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/cvs/deliantra/server/server/player.C
Revision: 1.68
Committed: Tue Dec 26 09:52:40 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +1 -4 lines
Log Message:
more cleanups and bugfixes, we are reaching a local peak of stability now

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <pwd.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 player *
37 find_player (const char *plname)
38 {
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44 }
45
46 void
47 display_motd (const object *op)
48 {
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73 }
74
75 void
76 send_rules (const object *op)
77 {
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108 }
109
110 void
111 send_news (const object *op)
112 {
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157 }
158
159 /* This loads the first map an puts the player on it. */
160 static void
161 set_first_map (object *op)
162 {
163 strcpy (op->contr->maplevel, first_map_path);
164 op->x = -1;
165 op->y = -1;
166 enter_exit (op, 0);
167 }
168
169 // connect the player with a specific client
170 // also changed, rationalises, and fixes some incorrect settings
171 void
172 player::connect (client *ns)
173 {
174 this->ns = ns;
175 ns->pl = this;
176
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250 }
251
252 void
253 player::disconnect ()
254 {
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258 }
259
260 // the need for this function can be explained
261 // by load_object not returning the object
262 void
263 player::set_object (object *op)
264 {
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277 }
278
279 player::player ()
280 {
281 /* There are some elements we want initialized to non zero value -
282 * we deal with that below this point.
283 */
284 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice;
287
288 assign (savebed_map, first_map_path); /* Init. respawn position */
289
290 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal;
294 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */
299 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314 }
315
316 void
317 player::do_destroy ()
318 {
319 attachable::do_destroy ();
320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob)
347 ob->destroy ();
348
349 if (ns)
350 {
351 client *ns = this->ns;
352 ns->send_packet ("goodbye");
353 ns->flush ();
354 ns->pl = 0;
355 this->ns = 0;
356 ns->destroy ();
357 }
358 }
359
360 player::~player ()
361 {
362 /* Clear item stack */
363 free (stack_items);
364 }
365
366 /* Tries to add player on the connection passed in ns.
367 * All we can really get in this is some settings like host and display
368 * mode.
369 */
370 player *
371 player::create ()
372 {
373 player *pl = new player;
374
375 pl->set_object (arch_to_object (get_player_archetype (0)));
376
377 return pl;
378 }
379
380 /*
381 * get_player_archetype() return next player archetype from archetype
382 * list. Not very efficient routine, but used only creating new players.
383 * Note: there MUST be at least one player archetype!
384 */
385 archetype *
386 get_player_archetype (archetype *at)
387 {
388 archetype *start = at;
389
390 for (;;)
391 {
392 if (at == NULL || at->next == NULL)
393 at = first_archetype;
394 else
395 at = at->next;
396
397 if (at->clone.type == PLAYER)
398 return at;
399
400 if (at == start)
401 {
402 LOG (llevError, "No Player archetypes\n");
403 exit (-1);
404 }
405 }
406 }
407
408 object *
409 get_nearest_player (object *mon)
410 {
411 object *op = NULL;
412 objectlink *ol;
413 unsigned lastdist;
414 rv_vector rv;
415
416 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
417 {
418 /* We should not find free objects on this friendly list, but it
419 * does periodically happen. Given that, lets deal with it.
420 * While unlikely, it is possible the next object on the friendly
421 * list is also free, so encapsulate this in a while loop.
422 */
423 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
424 {
425 object *tmp = ol->ob;
426
427 /* Can't do much more other than log the fact, because the object
428 * itself will have been cleared.
429 */
430 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue;
446
447 if (lastdist > rv.distance)
448 {
449 op = ol->ob;
450 lastdist = rv.distance;
451 }
452 }
453
454 for_all_players (pl)
455 if (can_detect_enemy (mon, pl->ob, &rv))
456 if (lastdist > rv.distance)
457 {
458 op = pl->ob;
459 lastdist = rv.distance;
460 }
461
462 #if 0
463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
464 #endif
465 return op;
466 }
467
468 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
469 * result in a monster paths backtracking. It basically determines how large a
470 * detour a monster will take from the direction path when looking
471 * for a path to the player. The values are in the amount of direction
472 * the deviation is
473 */
474 #define DETOUR_AMOUNT 2
475
476 /* This is used to prevent infinite loops. Consider a case where the
477 * player is in a chamber (with gate closed), and monsters are outside.
478 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
479 * find a path into the chamber. This is a good thing, but since there
480 * is no real path, it will just keep circling the chamber for
481 * ever (this could be a nice effect for monsters, but not for the function
482 * to get stuck in. I think for the monsters, if max is reached and
483 * we return the first direction the creature could move would result in the
484 * circling behaviour. Unfortunately, this function is also used to determined
485 * if the creature should cast a spell, so returning a direction in that case
486 * is probably not a good thing.
487 */
488 #define MAX_SPACES 50
489
490 /*
491 * Returns the direction to the player, if valid. Returns 0 otherwise.
492 * modified to verify there is a path to the player. Does this by stepping towards
493 * player and if path is blocked then see if blockage is close enough to player that
494 * direction to player is changed (ie zig or zag). Continue zig zag until either
495 * reach player or path is blocked. Thus, will only return true if there is a free
496 * path to player. Though path may not be a straight line. Note that it will find
497 * player hiding along a corridor at right angles to the corridor with the monster.
498 *
499 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
500 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
501 * down corriders.
502 * 2) I think the old code was broken if the first direction the monster
503 * should move was blocked - the code would store the first direction without
504 * verifying that the player can actually move in that direction. The new
505 * code does not store anything in firstdir until we have verified that the
506 * monster can in fact move one space in that direction.
507 * 3) I'm not sure how good this code will be for moving multipart monsters,
508 * since only simple checks to blocked are being called, which could mean the monster
509 * is blocking itself.
