
1703     betterby = 2 + arrow->magic + arrow->stats.dam;
1704 root 1.11 }
1705 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1706     {
1707     tmp = arrow;
1708     betterby = 1 + arrow->magic + arrow->stats.dam;
1709 root 1.11 }
1710     }
1711     }
1712 elmex 1.1 }
1713 root 1.18 if (tmp == NULL && arrow == NULL)
1714     return find_arrow (op, type);
1715 elmex 1.1
1716 root 1.18 *better = betterby;
1717     return tmp;
1718 elmex 1.1 }
1719    
1720     /* looks in a given direction, finds the first valid target, and calls
1721     * find_better_arrow to find a decent arrow to use.
1722     * op = the shooter
1723     * type = bow->race
1724     * dir = fire direction
1725     */
1726    
1727 root 1.18 object *
1728     pick_arrow_target (object *op, const char *type, int dir)
1729 elmex 1.1 {
1730 root 1.18 object *tmp = NULL;
1731 root 1.25 maptile *m;
1732 root 1.18 int i, mflags, found, number;
1733     sint16 x, y;
1734    
1735     if (op->map == NULL)
1736     return find_arrow (op, type);
1737    
1738     /* do a dex check */
1739     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1740     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1741     return find_arrow (op, type);
1742    
1743     m = op->map;
1744     x = op->x;
1745     y = op->y;
1746    
1747     /* find the first target */
1748     for (i = 0, found = 0; i < 20; i++)
1749     {
1750     x += freearr_x[dir];
1751     y += freearr_y[dir];
1752     mflags = get_map_flags (m, &m, x, y, &x, &y);
1753     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1754     {
1755     tmp = NULL;
1756     break;
1757     }
1758     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1759     {
1760     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1761     * perhaps a bad assumption.
1762     */
1763     tmp = NULL;
1764     break;
1765 root 1.11 }
1766 root 1.18 if (mflags & P_IS_ALIVE)
1767     {
1768     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1769     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1770     {
1771     found++;
1772 root 1.11 break;
1773 root 1.18 }
1774     if (found)
1775     break;
1776 root 1.11 }
1777 elmex 1.1 }
1778 root 1.18 if (tmp == NULL)
1779     return find_arrow (op, type);
1780 elmex 1.1
1781 root 1.18 if (tmp->head)
1782     tmp = tmp->head;
1783 elmex 1.1
1784 root 1.18 return find_better_arrow (op, tmp, type, &i);
1785 elmex 1.1 }
1786    
1787     /*
1788     * Creature fires a bow - op can be monster or player. Returns
1789     * 1 if bow was actually fired, 0 otherwise.
1790     * op is the object firing the bow.
1791     * part is for multipart creatures - the part firing the bow.
1792     * dir is the direction of fire.
1793     * wc_mod is any special modifier to give (used in special player fire modes)
1794     * sx, sy are coordinates to fire arrow from - also used in some of the special
1795     * player fire modes.
1796     */
1797 root 1.18 int
1798     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1799 elmex 1.1 {
1800 root 1.18 object *left, *bow;
1801     int bowspeed, mflags;
1802 root 1.25 maptile *m;
1803 elmex 1.1
1804 root 1.18 if (!dir)
1805     {
1806     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1807     return 0;
1808 elmex 1.1 }
1809 root 1.48
1810 root 1.18 if (op->type == PLAYER)
1811     bow = op->contr->ranges[range_bow];
1812     else
1813     {
1814     for (bow = op->inv; bow; bow = bow->below)
1815     /* Don't check for applied - monsters don't apply bows - in that way, they
1816     * don't need to switch back and forth between bows and weapons.
1817     */
1818     if (bow->type == BOW)
1819     break;
1820 root 1.11
1821 root 1.18 if (!bow)
1822     {
1823     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824     return 0;
1825 root 1.11 }
1826 elmex 1.1 }
1827 root 1.48
1828 root 1.18 if (!bow->race || !bow->skill)
1829     {
1830     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1831     return 0;
1832 elmex 1.1 }
1833    
1834 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1835 elmex 1.1
1836 root 1.18 /* penalize ROF for bestarrow */
1837     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1838     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839 root 1.48
1840 root 1.18 if (bowspeed < 1)
1841     bowspeed = 1;
1842    
1843     if (arrow == NULL)
1844     {
1845     if ((arrow = find_arrow (op, bow->race)) == NULL)
1846     {
1847     if (op->type == PLAYER)
1848     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1849     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1850     else
1851     CLEAR_FLAG (op, FLAG_READY_BOW);
1852     return 0;
1853 root 1.11 }
1854 elmex 1.1 }
1855 root 1.48
1856 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1857     if (mflags & P_OUT_OF_MAP)
1858 root 1.48 return 0;
1859    
1860 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1861     {
1862     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1863     return 0;
1864     }
1865    
1866     /* this should not happen, but sometimes does */
1867     if (arrow->nrof == 0)
1868     {
1869 root 1.33 arrow->destroy ();
1870 root 1.18 return 0;
1871     }
1872    
1873     left = arrow; /* these are arrows left to the player */
1874     arrow = get_split_ob (arrow, 1);
1875 root 1.48 if (!arrow)
1876 root 1.18 {
1877     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1878     return 0;
1879 elmex 1.1 }
1880 root 1.48
1881 root 1.34 arrow->set_owner (op);
1882 root 1.18 arrow->skill = bow->skill;
1883    
1884     arrow->direction = dir;
1885     arrow->x = sx;
1886     arrow->y = sy;
1887    
1888     if (op->type == PLAYER)
1889     {
1890     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891     fix_player (op);
1892 elmex 1.1 }
1893    
1894 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1895     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896     arrow->stats.hp = arrow->stats.dam;
1897     arrow->stats.grace = arrow->attacktype;
1898     if (arrow->slaying != NULL)
1899 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1900 root 1.18
1901     /* Note that this was different for monsters - they got their level
1902     * added to the damage. I think the strength bonus is more proper.
1903     */
1904    
1905     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906    
1907     /* update the speed */
1908     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1910    
1911     if (arrow->speed < 1.0)
1912     arrow->speed = 1.0;
1913     update_ob_speed (arrow);
1914     arrow->speed_left = 0;
1915    
1916     if (op->type == PLAYER)
1917     {
1918     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1919     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1920     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1921    
1922     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1923 elmex 1.1 }
1924 root 1.18 else
1925     {
1926     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927     arrow->level = op->level;
1928 elmex 1.1 }
1929 root 1.24
1930 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1931     arrow->attacktype |= bow->attacktype;
1932 root 1.24
1933 root 1.48 if (bow->slaying)
1934 root 1.18 arrow->slaying = bow->slaying;
1935    
1936     arrow->map = m;
1937     arrow->move_type = MOVE_FLY_LOW;
1938     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939    
1940     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1941     insert_ob_in_map (arrow, m, op, 0);
1942    
1943 root 1.24 if (!arrow->destroyed ())
1944 root 1.18 move_arrow (arrow);
1945 elmex 1.1
1946 root 1.18 if (op->type == PLAYER)
1947     {
1948 root 1.24 if (left->destroyed ())
1949     esrv_del_item (op->contr, left->count);
1950 root 1.18 else
1951     esrv_send_item (op, left);
1952 elmex 1.1 }
1953 root 1.24
1954 root 1.18 return 1;
1955 elmex 1.1 }
1956    
1957     /* Special fire code for players - this takes into
1958     * account the special fire modes players can have
1959     * but monsters can't. Putting that code here
1960     * makes the fire_bow code much cleaner.
1961     * this function should only be called if 'op' is a player,
1962     * hence the function name.
1963     */
1964 root 1.18 int
1965     player_fire_bow (object *op, int dir)
1966 elmex 1.1 {
1967 root 1.18 int ret = 0, wcmod = 0;
1968    
1969     if (op->contr->bowtype == bow_bestarrow)
1970     {
1971     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1972     }
1973     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1974     {
1975     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976     wcmod = -1;
1977     ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1978     }
1979     else if (op->contr->bowtype == bow_threewide)
1980     {
1981     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1982     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1983     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1984     }
1985     else if (op->contr->bowtype == bow_spreadshot)
1986     {
1987     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1988     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1989     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1990 elmex 1.1
1991     }
1992 root 1.18 else
1993     {
1994     /* Simple case */
1995     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996     }
1997     return ret;
1998 elmex 1.1 }
1999    
2000    
2001     /* Fires a misc (wand/rod/horn) object in 'dir'.
