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/cvs/deliantra/server/server/player.C
Revision: 1.63
Committed: Mon Dec 25 17:11:17 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.62: +4 -7 lines
Log Message:
- some fixes
- disable some refcounting again, not ready yet
- simplify save_object

File Contents

# Content
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 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <pwd.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 player *
37 find_player (const char *plname)
38 {
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44 }
45
46 void
47 display_motd (const object *op)
48 {
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73 }
74
75 void
76 send_rules (const object *op)
77 {
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108 }
109
110 void
111 send_news (const object *op)
112 {
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 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 */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157 }
158
159 /* This loads the first map an puts the player on it. */
160 static void
161 set_first_map (object *op)
162 {
163 strcpy (op->contr->maplevel, first_map_path);
164 op->x = -1;
165 op->y = -1;
166 enter_exit (op, 0);
167 }
168
169 // connect the player with a specific client
170 // also changed, rationalises, and fixes some incorrect settings
171 void
172 player::connect (client *ns)
173 {
174 this->ns = ns;
175 ns->pl = this;
176
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250 }
251
252 void
253 player::disconnect ()
254 {
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258 }
259
260 // the need for this function can be explained
261 // by load_object not returning the object
262 void
263 player::set_object (object *op)
264 {
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277 }
278
279 player::player ()
280 {
281 /* There are some elements we want initialized to non zero value -
282 * we deal with that below this point.
283 */
284 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice;
287
288 assign (savebed_map, first_map_path); /* Init. respawn position */
289
290 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal;
294 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */
299 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314 }
315
316 void
317 player::do_destroy ()
318 {
319 attachable::do_destroy ();
320
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob)
344 ob->destroy (true);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy ();
354 }
355
356 attachable::do_destroy ();
357 }
358
359 player::~player ()
360 {
361 /* Clear item stack */
362 free (stack_items);
363 }
364
365 /* Tries to add player on the connection passed in ns.
366 * All we can really get in this is some settings like host and display
367 * mode.
368 */
369 player *
370 player::create ()
371 {
372 player *pl = new player;
373
374 pl->set_object (arch_to_object (get_player_archetype (0)));
375
376 return pl;
377 }
378
379 /*
380 * get_player_archetype() return next player archetype from archetype
381 * list. Not very efficient routine, but used only creating new players.
382 * Note: there MUST be at least one player archetype!
383 */
384 archetype *
385 get_player_archetype (archetype *at)
386 {
387 archetype *start = at;
388
389 for (;;)
390 {
391 if (at == NULL || at->next == NULL)
392 at = first_archetype;
393 else
394 at = at->next;
395
396 if (at->clone.type == PLAYER)
397 return at;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 }
405 }
406
407 object *
408 get_nearest_player (object *mon)
409 {
410 object *op = NULL;
411 objectlink *ol;
412 unsigned lastdist;
413 rv_vector rv;
414
415 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
416 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
430 ol = ol->next;
431 remove_friendly_object (tmp);
432 if (!ol)
433 return op;
434 }
435
436 /* Remove special check for player from this. First, it looks to cause
437 * some crashes (ol->ob->contr not set properly?), but secondly, a more
438 * complicated method of state checking would be needed in any case -
439 * as it was, a clever player could type quit, and the function would
440 * skip them over while waiting for confirmation. Remove
441 * on_same_map check, as can_detect_enemy also does this
442 */
443 if (!can_detect_enemy (mon, ol->ob, &rv))
444 continue;
445
446 if (lastdist > rv.distance)
447 {
448 op = ol->ob;
449 lastdist = rv.distance;
450 }
451 }
452
453 for_all_players (pl)
454 if (can_detect_enemy (mon, pl->ob, &rv))
455 if (lastdist > rv.distance)
456 {
457 op = pl->ob;
458 lastdist = rv.distance;
459 }
460
461 #if 0
462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
463 #endif
464 return op;
465 }
466
467 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
468 * result in a monster paths backtracking. It basically determines how large a
469 * detour a monster will take from the direction path when looking
470 * for a path to the player. The values are in the amount of direction
471 * the deviation is
472 */
473 #define DETOUR_AMOUNT 2
474
475 /* This is used to prevent infinite loops. Consider a case where the
476 * player is in a chamber (with gate closed), and monsters are outside.
477 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
478 * find a path into the chamber. This is a good thing, but since there
479 * is no real path, it will just keep circling the chamber for
480 * ever (this could be a nice effect for monsters, but not for the function
481 * to get stuck in. I think for the monsters, if max is reached and
482 * we return the first direction the creature could move would result in the
483 * circling behaviour. Unfortunately, this function is also used to determined
484 * if the creature should cast a spell, so returning a direction in that case
485 * is probably not a good thing.
486 */
487 #define MAX_SPACES 50
488
489 /*
490 * Returns the direction to the player, if valid. Returns 0 otherwise.
491 * modified to verify there is a path to the player. Does this by stepping towards
492 * player and if path is blocked then see if blockage is close enough to player that
493 * direction to player is changed (ie zig or zag). Continue zig zag until either
494 * reach player or path is blocked. Thus, will only return true if there is a free
495 * path to player. Though path may not be a straight line. Note that it will find
496 * player hiding along a corridor at right angles to the corridor with the monster.
497 *
498 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
499 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
500 * down corriders.
501 * 2) I think the old code was broken if the first direction the monster
502 * should move was blocked - the code would store the first direction without
503 * verifying that the player can actually move in that direction. The new
504 * code does not store anything in firstdir until we have verified that the
505 * monster can in fact move one space in that direction.
506 * 3) I'm not sure how good this code will be for moving multipart monsters,
507 * since only simple checks to blocked are being called, which could mean the monster
508 * is blocking itself.
509 */
510 int
511 path_to_player (object *mon, object *pl, unsigned mindiff)
512 {
513 rv_vector rv;
514 sint16 x, y;
515 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
516 maptile *m, *lastmap;
517
518 get_rangevector (mon, pl, &rv, 0);
519
520 if (rv.distance < mindiff)
521 return 0;
522
523 x = mon->x;
524 y = mon->y;
525 m = mon->map;
526 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
529 /* If we can't solve it within the search distance, return now. */
530 if (diff > max)
531 return 0;
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623 if (diff <= 1)
624 {
625 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance.
627 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
630 }
631 if (diff > max)
632 return 0;
633 }
634 /* If we reached the max, didn't find a direction in time */
635 if (!max)
636 return 0;
637
638 return firstdir;
639 }
640
641 void
642 give_initial_items (object *pl, treasurelist * items)
643 {
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648
649 for (op = pl->inv; op; op = next)
650 {
651 next = op->below;
652
653 /* Forces get applied per default, unless they have the
654 * flag "neutral" set. Sorry but I can't think of a better way
655 */
656 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
657 SET_FLAG (op, FLAG_APPLIED);
658
659 /* we never give weapons/armour if these cannot be used
660 * by this player due to race restrictions
661 */
662 if (pl->type == PLAYER)
663 {
664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
665 (op->type == ARMOUR || op->type == BOOTS ||
666 op->type == CLOAK || op->type == HELMET ||
667 op->type == SHIELD || op->type == GLOVES ||
668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
669 {
670 op->destroy ();
671 continue;
672 }
673 }
674
675 /* This really needs to be better - we should really give
676 * a substitute spellbook. The problem is that we don't really
677 * have a good idea what to replace it with (need something like
678 * a first level treasurelist for each skill.)
679 * remove duplicate skills also
680 */
681 if (op->type == SPELLBOOK || op->type == SKILL)
682 {
683 object *tmp;
684
685 for (tmp = op->below; tmp; tmp = tmp->below)
686 if (tmp->type == op->type && tmp->name == op->name)
687 break;
688
689 if (tmp)
690 {
691 op->destroy ();
692 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
693 continue;
694 }
695
696 if (op->nrof > 1)
697 op->nrof = 1;
698 }
699
700 if (op->type == SPELLBOOK && op->inv)
701 {
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704
705 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be
707 * merged properly.
708 */
709 if (need_identify (op))
710 {
711 SET_FLAG (op, FLAG_IDENTIFIED);
712 CLEAR_FLAG (op, FLAG_CURSED);
713 CLEAR_FLAG (op, FLAG_DAMNED);
714 }
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 /* lock all 'normal items by default */
727 else
728 SET_FLAG (op, FLAG_INV_LOCKED);
729 } /* for loop of objects in player inv */
730
731 /* Need to set up the skill pointers */
732 link_player_skills (pl);
733 }
734
735 void
736 get_party_password (object *op, partylist *party)
737 {
738 if (party == NULL)
739 {
740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
741 return;
742 }
743
744 op->contr->write_buf[0] = '\0';
745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
746 op->contr->party_to_join = party;
747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
748 }
749
750 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
751 static int
752 roll_stat (void)
753 {
754 int a[4], i, j, k;
755
756 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1;
758
759 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k)
761 k = a[i], j = i;
762
763 for (i = 0, k = 0; i < 4; i++)
764 if (i != j)
765 k += a[i];
766
767 return k;
768 }
769
770 void
771 object::roll_stats ()
772 {
773 int statsort [7];
774
775 for (;;)
776 {
777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
785 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>());
787
788 stats.Str = statsort[0];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795
796 stats.exp = 0;
797 stats.ac = 0;
798
799 stats.hp = stats.maxhp;
800 stats.sp = stats.maxsp;
801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
809 contr->orig_stats = stats;
810 }
811 }
812
813 void
814 object::swap_stats (int a, int b)
815 {
816 int tmp = get_attr_value (&contr->orig_stats, a);
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819
820 stats.Str = contr->orig_stats.Str;
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
830 stats.ac = 0;
831
832 level = 1;
833 stats.exp = 0;
834 stats.ac = 0;
835
836 stats.hp = stats.maxhp;
837 stats.sp = stats.maxsp;
838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
846 contr->orig_stats = stats;
847 }
848 }
849
850 /* This function takes the key that is passed, and does the
851 * appropriate action with it (change race, or other things).
852 * The function name is for historical reasons - now we have
853 * separate race and class; this actually changes the RACE,
854 * not the class.