510 */
511 int
512 path_to_player (object *mon, object *pl, unsigned mindiff)
513 {
514 rv_vector rv;
515 sint16 x, y;
516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
517 maptile *m, *lastmap;
518
519 get_rangevector (mon, pl, &rv, 0);
520
521 if (rv.distance < mindiff)
522 return 0;
523
524 x = mon->x;
525 y = mon->y;
526 m = mon->map;
527 dir = rv.direction;
528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
529 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
530 /* If we can't solve it within the search distance, return now. */
531 if (diff > max)
532 return 0;
533 while (diff > 1 && max > 0)
534 {
535 lastx = x;
536 lasty = y;
537 lastmap = m;
538 x = lastx + freearr_x[dir];
539 y = lasty + freearr_y[dir];
540
541 mflags = get_map_flags (m, &m, x, y, &x, &y);
542 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
543
544 /* Space is blocked - try changing direction a little */
545 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
546 && (m == mon->map && blocked_link (mon, m, x, y))))
547 {
548 /* recalculate direction from last good location. Possible
549 * we were not traversing ideal location before.
550 */
551 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
552 if (rv.direction != dir)
553 {
554 /* OK - says direction should be different - lets reset the
555 * the values so it will try again.
556 */
557 x = lastx;
558 y = lasty;
559 m = lastmap;
560 dir = firstdir = rv.direction;
561 }
562 else
563 {
564 /* direct path is blocked - try taking a side step to
565 * either the left or right.
566 * Note increase the values in the loop below to be
567 * more than -1/1 respectively will mean the monster takes
568 * bigger detour. Have to be careful about these values getting
569 * too big (3 or maybe 4 or higher) as the monster may just try
570 * stepping back and forth
571 */
572 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
573 {
574 if (i == 0)
575 continue; /* already did this, so skip it */
576 /* Use lastdir here - otherwise,
577 * since the direction that the creature should move in
578 * may change, you could get infinite loops.
579 * ie, player is northwest, but monster can only
580 * move west, so it does that. It goes some distance,
581 * gets blocked, finds that it should move north,
582 * can't do that, but now finds it can move east, and
583 * gets back to its original point. lastdir contains
584 * the last direction the creature has successfully
585 * moved.
586 */
587
588 x = lastx + freearr_x[absdir (lastdir + i)];
589 y = lasty + freearr_y[absdir (lastdir + i)];
590 m = lastmap;
591 mflags = get_map_flags (m, &m, x, y, &x, &y);
592 if (mflags & P_OUT_OF_MAP)
593 continue;
594 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
595 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
596 continue;
597 if (mflags & P_BLOCKSVIEW)
598 continue;
599
600 if (m == mon->map && blocked_link (mon, m, x, y))
601 break;
602 }
603 /* go through entire loop without finding a valid
604 * sidestep to take - thus, no valid path.
605 */
606 if (i == (DETOUR_AMOUNT + 1))
607 return 0;
608 diff--;
609 lastdir = dir;
610 max--;
611 if (!firstdir)
612 firstdir = dir + i;
613 } /* else check alternate directions */
614 } /* if blocked */
615 else
616 {
617 /* we moved towards creature, so diff is less */
618 diff--;
619 max--;
620 lastdir = dir;
621 if (!firstdir)
622 firstdir = dir;
623 }
624 if (diff <= 1)
625 {
626 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance.
628 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
631 }
632 if (diff > max)
633 return 0;
634 }
635 /* If we reached the max, didn't find a direction in time */
636 if (!max)
637 return 0;
638
639 return firstdir;
640 }
641
642 void
643 give_initial_items (object *pl, treasurelist * items)
644 {
645 object *op, *next = NULL;
646
647 if (pl->randomitems != NULL)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649
650 for (op = pl->inv; op; op = next)
651 {
652 next = op->below;
653
654 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way
656 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658 SET_FLAG (op, FLAG_APPLIED);
659
660 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions
662 */
663 if (pl->type == PLAYER)
664 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
666 (op->type == ARMOUR || op->type == BOOTS ||
667 op->type == CLOAK || op->type == HELMET ||
668 op->type == SHIELD || op->type == GLOVES ||
669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 {
671 op->destroy ();
672 continue;
673 }
674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
683 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
701 if (op->type == SPELLBOOK && op->inv)
702 {
703 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 }
705
706 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be
708 * merged properly.
709 */
710 if (need_identify (op))
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716 if (op->type == SPELL)
717 {
718 op->destroy ();
719 continue;
720 }
721 else if (op->type == SKILL)
722 {
723 SET_FLAG (op, FLAG_CAN_USE_SKILL);
724 op->stats.exp = 0;
725 op->level = 1;
726 }
727 /* lock all 'normal items by default */
728 else
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */
731
732 /* Need to set up the skill pointers */
733 link_player_skills (pl);
734 }
735
736 void
737 get_party_password (object *op, partylist *party)
738 {
739 if (party == NULL)
740 {
741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
742 return;
743 }
744
745 op->contr->write_buf[0] = '\0';
746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
747 op->contr->party_to_join = party;
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749 }
750
751 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752 static int
753 roll_stat (void)
754 {
755 int a[4], i, j, k;
756
757 for (i = 0; i < 4; i++)
758 a[i] = (int) RANDOM () % 6 + 1;
759
760 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k)
762 k = a[i], j = i;
763
764 for (i = 0, k = 0; i < 4; i++)
765 if (i != j)
766 k += a[i];
767
768 return k;
769 }
770
771 void
772 object::roll_stats ()
773 {
774 int statsort [7];
775
776 for (;;)
777 {
778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
786 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>());
788
789 stats.Str = statsort[0];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796
797 stats.exp = 0;
798 stats.ac = 0;
799
800 stats.hp = stats.maxhp;
801 stats.sp = stats.maxsp;
802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
810 contr->orig_stats = stats;
811 }
812 }
813
814 void
815 object::swap_stats (int a, int b)
816 {
817 int tmp = get_attr_value (&contr->orig_stats, a);
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820
821 stats.Str = contr->orig_stats.Str;
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849 }
850
851 /* This function takes the key that is passed, and does the
852 * appropriate action with it (change race, or other things).
853 * The function name is for historical reasons - now we have
854 * separate race and class; this actually changes the RACE,
855 * not the class.
856 */
857 int
858 key_change_class (object *op, char key)
859 {
860 int tmp_loop;
861
862 if (key == 'd' || key == 'D')
863 {
864 char buf[MAX_BUF];
865
866 /* this must before then initial items are given */
867 esrv_new_player (op->contr, op->weight + op->carrying);
868
869 treasurelist *tl = find_treasurelist ("starting_wealth");
870 if (tl)
871 create_treasure (tl, op, 0, 0, 0);
872
873 INVOKE_PLAYER (BIRTH, op->contr);
874 INVOKE_PLAYER (LOGIN, op->contr);
875
876 op->contr->ns->state = ST_PLAYING;
877
878 if (op->msg)
879 op->msg = NULL;
880
881 /* We create this now because some of the unique maps will need it
882 * to save here.