2002     * Broken apart from 'fire' to keep it more readable.
2003     */
2004 root 1.18 void
2005     fire_misc_object (object *op, int dir)
2006 elmex 1.1 {
2007 root 1.18 object *item;
2008 elmex 1.1
2009 root 1.18 if (!op->contr->ranges[range_misc])
2010     {
2011     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2012     return;
2013 elmex 1.1 }
2014    
2015 root 1.18 item = op->contr->ranges[range_misc];
2016     if (!item->inv)
2017     {
2018     LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019     return;
2020 elmex 1.1 }
2021 root 1.18 if (item->type == WAND)
2022     {
2023     if (item->stats.food <= 0)
2024     {
2025     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2026     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
2027     return;
2028 root 1.11 }
2029 root 1.18 }
2030     else if (item->type == ROD || item->type == HORN)
2031     {
2032     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2033     {
2034     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2035     if (item->type == ROD)
2036     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2037     else
2038     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
2039     return;
2040 root 1.11 }
2041 elmex 1.1 }
2042    
2043 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
2044     {
2045     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
2046     if (item->type == WAND)
2047     {
2048     if (!(--item->stats.food))
2049     {
2050     object *tmp;
2051    
2052     if (item->arch)
2053     {
2054     CLEAR_FLAG (item, FLAG_ANIMATE);
2055     item->face = item->arch->clone.face;
2056     item->speed = 0;
2057     update_ob_speed (item);
2058 root 1.11 }
2059 root 1.49 if ((tmp = item->in_player ()))
2060 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
2061 root 1.11 }
2062     }
2063 root 1.18 else if (item->type == ROD || item->type == HORN)
2064     {
2065     drain_rod_charge (item);
2066 root 1.11 }
2067 elmex 1.1 }
2068     }
2069    
2070     /* Received a fire command for the player - go and do it.
2071     */
2072 root 1.18 void
2073     fire (object *op, int dir)
2074     {
2075     int spellcost = 0;
2076 elmex 1.1
2077 root 1.18 /* check for loss of invisiblity/hide */
2078     if (action_makes_visible (op))
2079     make_visible (op);
2080 elmex 1.1
2081 root 1.18 switch (op->contr->shoottype)
2082     {
2083 root 1.20 case range_none:
2084     return;
2085 elmex 1.1
2086 root 1.20 case range_bow:
2087     player_fire_bow (op, dir);
2088     return;
2089 elmex 1.1
2090 root 1.20 case range_magic: /* Casting spells */
2091     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2092     return;
2093 elmex 1.1
2094 root 1.20 case range_misc:
2095     fire_misc_object (op, dir);
2096     return;
2097 root 1.11
2098 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
2099 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 root 1.20 {
2101 root 1.30 op->contr->ranges[range_golem] = 0;
2102 root 1.20 op->contr->shoottype = range_none;
2103     }
2104     else
2105     control_golem (op->contr->ranges[range_golem], dir);
2106     return;
2107 root 1.11
2108 root 1.20 case range_skill:
2109     if (!op->chosen_skill)
2110     {
2111     if (op->type == PLAYER)
2112     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113     return;
2114     }
2115     (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116     return;
2117     case range_builder:
2118     apply_map_builder (op, dir);
2119     return;
2120     default:
2121     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122     return;
2123 elmex 1.1 }
2124     }
2125    
2126    
2127    
2128     /* find_key
2129     * We try to find a key for the door as passed. If we find a key
2130     * and successfully use it, we return the key, otherwise NULL
2131     * This function merges both normal and locked door, since the logic
2132     * for both is the same - just the specific key is different.
2133     * pl is the player,
2134     * inv is the objects inventory to searched
2135     * door is the door we are trying to match against.
2136     * This function can be called recursively to search containers.
2137     */
2138    
2139 root 1.18 object *
2140     find_key (object *pl, object *container, object *door)
2141 elmex 1.1 {
2142 root 1.18 object *tmp, *key;
2143 elmex 1.1
2144 root 1.18 /* Should not happen, but sanity checking is never bad */
2145     if (container->inv == NULL)
2146     return NULL;
2147 elmex 1.1
2148 root 1.18 /* First, lets try to find a key in the top level inventory */
2149     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2150     {
2151     if (door->type == DOOR && tmp->type == KEY)
2152     break;
2153     /* For sanity, we should really check door type, but other stuff
2154     * (like containers) can be locked with special keys
2155     */
2156     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157     break;
2158     }
2159     /* No key found - lets search inventories now */
2160     /* If we find and use a key in an inventory, return at that time.
2161     * otherwise, if we search all the inventories and still don't find
2162     * a key, return
2163     */
2164     if (!tmp)
2165     {
2166     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
2167     {
2168     /* No reason to search empty containers */
2169     if (tmp->type == CONTAINER && tmp->inv)
2170     {
2171     if ((key = find_key (pl, tmp, door)) != NULL)
2172     return key;
2173     }
2174     }
2175     if (!tmp)
2176     return NULL;
2177 elmex 1.1 }
2178 root 1.18 /* We get down here if we have found a key. Now if its in a container,
2179     * see if we actually want to use it
2180     */
2181     if (pl != container)
2182     {
2183     /* Only let players use keys in containers */
2184     if (!pl->contr)
2185     return NULL;
2186     /* cases where this fails:
2187     * If we only search the player inventory, return now since we
2188     * are not in the players inventory.
2189     * If the container is not active, return now since only active
2190     * containers can be used.
2191     * If we only search keyrings and the container does not have
2192     * a race/isn't a keyring.
2193     * No checking for all containers - to fall through past here,
2194     * inv must have been an container and must have been active.
2195     *
2196     * Change the color so that the message doesn't disappear with
2197     * all the others.
2198     */
2199     if (pl->contr->usekeys == key_inventory ||
2200     !QUERY_FLAG (container, FLAG_APPLIED) ||
2201     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2202     {
2203     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2205     return NULL;
2206 root 1.11 }
2207 elmex 1.1 }
2208 root 1.18 return tmp;
2209 elmex 1.1 }
2210    
2211     /* moved door processing out of move_player_attack.
2212     * returns 1 if player has opened the door with a key
2213     * such that the caller should not do anything more,
2214     * 0 otherwise
2215     */
2216 root 1.18 static int
2217     player_attack_door (object *op, object *door)
2218 elmex 1.1 {
2219 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
2220     * might as well return immediately as there is nothing more to do -
2221     * otherwise, we fall through to the rest of the code.
2222     */
2223     object *key = find_key (op, op, door);
2224    
2225     /* IF we found a key, do some extra work */
2226     if (key)
2227     {
2228     object *container = key->env;
2229    
2230     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2231     if (action_makes_visible (op))
2232     make_visible (op);
2233     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234     spring_trap (door->inv, op);
2235     if (door->type == DOOR)
2236     {
2237     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2238     }
2239     else if (door->type == LOCKED_DOOR)
2240     {
2241     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2242     remove_door2 (door); /* remove door without violence ;-) */
2243     }
2244     /* Do this after we print the message */
2245     decrease_ob (key); /* Use up one of the keys */
2246     /* Need to update the weight the container the key was in */
2247     if (container != op)
2248     esrv_update_item (UPD_WEIGHT, op, container);
2249     return 1; /* Nothing more to do below */
2250     }
2251     else if (door->type == LOCKED_DOOR)
2252     {
2253     /* Might as well return now - no other way to open this */
2254     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2255     return 1;
2256 elmex 1.1 }
2257 root 1.18 return 0;
2258 elmex 1.1 }
2259    
2260     /* This function is just part of a breakup from move_player.
2261     * It should keep the code cleaner.
2262     * When this is called, the players direction has been updated
2263     * (taking into account confusion.) The player is also actually
2264     * going to try and move (not fire weapons).
2265     */
2266 root 1.18 void
2267     move_player_attack (object *op, int dir)
2268 elmex 1.1 {
2269 root 1.18 object *tmp, *mon;
2270     sint16 nx, ny;
2271     int on_battleground;
2272 root 1.25 maptile *m;
2273 root 1.18
2274     nx = freearr_x[dir] + op->x;
2275     ny = freearr_y[dir] + op->y;
2276    
2277 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2278 root 1.18
2279     /* If braced, or can't move to the square, and it is not out of the
2280     * map, attack it. Note order of if statement is important - don't
2281     * want to be calling move_ob if braced, because move_ob will move the
2282     * player. This is a pretty nasty hack, because if we could
2283     * move to some space, it then means that if we are braced, we should
2284     * do nothing at all. As it is, if we are braced, we go through
2285     * quite a bit of processing. However, it probably is less than what
2286     * move_ob uses.