855 */
856 int
857 key_change_class (object *op, char key)
858 {
859 int tmp_loop;
860
861 if (key == 'd' || key == 'D')
862 {
863 char buf[MAX_BUF];
864
865 /* this must before then initial items are given */
866 esrv_new_player (op->contr, op->weight + op->carrying);
867
868 treasurelist *tl = find_treasurelist ("starting_wealth");
869 if (tl)
870 create_treasure (tl, op, 0, 0, 0);
871
872 INVOKE_PLAYER (BIRTH, op->contr);
873 INVOKE_PLAYER (LOGIN, op->contr);
874
875 op->contr->ns->state = ST_PLAYING;
876
877 if (op->msg)
878 op->msg = NULL;
879
880 /* We create this now because some of the unique maps will need it
881 * to save here.
882 */
883 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
884 make_path_to_file (buf);
885
886 #ifdef AUTOSAVE
887 op->contr->last_save_tick = pticks;
888 #endif
889 start_info (op);
890 CLEAR_FLAG (op, FLAG_WIZ);
891 give_initial_items (op, op->randomitems);
892 link_player_skills (op);
893 esrv_send_inventory (op, op);
894 op->update_stats ();
895
896 /* This moves the player to a different start map, if there
897 * is one for this race
898 */
899 if (*first_map_ext_path)
900 {
901 object *tmp;
902 char mapname[MAX_BUF];
903
904 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
905 tmp = object::create ();
906 EXIT_PATH (tmp) = mapname;
907 EXIT_X (tmp) = op->x;
908 EXIT_Y (tmp) = op->y;
909 enter_exit (op, tmp); /* we don't really care if it succeeded;
910 * if the map isn't there, then stay on the
911 * default initial map */
912 tmp->destroy ();
913 }
914 else
915 LOG (llevDebug, "first_map_ext_path not set\n");
916
917 return 0;
918 }
919
920 /* Following actually changes the race - this is the default command
921 * if we don't match with one of the options above.
922 */
923
924 tmp_loop = 0;
925 while (!tmp_loop)
926 {
927 shstr name = op->name;
928 int x = op->x, y = op->y;
929
930 op->remove_statbonus ();
931 op->remove ();
932 op->arch = get_player_archetype (op->arch);
933 op->arch->clone.copy_to (op);
934 op->instantiate ();
935 op->stats = op->contr->orig_stats;
936 op->name = op->name_pl = name;
937 op->x = x;
938 op->y = y;
939 SET_ANIMATION (op, 2); /* So player faces south */
940 insert_ob_in_map (op, op->map, op, 0);
941 assign (op->contr->title, op->arch->clone.name);
942 op->add_statbonus ();
943 tmp_loop = allowed_class (op);
944 }
945
946 update_object (op, UP_OBJ_FACE);
947 esrv_update_item (UPD_FACE, op, op);
948 op->update_stats ();
949 op->stats.hp = op->stats.maxhp;
950 op->stats.sp = op->stats.maxsp;
951 op->stats.grace = 0;
952
953 if (op->msg)
954 new_draw_info (NDI_BLUE, 0, op, op->msg);
955
956 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
957 return 0;
958 }
959
960 int
961 key_confirm_quit (object *op, char key)
962 {
963 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
964 {
965 op->contr->ns->state = ST_PLAYING;
966 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
967 return 1;
968 }
969
970 INVOKE_PLAYER (LOGOUT, op->contr);
971 INVOKE_PLAYER (QUIT, op->contr);
972
973 terminate_all_pets (op);
974 leave_map (op);
975 op->direction = 0;
976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
977
978 strcpy (op->contr->killer, "quit");
979 check_score (op);
980 op->contr->party = 0;
981 op->contr->own_title[0] = '\0';
982
983 object_ptr ob = op;
984
985 delete ob->contr;
986
987 /* We need to hunt for any per player unique maps in memory and
988 * get rid of them. The trailing slash in the path is intentional,
989 * so that players named 'Ab' won't match against players 'Abe' pathname
990 */
991 char buf[MAX_BUF];
992 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
993
994 for (maptile *next, *mp = first_map; mp; mp = next)
995 {
996 next = mp->next;
997
998 if (!strncmp (mp->path, buf, strlen (buf)))
999 delete_map (mp);
1000 }
1001
1002 delete_character (ob->name, 1);
1003
1004 return 1;
1005 }
1006
1007 void
1008 flee_player (object *op)
1009 {
1010 int dir, diff;
1011 rv_vector rv;
1012
1013 if (op->stats.hp < 0)
1014 {
1015 LOG (llevDebug, "Fleeing player is dead.\n");
1016 CLEAR_FLAG (op, FLAG_SCARED);
1017 return;
1018 }
1019
1020 if (op->enemy == NULL)
1021 {
1022 LOG (llevDebug, "Fleeing player had no enemy.\n");
1023 CLEAR_FLAG (op, FLAG_SCARED);
1024 return;
1025 }
1026
1027 /* Seen some crashes here. Since we don't store an
1028 * op->enemy_count, it is possible that something destroys the
1029 * actual enemy, and the object is recycled.
1030 */
1031 if (op->enemy->map == NULL)
1032 {
1033 CLEAR_FLAG (op, FLAG_SCARED);
1034 op->enemy = NULL;
1035 return;
1036 }
1037
1038 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1039 {
1040 op->enemy = NULL;
1041 CLEAR_FLAG (op, FLAG_SCARED);
1042 return;
1043 }
1044
1045 get_rangevector (op, op->enemy, &rv, 0);
1046
1047 dir = absdir (4 + rv.direction);
1048 for (diff = 0; diff < 3; diff++)
1049 {
1050 int m = 1 - (RANDOM () & 2);
1051
1052 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1053 return;
1054 }
1055
1056 /* Cornered, get rid of scared */
1057 CLEAR_FLAG (op, FLAG_SCARED);
1058 op->enemy = NULL;
1059 }
1060
1061
1062 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1063 * IT returns 1 if the player should keep on moving, 0 if he should
1064 * stop.
1065 */
1066 int
1067 check_pick (object *op)
1068 {
1069 object *tmp, *next;
1070 int stop = 0;
1071 int j, k, wvratio;
1072 char putstring[128], tmpstr[16];
1073
1074 /* if you're flying, you cna't pick up anything */
1075 if (op->move_type & MOVE_FLYING)
1076 return 1;
1077
1078 next = op->below;
1079
1080 /* loop while there are items on the floor that are not marked as
1081 * destroyed */
1082 while (next && !next->destroyed ())
1083 {
1084 tmp = next;
1085 next = tmp->below;
1086
1087 if (op->destroyed ())
1088 return 0;
1089
1090 if (!can_pick (op, tmp))
1091 continue;
1092
1093 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1094 {
1095 if (item_matched_string (op, tmp, op->contr->search_str))
1096 pick_up (op, tmp);
1097 continue;
1098 }
1099
1100 /* high not bit set? We're using the old autopickup model */
1101 if (!(op->contr->mode & PU_NEWMODE))
1102 {
1103 switch (op->contr->mode)
1104 {
1105 case 0:
1106 return 1; /* don't pick up */
1107 case 1:
1108 pick_up (op, tmp);
1109 return 1;
1110 case 2:
1111 pick_up (op, tmp);
1112 return 0;
1113 case 3:
1114 return 0; /* stop before pickup */
1115 case 4:
1116 pick_up (op, tmp);
1117 break;
1118 case 5:
1119 pick_up (op, tmp);
1120 stop = 1;
1121 break;
1122 case 6:
1123 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1124 pick_up (op, tmp);
1125 break;
1126
1127 case 7:
1128 if (tmp->type == MONEY || tmp->type == GEM)
1129 pick_up (op, tmp);
1130 break;
1131
1132 default:
1133 /* use value density */
1134 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1135 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1136 pick_up (op, tmp);
1137 }
1138 }
1139 else
1140 { /* old model */
1141 /* NEW pickup handling */
1142 if (op->contr->mode & PU_DEBUG)
1143 {
1144 /* some debugging code to figure out item information */
1145 if (tmp->name != NULL)
1146 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1147 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1148 else
1149 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1150 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1151
1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153 }
1154
1155 /* philosophy:
1156 * It's easy to grab an item type from a pile, as long as it's
1157 * generic. This takes no game-time. For more detailed pickups
1158 * and selections, select-items should be used. This is a
1159 * grab-as-you-run type mode that's really useful for arrows for
1160 * example.