883 */
884 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
885 make_path_to_file (buf);
886
887 #ifdef AUTOSAVE
888 op->contr->last_save_tick = pticks;
889 #endif
890 start_info (op);
891 CLEAR_FLAG (op, FLAG_WIZ);
892 give_initial_items (op, op->randomitems);
893 link_player_skills (op);
894 esrv_send_inventory (op, op);
895 op->update_stats ();
896
897 /* This moves the player to a different start map, if there
898 * is one for this race
899 */
900 if (*first_map_ext_path)
901 {
902 object *tmp;
903 char mapname[MAX_BUF];
904
905 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
906 tmp = object::create ();
907 EXIT_PATH (tmp) = mapname;
908 EXIT_X (tmp) = op->x;
909 EXIT_Y (tmp) = op->y;
910 enter_exit (op, tmp); /* we don't really care if it succeeded;
911 * if the map isn't there, then stay on the
912 * default initial map */
913 tmp->destroy ();
914 }
915 else
916 LOG (llevDebug, "first_map_ext_path not set\n");
917
918 return 0;
919 }
920
921 /* Following actually changes the race - this is the default command
922 * if we don't match with one of the options above.
923 */
924
925 tmp_loop = 0;
926 while (!tmp_loop)
927 {
928 shstr name = op->name;
929 int x = op->x, y = op->y;
930
931 op->remove_statbonus ();
932 op->remove ();
933 op->arch = get_player_archetype (op->arch);
934 op->arch->clone.copy_to (op);
935 op->instantiate ();
936 op->stats = op->contr->orig_stats;
937 op->name = op->name_pl = name;
938 op->x = x;
939 op->y = y;
940 SET_ANIMATION (op, 2); /* So player faces south */
941 insert_ob_in_map (op, op->map, op, 0);
942 assign (op->contr->title, op->arch->clone.name);
943 op->add_statbonus ();
944 tmp_loop = allowed_class (op);
945 }
946
947 update_object (op, UP_OBJ_FACE);
948 esrv_update_item (UPD_FACE, op, op);
949 op->update_stats ();
950 op->stats.hp = op->stats.maxhp;
951 op->stats.sp = op->stats.maxsp;
952 op->stats.grace = 0;
953
954 if (op->msg)
955 new_draw_info (NDI_BLUE, 0, op, op->msg);
956
957 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
958 return 0;
959 }
960
961 int
962 key_confirm_quit (object *op, char key)
963 {
964 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
965 {
966 op->contr->ns->state = ST_PLAYING;
967 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
968 return 1;
969 }
970
971 INVOKE_PLAYER (LOGOUT, op->contr);
972 INVOKE_PLAYER (QUIT, op->contr);
973
974 op->contr->enable_save = false;
975
976 terminate_all_pets (op);
977 leave_map (op);
978 op->direction = 0;
979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
980
981 strcpy (op->contr->killer, "quit");
982 check_score (op);
983 op->contr->party = 0;
984 op->contr->own_title[0] = '\0';
985
986 object_ptr ob = op;
987
988 /* We need to hunt for any per player unique maps in memory and
989 * get rid of them. The trailing slash in the path is intentional,
990 * so that players named 'Ab' won't match against players 'Abe' pathname
991 */
992 char buf[MAX_BUF];
993 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
994
995 for (maptile *next, *mp = first_map; mp; mp = next)
996 {
997 next = mp->next;
998
999 if (!strncmp (mp->path, buf, strlen (buf)))
1000 delete_map (mp);
1001 }
1002
1003 delete_character (ob->name, 1);
1004 ob->contr->destroy ();
1005
1006 return 1;
1007 }
1008
1009 void
1010 flee_player (object *op)
1011 {
1012 int dir, diff;
1013 rv_vector rv;
1014
1015 if (op->stats.hp < 0)
1016 {
1017 LOG (llevDebug, "Fleeing player is dead.\n");
1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 return;
1020 }
1021
1022 if (op->enemy == NULL)
1023 {
1024 LOG (llevDebug, "Fleeing player had no enemy.\n");
1025 CLEAR_FLAG (op, FLAG_SCARED);
1026 return;
1027 }
1028
1029 /* Seen some crashes here. Since we don't store an
1030 * op->enemy_count, it is possible that something destroys the
1031 * actual enemy, and the object is recycled.
1032 */
1033 if (op->enemy->map == NULL)
1034 {
1035 CLEAR_FLAG (op, FLAG_SCARED);
1036 op->enemy = NULL;
1037 return;
1038 }
1039
1040 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1041 {
1042 op->enemy = NULL;
1043 CLEAR_FLAG (op, FLAG_SCARED);
1044 return;
1045 }
1046
1047 get_rangevector (op, op->enemy, &rv, 0);
1048
1049 dir = absdir (4 + rv.direction);
1050 for (diff = 0; diff < 3; diff++)
1051 {
1052 int m = 1 - (RANDOM () & 2);
1053
1054 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1055 return;
1056 }
1057
1058 /* Cornered, get rid of scared */
1059 CLEAR_FLAG (op, FLAG_SCARED);
1060 op->enemy = NULL;
1061 }
1062
1063
1064 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1065 * IT returns 1 if the player should keep on moving, 0 if he should
1066 * stop.