2287     */
2288     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2289     {
2290     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291     {
2292     m = get_map_from_coord (op->map, &nx, &ny);
2293     if (!m)
2294     return; /* Don't think this should happen */
2295     }
2296     else
2297     m = op->map;
2298    
2299 root 1.49 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2300 root 1.18 {
2301 root 1.49 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 root 1.18 return;
2303 root 1.11 }
2304    
2305 root 1.49 mon = 0;
2306 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2307     * we find a monster - that is something we know we want to attack.
2308     * if its a door or barrel (can roll) see if there may be monsters
2309     * on the space
2310     */
2311 root 1.49 while (tmp)
2312 root 1.18 {
2313     if (tmp == op)
2314     {
2315     tmp = tmp->above;
2316     continue;
2317 root 1.11 }
2318 root 1.27
2319 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2320     {
2321     mon = tmp;
2322     break;
2323 root 1.11 }
2324 root 1.27
2325 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2326     mon = tmp;
2327 root 1.27
2328 root 1.18 tmp = tmp->above;
2329     }
2330    
2331 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2332 root 1.18 return; /* into a wall */
2333    
2334 root 1.49 if (mon->head)
2335 root 1.18 mon = mon->head;
2336    
2337     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2338     if (player_attack_door (op, mon))
2339     return;
2340    
2341     /* The following deals with possibly attacking peaceful
2342     * or frienddly creatures. Basically, all players are considered
2343     * unaggressive. If the moving player has peaceful set, then the
2344     * object should be pushed instead of attacked. It is assumed that
2345     * if you are braced, you will not attack friends accidently,
2346     * and thus will not push them.
2347     */
2348 root 1.11
2349 root 1.18 /* If the creature is a pet, push it even if the player is not
2350     * peaceful. Our assumption is the creature is a pet if the
2351     * player owns it and it is either friendly or unagressive.
2352     */
2353     if ((op->type == PLAYER)
2354 elmex 1.1 #if COZY_SERVER
2355 root 1.18 &&
2356 root 1.34 ((mon->owner && mon->owner->contr
2357     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2358 elmex 1.1 #else
2359 root 1.34 && mon->owner == op
2360 elmex 1.1 #endif
2361 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 root 1.11 {
2363 root 1.18 /* If we're braced, we don't want to switch places with it */
2364     if (op->contr->braced)
2365 root 1.11 return;
2366 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2367     (void) push_ob (mon, dir, op);
2368     if (op->contr->tmp_invis || op->hide)
2369     make_visible (op);
2370     return;
2371 root 1.11 }
2372    
2373 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2374     * creatures. Note that if you are braced, you can't push
2375     * someone, but put it inside this loop so that you won't
2376     * attack them either.
2377     */
2378     if ((mon->type == PLAYER || mon->enemy != op) &&
2379     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2380 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2381 root 1.49 (op->contr->peaceful
2382     || (mon->type == PLAYER
2383     && mon->contr->
2384     peaceful)) &&
2385 elmex 1.1 #else
2386 root 1.49 op->contr->peaceful &&
2387 elmex 1.1 #endif
2388 root 1.49 !on_battleground))
2389 root 1.18 {
2390     if (!op->contr->braced)
2391     {
2392     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2393     (void) push_ob (mon, dir, op);
2394     }
2395     else
2396 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2397    
2398 root 1.18 if (op->contr->tmp_invis || op->hide)
2399     make_visible (op);
2400 root 1.11 }
2401 elmex 1.1
2402 root 1.18 /* If the object is a boulder or other rollable object, then
2403     * roll it if not braced. You can't roll it if you are braced.
2404     */
2405     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2406     {
2407     recursive_roll (mon, dir, op);
2408     if (action_makes_visible (op))
2409     make_visible (op);
2410 root 1.11 }
2411    
2412 root 1.18 /* Any generic living creature. Including things like doors.
2413     * Way it works is like this: First, it must have some hit points
2414     * and be living. Then, it must be one of the following:
2415     * 1) Not a player, 2) A player, but of a different party. Note
2416     * that party_number -1 is no party, so attacks can still happen.
2417     */
2418 root 1.11
2419 root 1.18 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2421     {
2422 elmex 1.1
2423 root 1.18 /* If the player hasn't hit something this tick, and does
2424     * so, give them speed boost based on weapon speed. Doing
2425     * it here is better than process_players2, which basically
2426     * incurred a 1 tick offset.
2427     */
2428     if (!op->contr->has_hit)
2429     {
2430     op->speed_left += op->speed / op->contr->weapon_sp;
2431 root 1.11
2432 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2433 root 1.11 }
2434    
2435 root 1.49 skill_attack (mon, op, 0, 0, 0);
2436 root 1.11
2437 root 1.18 /* If attacking another player, that player gets automatic
2438     * hitback, and doesn't loose luck either.
2439     * Disable hitback on the battleground or if the target is
2440     * the wiz.
2441     */
2442     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2443     {
2444     short luck = mon->stats.luck;
2445    
2446     mon->contr->has_hit = 1;
2447 root 1.49 skill_attack (op, mon, 0, 0, 0);
2448 root 1.18 mon->stats.luck = luck;
2449 root 1.11 }
2450 root 1.49
2451 root 1.18 if (action_makes_visible (op))
2452     make_visible (op);
2453 root 1.11 }
2454 root 1.18 } /* if player should attack something */
2455 elmex 1.1 }
2456    
2457 root 1.18 int
2458     move_player (object *op, int dir)
2459     {
2460     int pick;
2461 elmex 1.1
2462 root 1.18 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2463     return 0;
2464 elmex 1.1
2465 root 1.18 /* Sanity check: make sure dir is valid */
2466     if ((dir < 0) || (dir >= 9))
2467     {
2468     LOG (llevError, "move_player: invalid direction %d\n", dir);
2469     return 0;
2470 elmex 1.1 }
2471    
2472 root 1.18 /* peterm: added following line */
2473     if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2475    
2476     op->facing = dir;
2477    
2478     if (op->hide)
2479     do_hidden_move (op);
2480    
2481     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2482     /*nop */ ;
2483     else if (op->contr->fire_on)
2484     fire (op, dir);
2485     else
2486     {
2487     move_player_attack (op, dir);
2488     pick = check_pick (op);
2489     }
2490 elmex 1.1
2491 root 1.18 /* Add special check for newcs players and fire on - this way, the
2492     * server can handle repeat firing.
2493     */
2494     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2495 root 1.49 op->direction = dir;
2496 root 1.18 else
2497 root 1.49 op->direction = 0;
2498    
2499 root 1.18 /* Update how the player looks. Use the facing, so direction may
2500     * get reset to zero. This allows for full animation capabilities
2501     * for players.
2502     */
2503     animate_object (op, op->facing);
2504     return 0;
2505 elmex 1.1 }
2506    
2507     /* This is similar to handle_player, below, but is only used by the
2508     * new client/server stuff.
2509     * This is sort of special, in that the new client/server actually uses
2510     * the new speed values for commands.
2511     *
2512     * Returns true if there are more actions we can do.
2513     */
2514 root 1.18 int
2515     handle_newcs_player (object *op)
2516 elmex 1.1 {
2517 root 1.18 if (op->contr->hidden)
2518     {
2519     op->invisible = 1000;
2520     /* the socket code flashes the player visible/invisible
2521     * depending on the value of invisible, so we need to
2522     * alternate it here for it to work correctly.
2523     */
2524     if (pticks & 2)
2525 root 1.11 op->invisible--;
2526 root 1.18 }
2527     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528     {
2529     op->invisible--;
2530     if (!op->invisible)
2531     {
2532     make_visible (op);
2533     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2534 root 1.11 }
2535 elmex 1.1 }
2536    
2537 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2538     {
2539     flee_player (op);
2540     /* If player is still scared, that is his action for this tick */
2541     if (QUERY_FLAG (op, FLAG_SCARED))
2542     {
2543     op->speed_left--;
2544     return 0;
2545 root 1.11 }
2546 elmex 1.1 }
2547    
2548 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2549     * the player object still points to the defunct golem. The code that
2550     * destroys the golem looks correct, and it doesn't always happen, so
2551     * put this in a a workaround to clean up the golem pointer.