1161 * The drawback: right now it has no frontend, so you need to
1162 * stick the bits you want into a calculator in hex mode and then
1163 * convert to decimal and then 'pickup <#>
1164 */
1165
1166 /* the first two modes are exclusive: if NOTHING we return, if
1167 * STOP then we stop. All the rest are applied sequentially,
1168 * meaning if any test passes, the item gets picked up. */
1169
1170 /* if mode is set to pick nothing up, return */
1171
1172 if (op->contr->mode & PU_NOTHING)
1173 return 1;
1174
1175 /* if mode is set to stop when encountering objects, return */
1176 /* take STOP before INHIBIT since it doesn't actually pick
1177 * anything up */
1178
1179 if (op->contr->mode & PU_STOP)
1180 return 0;
1181
1182 /* useful for going into stores and not losing your settings... */
1183 /* and for battles wher you don't want to get loaded down while
1184 * fighting */
1185 if (op->contr->mode & PU_INHIBIT)
1186 return 1;
1187
1188 /* prevent us from turning into auto-thieves :) */
1189 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1190 continue;
1191
1192 /* ignore known cursed objects */
1193 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1194 continue;
1195
1196 /* all food and drink if desired */
1197 /* question: don't pick up known-poisonous stuff? */
1198 if (op->contr->mode & PU_FOOD)
1199 if (tmp->type == FOOD)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_DRINK)
1206 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_POTION)
1213 if (tmp->type == POTION)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 /* spellbooks, skillscrolls and normal books/scrolls */
1220 if (op->contr->mode & PU_SPELLBOOK)
1221 if (tmp->type == SPELLBOOK)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_SKILLSCROLL)
1228 if (tmp->type == SKILLSCROLL)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 if (op->contr->mode & PU_READABLES)
1235 if (tmp->type == BOOK || tmp->type == SCROLL)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* wands/staves/rods/horns */
1242 if (op->contr->mode & PU_MAGIC_DEVICE)
1243 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* pick up all magical items */
1250 if (op->contr->mode & PU_MAGICAL)
1251 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_VALUABLES)
1258 {
1259 if (tmp->type == MONEY || tmp->type == GEM)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264 }
1265
1266 /* rings & amulets - talismans seems to be typed AMULET */
1267 if (op->contr->mode & PU_JEWELS)
1268 if (tmp->type == RING || tmp->type == AMULET)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 /* we don't forget dragon food */
1275 if (op->contr->mode & PU_FLESH)
1276 if (tmp->type == FLESH)
1277 {
1278 pick_up (op, tmp);
1279 continue;
1280 }
1281
1282 /* bows and arrows. Bows are good for selling! */
1283 if (op->contr->mode & PU_BOW)
1284 if (tmp->type == BOW)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_ARROW)
1291 if (tmp->type == ARROW)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* all kinds of armor etc. */
1298 if (op->contr->mode & PU_ARMOUR)
1299 if (tmp->type == ARMOUR)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 if (op->contr->mode & PU_HELMET)
1306 if (tmp->type == HELMET)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 if (op->contr->mode & PU_SHIELD)
1313 if (tmp->type == SHIELD)
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 if (op->contr->mode & PU_BOOTS)
1320 if (tmp->type == BOOTS)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325
1326 if (op->contr->mode & PU_GLOVES)
1327 if (tmp->type == GLOVES)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 if (op->contr->mode & PU_CLOAK)
1334 if (tmp->type == CLOAK)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* hoping to catch throwing daggers here */
1341 if (op->contr->mode & PU_MISSILEWEAPON)
1342 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 /* careful: chairs and tables are weapons! */
1349 if (op->contr->mode & PU_ALLWEAPON)
1350 {
1351 if (tmp->type == WEAPON && tmp->name != NULL)
1352 {
1353 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1354 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1359 }
1360
1361 if (tmp->type == WEAPON && tmp->name == NULL)
1362 {
1363 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1364 {
1365 pick_up (op, tmp);
1366 continue;
1367 }
1368 }
1369 }
1370
1371 /* misc stuff that's useful */
1372 if (op->contr->mode & PU_KEY)
1373 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1374 {
1375 pick_up (op, tmp);
1376 continue;
1377 }
1378
1379 /* any of the last 4 bits set means we use the ratio for value
1380 * pickups */
1381 if (op->contr->mode & PU_RATIO)
1382 {
1383 /* use value density to decide what else to grab */
1384 /* >=7 was >= op->contr->mode */
1385 /* >=7 is the old standard setting. Now we take the last 4 bits
1386 * and multiply them by 5, giving 0..15*5== 5..75 */
1387 wvratio = (op->contr->mode & PU_RATIO) * 5;
1388 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1389 {
1390 pick_up (op, tmp);
1391 #if 0
1392 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1393 if (tmp->name != NULL)
1394 {
1395 fprintf (stderr, "%s", tmp->name);
1396 }
1397 else
1398 fprintf (stderr, "%s", tmp->arch->name);
1399 fprintf (stderr, ",%d] = ", tmp->type);
1400 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1401 #endif
1402 continue;
1403 }
1404 }
1405 } /* the new pickup model */
1406 }
1407
1408 return !stop;
1409 }
1410
1411 /*
1412 * Find an arrow in the inventory and after that
1413 * in the right type container (quiver). Pointer to the
1414 * found object is returned.
1415 */
1416 object *
1417 find_arrow (object *op, const char *type)
1418 {
1419 object *tmp = NULL;
1420
1421 for (op = op->inv; op; op = op->below)
1422 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1423 tmp = find_arrow (op, type);
1424 else if (op->type == ARROW && op->race == type)
1425 return op;
1426 return tmp;
1427 }
1428
1429 /*
1430 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1431 * against the target. A full test is not performed, simply a basic test
1432 * of resistances. The archer is making a quick guess at what he sees down
1433 * the hall. Failing that it does it's best to pick the highest plus arrow.
1434 */
1435
1436 object *
1437 find_better_arrow (object *op, object *target, const char *type, int *better)
1438 {
1439 object *tmp = NULL, *arrow, *ntmp;
1440 int attacknum, attacktype, betterby = 0, i;
1441
1442 if (!type)
1443 return NULL;
1444
1445 for (arrow = op->inv; arrow; arrow = arrow->below)
1446 {
1447 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1448 {
1449 i = 0;
1450 ntmp = find_better_arrow (arrow, target, type, &i);
1451 if (i > betterby)
1452 {
1453 tmp = ntmp;
1454 betterby = i;
1455 }
1456 }
1457 else if (arrow->type == ARROW && arrow->race == type)
1458 {
1459 /* allways prefer assasination/slaying */
1460 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1461 {
1462 if (arrow->attacktype & AT_DEATH)
1463 {
1464 *better = 100;
1465 return arrow;
1466 }
1467 else
1468 {
1469 tmp = arrow;
1470 betterby = (arrow->magic + arrow->stats.dam) * 2;
1471 }
1472 }
1473 else
1474 {
1475 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1476 {
1477 attacktype = 1 << attacknum;
1478 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1479 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1480 {
1481 tmp = arrow;
1482 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1483 }
1484 }
1485 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1486 {
1487 tmp = arrow;
1488 betterby = 2 + arrow->magic + arrow->stats.dam;
1489 }
1490 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1491 {
1492 tmp = arrow;
1493 betterby = 1 + arrow->magic + arrow->stats.dam;
1494 }
1495 }
1496 }
1497 }
1498 if (tmp == NULL && arrow == NULL)
1499 return find_arrow (op, type);
1500
1501 *better = betterby;
1502 return tmp;
1503 }
1504
1505 /* looks in a given direction, finds the first valid target, and calls
1506 * find_better_arrow to find a decent arrow to use.
1507 * op = the shooter
1508 * type = bow->race
1509 * dir = fire direction
1510 */
1511
1512 object *
1513 pick_arrow_target (object *op, const char *type, int dir)
1514 {
1515 object *tmp = NULL;
1516 maptile *m;
1517 int i, mflags, found, number;
1518 sint16 x, y;
1519
1520 if (op->map == NULL)
1521 return find_arrow (op, type);
1522
1523 /* do a dex check */
1524 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1525 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1526 return find_arrow (op, type);
1527
1528 m = op->map;
1529 x = op->x;
1530 y = op->y;
1531
1532 /* find the first target */
1533 for (i = 0, found = 0; i < 20; i++)
1534 {
1535 x += freearr_x[dir];
1536 y += freearr_y[dir];
1537 mflags = get_map_flags (m, &m, x, y, &x, &y);
1538 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1539 {
1540 tmp = NULL;
1541 break;
1542 }
1543 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1544 {
1545 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1546 * perhaps a bad assumption.
1547 */
1548 tmp = NULL;
1549 break;
1550 }
1551 if (mflags & P_IS_ALIVE)
1552 {
1553 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1554 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1555 {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 }
1563 if (tmp == NULL)
1564 return find_arrow (op, type);
1565
1566 if (tmp->head)
1567 tmp = tmp->head;
1568
1569 return find_better_arrow (op, tmp, type, &i);
1570 }
1571
1572 /*
1573 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise.
1575 * op is the object firing the bow.
1576 * part is for multipart creatures - the part firing the bow.
1577 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes.
1581 */
1582 int
1583 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1584 {
1585 object *left, *bow;
1586 int bowspeed, mflags;
1587 maptile *m;
1588
1589 if (!dir)
1590 {
1591 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0;
1593 }
1594
1595 if (op->type == PLAYER)
1596 bow = op->contr->ranges[range_bow];
1597 else
1598 {
1599 for (bow = op->inv; bow; bow = bow->below)
1600 /* Don't check for applied - monsters don't apply bows - in that way, they
1601 * don't need to switch back and forth between bows and weapons.
1602 */
1603 if (bow->type == BOW)
1604 break;
1605
1606 if (!bow)
1607 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0;
1610 }
1611 }
1612
1613 if (!bow->race || !bow->skill)
1614 {
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1616 return 0;
1617 }
1618
1619 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1620
1621 /* penalize ROF for bestarrow */
1622 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1623 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1624
1625 if (bowspeed < 1)
1626 bowspeed = 1;
1627
1628 if (arrow == NULL)
1629 {
1630 if ((arrow = find_arrow (op, bow->race)) == NULL)
1631 {
1632 if (op->type == PLAYER)
1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1634 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1635 else
1636 CLEAR_FLAG (op, FLAG_READY_BOW);
1637 return 0;
1638 }
1639 }
1640
1641 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1642 if (mflags & P_OUT_OF_MAP)
1643 return 0;
1644
1645 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1646 {
1647 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1648 return 0;
1649 }
1650
1651 /* this should not happen, but sometimes does */
1652 if (arrow->nrof == 0)
1653 {
1654 arrow->destroy ();
1655 return 0;
1656 }
1657
1658 left = arrow; /* these are arrows left to the player */
1659 arrow = get_split_ob (arrow, 1);
1660 if (!arrow)
1661 {
1662 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1663 return 0;
1664 }
1665
1666 arrow->set_owner (op);
1667 arrow->skill = bow->skill;
1668
1669 arrow->direction = dir;
1670 arrow->x = sx;
1671 arrow->y = sy;
1672
1673 if (op->type == PLAYER)
1674 {
1675 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1676 op->update_stats ();
1677 }
1678
1679 SET_ANIMATION (arrow, arrow->direction);
1680 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1681 arrow->stats.hp = arrow->stats.dam;
1682 arrow->stats.grace = arrow->attacktype;
1683 if (arrow->slaying != NULL)
1684 arrow->spellarg = strdup (arrow->slaying);
1685
1686 /* Note that this was different for monsters - they got their level
1687 * added to the damage. I think the strength bonus is more proper.