1067 */
1068 int
1069 check_pick (object *op)
1070 {
1071 object *tmp, *next;
1072 int stop = 0;
1073 int j, k, wvratio;
1074 char putstring[128], tmpstr[16];
1075
1076 /* if you're flying, you cna't pick up anything */
1077 if (op->move_type & MOVE_FLYING)
1078 return 1;
1079
1080 next = op->below;
1081
1082 /* loop while there are items on the floor that are not marked as
1083 * destroyed */
1084 while (next && !next->destroyed ())
1085 {
1086 tmp = next;
1087 next = tmp->below;
1088
1089 if (op->destroyed ())
1090 return 0;
1091
1092 if (!can_pick (op, tmp))
1093 continue;
1094
1095 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1096 {
1097 if (item_matched_string (op, tmp, op->contr->search_str))
1098 pick_up (op, tmp);
1099 continue;
1100 }
1101
1102 /* high not bit set? We're using the old autopickup model */
1103 if (!(op->contr->mode & PU_NEWMODE))
1104 {
1105 switch (op->contr->mode)
1106 {
1107 case 0:
1108 return 1; /* don't pick up */
1109 case 1:
1110 pick_up (op, tmp);
1111 return 1;
1112 case 2:
1113 pick_up (op, tmp);
1114 return 0;
1115 case 3:
1116 return 0; /* stop before pickup */
1117 case 4:
1118 pick_up (op, tmp);
1119 break;
1120 case 5:
1121 pick_up (op, tmp);
1122 stop = 1;
1123 break;
1124 case 6:
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1126 pick_up (op, tmp);
1127 break;
1128
1129 case 7:
1130 if (tmp->type == MONEY || tmp->type == GEM)
1131 pick_up (op, tmp);
1132 break;
1133
1134 default:
1135 /* use value density */
1136 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1137 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1138 pick_up (op, tmp);
1139 }
1140 }
1141 else
1142 { /* old model */
1143 /* NEW pickup handling */
1144 if (op->contr->mode & PU_DEBUG)
1145 {
1146 /* some debugging code to figure out item information */
1147 if (tmp->name != NULL)
1148 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1149 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1150 else
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153
1154 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1155 }
1156
1157 /* philosophy:
1158 * It's easy to grab an item type from a pile, as long as it's
1159 * generic. This takes no game-time. For more detailed pickups
1160 * and selections, select-items should be used. This is a
1161 * grab-as-you-run type mode that's really useful for arrows for
1162 * example.
1163 * The drawback: right now it has no frontend, so you need to
1164 * stick the bits you want into a calculator in hex mode and then
1165 * convert to decimal and then 'pickup <#>
1166 */
1167
1168 /* the first two modes are exclusive: if NOTHING we return, if
1169 * STOP then we stop. All the rest are applied sequentially,
1170 * meaning if any test passes, the item gets picked up. */
1171
1172 /* if mode is set to pick nothing up, return */
1173
1174 if (op->contr->mode & PU_NOTHING)
1175 return 1;
1176
1177 /* if mode is set to stop when encountering objects, return */
1178 /* take STOP before INHIBIT since it doesn't actually pick
1179 * anything up */
1180
1181 if (op->contr->mode & PU_STOP)
1182 return 0;
1183
1184 /* useful for going into stores and not losing your settings... */
1185 /* and for battles wher you don't want to get loaded down while
1186 * fighting */
1187 if (op->contr->mode & PU_INHIBIT)
1188 return 1;
1189
1190 /* prevent us from turning into auto-thieves :) */
1191 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1192 continue;
1193
1194 /* ignore known cursed objects */
1195 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1196 continue;
1197
1198 /* all food and drink if desired */
1199 /* question: don't pick up known-poisonous stuff? */
1200 if (op->contr->mode & PU_FOOD)
1201 if (tmp->type == FOOD)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 if (op->contr->mode & PU_DRINK)
1208 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_POTION)
1215 if (tmp->type == POTION)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 /* spellbooks, skillscrolls and normal books/scrolls */
1222 if (op->contr->mode & PU_SPELLBOOK)
1223 if (tmp->type == SPELLBOOK)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_SKILLSCROLL)
1230 if (tmp->type == SKILLSCROLL)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_READABLES)
1237 if (tmp->type == BOOK || tmp->type == SCROLL)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* wands/staves/rods/horns */
1244 if (op->contr->mode & PU_MAGIC_DEVICE)
1245 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* pick up all magical items */
1252 if (op->contr->mode & PU_MAGICAL)
1253 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_VALUABLES)
1260 {
1261 if (tmp->type == MONEY || tmp->type == GEM)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266 }
1267
1268 /* rings & amulets - talismans seems to be typed AMULET */
1269 if (op->contr->mode & PU_JEWELS)
1270 if (tmp->type == RING || tmp->type == AMULET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 /* we don't forget dragon food */
1277 if (op->contr->mode & PU_FLESH)
1278 if (tmp->type == FLESH)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 /* bows and arrows. Bows are good for selling! */
1285 if (op->contr->mode & PU_BOW)
1286 if (tmp->type == BOW)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291
1292 if (op->contr->mode & PU_ARROW)
1293 if (tmp->type == ARROW)
1294 {
1295 pick_up (op, tmp);
1296 continue;
1297 }
1298
1299 /* all kinds of armor etc. */
1300 if (op->contr->mode & PU_ARMOUR)
1301 if (tmp->type == ARMOUR)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_HELMET)
1308 if (tmp->type == HELMET)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 if (op->contr->mode & PU_SHIELD)
1315 if (tmp->type == SHIELD)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320
1321 if (op->contr->mode & PU_BOOTS)
1322 if (tmp->type == BOOTS)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327
1328 if (op->contr->mode & PU_GLOVES)
1329 if (tmp->type == GLOVES)
1330 {
1331 pick_up (op, tmp);
1332 continue;
1333 }
1334
1335 if (op->contr->mode & PU_CLOAK)
1336 if (tmp->type == CLOAK)
1337 {
1338 pick_up (op, tmp);
1339 continue;
1340 }
1341
1342 /* hoping to catch throwing daggers here */
1343 if (op->contr->mode & PU_MISSILEWEAPON)
1344 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1345 {
1346 pick_up (op, tmp);
1347 continue;
1348 }
1349
1350 /* careful: chairs and tables are weapons! */
1351 if (op->contr->mode & PU_ALLWEAPON)
1352 {
1353 if (tmp->type == WEAPON && tmp->name != NULL)
1354 {
1355 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1356 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1357 {
1358 pick_up (op, tmp);
1359 continue;
1360 }
1361 }
1362
1363 if (tmp->type == WEAPON && tmp->name == NULL)
1364 {
1365 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1366 {
1367 pick_up (op, tmp);
1368 continue;
1369 }
1370 }
1371 }
1372
1373 /* misc stuff that's useful */
1374 if (op->contr->mode & PU_KEY)
1375 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380
1381 /* any of the last 4 bits set means we use the ratio for value
1382 * pickups */
1383 if (op->contr->mode & PU_RATIO)
1384 {
1385 /* use value density to decide what else to grab */
1386 /* >=7 was >= op->contr->mode */
1387 /* >=7 is the old standard setting. Now we take the last 4 bits
1388 * and multiply them by 5, giving 0..15*5== 5..75 */
1389 wvratio = (op->contr->mode & PU_RATIO) * 5;
1390 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1391 {
1392 pick_up (op, tmp);
1393 #if 0
1394 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1395 if (tmp->name != NULL)
1396 {
1397 fprintf (stderr, "%s", tmp->name);
1398 }
1399 else
1400 fprintf (stderr, "%s", tmp->arch->name);
1401 fprintf (stderr, ",%d] = ", tmp->type);
1402 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1403 #endif
1404 continue;
1405 }
1406 }
1407 } /* the new pickup model */
1408 }
1409
1410 return !stop;
1411 }
1412
1413 /*
1414 * Find an arrow in the inventory and after that
1415 * in the right type container (quiver). Pointer to the
1416 * found object is returned.