2552     */
2553 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2554     op->contr->ranges[range_golem] = 0;
2555 root 1.18
2556     /* call this here - we also will call this in do_ericserver, but
2557     * the players time has been increased when doericserver has been
2558     * called, so we recheck it here.
2559     */
2560 root 1.47 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2561 root 1.52 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2562 root 1.47 ;
2563    
2564 root 1.18 if (op->speed_left < 0)
2565 elmex 1.1 return 0;
2566    
2567 root 1.18 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568     {
2569     /* All move commands take 1 tick, at least for now */
2570     op->speed_left--;
2571 elmex 1.1
2572 root 1.18 /* Instead of all the stuff below, let move_player take care
2573     * of it. Also, some of the skill stuff is only put in
2574     * there, as well as the confusion stuff.
2575     */
2576     move_player (op, op->direction);
2577     if (op->speed_left > 0)
2578     return 1;
2579     else
2580 root 1.11 return 0;
2581 root 1.18 }
2582 root 1.41
2583 root 1.18 return 0;
2584     }
2585    
2586     int
2587     save_life (object *op)
2588     {
2589     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2590 elmex 1.1 return 0;
2591 root 1.18
2592 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2593 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2594     {
2595     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2596     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2597 root 1.33
2598 root 1.18 if (op->contr)
2599     esrv_del_item (op->contr, tmp->count);
2600 root 1.33
2601     tmp->destroy ();
2602 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 root 1.33
2604 root 1.18 if (op->stats.hp < 0)
2605     op->stats.hp = op->stats.maxhp;
2606 root 1.33
2607 root 1.18 if (op->stats.food < 0)
2608     op->stats.food = 999;
2609 root 1.33
2610 root 1.18 fix_player (op);
2611     return 1;
2612     }
2613 root 1.41
2614 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615     CLEAR_FLAG (op, FLAG_LIFESAVE);
2616     enter_player_savebed (op); /* bring him home. */
2617     return 0;
2618 elmex 1.1 }
2619    
2620     /* This goes throws the inventory and removes unpaid objects, and puts them
2621     * back in the map (location and map determined by values of env). This
2622     * function will descend into containers. op is the object to start the search
2623     * from.
2624     */
2625 root 1.18 void
2626     remove_unpaid_objects (object *op, object *env)
2627 elmex 1.1 {
2628 root 1.18 object *next;
2629 elmex 1.1
2630 root 1.18 while (op)
2631     {
2632     next = op->below; /* Make sure we have a good value, in case
2633     * we remove object 'op'
2634     */
2635     if (QUERY_FLAG (op, FLAG_UNPAID))
2636     {
2637 root 1.32 op->remove ();
2638 root 1.18 op->x = env->x;
2639     op->y = env->y;
2640     if (env->type == PLAYER)
2641     esrv_del_item (env->contr, op->count);
2642     insert_ob_in_map (op, env->map, NULL, 0);
2643     }
2644     else if (op->inv)
2645     remove_unpaid_objects (op->inv, env);
2646 root 1.41
2647 root 1.18 op = next;
2648 elmex 1.1 }
2649     }
2650    
2651    
2652     /*
2653     * Returns pointer a static string containing gravestone text
2654     * Moved from apply.c to player.c - player.c is what
2655     * actually uses this function. player.c may not be quite the
2656     * best, a misc file for object actions is probably better,
2657     * but there isn't one in the server directory.
2658     */
2659 root 1.18 char *
2660     gravestone_text (object *op)
2661 elmex 1.1 {
2662 root 1.18 static char buf2[MAX_BUF];
2663     char buf[MAX_BUF];
2664     time_t now = time (NULL);
2665    
2666     strcpy (buf2, " R.I.P.\n\n");
2667     if (op->type == PLAYER)
2668     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2669     else
2670     sprintf (buf, "%s\n", &op->name);
2671 root 1.41
2672 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673     strcat (buf2, buf);
2674     if (op->type == PLAYER)
2675     sprintf (buf, "who was in level %d when killed\n", op->level);
2676     else
2677     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2678 root 1.41
2679 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680     strcat (buf2, buf);
2681     if (op->type == PLAYER)
2682     {
2683     sprintf (buf, "by %s.\n\n", op->contr->killer);
2684     strncat (buf2, " ", 21 - strlen (buf) / 2);
2685     strcat (buf2, buf);
2686     }
2687 root 1.41
2688 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2689     strncat (buf2, " ", 20 - strlen (buf) / 2);
2690     strcat (buf2, buf);
2691 root 1.41
2692 root 1.18 return buf2;
2693 elmex 1.1 }
2694    
2695    
2696    
2697 root 1.18 void
2698     do_some_living (object *op)
2699     {
2700     int last_food = op->stats.food;
2701 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2702     int over_hp, over_sp, over_grace;
2703     int i;
2704     int rate_hp = 1200;
2705     int rate_sp = 2500;
2706     int rate_grace = 2000;
2707     const int max_hp = 1;
2708     const int max_sp = 1;
2709     const int max_grace = 1;
2710    
2711 pippijn 1.17 if (op->contr->outputs_sync)
2712 root 1.18 {
2713     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2714     if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2715     flush_output_element (op, &op->contr->outputs[i]);
2716     }
2717    
2718 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2719 root 1.18 {
2720    
2721     /* these next three if clauses make it possible to SLOW DOWN
2722     hp/grace/spellpoint regeneration. */
2723     if (op->contr->gen_hp >= 0)
2724     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725     else
2726     {
2727     gen_hp = op->stats.maxhp;
2728     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729     }
2730     if (op->contr->gen_sp >= 0)
2731     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732     else
2733     {
2734     gen_sp = op->stats.maxsp;
2735     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736     }
2737     if (op->contr->gen_grace >= 0)
2738     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739     else
2740     {
2741     gen_grace = op->stats.maxgrace;
2742     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743     }
2744    
2745     /* Regenerate Spell Points */
2746     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2747     {
2748     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2749     if (op->stats.sp < op->stats.maxsp)
2750     {
2751     op->stats.sp++;
2752     /* dms do not consume food */
2753     if (!QUERY_FLAG (op, FLAG_WIZ))
2754     {
2755     op->stats.food--;
2756     if (op->contr->digestion < 0)
2757     op->stats.food += op->contr->digestion;
2758     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2759     op->stats.food = last_food;
2760     }
2761     }
2762     if (max_sp > 1)
2763     {
2764     over_sp = (gen_sp + 10) / rate_sp;
2765     if (over_sp > 0)
2766     {
2767     if (op->stats.sp < op->stats.maxsp)
2768     {
2769     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2770     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771     op->stats.sp--;
2772     if (op->stats.sp > op->stats.maxsp)
2773     op->stats.sp = op->stats.maxsp;
2774     }
2775     op->last_sp = 0;
2776     }
2777     else
2778     {
2779     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780     }
2781     }
2782     else
2783     {
2784     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785     }
2786     }
2787    
2788     /* Regenerate Grace */
2789     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2790     if (--op->last_grace < 0)
2791     {
2792     if (op->stats.grace < op->stats.maxgrace / 2)
2793     op->stats.grace++; /* no penalty in food for regaining grace */
2794     if (max_grace > 1)
2795     {
2796     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797     if (over_grace > 0)
2798     {
2799     op->stats.sp += over_grace
2800     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2801     op->last_grace = 0;
2802     }
2803     else
2804     {
2805     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2806     }
2807     }
2808     else
2809     {
2810     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2811     }
2812     /* wearing stuff doesn't detract from grace generation. */
2813     }
2814    
2815     /* Regenerate Hit Points */
2816     if (--op->last_heal < 0)
2817     {
2818     if (op->stats.hp < op->stats.maxhp)
2819     {
2820     op->stats.hp++;
2821     /* dms do not consume food */
2822     if (!QUERY_FLAG (op, FLAG_WIZ))
2823     {
2824     op->stats.food--;
2825     if (op->contr->digestion < 0)
2826     op->stats.food += op->contr->digestion;
2827     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2828     op->stats.food = last_food;
2829     }
2830     }
2831     if (max_hp > 1)
2832     {
2833     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834     if (over_hp > 0)
2835     {
2836     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2837     op->last_heal = 0;
2838     }
2839     else
2840     {
2841     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2842     }
2843     }
2844     else
2845     {
2846     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2847     }
2848 root 1.11 }
2849 elmex 1.1
2850 root 1.18 /* Digestion */
2851     if (--op->last_eat < 0)
2852     {
2853     #ifdef COZY_SERVER
2854     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2855     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2856     #else
2857     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2858     #endif
2859    
2860     if (op->contr->gen_hp > 0)
2861     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2862     else
2863     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2864     /* dms do not consume food */
2865     if (!QUERY_FLAG (op, FLAG_WIZ))
2866     op->stats.food--;
2867 root 1.11 }
2868 elmex 1.1 }
2869    
2870 root 1.52 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2871 root 1.18 {
2872     object *tmp, *flesh = NULL;
2873    
2874     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2875     {
2876     if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877     {
2878     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879     {
2880     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881     manual_apply (op, tmp, 0);
2882     if (op->stats.food >= 0 || op->stats.hp < 0)
2883     break;
2884     }
2885     else if (tmp->type == FLESH)
2886     flesh = tmp;
2887     } /* End if paid for object */
2888     } /* end of for loop */
2889     /* If player is still starving, it means they don't have any food, so
2890     * eat flesh instead.