1688 */
1689
1690 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1691
1692 /* update the speed */
1693 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1694 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1695
1696 if (arrow->speed < 1.0)
1697 arrow->speed = 1.0;
1698 update_ob_speed (arrow);
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1708 }
1709 else
1710 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level;
1713 }
1714
1715 if (arrow->attacktype == AT_PHYSICAL)
1716 arrow->attacktype |= bow->attacktype;
1717
1718 if (bow->slaying)
1719 arrow->slaying = bow->slaying;
1720
1721 arrow->map = m;
1722 arrow->move_type = MOVE_FLY_LOW;
1723 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1724
1725 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1726 insert_ob_in_map (arrow, m, op, 0);
1727
1728 if (!arrow->destroyed ())
1729 move_arrow (arrow);
1730
1731 if (op->type == PLAYER)
1732 {
1733 if (left->destroyed ())
1734 esrv_del_item (op->contr, left->count);
1735 else
1736 esrv_send_item (op, left);
1737 }
1738
1739 return 1;
1740 }
1741
1742 /* Special fire code for players - this takes into
1743 * account the special fire modes players can have
1744 * but monsters can't. Putting that code here
1745 * makes the fire_bow code much cleaner.
1746 * this function should only be called if 'op' is a player,
1747 * hence the function name.
1748 */
1749 int
1750 player_fire_bow (object *op, int dir)
1751 {
1752 int ret = 0, wcmod = 0;
1753
1754 if (op->contr->bowtype == bow_bestarrow)
1755 {
1756 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1757 }
1758 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1759 {
1760 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1761 wcmod = -1;
1762 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1763 }
1764 else if (op->contr->bowtype == bow_threewide)
1765 {
1766 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1768 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1769 }
1770 else if (op->contr->bowtype == bow_spreadshot)
1771 {
1772 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775
1776 }
1777 else
1778 {
1779 /* Simple case */
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 }
1782 return ret;
1783 }
1784
1785
1786 /* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable.
1788 */
1789 void
1790 fire_misc_object (object *op, int dir)
1791 {
1792 object *item;
1793
1794 if (!op->contr->ranges[range_misc])
1795 {
1796 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1797 return;
1798 }
1799
1800 item = op->contr->ranges[range_misc];
1801 if (!item->inv)
1802 {
1803 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1804 return;
1805 }
1806 if (item->type == WAND)
1807 {
1808 if (item->stats.food <= 0)
1809 {
1810 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1812 return;
1813 }
1814 }
1815 else if (item->type == ROD || item->type == HORN)
1816 {
1817 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1818 {
1819 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1820 if (item->type == ROD)
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1822 else
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1824 return;
1825 }
1826 }
1827
1828 if (cast_spell (op, item, dir, item->inv, NULL))
1829 {
1830 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1831 if (item->type == WAND)
1832 {
1833 if (!(--item->stats.food))
1834 {
1835 object *tmp;
1836
1837 if (item->arch)
1838 {
1839 CLEAR_FLAG (item, FLAG_ANIMATE);
1840 item->face = item->arch->clone.face;
1841 item->speed = 0;
1842 update_ob_speed (item);
1843 }
1844 if ((tmp = item->in_player ()))
1845 esrv_update_item (UPD_ANIM, tmp, item);
1846 }
1847 }
1848 else if (item->type == ROD || item->type == HORN)
1849 {
1850 drain_rod_charge (item);
1851 }
1852 }
1853 }
1854
1855 /* Received a fire command for the player - go and do it.
1856 */
1857 void
1858 fire (object *op, int dir)
1859 {
1860 int spellcost = 0;
1861
1862 /* check for loss of invisiblity/hide */
1863 if (action_makes_visible (op))
1864 make_visible (op);
1865
1866 switch (op->contr->shoottype)
1867 {
1868 case range_none:
1869 return;
1870
1871 case range_bow:
1872 player_fire_bow (op, dir);
1873 return;
1874
1875 case range_magic: /* Casting spells */
1876 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1877 return;
1878
1879 case range_misc:
1880 fire_misc_object (op, dir);
1881 return;
1882
1883 case range_golem: /* Control summoned monsters from scrolls */
1884 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1885 {
1886 op->contr->ranges[range_golem] = 0;
1887 op->contr->shoottype = range_none;
1888 }
1889 else
1890 control_golem (op->contr->ranges[range_golem], dir);
1891 return;
1892
1893 case range_skill:
1894 if (!op->chosen_skill)
1895 {
1896 if (op->type == PLAYER)
1897 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1898 return;
1899 }
1900 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1901 return;
1902 case range_builder:
1903 apply_map_builder (op, dir);
1904 return;
1905 default:
1906 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1907 return;
1908 }
1909 }
1910
1911
1912
1913 /* find_key
1914 * We try to find a key for the door as passed. If we find a key
1915 * and successfully use it, we return the key, otherwise NULL
1916 * This function merges both normal and locked door, since the logic
1917 * for both is the same - just the specific key is different.
1918 * pl is the player,
1919 * inv is the objects inventory to searched
1920 * door is the door we are trying to match against.
1921 * This function can be called recursively to search containers.
1922 */
1923
1924 object *
1925 find_key (object *pl, object *container, object *door)
1926 {
1927 object *tmp, *key;
1928
1929 /* Should not happen, but sanity checking is never bad */
1930 if (container->inv == NULL)
1931 return NULL;
1932
1933 /* First, lets try to find a key in the top level inventory */
1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1935 {
1936 if (door->type == DOOR && tmp->type == KEY)
1937 break;
1938 /* For sanity, we should really check door type, but other stuff
1939 * (like containers) can be locked with special keys
1940 */
1941 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1942 break;
1943 }
1944 /* No key found - lets search inventories now */
1945 /* If we find and use a key in an inventory, return at that time.
1946 * otherwise, if we search all the inventories and still don't find
1947 * a key, return
1948 */
1949 if (!tmp)
1950 {
1951 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1952 {
1953 /* No reason to search empty containers */
1954 if (tmp->type == CONTAINER && tmp->inv)
1955 {
1956 if ((key = find_key (pl, tmp, door)) != NULL)
1957 return key;
1958 }
1959 }
1960 if (!tmp)
1961 return NULL;
1962 }
1963 /* We get down here if we have found a key. Now if its in a container,
1964 * see if we actually want to use it
1965 */
1966 if (pl != container)
1967 {
1968 /* Only let players use keys in containers */
1969 if (!pl->contr)
1970 return NULL;
1971 /* cases where this fails:
1972 * If we only search the player inventory, return now since we
1973 * are not in the players inventory.
1974 * If the container is not active, return now since only active
1975 * containers can be used.
1976 * If we only search keyrings and the container does not have
1977 * a race/isn't a keyring.
1978 * No checking for all containers - to fall through past here,
1979 * inv must have been an container and must have been active.
1980 *
1981 * Change the color so that the message doesn't disappear with
1982 * all the others.
1983 */
1984 if (pl->contr->usekeys == key_inventory ||
1985 !QUERY_FLAG (container, FLAG_APPLIED) ||
1986 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1987 {
1988 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1989 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1990 return NULL;
1991 }
1992 }
1993 return tmp;
1994 }
1995
1996 /* moved door processing out of move_player_attack.
1997 * returns 1 if player has opened the door with a key
1998 * such that the caller should not do anything more,
1999 * 0 otherwise
2000 */
2001 static int
2002 player_attack_door (object *op, object *door)
2003 {
2004 /* If its a door, try to find a use a key. If we do destroy the door,
2005 * might as well return immediately as there is nothing more to do -
2006 * otherwise, we fall through to the rest of the code.
2007 */
2008 object *key = find_key (op, op, door);
2009
2010 /* IF we found a key, do some extra work */
2011 if (key)
2012 {
2013 object *container = key->env;
2014
2015 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2016 if (action_makes_visible (op))
2017 make_visible (op);
2018 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2019 spring_trap (door->inv, op);
2020 if (door->type == DOOR)
2021 {
2022 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2023 }
2024 else if (door->type == LOCKED_DOOR)
2025 {
2026 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2027 remove_door2 (door); /* remove door without violence ;-) */
2028 }
2029 /* Do this after we print the message */
2030 decrease_ob (key); /* Use up one of the keys */
2031 /* Need to update the weight the container the key was in */
2032 if (container != op)
2033 esrv_update_item (UPD_WEIGHT, op, container);
2034 return 1; /* Nothing more to do below */
2035 }
2036 else if (door->type == LOCKED_DOOR)
2037 {
2038 /* Might as well return now - no other way to open this */
2039 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2040 return 1;
2041 }
2042 return 0;
2043 }
2044
2045 /* This function is just part of a breakup from move_player.
2046 * It should keep the code cleaner.
2047 * When this is called, the players direction has been updated
2048 * (taking into account confusion.) The player is also actually
2049 * going to try and move (not fire weapons).
2050 */
2051 void
2052 move_player_attack (object *op, int dir)
2053 {
2054 object *tmp, *mon;
2055 sint16 nx, ny;
2056 int on_battleground;
2057 maptile *m;
2058
2059 nx = freearr_x[dir] + op->x;
2060 ny = freearr_y[dir] + op->y;
2061
2062 on_battleground = op_on_battleground (op, 0, 0);
2063
2064 /* If braced, or can't move to the square, and it is not out of the
2065 * map, attack it. Note order of if statement is important - don't
2066 * want to be calling move_ob if braced, because move_ob will move the
2067 * player. This is a pretty nasty hack, because if we could
2068 * move to some space, it then means that if we are braced, we should
2069 * do nothing at all. As it is, if we are braced, we go through
2070 * quite a bit of processing. However, it probably is less than what
2071 * move_ob uses.
2072 */
2073 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2074 {
2075 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2076 {
2077 m = get_map_from_coord (op->map, &nx, &ny);
2078 if (!m)
2079 return; /* Don't think this should happen */
2080 }
2081 else
2082 m = op->map;
2083
2084 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2085 {
2086 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2087 return;
2088 }
2089
2090 mon = 0;
2091 /* Go through all the objects, and find ones of interest. Only stop if
2092 * we find a monster - that is something we know we want to attack.