1417 */
1418 object *
1419 find_arrow (object *op, const char *type)
1420 {
1421 object *tmp = NULL;
1422
1423 for (op = op->inv; op; op = op->below)
1424 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1425 tmp = find_arrow (op, type);
1426 else if (op->type == ARROW && op->race == type)
1427 return op;
1428 return tmp;
1429 }
1430
1431 /*
1432 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1433 * against the target. A full test is not performed, simply a basic test
1434 * of resistances. The archer is making a quick guess at what he sees down
1435 * the hall. Failing that it does it's best to pick the highest plus arrow.
1436 */
1437
1438 object *
1439 find_better_arrow (object *op, object *target, const char *type, int *better)
1440 {
1441 object *tmp = NULL, *arrow, *ntmp;
1442 int attacknum, attacktype, betterby = 0, i;
1443
1444 if (!type)
1445 return NULL;
1446
1447 for (arrow = op->inv; arrow; arrow = arrow->below)
1448 {
1449 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1450 {
1451 i = 0;
1452 ntmp = find_better_arrow (arrow, target, type, &i);
1453 if (i > betterby)
1454 {
1455 tmp = ntmp;
1456 betterby = i;
1457 }
1458 }
1459 else if (arrow->type == ARROW && arrow->race == type)
1460 {
1461 /* allways prefer assasination/slaying */
1462 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1463 {
1464 if (arrow->attacktype & AT_DEATH)
1465 {
1466 *better = 100;
1467 return arrow;
1468 }
1469 else
1470 {
1471 tmp = arrow;
1472 betterby = (arrow->magic + arrow->stats.dam) * 2;
1473 }
1474 }
1475 else
1476 {
1477 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1478 {
1479 attacktype = 1 << attacknum;
1480 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1481 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1482 {
1483 tmp = arrow;
1484 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1485 }
1486 }
1487 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1488 {
1489 tmp = arrow;
1490 betterby = 2 + arrow->magic + arrow->stats.dam;
1491 }
1492 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1493 {
1494 tmp = arrow;
1495 betterby = 1 + arrow->magic + arrow->stats.dam;
1496 }
1497 }
1498 }
1499 }
1500 if (tmp == NULL && arrow == NULL)
1501 return find_arrow (op, type);
1502
1503 *better = betterby;
1504 return tmp;
1505 }
1506
1507 /* looks in a given direction, finds the first valid target, and calls
1508 * find_better_arrow to find a decent arrow to use.
1509 * op = the shooter
1510 * type = bow->race
1511 * dir = fire direction
1512 */
1513
1514 object *
1515 pick_arrow_target (object *op, const char *type, int dir)
1516 {
1517 object *tmp = NULL;
1518 maptile *m;
1519 int i, mflags, found, number;
1520 sint16 x, y;
1521
1522 if (op->map == NULL)
1523 return find_arrow (op, type);
1524
1525 /* do a dex check */
1526 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1527 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1528 return find_arrow (op, type);
1529
1530 m = op->map;
1531 x = op->x;
1532 y = op->y;
1533
1534 /* find the first target */
1535 for (i = 0, found = 0; i < 20; i++)
1536 {
1537 x += freearr_x[dir];
1538 y += freearr_y[dir];
1539 mflags = get_map_flags (m, &m, x, y, &x, &y);
1540 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1541 {
1542 tmp = NULL;
1543 break;
1544 }
1545 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1546 {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 }
1553 if (mflags & P_IS_ALIVE)
1554 {
1555 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1556 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1557 {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 }
1565 if (tmp == NULL)
1566 return find_arrow (op, type);
1567
1568 if (tmp->head)
1569 tmp = tmp->head;
1570
1571 return find_better_arrow (op, tmp, type, &i);
1572 }
1573
1574 /*
1575 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise.
1577 * op is the object firing the bow.
1578 * part is for multipart creatures - the part firing the bow.
1579 * dir is the direction of fire.
1580 * wc_mod is any special modifier to give (used in special player fire modes)
1581 * sx, sy are coordinates to fire arrow from - also used in some of the special
1582 * player fire modes.
1583 */
1584 int
1585 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1586 {
1587 object *left, *bow;
1588 int bowspeed, mflags;
1589 maptile *m;
1590
1591 if (!dir)
1592 {
1593 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594 return 0;
1595 }
1596
1597 if (op->type == PLAYER)
1598 bow = op->contr->ranges[range_bow];
1599 else
1600 {
1601 for (bow = op->inv; bow; bow = bow->below)
1602 /* Don't check for applied - monsters don't apply bows - in that way, they
1603 * don't need to switch back and forth between bows and weapons.