2891     */
2892     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893     {
2894     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2895     manual_apply (op, flesh, 0);
2896 root 1.11 }
2897 root 1.18 } /* end if player is starving */
2898 elmex 1.1
2899 root 1.18 while (op->stats.food < 0 && op->stats.hp > 0)
2900     op->stats.food++, op->stats.hp--;
2901 elmex 1.1
2902 root 1.52 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2903 root 1.18 kill_player (op);
2904 elmex 1.1 }
2905    
2906 root 1.18
2907 elmex 1.1
2908     /* If the player should die (lack of hp, food, etc), we call this.
2909     * op is the player in jeopardy. If the player can not be saved (not
2910     * permadeath, no lifesave), this will take care of removing the player
2911     * file.
2912     */
2913 root 1.18 void
2914     kill_player (object *op)
2915 elmex 1.1 {
2916 root 1.18 char buf[MAX_BUF];
2917     int x, y;
2918    
2919     //int i;
2920 root 1.25 maptile *map; /* this is for resurrection */
2921 root 1.18
2922     /* int z;
2923     int num_stats_lose;
2924     int lost_a_stat;
2925     int lose_this_stat;
2926     int this_stat; */
2927     int will_kill_again;
2928     archetype *at;
2929     object *tmp;
2930    
2931     if (save_life (op))
2932     return;
2933    
2934    
2935     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2936     * in cities ONLY!!! It is very important that this doesn't get abused.
2937     * Look at op_on_battleground() for more info --AndreasV
2938     */
2939     if (op_on_battleground (op, &x, &y))
2940     {
2941     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2942     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2943    
2944     /* restore player */
2945 root 1.22 at = archetype::find ("poisoning");
2946 root 1.18 tmp = present_arch_in_ob (at, op);
2947     if (tmp)
2948     {
2949 root 1.33 tmp->destroy ();
2950 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951     }
2952 elmex 1.1
2953 root 1.22 at = archetype::find ("confusion");
2954 root 1.18 tmp = present_arch_in_ob (at, op);
2955     if (tmp)
2956     {
2957 root 1.33 tmp->destroy ();
2958 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959     }
2960    
2961     cure_disease (op, 0); /* remove any disease */
2962     op->stats.hp = op->stats.maxhp;
2963     if (op->stats.food <= 0)
2964     op->stats.food = 999;
2965 elmex 1.1
2966 root 1.18 /* create a bodypart-trophy to make the winner happy */
2967 root 1.22 tmp = arch_to_object (archetype::find ("finger"));
2968 root 1.18 if (tmp != NULL)
2969     {
2970     sprintf (buf, "%s's finger", &op->name);
2971     tmp->name = buf;
2972     sprintf (buf, " This finger has been cut off %s\n"
2973     " the %s, when he was defeated at\n level %d by %s.\n",
2974     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975     tmp->msg = buf;
2976     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2977     tmp->materialname = NULL;
2978     tmp->x = op->x, tmp->y = op->y;
2979     insert_ob_in_map (tmp, op->map, op, 0);
2980     }
2981 elmex 1.1
2982 root 1.18 /* teleport defeated player to new destination */
2983     transfer_ob (op, x, y, 0, NULL);
2984     op->contr->braced = 0;
2985     return;
2986 elmex 1.1 }
2987    
2988 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2989 root 1.3
2990 root 1.18 command_kill_pets (op, 0);
2991 elmex 1.1
2992 root 1.18 if (op->stats.food < 0)
2993     {
2994     if (op->contr->explore)
2995     {
2996     new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2997     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2998     op->stats.food = 999;
2999     return;
3000 root 1.11 }
3001 root 1.18 sprintf (buf, "%s starved to death.", &op->name);
3002     strcpy (op->contr->killer, "starvation");
3003 elmex 1.1 }
3004 root 1.18 else
3005     {
3006     if (op->contr->explore)
3007     {
3008     new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3009     new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3010     op->stats.hp = op->stats.maxhp;
3011     return;
3012 root 1.11 }
3013 root 1.18 sprintf (buf, "%s died.", &op->name);
3014 elmex 1.1 }
3015 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016 elmex 1.1
3017 root 1.18 /* save the map location for corpse, gravestone */
3018     x = op->x;
3019     y = op->y;
3020     map = op->map;
3021 elmex 1.1
3022    
3023 root 1.18 if (settings.not_permadeth == TRUE)
3024     {
3025     /* NOT_PERMADEATH code. This basically brings the character back to
3026     * life if they are dead - it takes some exp and a random stat.
3027     * See the config.h file for a little more in depth detail about this.
3028     */
3029 root 1.11
3030 root 1.18 /* Basically two ways to go - remove a stat permanently, or just
3031     * make it depletion. This bunch of code deals with that aspect
3032     * of death.
3033     */
3034 elmex 1.1 #ifndef COZY_SERVER
3035 root 1.18 if (settings.balanced_stat_loss)
3036     {
3037     /* If stat loss is permanent, lose one stat only. */
3038     /* Lower level chars don't lose as many stats because they suffer
3039     more if they do. */
3040     /* Higher level characters can afford things such as potions of
3041     restoration, or better, stat potions. So we slug them that
3042     little bit harder. */
3043     /* GD */
3044     if (settings.stat_loss_on_death)
3045 root 1.11 num_stats_lose = 1;
3046 root 1.18 else
3047     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048     }
3049     else
3050     {
3051     num_stats_lose = 1;
3052 root 1.11 }
3053 root 1.18 lost_a_stat = 0;
3054 root 1.11
3055 root 1.18 for (z = 0; z < num_stats_lose; z++)
3056     {
3057     i = RANDOM () % NUM_STATS;
3058 root 1.11
3059 root 1.18 if (settings.stat_loss_on_death)
3060     {
3061     /* Pick a random stat and take a point off it. Tell the player
3062     * what he lost.
3063     */
3064     change_attr_value (&(op->stats), i, -1);
3065     check_stat_bounds (&(op->stats));
3066     change_attr_value (&(op->contr->orig_stats), i, -1);
3067     check_stat_bounds (&(op->contr->orig_stats));
3068     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069     lost_a_stat = 1;
3070     }
3071     else
3072     {
3073     /* deplete a stat */
3074 root 1.22 archetype *deparch = archetype::find ("depletion");
3075 root 1.18 object *dep;
3076    
3077     dep = present_arch_in_ob (deparch, op);
3078     if (!dep)
3079     {
3080     dep = arch_to_object (deparch);
3081     insert_ob_in_ob (dep, op);
3082     }
3083     lose_this_stat = 1;
3084     if (settings.balanced_stat_loss)
3085     {
3086     /* GD */
3087     /* Get the stat that we're about to deplete. */
3088     this_stat = get_attr_value (&(dep->stats), i);
3089     if (this_stat < 0)
3090     {
3091     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092     int keep_chance = this_stat * this_stat;
3093    
3094     /* Yes, I am paranoid. Sue me. */
3095     if (keep_chance < 1)
3096     keep_chance = 1;
3097    
3098     /* There is a maximum depletion total per level. */
3099     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100     {
3101     lose_this_stat = 0;
3102     /* Take loss chance vs keep chance to see if we
3103     retain the stat. */
3104     }
3105     else
3106     {
3107     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 root 1.11 lose_this_stat = 0;
3109 root 1.18 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110     this_stat, keep_chance, loss_chance,
3111     lose_this_stat?"LOSE":"KEEP"); */
3112 root 1.11 }
3113     }
3114     }
3115 root 1.18
3116     if (lose_this_stat)
3117     {
3118     this_stat = get_attr_value (&(dep->stats), i);
3119     /* We could try to do something clever like find another
3120     * stat to reduce if this fails. But chances are, if
3121     * stats have been depleted to -50, all are pretty low
3122     * and should be roughly the same, so it shouldn't make a
3123     * difference.