2093 * if its a door or barrel (can roll) see if there may be monsters
2094 * on the space
2095 */
2096 while (tmp)
2097 {
2098 if (tmp == op)
2099 {
2100 tmp = tmp->above;
2101 continue;
2102 }
2103
2104 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2105 {
2106 mon = tmp;
2107 break;
2108 }
2109
2110 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2111 mon = tmp;
2112
2113 tmp = tmp->above;
2114 }
2115
2116 if (!mon) /* This happens anytime the player tries to move */
2117 return; /* into a wall */
2118
2119 if (mon->head)
2120 mon = mon->head;
2121
2122 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2123 if (player_attack_door (op, mon))
2124 return;
2125
2126 /* The following deals with possibly attacking peaceful
2127 * or frienddly creatures. Basically, all players are considered
2128 * unaggressive. If the moving player has peaceful set, then the
2129 * object should be pushed instead of attacked. It is assumed that
2130 * if you are braced, you will not attack friends accidently,
2131 * and thus will not push them.
2132 */
2133
2134 /* If the creature is a pet, push it even if the player is not
2135 * peaceful. Our assumption is the creature is a pet if the
2136 * player owns it and it is either friendly or unagressive.
2137 */
2138 if ((op->type == PLAYER)
2139 #if COZY_SERVER
2140 &&
2141 ((mon->owner && mon->owner->contr
2142 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2143 #else
2144 && mon->owner == op
2145 #endif
2146 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2147 {
2148 /* If we're braced, we don't want to switch places with it */
2149 if (op->contr->braced)
2150 return;
2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2152 (void) push_ob (mon, dir, op);
2153 if (op->contr->tmp_invis || op->hide)
2154 make_visible (op);
2155 return;
2156 }
2157
2158 /* in certain circumstances, you shouldn't attack friendly
2159 * creatures. Note that if you are braced, you can't push
2160 * someone, but put it inside this loop so that you won't
2161 * attack them either.
2162 */
2163 if ((mon->type == PLAYER || mon->enemy != op) &&
2164 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2165 #ifdef PROHIBIT_PLAYERKILL
2166 (op->contr->peaceful
2167 || (mon->type == PLAYER
2168 && mon->contr->
2169 peaceful)) &&
2170 #else
2171 op->contr->peaceful &&
2172 #endif
2173 !on_battleground))
2174 {
2175 if (!op->contr->braced)
2176 {
2177 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2178 (void) push_ob (mon, dir, op);
2179 }
2180 else
2181 new_draw_info (0, 0, op, "You withhold your attack");
2182
2183 if (op->contr->tmp_invis || op->hide)
2184 make_visible (op);
2185 }
2186
2187 /* If the object is a boulder or other rollable object, then
2188 * roll it if not braced. You can't roll it if you are braced.
2189 */
2190 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2191 {
2192 recursive_roll (mon, dir, op);
2193 if (action_makes_visible (op))
2194 make_visible (op);
2195 }
2196
2197 /* Any generic living creature. Including things like doors.
2198 * Way it works is like this: First, it must have some hit points
2199 * and be living. Then, it must be one of the following:
2200 * 1) Not a player, 2) A player, but of a different party. Note
2201 * that party_number -1 is no party, so attacks can still happen.
2202 */
2203
2204 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2205 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2206 {
2207
2208 /* If the player hasn't hit something this tick, and does
2209 * so, give them speed boost based on weapon speed. Doing
2210 * it here is better than process_players2, which basically
2211 * incurred a 1 tick offset.
2212 */
2213 if (!op->contr->has_hit)
2214 {
2215 op->speed_left += op->speed / op->contr->weapon_sp;
2216
2217 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2218 }
2219
2220 skill_attack (mon, op, 0, 0, 0);
2221
2222 /* If attacking another player, that player gets automatic
2223 * hitback, and doesn't loose luck either.
2224 * Disable hitback on the battleground or if the target is
2225 * the wiz.
2226 */
2227 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2228 {
2229 short luck = mon->stats.luck;
2230
2231 mon->contr->has_hit = 1;
2232 skill_attack (op, mon, 0, 0, 0);
2233 mon->stats.luck = luck;
2234 }
2235
2236 if (action_makes_visible (op))
2237 make_visible (op);
2238 }
2239 } /* if player should attack something */
2240 }
2241
2242 int
2243 move_player (object *op, int dir)
2244 {
2245 int pick;
2246
2247 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2248 return 0;
2249
2250 /* Sanity check: make sure dir is valid */
2251 if ((dir < 0) || (dir >= 9))
2252 {
2253 LOG (llevError, "move_player: invalid direction %d\n", dir);
2254 return 0;
2255 }
2256
2257 /* peterm: added following line */
2258 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2259 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2260
2261 op->facing = dir;
2262
2263 if (op->hide)
2264 do_hidden_move (op);
2265
2266 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2267 /*nop */ ;
2268 else if (op->contr->fire_on)
2269 fire (op, dir);
2270 else
2271 {
2272 move_player_attack (op, dir);
2273 pick = check_pick (op);
2274 }
2275
2276 /* Add special check for newcs players and fire on - this way, the
2277 * server can handle repeat firing.
2278 */
2279 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2280 op->direction = dir;
2281 else
2282 op->direction = 0;
2283
2284 /* Update how the player looks. Use the facing, so direction may
2285 * get reset to zero. This allows for full animation capabilities
2286 * for players.
2287 */
2288 animate_object (op, op->facing);
2289 return 0;
2290 }
2291
2292 /* This is similar to handle_player, below, but is only used by the
2293 * new client/server stuff.
2294 * This is sort of special, in that the new client/server actually uses
2295 * the new speed values for commands.
2296 *
2297 * Returns true if there are more actions we can do.
2298 */
2299 int
2300 handle_newcs_player (object *op)
2301 {
2302 if (op->contr->hidden)
2303 {
2304 op->invisible = 1000;
2305 /* the socket code flashes the player visible/invisible
2306 * depending on the value of invisible, so we need to
2307 * alternate it here for it to work correctly.
2308 */
2309 if (pticks & 2)
2310 op->invisible--;
2311 }
2312 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2313 {
2314 op->invisible--;
2315 if (!op->invisible)
2316 {
2317 make_visible (op);
2318 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2319 }
2320 }
2321
2322 if (QUERY_FLAG (op, FLAG_SCARED))
2323 {
2324 flee_player (op);
2325 /* If player is still scared, that is his action for this tick */
2326 if (QUERY_FLAG (op, FLAG_SCARED))
2327 {
2328 op->speed_left--;
2329 return 0;
2330 }
2331 }
2332
2333 /* I've been seeing crashes where the golem has been destroyed, but
2334 * the player object still points to the defunct golem. The code that
2335 * destroys the golem looks correct, and it doesn't always happen, so
2336 * put this in a a workaround to clean up the golem pointer.
2337 */
2338 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2339 op->contr->ranges[range_golem] = 0;
2340
2341 /* call this here - we also will call this in do_ericserver, but
2342 * the players time has been increased when doericserver has been
2343 * called, so we recheck it here.
2344 */
2345 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2346 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2347 ;
2348
2349 if (op->speed_left < 0)
2350 return 0;
2351
2352 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2353 {
2354 /* All move commands take 1 tick, at least for now */
2355 op->speed_left--;
2356
2357 /* Instead of all the stuff below, let move_player take care
2358 * of it. Also, some of the skill stuff is only put in
2359 * there, as well as the confusion stuff.
2360 */
2361 move_player (op, op->direction);
2362 if (op->speed_left > 0)
2363 return 1;
2364 else
2365 return 0;
2366 }
2367
2368 return 0;
2369 }
2370
2371 int
2372 save_life (object *op)
2373 {
2374 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2375 return 0;
2376
2377 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2378 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2379 {
2380 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2381 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2382
2383 if (op->contr)
2384 esrv_del_item (op->contr, tmp->count);
2385
2386 tmp->destroy ();
2387 CLEAR_FLAG (op, FLAG_LIFESAVE);
2388
2389 if (op->stats.hp < 0)
2390 op->stats.hp = op->stats.maxhp;
2391
2392 if (op->stats.food < 0)
2393 op->stats.food = 999;
2394
2395 op->update_stats ();
2396 return 1;
2397 }
2398
2399 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2400 CLEAR_FLAG (op, FLAG_LIFESAVE);
2401 enter_player_savebed (op); /* bring him home. */
2402 return 0;
2403 }
2404
2405 /* This goes throws the inventory and removes unpaid objects, and puts them
2406 * back in the map (location and map determined by values of env). This
2407 * function will descend into containers. op is the object to start the search
2408 * from.
2409 */
2410 void
2411 remove_unpaid_objects (object *op, object *env)
2412 {
2413 object *next;
2414
2415 while (op)
2416 {
2417 next = op->below; /* Make sure we have a good value, in case
2418 * we remove object 'op'
2419 */
2420 if (QUERY_FLAG (op, FLAG_UNPAID))
2421 {
2422 op->remove ();
2423 op->x = env->x;
2424 op->y = env->y;
2425 if (env->type == PLAYER)
2426 esrv_del_item (env->contr, op->count);
2427 insert_ob_in_map (op, env->map, NULL, 0);
2428 }
2429 else if (op->inv)
2430 remove_unpaid_objects (op->inv, env);
2431
2432 op = next;
2433 }
2434 }
2435
2436 /*
2437 * Returns pointer a static string containing gravestone text
2438 * Moved from apply.c to player.c - player.c is what
2439 * actually uses this function. player.c may not be quite the
2440 * best, a misc file for object actions is probably better,
2441 * but there isn't one in the server directory.