1604 */
1605 if (bow->type == BOW)
1606 break;
1607
1608 if (!bow)
1609 {
1610 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1611 return 0;
1612 }
1613 }
1614
1615 if (!bow->race || !bow->skill)
1616 {
1617 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1618 return 0;
1619 }
1620
1621 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1622
1623 /* penalize ROF for bestarrow */
1624 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1625 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1626
1627 if (bowspeed < 1)
1628 bowspeed = 1;
1629
1630 if (arrow == NULL)
1631 {
1632 if ((arrow = find_arrow (op, bow->race)) == NULL)
1633 {
1634 if (op->type == PLAYER)
1635 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1636 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1637 else
1638 CLEAR_FLAG (op, FLAG_READY_BOW);
1639 return 0;
1640 }
1641 }
1642
1643 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1644 if (mflags & P_OUT_OF_MAP)
1645 return 0;
1646
1647 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1648 {
1649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1650 return 0;
1651 }
1652
1653 /* this should not happen, but sometimes does */
1654 if (arrow->nrof == 0)
1655 {
1656 arrow->destroy ();
1657 return 0;
1658 }
1659
1660 left = arrow; /* these are arrows left to the player */
1661 arrow = get_split_ob (arrow, 1);
1662 if (!arrow)
1663 {
1664 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 return 0;
1666 }
1667
1668 arrow->set_owner (op);
1669 arrow->skill = bow->skill;
1670
1671 arrow->direction = dir;
1672 arrow->x = sx;
1673 arrow->y = sy;
1674
1675 if (op->type == PLAYER)
1676 {
1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 op->update_stats ();
1679 }
1680
1681 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup (arrow->slaying);
1687
1688 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693
1694 /* update the speed */
1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697
1698 arrow->set_speed (max (arrow->speed, 1.0));
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1708 }
1709 else
1710 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level;
1713 }
1714
1715 if (arrow->attacktype == AT_PHYSICAL)
1716 arrow->attacktype |= bow->attacktype;
1717
1718 if (bow->slaying)
1719 arrow->slaying = bow->slaying;
1720
1721 arrow->map = m;
1722 arrow->move_type = MOVE_FLY_LOW;
1723 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1724
1725 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1726 insert_ob_in_map (arrow, m, op, 0);
1727
1728 if (!arrow->destroyed ())
1729 move_arrow (arrow);
1730
1731 if (op->type == PLAYER)
1732 {
1733 if (left->destroyed ())
1734 esrv_del_item (op->contr, left->count);
1735 else
1736 esrv_send_item (op, left);
1737 }
1738
1739 return 1;
1740 }
1741
1742 /* Special fire code for players - this takes into
1743 * account the special fire modes players can have
1744 * but monsters can't. Putting that code here
1745 * makes the fire_bow code much cleaner.
1746 * this function should only be called if 'op' is a player,
1747 * hence the function name.
1748 */
1749 int
1750 player_fire_bow (object *op, int dir)
1751 {
1752 int ret = 0, wcmod = 0;
1753
1754 if (op->contr->bowtype == bow_bestarrow)
1755 {
1756 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1757 }
1758 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1759 {
1760 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1761 wcmod = -1;
1762 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1763 }
1764 else if (op->contr->bowtype == bow_threewide)
1765 {
1766 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1768 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1769 }
1770 else if (op->contr->bowtype == bow_spreadshot)
1771 {
1772 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775
1776 }
1777 else
1778 {
1779 /* Simple case */
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 }
1782 return ret;
1783 }
1784
1785
1786 /* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable.
1788 */
1789 void
1790 fire_misc_object (object *op, int dir)
1791 {
1792 object *item;
1793
1794 if (!op->contr->ranges[range_misc])
1795 {
1796 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1797 return;
1798 }
1799
1800 item = op->contr->ranges[range_misc];
1801 if (!item->inv)
1802 {
1803 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1804 return;
1805 }
1806 if (item->type == WAND)
1807 {
1808 if (item->stats.food <= 0)
1809 {
1810 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1812 return;
1813 }
1814 }
1815 else if (item->type == ROD || item->type == HORN)
1816 {
1817 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1818 {
1819 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1820 if (item->type == ROD)
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1822 else
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1824 return;
1825 }
1826 }
1827
1828 if (cast_spell (op, item, dir, item->inv, NULL))
1829 {
1830 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1831 if (item->type == WAND)
1832 {
1833 if (!(--item->stats.food))
1834 {
1835 object *tmp;
1836
1837 if (item->arch)
1838 {
1839 CLEAR_FLAG (item, FLAG_ANIMATE);
1840 item->face = item->arch->clone.face;
1841 item->set_speed (0);
1842 }
1843
1844 if ((tmp = item->in_player ()))
1845 esrv_update_item (UPD_ANIM, tmp, item);
1846 }
1847 }
1848 else if (item->type == ROD || item->type == HORN)
1849 drain_rod_charge (item);
1850 }
1851 }
1852
1853 /* Received a fire command for the player - go and do it.
1854 */
1855 void
1856 fire (object *op, int dir)
1857 {
1858 int spellcost = 0;
1859
1860 /* check for loss of invisiblity/hide */
1861 if (action_makes_visible (op))
1862 make_visible (op);
1863
1864 switch (op->contr->shoottype)
1865 {
1866 case range_none:
1867 return;
1868
1869 case range_bow:
1870 player_fire_bow (op, dir);
1871 return;
1872
1873 case range_magic: /* Casting spells */
1874 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1875 return;
1876
1877 case range_misc:
1878 fire_misc_object (op, dir);
1879 return;
1880
1881 case range_golem: /* Control summoned monsters from scrolls */
1882 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1883 {
1884 op->contr->ranges[range_golem] = 0;
1885 op->contr->shoottype = range_none;
1886 }
1887 else
1888 control_golem (op->contr->ranges[range_golem], dir);
1889 return;
1890
1891 case range_skill:
1892 if (!op->chosen_skill)
1893 {
1894 if (op->type == PLAYER)
1895 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1896 return;
1897 }
1898 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1899 return;
1900 case range_builder:
1901 apply_map_builder (op, dir);
1902 return;
1903 default:
1904 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1905 return;
1906 }
1907 }
1908
1909
1910
1911 /* find_key
1912 * We try to find a key for the door as passed. If we find a key
1913 * and successfully use it, we return the key, otherwise NULL
1914 * This function merges both normal and locked door, since the logic
1915 * for both is the same - just the specific key is different.
1916 * pl is the player,
1917 * inv is the objects inventory to searched
1918 * door is the door we are trying to match against.
1919 * This function can be called recursively to search containers.
1920 */
1921
1922 object *
1923 find_key (object *pl, object *container, object *door)
1924 {
1925 object *tmp, *key;
1926
1927 /* Should not happen, but sanity checking is never bad */
1928 if (container->inv == NULL)
1929 return NULL;
1930
1931 /* First, lets try to find a key in the top level inventory */
1932 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1933 {
1934 if (door->type == DOOR && tmp->type == KEY)
1935 break;
1936 /* For sanity, we should really check door type, but other stuff
1937 * (like containers) can be locked with special keys
1938 */
1939 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1940 break;
1941 }
1942 /* No key found - lets search inventories now */
1943 /* If we find and use a key in an inventory, return at that time.