3124     */
3125     if (this_stat >= -50)
3126     {
3127     change_attr_value (&(dep->stats), i, -1);
3128     SET_FLAG (dep, FLAG_APPLIED);
3129     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130     fix_player (op);
3131     lost_a_stat = 1;
3132 root 1.11 }
3133     }
3134     }
3135     }
3136 root 1.18 /* If no stat lost, tell the player. */
3137     if (!lost_a_stat)
3138     {
3139     /* determine_god() seems to not work sometimes... why is this?
3140     Should I be using something else? GD */
3141     const char *god = determine_god (op);
3142    
3143     if (god && (strcmp (god, "none")))
3144 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);
3145 root 1.18 else
3146 root 1.28 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3147 root 1.18 }
3148 root 1.28 #else
3149     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3150 elmex 1.1 #endif
3151    
3152 root 1.18 /* Put a gravestone up where the character 'almost' died. List the
3153     * exp loss on the stone.
3154     */
3155 root 1.22 tmp = arch_to_object (archetype::find ("gravestone"));
3156 root 1.18 sprintf (buf, "%s's gravestone", &op->name);
3157     tmp->name = buf;
3158     sprintf (buf, "%s's gravestones", &op->name);
3159     tmp->name_pl = buf;
3160     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);
3161     tmp->msg = buf;
3162     tmp->x = op->x, tmp->y = op->y;
3163     insert_ob_in_map (tmp, op->map, NULL, 0);
3164 root 1.11
3165 root 1.28 /**************************************/
3166 root 1.18 /* */
3167     /* Subtract the experience points, */
3168     /* if we died cause of food, give us */
3169     /* food, and reset HP's... */
3170     /* */
3171 root 1.28 /**************************************/
3172 root 1.11
3173 root 1.18 /* remove any poisoning and confusion the character may be suffering. */
3174     /* restore player */
3175 root 1.22 at = archetype::find ("poisoning");
3176 root 1.18 tmp = present_arch_in_ob (at, op);
3177 root 1.33
3178 root 1.18 if (tmp)
3179     {
3180 root 1.33 tmp->destroy ();
3181 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182     }
3183    
3184 root 1.22 at = archetype::find ("confusion");
3185 root 1.18 tmp = present_arch_in_ob (at, op);
3186     if (tmp)
3187     {
3188 root 1.33 tmp->destroy ();
3189 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190     }
3191 root 1.28
3192 root 1.18 cure_disease (op, 0); /* remove any disease */
3193    
3194     /*add_exp(op, (op->stats.exp * -0.20)); */
3195     apply_death_exp_penalty (op);
3196     if (op->stats.food < 100)
3197     op->stats.food = 900;
3198     op->stats.hp = op->stats.maxhp;
3199     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201    
3202     /*
3203     * Check to see if the player is in a shop. IF so, then check to see if
3204     * the player has any unpaid items. If so, remove them and put them back
3205     * in the map.
3206     */
3207 root 1.11
3208 root 1.18 if (is_in_shop (op))
3209     remove_unpaid_objects (op->inv, op);
3210 elmex 1.1
3211 root 1.28 /****************************************/
3212 root 1.18 /* */
3213     /* Move player to his current respawn- */
3214     /* position (usually last savebed) */
3215     /* */
3216 root 1.28 /****************************************/
3217 root 1.11
3218 root 1.18 enter_player_savebed (op);
3219    
3220     /* Save the player before inserting the force to reduce
3221     * chance of abuse.
3222     */
3223     op->contr->braced = 0;
3224     save_player (op, 1);
3225    
3226     /* it is possible that the player has blown something up
3227     * at his savebed location, and that can have long lasting
3228     * spell effects. So first see if there is a spell effect
3229     * on the space that might harm the player.
3230     */
3231     will_kill_again = 0;
3232 root 1.49 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3233 root 1.28 if (tmp->type == SPELL_EFFECT)
3234     will_kill_again |= tmp->attacktype;
3235    
3236 root 1.18 if (will_kill_again)
3237     {
3238     object *force;
3239     int at;
3240 root 1.11
3241 root 1.18 force = get_archetype (FORCE_NAME);
3242     /* 50 ticks should be enough time for the spell to abate */
3243     force->speed = 0.1;
3244     force->speed_left = -5.0;
3245     SET_FLAG (force, FLAG_APPLIED);
3246     for (at = 0; at < NROFATTACKS; at++)
3247 root 1.28 if (will_kill_again & (1 << at))
3248     force->resist[at] = 100;
3249    
3250 root 1.18 insert_ob_in_ob (force, op);
3251     fix_player (op);
3252 elmex 1.1
3253 root 1.11 }
3254 root 1.18
3255     new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256     return;
3257     } /* NOT_PERMADETH */
3258     else
3259     {
3260     /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261     * should probably be embedded in an else statement.
3262     */
3263    
3264     op->contr->party = NULL;
3265     if (settings.set_title == TRUE)
3266     op->contr->own_title[0] = '\0';
3267     new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268     check_score (op);
3269 root 1.30
3270     if (op->contr->ranges[range_golem])
3271 root 1.18 {
3272     remove_friendly_object (op->contr->ranges[range_golem]);
3273 root 1.33 op->contr->ranges[range_golem]->destroy ();
3274 root 1.30 op->contr->ranges[range_golem] = 0;
3275 root 1.18 }
3276 root 1.30
3277 root 1.18 loot_object (op); /* Remove some of the items for good */
3278 root 1.32 op->remove ();
3279 root 1.18 op->direction = 0;
3280    
3281     if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282     {
3283     delete_character (op->name, 0);
3284     if (settings.resurrection == TRUE)
3285     {
3286     /* save playerfile sans equipment when player dies
3287     ** then save it as player.pl.dead so that future resurrection
3288     ** type spells will work on them nicely
3289     */
3290     delete_character (op->name, 0);
3291     op->stats.hp = op->stats.maxhp;
3292     op->stats.food = 999;
3293    
3294     /* set the location of where the person will reappear when */
3295     /* maybe resurrection code should fix map also */
3296     strcpy (op->contr->maplevel, settings.emergency_mapname);
3297     if (op->map != NULL)
3298     op->map = NULL;
3299     op->x = settings.emergency_x;
3300     op->y = settings.emergency_y;
3301     save_player (op, 0);
3302     op->map = map;
3303     /* please see resurrection.c: peterm */
3304     dead_player (op);
3305     }
3306     else
3307 root 1.19 delete_character (op->name, 1);
3308 root 1.18 }
3309 root 1.19
3310 root 1.18 play_again (op);
3311 root 1.11
3312 root 1.18 /* peterm: added to create a corpse at deathsite. */
3313 root 1.22 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 root 1.18 sprintf (buf, "%s", &op->name);
3315     tmp->name = tmp->name_pl = buf;
3316     tmp->level = op->level;
3317     tmp->x = x;
3318     tmp->y = y;
3319     tmp->msg = gravestone_text (op);
3320     SET_FLAG (tmp, FLAG_UNIQUE);
3321     insert_ob_in_map (tmp, map, NULL, 0);
3322 elmex 1.1 }
3323     }
3324    
3325    
3326 root 1.18 void
3327     loot_object (object *op)
3328     { /* Grab and destroy some treasure */
3329     object *tmp, *tmp2, *next;
3330 elmex 1.1
3331 root 1.18 if (op->container)
3332     { /* close open sack first */
3333 elmex 1.1 esrv_apply_container (op, op->container);
3334 root 1.18 }
3335 elmex 1.1
3336 root 1.18 for (tmp = op->inv; tmp != NULL; tmp = next)
3337     {
3338     next = tmp->below;
3339 elmex 1.50 if (tmp->invisible)
3340 root 1.18 continue;
3341 root 1.32 tmp->remove ();
3342 root 1.18 tmp->x = op->x, tmp->y = op->y;
3343     if (tmp->type == CONTAINER)
3344     { /* empty container to ground */
3345     loot_object (tmp);
3346     }
3347     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3348     {
3349     if (tmp->nrof > 1)
3350     {
3351     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3352 root 1.33 tmp2->destroy ();
3353 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
3354     }
3355     else
3356 root 1.33 tmp->destroy ();
3357 root 1.18 }
3358     else
3359     insert_ob_in_map (tmp, op->map, NULL, 0);
3360     }
3361 elmex 1.1 }
3362    
3363     /*
3364     * fix_weight(): Check recursively the weight of all players, and fix
3365     * what needs to be fixed. Refresh windows and fix speed if anything
3366     * was changed.