2442 */
2443 char *
2444 gravestone_text (object *op)
2445 {
2446 static char buf2[MAX_BUF];
2447 char buf[MAX_BUF];
2448 time_t now = time (NULL);
2449
2450 strcpy (buf2, " R.I.P.\n\n");
2451 if (op->type == PLAYER)
2452 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2453 else
2454 sprintf (buf, "%s\n", &op->name);
2455
2456 strncat (buf2, " ", 20 - strlen (buf) / 2);
2457 strcat (buf2, buf);
2458 if (op->type == PLAYER)
2459 sprintf (buf, "who was in level %d when killed\n", op->level);
2460 else
2461 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2462
2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2464 strcat (buf2, buf);
2465 if (op->type == PLAYER)
2466 {
2467 sprintf (buf, "by %s.\n\n", op->contr->killer);
2468 strncat (buf2, " ", 21 - strlen (buf) / 2);
2469 strcat (buf2, buf);
2470 }
2471
2472 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2473 strncat (buf2, " ", 20 - strlen (buf) / 2);
2474 strcat (buf2, buf);
2475
2476 return buf2;
2477 }
2478
2479 void
2480 do_some_living (object *op)
2481 {
2482 int last_food = op->stats.food;
2483 int gen_hp, gen_sp, gen_grace;
2484 int over_hp, over_sp, over_grace;
2485 int i;
2486 int rate_hp = 1200;
2487 int rate_sp = 2500;
2488 int rate_grace = 2000;
2489 const int max_hp = 1;
2490 const int max_sp = 1;
2491 const int max_grace = 1;
2492
2493 if (op->contr->outputs_sync)
2494 {
2495 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2496 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2497 flush_output_element (op, &op->contr->outputs[i]);
2498 }
2499
2500 if (op->contr->ns->state == ST_PLAYING)
2501 {
2502 /* these next three if clauses make it possible to SLOW DOWN
2503 hp/grace/spellpoint regeneration. */
2504 if (op->contr->gen_hp >= 0)
2505 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2506 else
2507 {
2508 gen_hp = op->stats.maxhp;
2509 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2510 }
2511
2512 if (op->contr->gen_sp >= 0)
2513 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2514 else
2515 {
2516 gen_sp = op->stats.maxsp;
2517 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2518 }
2519
2520 if (op->contr->gen_grace >= 0)
2521 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2522 else
2523 {
2524 gen_grace = op->stats.maxgrace;
2525 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2526 }
2527
2528 /* Regenerate Spell Points */
2529 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2530 {
2531 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2532 if (op->stats.sp < op->stats.maxsp)
2533 {
2534 op->stats.sp++;
2535 /* dms do not consume food */
2536 if (!QUERY_FLAG (op, FLAG_WIZ))
2537 {
2538 op->stats.food--;
2539 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food;
2543 }
2544 }
2545
2546 if (max_sp > 1)
2547 {
2548 over_sp = (gen_sp + 10) / rate_sp;
2549 if (over_sp > 0)
2550 {
2551 if (op->stats.sp < op->stats.maxsp)
2552 {
2553 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2554
2555 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2556 op->stats.sp--;
2557
2558 if (op->stats.sp > op->stats.maxsp)
2559 op->stats.sp = op->stats.maxsp;
2560 }
2561 op->last_sp = 0;
2562 }
2563 else
2564 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2565 }
2566 else
2567 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2568 }
2569
2570 /* Regenerate Grace */
2571 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2572 if (--op->last_grace < 0)
2573 {
2574 if (op->stats.grace < op->stats.maxgrace / 2)
2575 op->stats.grace++; /* no penalty in food for regaining grace */
2576
2577 if (max_grace > 1)
2578 {
2579 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2580 if (over_grace > 0)
2581 {
2582 op->stats.sp += over_grace
2583 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2584 op->last_grace = 0;
2585 }
2586 else
2587 {
2588 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2589 }
2590 }
2591 else
2592 {
2593 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2594 }
2595 /* wearing stuff doesn't detract from grace generation. */
2596 }
2597
2598 /* Regenerate Hit Points */
2599 if (--op->last_heal < 0)
2600 {
2601 if (op->stats.hp < op->stats.maxhp)
2602 {
2603 op->stats.hp++;
2604 /* dms do not consume food */
2605 if (!QUERY_FLAG (op, FLAG_WIZ))
2606 {
2607 op->stats.food--;
2608 if (op->contr->digestion < 0)
2609 op->stats.food += op->contr->digestion;
2610 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2611 op->stats.food = last_food;
2612 }
2613 }
2614
2615 if (max_hp > 1)
2616 {
2617 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2618 if (over_hp > 0)
2619 {
2620 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2621 op->last_heal = 0;
2622 }
2623 else
2624 {
2625 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2626 }
2627 }
2628 else
2629 {
2630 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2631 }
2632 }
2633
2634 /* Digestion */
2635 if (--op->last_eat < 0)
2636 {
2637 #ifdef COZY_SERVER
2638 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2639 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2640 #else
2641 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2642 #endif
2643
2644 if (op->contr->gen_hp > 0)
2645 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2646 else
2647 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2648
2649 /* dms do not consume food */
2650 if (!QUERY_FLAG (op, FLAG_WIZ))
2651 op->stats.food--;
2652 }
2653
2654 if (op->stats.food < 0 && op->stats.hp >= 0)
2655 {
2656 object *tmp, *flesh = 0;
2657
2658 for (tmp = op->inv; tmp; tmp = tmp->below)
2659 {
2660 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2661 {
2662 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2663 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2665 manual_apply (op, tmp, 0);
2666 if (op->stats.food >= 0 || op->stats.hp < 0)
2667 break;
2668 }
2669 else if (tmp->type == FLESH)
2670 flesh = tmp;
2671 } /* End if paid for object */
2672 } /* end of for loop */
2673
2674 /* If player is still starving, it means they don't have any food, so
2675 * eat flesh instead.
2676 */
2677 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2678 {
2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2680 manual_apply (op, flesh, 0);
2681 }
2682 }
2683
2684 while (op->stats.food < 0 && op->stats.hp >= 0)
2685 op->stats.food++, op->stats.hp--;
2686
2687 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2688 kill_player (op);
2689 }
2690 }
2691
2692 /* If the player should die (lack of hp, food, etc), we call this.
2693 * op is the player in jeopardy. If the player can not be saved (not
2694 * permadeath, no lifesave), this will take care of removing the player
2695 * file.
2696 */
2697 void
2698 kill_player (object *op)
2699 {
2700 char buf[MAX_BUF];
2701 int x, y;
2702
2703 //int i;
2704 maptile *map; /* this is for resurrection */
2705
2706 /* int z;
2707 int num_stats_lose;
2708 int lost_a_stat;
2709 int lose_this_stat;
2710 int this_stat; */
2711 int will_kill_again;
2712 archetype *at;
2713 object *tmp;
2714
2715 if (save_life (op))
2716 return;
2717
2718
2719 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2720 * in cities ONLY!!! It is very important that this doesn't get abused.
2721 * Look at op_on_battleground() for more info --AndreasV
2722 */
2723 if (op_on_battleground (op, &x, &y))
2724 {
2725 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2726 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2727
2728 /* restore player */
2729 at = archetype::find ("poisoning");
2730 tmp = present_arch_in_ob (at, op);
2731 if (tmp)
2732 {
2733 tmp->destroy ();
2734 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2735 }
2736
2737 at = archetype::find ("confusion");
2738 tmp = present_arch_in_ob (at, op);
2739 if (tmp)
2740 {
2741 tmp->destroy ();
2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2743 }
2744
2745 cure_disease (op, 0); /* remove any disease */
2746 op->stats.hp = op->stats.maxhp;
2747 if (op->stats.food <= 0)
2748 op->stats.food = 999;
2749
2750 /* create a bodypart-trophy to make the winner happy */
2751 tmp = arch_to_object (archetype::find ("finger"));
2752 if (tmp != NULL)
2753 {
2754 sprintf (buf, "%s's finger", &op->name);
2755 tmp->name = buf;
2756 sprintf (buf, " This finger has been cut off %s\n"
2757 " the %s, when he was defeated at\n level %d by %s.\n",
2758 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2759 tmp->msg = buf;
2760 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2761 tmp->materialname = NULL;
2762 tmp->x = op->x, tmp->y = op->y;
2763 insert_ob_in_map (tmp, op->map, op, 0);
2764 }
2765
2766 /* teleport defeated player to new destination */
2767 transfer_ob (op, x, y, 0, NULL);
2768 op->contr->braced = 0;
2769 return;
2770 }
2771
2772 INVOKE_PLAYER (DEATH, op->contr);
2773
2774 command_kill_pets (op, 0);
2775
2776 if (op->stats.food < 0)
2777 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.food = 999;
2783 return;
2784 }
2785 sprintf (buf, "%s starved to death.", &op->name);
2786 strcpy (op->contr->killer, "starvation");
2787 }
2788 else
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.hp = op->stats.maxhp;
2795 return;
2796 }
2797 sprintf (buf, "%s died.", &op->name);
2798 }
2799 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2800
2801 /* save the map location for corpse, gravestone */
2802 x = op->x;
2803 y = op->y;
2804 map = op->map;
2805
2806
2807 /* NOT_PERMADEATH code. This basically brings the character back to
2808 * life if they are dead - it takes some exp and a random stat.
2809 * See the config.h file for a little more in depth detail about this.
2810 */
2811
2812 /* Basically two ways to go - remove a stat permanently, or just
2813 * make it depletion. This bunch of code deals with that aspect
2814 * of death.
2815 */
2816 #ifndef COZY_SERVER
2817 if (settings.balanced_stat_loss)
2818 {
2819 /* If stat loss is permanent, lose one stat only. */
2820 /* Lower level chars don't lose as many stats because they suffer
2821 more if they do. */
2822 /* Higher level characters can afford things such as potions of
2823 restoration, or better, stat potions. So we slug them that
2824 little bit harder. */
2825 /* GD */
2826 if (settings.stat_loss_on_death)
2827 num_stats_lose = 1;
2828 else
2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 }
2831 else
2832 {
2833 num_stats_lose = 1;
2834 }
2835 lost_a_stat = 0;
2836
2837 for (z = 0; z < num_stats_lose; z++)
2838 {
2839 i = RANDOM () % NUM_STATS;
2840
2841 if (settings.stat_loss_on_death)
2842 {
2843 /* Pick a random stat and take a point off it. Tell the player
2844 * what he lost.