1944 * otherwise, if we search all the inventories and still don't find
1945 * a key, return
1946 */
1947 if (!tmp)
1948 {
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1950 {
1951 /* No reason to search empty containers */
1952 if (tmp->type == CONTAINER && tmp->inv)
1953 {
1954 if ((key = find_key (pl, tmp, door)) != NULL)
1955 return key;
1956 }
1957 }
1958 if (!tmp)
1959 return NULL;
1960 }
1961 /* We get down here if we have found a key. Now if its in a container,
1962 * see if we actually want to use it
1963 */
1964 if (pl != container)
1965 {
1966 /* Only let players use keys in containers */
1967 if (!pl->contr)
1968 return NULL;
1969 /* cases where this fails:
1970 * If we only search the player inventory, return now since we
1971 * are not in the players inventory.
1972 * If the container is not active, return now since only active
1973 * containers can be used.
1974 * If we only search keyrings and the container does not have
1975 * a race/isn't a keyring.
1976 * No checking for all containers - to fall through past here,
1977 * inv must have been an container and must have been active.
1978 *
1979 * Change the color so that the message doesn't disappear with
1980 * all the others.
1981 */
1982 if (pl->contr->usekeys == key_inventory ||
1983 !QUERY_FLAG (container, FLAG_APPLIED) ||
1984 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1985 {
1986 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1987 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1988 return NULL;
1989 }
1990 }
1991 return tmp;
1992 }
1993
1994 /* moved door processing out of move_player_attack.
1995 * returns 1 if player has opened the door with a key
1996 * such that the caller should not do anything more,
1997 * 0 otherwise
1998 */
1999 static int
2000 player_attack_door (object *op, object *door)
2001 {
2002 /* If its a door, try to find a use a key. If we do destroy the door,
2003 * might as well return immediately as there is nothing more to do -
2004 * otherwise, we fall through to the rest of the code.
2005 */
2006 object *key = find_key (op, op, door);
2007
2008 /* IF we found a key, do some extra work */
2009 if (key)
2010 {
2011 object *container = key->env;
2012
2013 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2014 if (action_makes_visible (op))
2015 make_visible (op);
2016 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2017 spring_trap (door->inv, op);
2018 if (door->type == DOOR)
2019 {
2020 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2021 }
2022 else if (door->type == LOCKED_DOOR)
2023 {
2024 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2025 remove_door2 (door); /* remove door without violence ;-) */
2026 }
2027 /* Do this after we print the message */
2028 decrease_ob (key); /* Use up one of the keys */
2029 /* Need to update the weight the container the key was in */
2030 if (container != op)
2031 esrv_update_item (UPD_WEIGHT, op, container);
2032 return 1; /* Nothing more to do below */
2033 }
2034 else if (door->type == LOCKED_DOOR)
2035 {
2036 /* Might as well return now - no other way to open this */
2037 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2038 return 1;
2039 }
2040 return 0;
2041 }
2042
2043 /* This function is just part of a breakup from move_player.
2044 * It should keep the code cleaner.
2045 * When this is called, the players direction has been updated
2046 * (taking into account confusion.) The player is also actually
2047 * going to try and move (not fire weapons).
2048 */
2049 void
2050 move_player_attack (object *op, int dir)
2051 {
2052 object *tmp, *mon;
2053 sint16 nx, ny;
2054 int on_battleground;
2055 maptile *m;
2056
2057 nx = freearr_x[dir] + op->x;
2058 ny = freearr_y[dir] + op->y;
2059
2060 on_battleground = op_on_battleground (op, 0, 0);
2061
2062 /* If braced, or can't move to the square, and it is not out of the
2063 * map, attack it. Note order of if statement is important - don't
2064 * want to be calling move_ob if braced, because move_ob will move the
2065 * player. This is a pretty nasty hack, because if we could
2066 * move to some space, it then means that if we are braced, we should
2067 * do nothing at all. As it is, if we are braced, we go through
2068 * quite a bit of processing. However, it probably is less than what
2069 * move_ob uses.
2070 */
2071 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2072 {
2073 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2074 {
2075 m = get_map_from_coord (op->map, &nx, &ny);
2076 if (!m)
2077 return; /* Don't think this should happen */
2078 }
2079 else
2080 m = op->map;
2081
2082 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2083 {
2084 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2085 return;
2086 }
2087
2088 mon = 0;
2089 /* Go through all the objects, and find ones of interest. Only stop if
2090 * we find a monster - that is something we know we want to attack.
2091 * if its a door or barrel (can roll) see if there may be monsters
2092 * on the space
2093 */
2094 while (tmp)
2095 {
2096 if (tmp == op)
2097 {
2098 tmp = tmp->above;
2099 continue;
2100 }
2101
2102 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2103 {
2104 mon = tmp;
2105 break;
2106 }
2107
2108 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2109 mon = tmp;
2110
2111 tmp = tmp->above;
2112 }
2113
2114 if (!mon) /* This happens anytime the player tries to move */
2115 return; /* into a wall */
2116
2117 if (mon->head)
2118 mon = mon->head;
2119
2120 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2121 if (player_attack_door (op, mon))
2122 return;
2123
2124 /* The following deals with possibly attacking peaceful
2125 * or frienddly creatures. Basically, all players are considered
2126 * unaggressive. If the moving player has peaceful set, then the
2127 * object should be pushed instead of attacked. It is assumed that
2128 * if you are braced, you will not attack friends accidently,
2129 * and thus will not push them.
2130 */
2131
2132 /* If the creature is a pet, push it even if the player is not
2133 * peaceful. Our assumption is the creature is a pet if the
2134 * player owns it and it is either friendly or unagressive.
2135 */
2136 if ((op->type == PLAYER)
2137 #if COZY_SERVER
2138 &&
2139 ((mon->owner && mon->owner->contr
2140 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2141 #else
2142 && mon->owner == op
2143 #endif
2144 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2145 {
2146 /* If we're braced, we don't want to switch places with it */
2147 if (op->contr->braced)
2148 return;
2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2150 (void) push_ob (mon, dir, op);
2151 if (op->contr->tmp_invis || op->hide)
2152 make_visible (op);
2153 return;
2154 }
2155
2156 /* in certain circumstances, you shouldn't attack friendly
2157 * creatures. Note that if you are braced, you can't push
2158 * someone, but put it inside this loop so that you won't
2159 * attack them either.