3367     */
3368    
3369 root 1.18 void
3370     fix_weight (void)
3371     {
3372 elmex 1.1 player *pl;
3373 root 1.18
3374     for (pl = first_player; pl != NULL; pl = pl->next)
3375     {
3376     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377    
3378     if (old == sum)
3379     continue;
3380     fix_player (pl->ob);
3381     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3382     }
3383 elmex 1.1 }
3384    
3385 root 1.18 void
3386     fix_luck (void)
3387     {
3388 elmex 1.1 player *pl;
3389 root 1.18
3390 elmex 1.1 for (pl = first_player; pl != NULL; pl = pl->next)
3391 root 1.52 if (!pl->ob->contr->ns->state)
3392 root 1.18 change_luck (pl->ob, 0);
3393 elmex 1.1 }
3394    
3395    
3396     /* cast_dust() - handles op throwing objects of type 'DUST'.
3397     * This is much simpler in the new spell code - we basically
3398     * just treat this as any other spell casting object.
3399     */
3400    
3401 elmex 1.2 void
3402 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3403 elmex 1.2 {
3404     object *skop, *spob;
3405    
3406     skop = find_skill_by_name (op, throw_ob->skill);
3407    
3408     /* casting POTION 'dusts' is really a use_magic_item skill */
3409     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3410     {
3411 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3412 elmex 1.2 return;
3413     }
3414    
3415     spob = throw_ob->inv;
3416    
3417     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3418     // not pass NULL to cast_spell (which did indeed check itself, but
3419     // errors should be reported as early as possible IMHO)
3420     if (!spob)
3421     {
3422 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3423 elmex 1.2 return;
3424 elmex 1.1 }
3425    
3426 elmex 1.2 if (op->type == PLAYER)
3427 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3428 elmex 1.2
3429     cast_spell (op, throw_ob, dir, spob, NULL);
3430    
3431 root 1.33 throw_ob->destroy ();
3432 elmex 1.1 }
3433    
3434 root 1.18 void
3435     make_visible (object *op)
3436     {
3437     op->hide = 0;
3438     op->invisible = 0;
3439     if (op->type == PLAYER)
3440     {
3441     op->contr->tmp_invis = 0;
3442     op->contr->invis_race = 0;
3443     }
3444     update_object (op, UP_OBJ_FACE);
3445     }
3446    
3447     int
3448     is_true_undead (object *op)
3449     {
3450     object *tmp = NULL;
3451    
3452     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3453     return 1;
3454    
3455 elmex 1.1 return 0;
3456     }
3457    
3458     /* look at the surrounding terrain to determine
3459     * the hideability of this object. Positive levels
3460     * indicate greater hideability.
3461     */
3462    
3463 root 1.18 int
3464     hideability (object *ob)
3465     {
3466     int i, level = 0, mflag;
3467     sint16 x, y;
3468    
3469     if (!ob || !ob->map)
3470     return 0;
3471    
3472     /* so, on normal lighted maps, its hard to hide */
3473     level = ob->map->darkness - 2;
3474    
3475     /* this also picks up whether the object is glowing.
3476     * If you carry a light on a non-dark map, its not
3477     * as bad as carrying a light on a pitch dark map */
3478     if (has_carried_lights (ob))
3479     level = -(10 + (2 * ob->map->darkness));
3480    
3481     /* scan through all nearby squares for terrain to hide in */
3482     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3483     {
3484     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3485     if (mflag & P_OUT_OF_MAP)
3486     {
3487     continue;
3488     }
3489     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3490     level += 2;
3491     else /* open terrain! */
3492     level -= 1;
3493 elmex 1.1 }
3494 root 1.18
3495 elmex 1.1 #if 0
3496 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3497 elmex 1.1 #endif
3498 root 1.18 return level;
3499 elmex 1.1 }
3500    
3501     /* For Hidden creatures - a chance of becoming 'unhidden'
3502     * every time they move - as we subtract off 'invisibility'
3503     * AND, for players, if they move into a ridiculously unhideable
3504     * spot (surrounded by clear terrain in broad daylight). -b.t.
3505     */
3506    
3507 root 1.18 void
3508     do_hidden_move (object *op)
3509     {
3510     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3511     object *skop;
3512    
3513     if (!op || !op->map)
3514     return;
3515    
3516     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517    
3518     /* its *extremely* hard to run and sneak/hide at the same time! */
3519     if (op->type == PLAYER && op->contr->run_on)
3520     {
3521     if (!skop || num >= skop->level)
3522     {
3523     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524     make_visible (op);
3525     return;
3526     }
3527     else
3528     num += 20;
3529 elmex 1.1 }
3530 root 1.18 num += op->map->difficulty;
3531     hide = hideability (op); /* modify by terrain hidden level */
3532     num -= hide;
3533     if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534     {
3535     make_visible (op);
3536     if (op->type == PLAYER)
3537     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 elmex 1.1 }
3539 root 1.18 else if (op->type == PLAYER && skop)
3540     {
3541     change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 elmex 1.1 }
3543     }
3544    
3545     /* determine if who is standing near a hostile creature. */
3546    
3547 root 1.18 int
3548     stand_near_hostile (object *who)
3549     {
3550     object *tmp = NULL;
3551     int i, friendly = 0, player = 0, mflags;
3552 root 1.25 maptile *m;
3553 root 1.18 sint16 x, y;
3554    
3555     if (!who)
3556     return 0;
3557    
3558     if (who->type == PLAYER)
3559     player = 1;
3560    
3561     else
3562     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3563    
3564     /* search adjacent squares */
3565     for (i = 1; i < 9; i++)
3566     {
3567     x = who->x + freearr_x[i];
3568     y = who->y + freearr_y[i];
3569     m = who->map;
3570     mflags = get_map_flags (m, &m, x, y, &x, &y);
3571     /* space must be blocked if there is a monster. If not
3572     * blocked, don't need to check this space.
3573     */
3574     if (mflags & P_OUT_OF_MAP)
3575     continue;
3576     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3577     continue;
3578    
3579 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3580 root 1.18 {
3581     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3582     return 1;
3583     else if (tmp->type == PLAYER)
3584     {
3585     /*don't let a hidden DM prevent you from hiding */
3586     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3587 root 1.11 return 1;
3588 root 1.18 }
3589 root 1.11 }
3590 elmex 1.1 }
3591 root 1.18 return 0;
3592 elmex 1.1 }
3593    
3594     /* check the player los field for viewability of the
3595     * object op. This function works fine for monsters,
3596     * but we dont worry if the object isnt the top one in
3597     * a pile (say a coin under a table would return "viewable"
3598     * by this routine). Another question, should we be
3599     * concerned with the direction the player is looking
3600     * in? Realistically, most of use cant see stuff behind
3601     * our backs...on the other hand, does the "facing" direction
3602     * imply the way your head, or body is facing? Its possible
3603     * for them to differ. Sigh, this fctn could get a bit more complex.
3604     * -b.t.
3605     * This function is now map tiling safe.
3606     */
3607    
3608 root 1.18 int
3609     player_can_view (object *pl, object *op)
3610     {
3611     rv_vector rv;
3612     int dx, dy;
3613    
3614     if (pl->type != PLAYER)
3615     {
3616     LOG (llevError, "player_can_view() called for non-player object\n");
3617     return -1;
3618 elmex 1.1 }
3619 root 1.18 if (!pl || !op)
3620 elmex 1.1 return 0;
3621 root 1.18
3622     if (op->head)
3623     {
3624     op = op->head;
3625     }
3626     get_rangevector (pl, op, &rv, 0x1);
3627    
3628     /* starting with the 'head' part, lets loop
3629     * through the object and find if it has any
3630     * part that is in the los array but isnt on
3631     * a blocked los square.