2845 */
2846 change_attr_value (&(op->stats), i, -1);
2847 check_stat_bounds (&(op->stats));
2848 change_attr_value (&(op->contr->orig_stats), i, -1);
2849 check_stat_bounds (&(op->contr->orig_stats));
2850 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2851 lost_a_stat = 1;
2852 }
2853 else
2854 {
2855 /* deplete a stat */
2856 archetype *deparch = archetype::find ("depletion");
2857 object *dep;
2858
2859 dep = present_arch_in_ob (deparch, op);
2860 if (!dep)
2861 {
2862 dep = arch_to_object (deparch);
2863 insert_ob_in_ob (dep, op);
2864 }
2865 lose_this_stat = 1;
2866 if (settings.balanced_stat_loss)
2867 {
2868 /* GD */
2869 /* Get the stat that we're about to deplete. */
2870 this_stat = get_attr_value (&(dep->stats), i);
2871 if (this_stat < 0)
2872 {
2873 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2874 int keep_chance = this_stat * this_stat;
2875
2876 /* Yes, I am paranoid. Sue me. */
2877 if (keep_chance < 1)
2878 keep_chance = 1;
2879
2880 /* There is a maximum depletion total per level. */
2881 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2882 {
2883 lose_this_stat = 0;
2884 /* Take loss chance vs keep chance to see if we
2885 retain the stat. */
2886 }
2887 else
2888 {
2889 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2890 lose_this_stat = 0;
2891 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2892 this_stat, keep_chance, loss_chance,
2893 lose_this_stat?"LOSE":"KEEP"); */
2894 }
2895 }
2896 }
2897
2898 if (lose_this_stat)
2899 {
2900 this_stat = get_attr_value (&(dep->stats), i);
2901 /* We could try to do something clever like find another
2902 * stat to reduce if this fails. But chances are, if
2903 * stats have been depleted to -50, all are pretty low
2904 * and should be roughly the same, so it shouldn't make a
2905 * difference.
2906 */
2907 if (this_stat >= -50)
2908 {
2909 change_attr_value (&(dep->stats), i, -1);
2910 SET_FLAG (dep, FLAG_APPLIED);
2911 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2912 op->update_stats ();
2913 lost_a_stat = 1;
2914 }
2915 }
2916 }
2917 }
2918 /* If no stat lost, tell the player. */
2919 if (!lost_a_stat)
2920 {
2921 /* determine_god() seems to not work sometimes... why is this?
2922 Should I be using something else? GD */
2923 const char *god = determine_god (op);
2924
2925 if (god && (strcmp (god, "none")))
2926 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2927 else
2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2929 }
2930 #else
2931 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2932 #endif
2933
2934 /* Put a gravestone up where the character 'almost' died. List the
2935 * exp loss on the stone.
2936 */
2937 tmp = arch_to_object (archetype::find ("gravestone"));
2938 sprintf (buf, "%s's gravestone", &op->name);
2939 tmp->name = buf;
2940 sprintf (buf, "%s's gravestones", &op->name);
2941 tmp->name_pl = buf;
2942 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);
2943 tmp->msg = buf;
2944 tmp->x = op->x, tmp->y = op->y;
2945 insert_ob_in_map (tmp, op->map, NULL, 0);
2946
2947 /**************************************/
2948 /* */
2949 /* Subtract the experience points, */
2950 /* if we died cause of food, give us */
2951 /* food, and reset HP's... */
2952 /* */
2953 /**************************************/
2954
2955 /* remove any poisoning and confusion the character may be suffering. */
2956 /* restore player */
2957 at = archetype::find ("poisoning");
2958 tmp = present_arch_in_ob (at, op);
2959
2960 if (tmp)
2961 {
2962 tmp->destroy ();
2963 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2964 }
2965
2966 at = archetype::find ("confusion");
2967 tmp = present_arch_in_ob (at, op);
2968 if (tmp)
2969 {
2970 tmp->destroy ();
2971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2972 }
2973
2974 cure_disease (op, 0); /* remove any disease */
2975
2976 /*add_exp(op, (op->stats.exp * -0.20)); */
2977 apply_death_exp_penalty (op);
2978 if (op->stats.food < 100)
2979 op->stats.food = 900;
2980 op->stats.hp = op->stats.maxhp;
2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983
2984 /*
2985 * Check to see if the player is in a shop. IF so, then check to see if
2986 * the player has any unpaid items. If so, remove them and put them back
2987 * in the map.
2988 */
2989
2990 if (is_in_shop (op))
2991 remove_unpaid_objects (op->inv, op);
2992
2993 /****************************************/
2994 /* */
2995 /* Move player to his current respawn- */
2996 /* position (usually last savebed) */
2997 /* */
2998 /****************************************/
2999
3000 enter_player_savebed (op);
3001
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0;
3006 op->contr->save ();
3007
3008 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player.
3012 */
3013 will_kill_again = 0;
3014 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3015 if (tmp->type == SPELL_EFFECT)
3016 will_kill_again |= tmp->attacktype;
3017
3018 if (will_kill_again)
3019 {
3020 object *force;
3021 int at;
3022
3023 force = get_archetype (FORCE_NAME);
3024 /* 50 ticks should be enough time for the spell to abate */
3025 force->speed = 0.1;
3026 force->speed_left = -5.0;
3027 SET_FLAG (force, FLAG_APPLIED);
3028 for (at = 0; at < NROFATTACKS; at++)
3029 if (will_kill_again & (1 << at))
3030 force->resist[at] = 100;
3031
3032 insert_ob_in_ob (force, op);
3033 op->update_stats ();
3034
3035 }
3036
3037 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3038 }
3039
3040 void
3041 loot_object (object *op)
3042 { /* Grab and destroy some treasure */
3043 object *tmp, *tmp2, *next;
3044
3045 if (op->container)
3046 esrv_apply_container (op, op->container); /* close open sack first */
3047
3048 for (tmp = op->inv; tmp; tmp = next)
3049 {
3050 next = tmp->below;
3051
3052 if (tmp->invisible)
3053 continue;
3054
3055 tmp->remove ();
3056 tmp->x = op->x, tmp->y = op->y;
3057 if (tmp->type == CONTAINER)
3058 { /* empty container to ground */
3059 loot_object (tmp);
3060 }
3061 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3062 {
3063 if (tmp->nrof > 1)
3064 {
3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3066 tmp2->destroy ();
3067 insert_ob_in_map (tmp, op->map, NULL, 0);
3068 }
3069 else
3070 tmp->destroy ();
3071 }
3072 else
3073 insert_ob_in_map (tmp, op->map, NULL, 0);
3074 }
3075 }
3076
3077 /*
3078 * fix_weight(): Check recursively the weight of all players, and fix
3079 * what needs to be fixed. Refresh windows and fix speed if anything
3080 * was changed.
3081 */
3082
3083 void
3084 fix_weight (void)
3085 {
3086 for_all_players (pl)
3087 {
3088 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3089
3090 if (old == sum)
3091 continue;
3092 pl->ob->update_stats ();
3093 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3094 }
3095 }
3096
3097 void
3098 fix_luck (void)
3099 {
3100 for_all_players (pl)
3101 if (!pl->ob->contr->ns->state)
3102 pl->ob->change_luck (0);
3103 }
3104
3105 /* cast_dust() - handles op throwing objects of type 'DUST'.
3106 * This is much simpler in the new spell code - we basically
3107 * just treat this as any other spell casting object.
3108 */
3109 void
3110 cast_dust (object *op, object *throw_ob, int dir)
3111 {
3112 object *skop, *spob;
3113
3114 skop = find_skill_by_name (op, throw_ob->skill);
3115
3116 /* casting POTION 'dusts' is really a use_magic_item skill */
3117 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3118 {
3119 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3120 return;
3121 }
3122
3123 spob = throw_ob->inv;
3124
3125 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3126 // not pass NULL to cast_spell (which did indeed check itself, but
3127 // errors should be reported as early as possible IMHO)
3128 if (!spob)
3129 {
3130 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3131 return;
3132 }
3133
3134 if (op->type == PLAYER)
3135 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3136
3137 cast_spell (op, throw_ob, dir, spob, NULL);
3138
3139 throw_ob->destroy ();
3140 }
3141
3142 void
3143 make_visible (object *op)
3144 {
3145 op->hide = 0;
3146 op->invisible = 0;
3147 if (op->type == PLAYER)
3148 {
3149 op->contr->tmp_invis = 0;
3150 op->contr->invis_race = 0;
3151 }
3152 update_object (op, UP_OBJ_FACE);
3153 }
3154
3155 int
3156 is_true_undead (object *op)
3157 {
3158 object *tmp = NULL;
3159
3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3161 return 1;
3162
3163 return 0;
3164 }
3165
3166 /* look at the surrounding terrain to determine
3167 * the hideability of this object. Positive levels
3168 * indicate greater hideability.
3169 */
3170
3171 int
3172 hideability (object *ob)
3173 {
3174 int i, level = 0, mflag;
3175 sint16 x, y;
3176
3177 if (!ob || !ob->map)
3178 return 0;
3179
3180 /* so, on normal lighted maps, its hard to hide */
3181 level = ob->map->darkness - 2;
3182
3183 /* this also picks up whether the object is glowing.
3184 * If you carry a light on a non-dark map, its not
3185 * as bad as carrying a light on a pitch dark map */
3186 if (has_carried_lights (ob))
3187 level = -(10 + (2 * ob->map->darkness));
3188
3189 /* scan through all nearby squares for terrain to hide in */
3190 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3191 {
3192 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3193 if (mflag & P_OUT_OF_MAP)
3194 {
3195 continue;
3196 }
3197 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3198 level += 2;
3199 else /* open terrain! */
3200 level -= 1;
3201 }
3202
3203 #if 0
3204 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3205 #endif
3206 return level;
3207 }
3208
3209 /* For Hidden creatures - a chance of becoming 'unhidden'
3210 * every time they move - as we subtract off 'invisibility'
3211 * AND, for players, if they move into a ridiculously unhideable
3212 * spot (surrounded by clear terrain in broad daylight). -b.t.
