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/cvs/deliantra/server/server/player.C
Revision: 1.78
Committed: Tue Jan 2 11:08:36 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.77: +8 -1 lines
Log Message:
add some robustness checks, add map find/load locking

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