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/cvs/deliantra/server/server/player.C
Revision: 1.58
Committed: Sat Dec 23 06:41:39 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.57: +2 -29 lines
Log Message:
- rename flags => flag (because its rpedominantly used singular),
- remove remaining use of the flags array semantics

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