3213 */
3214
3215 void
3216 do_hidden_move (object *op)
3217 {
3218 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3219 object *skop;
3220
3221 if (!op || !op->map)
3222 return;
3223
3224 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3225
3226 /* its *extremely* hard to run and sneak/hide at the same time! */
3227 if (op->type == PLAYER && op->contr->run_on)
3228 {
3229 if (!skop || num >= skop->level)
3230 {
3231 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3232 make_visible (op);
3233 return;
3234 }
3235 else
3236 num += 20;
3237 }
3238 num += op->map->difficulty;
3239 hide = hideability (op); /* modify by terrain hidden level */
3240 num -= hide;
3241 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3242 {
3243 make_visible (op);
3244 if (op->type == PLAYER)
3245 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3246 }
3247 else if (op->type == PLAYER && skop)
3248 {
3249 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3250 }
3251 }
3252
3253 /* determine if who is standing near a hostile creature. */
3254
3255 int
3256 stand_near_hostile (object *who)
3257 {
3258 object *tmp = NULL;
3259 int i, friendly = 0, player = 0, mflags;
3260 maptile *m;
3261 sint16 x, y;
3262
3263 if (!who)
3264 return 0;
3265
3266 if (who->type == PLAYER)
3267 player = 1;
3268
3269 else
3270 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3271
3272 /* search adjacent squares */
3273 for (i = 1; i < 9; i++)
3274 {
3275 x = who->x + freearr_x[i];
3276 y = who->y + freearr_y[i];
3277 m = who->map;
3278 mflags = get_map_flags (m, &m, x, y, &x, &y);
3279 /* space must be blocked if there is a monster. If not
3280 * blocked, don't need to check this space.
3281 */
3282 if (mflags & P_OUT_OF_MAP)
3283 continue;
3284 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3285 continue;
3286
3287 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3288 {
3289 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3290 return 1;
3291 else if (tmp->type == PLAYER)
3292 {
3293 /*don't let a hidden DM prevent you from hiding */
3294 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3295 return 1;
3296 }
3297 }
3298 }
3299 return 0;
3300 }
3301
3302 /* check the player los field for viewability of the
3303 * object op. This function works fine for monsters,
3304 * but we dont worry if the object isnt the top one in
3305 * a pile (say a coin under a table would return "viewable"
3306 * by this routine). Another question, should we be
3307 * concerned with the direction the player is looking
3308 * in? Realistically, most of use cant see stuff behind
3309 * our backs...on the other hand, does the "facing" direction
3310 * imply the way your head, or body is facing? Its possible
3311 * for them to differ. Sigh, this fctn could get a bit more complex.
3312 * -b.t.
3313 * This function is now map tiling safe.
3314 */
3315
3316 int
3317 player_can_view (object *pl, object *op)
3318 {
3319 rv_vector rv;
3320 int dx, dy;
3321
3322 if (pl->type != PLAYER)
3323 {
3324 LOG (llevError, "player_can_view() called for non-player object\n");
3325 return -1;
3326 }
3327 if (!pl || !op)
3328 return 0;
3329
3330 if (op->head)
3331 {
3332 op = op->head;
3333 }
3334 get_rangevector (pl, op, &rv, 0x1);
3335
3336 /* starting with the 'head' part, lets loop
3337 * through the object and find if it has any
3338 * part that is in the los array but isnt on
3339 * a blocked los square.
3340 * we use the archetype to figure out offsets.
3341 */
3342 while (op)
3343 {
3344 dx = rv.distance_x + op->arch->clone.x;
3345 dy = rv.distance_y + op->arch->clone.y;
3346
3347 /* only the viewable area the player sees is updated by LOS
3348 * code, so we need to restrict ourselves to that range of values
3349 * for any meaningful values.
3350 */
3351 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3352 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3353 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3354 return 1;
3355 op = op->more;
3356 }
3357 return 0;
3358 }
3359
3360 /* routine for both players and monsters. We call this when
3361 * there is a possibility for our action distrubing our hiding
3362 * place or invisiblity spell. Artefact invisiblity is not
3363 * effected by this. If we arent invisible to begin with, we
3364 * return 0.
3365 */
3366 int
3367 action_makes_visible (object *op)
3368 {
3369
3370 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3371 {
3372 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3373 return 0;
3374
3375 if (op->contr && op->contr->tmp_invis == 0)
3376 return 0;
3377
3378 /* If monsters, they should become visible */
3379 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3380 {
3381 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3382 return 1;
3383 }
3384 }
3385 return 0;
3386 }
3387
3388 /* op_on_battleground - checks if the given object op (usually
3389 * a player) is standing on a valid battleground-tile,
3390 * function returns TRUE/FALSE. If true x, y returns the battleground
3391 * -exit-coord. (and if x, y not NULL)
3392 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3393 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3394 * Default is to do the same as before, so only people wanting to have different points need worry about this
3395 */
3396 int
3397 op_on_battleground (object *op, int *x, int *y)
3398 {
3399 object *tmp;
3400
3401 /* A battleground-tile needs the following attributes to be valid:
3402 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3403 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3404 * and the exit-coordinates sp/hp must both be > 0.
3405 * => The intention here is to prevent abuse of the battleground-
3406 * feature (like pickable or hidden battleground tiles). */
3407 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3408 {
3409 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3410 {
3411 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3412 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3413 {
3414 /*before we assign the exit, check if this is a teambattle */
3415 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3416 {
3417 object *invtmp;
3418
3419 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3420 {
3421 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3422 {
3423 if (x != NULL && y != NULL)
3424 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3425 return 1;
3426 }
3427 }
3428 }
3429 if (x != NULL && y != NULL)
3430 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3431 return 1;
3432 }
3433 }
3434 }
3435 /* If we got here, did not find a battleground */
3436 return 0;
3437 }
3438
3439 /*
3440 * When a dragon-player gains a new stage of evolution,
3441 * he gets some treasure
3442 *
3443 * attributes:
3444 * object *who the dragon player
3445 * int atnr the attack-number of the ability focus
3446 * int level ability level
3447 */
3448 void
3449 dragon_ability_gain (object *who, int atnr, int level)
3450 {
3451 treasurelist *trlist = NULL; /* treasurelist */
3452 treasure *tr; /* treasure */
3453 object *tmp, *skop; /* tmp. object */
3454 object *item; /* treasure object */
3455 char buf[MAX_BUF]; /* tmp. string buffer */
3456 int i = 0, j = 0;
3457
3458 /* get the appropriate treasurelist */
3459 if (atnr == ATNR_FIRE)
3460 trlist = find_treasurelist ("dragon_ability_fire");
3461 else if (atnr == ATNR_COLD)
3462 trlist = find_treasurelist ("dragon_ability_cold");
3463 else if (atnr == ATNR_ELECTRICITY)
3464 trlist = find_treasurelist ("dragon_ability_elec");
3465 else if (atnr == ATNR_POISON)
3466 trlist = find_treasurelist ("dragon_ability_poison");
3467
3468 if (trlist == NULL || who->type != PLAYER)
3469 return;
3470
3471 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3472
3473 if (tr == NULL || tr->item == NULL)
3474 {
3475 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3476 return;
3477 }
3478
3479 /* everything seems okay - now bring on the gift: */
3480 item = &(tr->item->clone);
3481
3482 if (item->type == SPELL)
3483 {
3484 if (check_spell_known (who, item->name))
3485 return;
3486
3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3488 do_learn_spell (who, item, 0);
3489 return;
3490 }
3491
3492 /* grant direct spell */
3493 if (item->type == SPELLBOOK)
3494 {
3495 if (!item->inv)
3496 {
3497 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3498 return;
3499 }
3500 if (check_spell_known (who, item->inv->name))
3501 return;
3502 if (item->invisible)
3503 {
3504 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3505 do_learn_spell (who, item->inv, 0);
3506 return;
3507 }
3508 }
3509 else if (item->type == SKILL_TOOL && item->invisible)
3510 {
3511 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3512 {
3513
3514 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3515 * in this way, if the player is missing any of the attacktypes, he gets
3516 * them. As it is now, if the player has any that match the granted skill,
3517 * but not all of them, he gets nothing.
3518 */
3519 if (!(skop->attacktype & item->attacktype))
3520 {
3521 /* Give new attacktype */
3522 skop->attacktype |= item->attacktype;
3523
3524 /* always add physical if there's none */
3525 skop->attacktype |= AT_PHYSICAL;
3526
3527 if (item->msg != NULL)
3528 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3529
3530 /* Give player new face */
3531 if (item->animation_id)
3532 {
3533 who->face = skop->face;
3534 who->animation_id = item->animation_id;
3535 who->anim_speed = item->anim_speed;
3536 who->last_anim = 0;
3537 who->state = 0;
3538 animate_object (who, who->direction);
3539 }
3540 }
3541 }
3542 }
3543 else if (item->type == FORCE)
3544 {
3545 /* forces in the treasurelist can alter the player's stats */
3546 object *skin;
3547
3548 /* first get the dragon skin force */
3549 shstr_cmp dragon_skin_force ("dragon_skin_force");
3550 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3551 ;
3552
3553 if (!skin)
3554 return;
3555
3556 /* adding new spellpath attunements */
3557 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3558 {
3559 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3560
3561 /* print message */
3562 sprintf (buf, "You feel attuned to ");
3563 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3564 {
3565 if (item->path_attuned & (1 << i))
3566 {
3567 if (j)
3568 strcat (buf, " and ");
3569 else
3570 j = 1;
3571 strcat (buf, spellpathnames[i]);
3572 }
3573 }
3574 strcat (buf, ".");
3575 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3576 }
3577
3578 /* evtl. adding flags: */
3579 if (QUERY_FLAG (item, FLAG_XRAYS))
3580 SET_FLAG (skin, FLAG_XRAYS);
3581 if (QUERY_FLAG (item, FLAG_STEALTH))
3582 SET_FLAG (skin, FLAG_STEALTH);
3583 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3584 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3585
3586 /* print message if there is one */
3587 if (item->msg != NULL)
3588 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3589 }
3590 else
3591 {
3592 /* generate misc. treasure */
3593 tmp = arch_to_object (tr->item);
3594 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3595 tmp = insert_ob_in_ob (tmp, who);
3596 if (who->type == PLAYER)
3597 esrv_send_item (who, tmp);
3598 }
3599 }
3600
3601 /**
3602 * Unready an object for a player. This function does nothing if the object was
3603 * not readied.
3604 */
3605 void
3606 player_unready_range_ob (player *pl, object *ob)
3607 {
3608 rangetype i;
3609
3610 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3611 {
3612 if (pl->ranges[i] == ob)
3613 {
3614 pl->ranges[i] = NULL;
3615 if (pl->shoottype == i)
3616 {
3617 pl->shoottype = range_none;
3618 }
3619 }
3620 }
3621 }