3632     * we use the archetype to figure out offsets.
3633     */
3634     while (op)
3635     {
3636     dx = rv.distance_x + op->arch->clone.x;
3637     dy = rv.distance_y + op->arch->clone.y;
3638    
3639     /* only the viewable area the player sees is updated by LOS
3640     * code, so we need to restrict ourselves to that range of values
3641     * for any meaningful values.
3642     */
3643 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3646 root 1.18 return 1;
3647     op = op->more;
3648     }
3649     return 0;
3650 elmex 1.1 }
3651    
3652     /* routine for both players and monsters. We call this when
3653     * there is a possibility for our action distrubing our hiding
3654     * place or invisiblity spell. Artefact invisiblity is not
3655     * effected by this. If we arent invisible to begin with, we
3656     * return 0.
3657     */
3658 root 1.18 int
3659     action_makes_visible (object *op)
3660     {
3661    
3662     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663     {
3664     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3665     return 0;
3666    
3667     if (op->contr && op->contr->tmp_invis == 0)
3668     return 0;
3669 elmex 1.1
3670 root 1.18 /* If monsters, they should become visible */
3671     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3672     {
3673     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3674     return 1;
3675 root 1.11 }
3676 elmex 1.1 }
3677 root 1.18 return 0;
3678 elmex 1.1 }
3679    
3680     /* op_on_battleground - checks if the given object op (usually
3681     * a player) is standing on a valid battleground-tile,
3682     * function returns TRUE/FALSE. If true x, y returns the battleground
3683     * -exit-coord. (and if x, y not NULL)
3684     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3685     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3686     * Default is to do the same as before, so only people wanting to have different points need worry about this
3687     */
3688 root 1.18 int
3689     op_on_battleground (object *op, int *x, int *y)
3690     {
3691 elmex 1.1 object *tmp;
3692 root 1.18
3693 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3694     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3695     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3696     * and the exit-coordinates sp/hp must both be > 0.
3697     * => The intention here is to prevent abuse of the battleground-
3698     * feature (like pickable or hidden battleground tiles). */
3699 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3700     {
3701     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702     {
3703     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3704     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3705     {
3706     /*before we assign the exit, check if this is a teambattle */
3707     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3708     {
3709     object *invtmp;
3710    
3711     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3712     {
3713     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3714     {
3715     if (x != NULL && y != NULL)
3716     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3717     return 1;
3718     }
3719     }
3720     }
3721     if (x != NULL && y != NULL)
3722     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3723     return 1;
3724     }
3725     }
3726 elmex 1.1 }
3727     /* If we got here, did not find a battleground */
3728     return 0;
3729     }
3730    
3731     /*
3732     * When a dragon-player gains a new stage of evolution,
3733     * he gets some treasure
3734     *
3735     * attributes:
3736     * object *who the dragon player
3737     * int atnr the attack-number of the ability focus
3738     * int level ability level
3739     */
3740 root 1.18 void
3741     dragon_ability_gain (object *who, int atnr, int level)
3742     {
3743     treasurelist *trlist = NULL; /* treasurelist */
3744     treasure *tr; /* treasure */
3745     object *tmp, *skop; /* tmp. object */
3746     object *item; /* treasure object */
3747     char buf[MAX_BUF]; /* tmp. string buffer */
3748     int i = 0, j = 0;
3749    
3750     /* get the appropriate treasurelist */
3751     if (atnr == ATNR_FIRE)
3752     trlist = find_treasurelist ("dragon_ability_fire");
3753     else if (atnr == ATNR_COLD)
3754     trlist = find_treasurelist ("dragon_ability_cold");
3755     else if (atnr == ATNR_ELECTRICITY)
3756     trlist = find_treasurelist ("dragon_ability_elec");
3757     else if (atnr == ATNR_POISON)
3758     trlist = find_treasurelist ("dragon_ability_poison");
3759    
3760     if (trlist == NULL || who->type != PLAYER)
3761     return;
3762    
3763     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764    
3765     if (tr == NULL || tr->item == NULL)
3766     {
3767     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768     return;
3769 elmex 1.1 }
3770    
3771 root 1.18 /* everything seems okay - now bring on the gift: */
3772     item = &(tr->item->clone);
3773 elmex 1.1
3774 root 1.18 if (item->type == SPELL)
3775     {
3776     if (check_spell_known (who, item->name))
3777 root 1.11 return;
3778 root 1.18
3779     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3780     do_learn_spell (who, item, 0);
3781     return;
3782 elmex 1.1 }
3783    
3784 root 1.18 /* grant direct spell */
3785     if (item->type == SPELLBOOK)
3786     {
3787     if (!item->inv)
3788     {
3789     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3790     return;
3791     }
3792     if (check_spell_known (who, item->inv->name))
3793     return;
3794     if (item->invisible)
3795     {
3796     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3797     do_learn_spell (who, item->inv, 0);
3798     return;
3799 root 1.11 }
3800 root 1.18 }
3801     else if (item->type == SKILL_TOOL && item->invisible)
3802     {
3803     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3804     {
3805    
3806     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3807     * in this way, if the player is missing any of the attacktypes, he gets
3808     * them. As it is now, if the player has any that match the granted skill,
3809     * but not all of them, he gets nothing.
3810     */
3811     if (!(skop->attacktype & item->attacktype))
3812     {
3813     /* Give new attacktype */
3814     skop->attacktype |= item->attacktype;
3815    
3816     /* always add physical if there's none */
3817     skop->attacktype |= AT_PHYSICAL;
3818    
3819     if (item->msg != NULL)
3820     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3821    
3822     /* Give player new face */
3823     if (item->animation_id)
3824     {
3825     who->face = skop->face;
3826     who->animation_id = item->animation_id;
3827     who->anim_speed = item->anim_speed;
3828     who->last_anim = 0;
3829     who->state = 0;
3830     animate_object (who, who->direction);
3831     }
3832     }
3833 root 1.11 }
3834 elmex 1.1 }
3835 root 1.18 else if (item->type == FORCE)
3836     {
3837     /* forces in the treasurelist can alter the player's stats */
3838     object *skin;
3839 elmex 1.1
3840 root 1.18 /* first get the dragon skin force */
3841 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3843     ;
3844    
3845     if (!skin)
3846 root 1.18 return;
3847    
3848     /* adding new spellpath attunements */
3849     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3850     {
3851     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3852    
3853     /* print message */
3854     sprintf (buf, "You feel attuned to ");
3855     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3856     {
3857     if (item->path_attuned & (1 << i))
3858     {
3859     if (j)
3860     strcat (buf, " and ");
3861     else
3862     j = 1;
3863     strcat (buf, spellpathnames[i]);
3864     }
3865     }
3866     strcat (buf, ".");
3867     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3868     }
3869    
3870     /* evtl. adding flags: */
3871     if (QUERY_FLAG (item, FLAG_XRAYS))
3872     SET_FLAG (skin, FLAG_XRAYS);
3873     if (QUERY_FLAG (item, FLAG_STEALTH))
3874     SET_FLAG (skin, FLAG_STEALTH);
3875     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3876     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3877    
3878     /* print message if there is one */
3879     if (item->msg != NULL)
3880     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3881     }
3882     else
3883     {
3884     /* generate misc. treasure */
3885     tmp = arch_to_object (tr->item);
3886     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3887     tmp = insert_ob_in_ob (tmp, who);
3888     if (who->type == PLAYER)
3889     esrv_send_item (who, tmp);
3890 elmex 1.1 }
3891     }
3892    
3893     /**
3894     * Unready an object for a player. This function does nothing if the object was
3895     * not readied.
3896     */
3897 root 1.18 void
3898     player_unready_range_ob (player *pl, object *ob)
3899     {
3900     rangetype i;
3901 elmex 1.1
3902 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3903     {
3904     if (pl->ranges[i] == ob)
3905     {
3906     pl->ranges[i] = NULL;
3907     if (pl->shoottype == i)
3908     {
3909     pl->shoottype = range_none;
3910 elmex 1.1 }
3911     }
3912     }
3913     }