2160 */
2161 if ((mon->type == PLAYER || mon->enemy != op) &&
2162 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2163 #ifdef PROHIBIT_PLAYERKILL
2164 (op->contr->peaceful
2165 || (mon->type == PLAYER
2166 && mon->contr->
2167 peaceful)) &&
2168 #else
2169 op->contr->peaceful &&
2170 #endif
2171 !on_battleground))
2172 {
2173 if (!op->contr->braced)
2174 {
2175 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2176 (void) push_ob (mon, dir, op);
2177 }
2178 else
2179 new_draw_info (0, 0, op, "You withhold your attack");
2180
2181 if (op->contr->tmp_invis || op->hide)
2182 make_visible (op);
2183 }
2184
2185 /* If the object is a boulder or other rollable object, then
2186 * roll it if not braced. You can't roll it if you are braced.
2187 */
2188 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2189 {
2190 recursive_roll (mon, dir, op);
2191 if (action_makes_visible (op))
2192 make_visible (op);
2193 }
2194
2195 /* Any generic living creature. Including things like doors.
2196 * Way it works is like this: First, it must have some hit points
2197 * and be living. Then, it must be one of the following:
2198 * 1) Not a player, 2) A player, but of a different party. Note
2199 * that party_number -1 is no party, so attacks can still happen.
2200 */
2201
2202 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2203 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2204 {
2205
2206 /* If the player hasn't hit something this tick, and does
2207 * so, give them speed boost based on weapon speed. Doing
2208 * it here is better than process_players2, which basically
2209 * incurred a 1 tick offset.
2210 */
2211 if (!op->contr->has_hit)
2212 {
2213 op->speed_left += op->speed / op->contr->weapon_sp;
2214
2215 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2216 }
2217
2218 skill_attack (mon, op, 0, 0, 0);
2219
2220 /* If attacking another player, that player gets automatic
2221 * hitback, and doesn't loose luck either.
2222 * Disable hitback on the battleground or if the target is
2223 * the wiz.
2224 */
2225 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2226 {
2227 short luck = mon->stats.luck;
2228
2229 mon->contr->has_hit = 1;
2230 skill_attack (op, mon, 0, 0, 0);
2231 mon->stats.luck = luck;
2232 }
2233
2234 if (action_makes_visible (op))
2235 make_visible (op);
2236 }
2237 } /* if player should attack something */
2238 }
2239
2240 int
2241 move_player (object *op, int dir)
2242 {
2243 int pick;
2244
2245 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2246 return 0;
2247
2248 /* Sanity check: make sure dir is valid */
2249 if ((dir < 0) || (dir >= 9))
2250 {
2251 LOG (llevError, "move_player: invalid direction %d\n", dir);
2252 return 0;
2253 }
2254
2255 /* peterm: added following line */
2256 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2257 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2258
2259 op->facing = dir;
2260
2261 if (op->hide)
2262 do_hidden_move (op);
2263
2264 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2265 /*nop */ ;
2266 else if (op->contr->fire_on)
2267 fire (op, dir);
2268 else
2269 {
2270 move_player_attack (op, dir);
2271 pick = check_pick (op);
2272 }
2273
2274 /* Add special check for newcs players and fire on - this way, the
2275 * server can handle repeat firing.
2276 */
2277 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2278 op->direction = dir;
2279 else
2280 op->direction = 0;
2281
2282 /* Update how the player looks. Use the facing, so direction may
2283 * get reset to zero. This allows for full animation capabilities
2284 * for players.
2285 */
2286 animate_object (op, op->facing);
2287 return 0;
2288 }
2289
2290 /* This is similar to handle_player, below, but is only used by the
2291 * new client/server stuff.
2292 * This is sort of special, in that the new client/server actually uses
2293 * the new speed values for commands.
2294 *
2295 * Returns true if there are more actions we can do.
2296 */
2297 int
2298 handle_newcs_player (object *op)
2299 {
2300 if (op->contr->hidden)
2301 {
2302 op->invisible = 1000;
2303 /* the socket code flashes the player visible/invisible
2304 * depending on the value of invisible, so we need to
2305 * alternate it here for it to work correctly.
2306 */
2307 if (pticks & 2)
2308 op->invisible--;
2309 }
2310 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2311 {
2312 op->invisible--;
2313 if (!op->invisible)
2314 {
2315 make_visible (op);
2316 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2317 }
2318 }
2319
2320 if (QUERY_FLAG (op, FLAG_SCARED))
2321 {
2322 flee_player (op);
2323 /* If player is still scared, that is his action for this tick */
2324 if (QUERY_FLAG (op, FLAG_SCARED))
2325 {
2326 op->speed_left--;
2327 return 0;
2328 }
2329 }
2330
2331 /* I've been seeing crashes where the golem has been destroyed, but
2332 * the player object still points to the defunct golem. The code that
2333 * destroys the golem looks correct, and it doesn't always happen, so
2334 * put this in a a workaround to clean up the golem pointer.
2335 */
2336 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2337 op->contr->ranges[range_golem] = 0;
2338
2339 /* call this here - we also will call this in do_ericserver, but
2340 * the players time has been increased when doericserver has been
2341 * called, so we recheck it here.
2342 */
2343 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2344 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2345 ;
2346
2347 if (op->speed_left < 0)
2348 return 0;
2349
2350 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2351 {
2352 /* All move commands take 1 tick, at least for now */
2353 op->speed_left--;
2354
2355 /* Instead of all the stuff below, let move_player take care
2356 * of it. Also, some of the skill stuff is only put in
2357 * there, as well as the confusion stuff.
2358 */
2359 move_player (op, op->direction);
2360 if (op->speed_left > 0)
2361 return 1;
2362 else
2363 return 0;
2364 }
2365
2366 return 0;
2367 }
2368
2369 int
2370 save_life (object *op)
2371 {
2372 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2373 return 0;
2374
2375 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2376 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2377 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2380
2381 if (op->contr)
2382 esrv_del_item (op->contr, tmp->count);
2383
2384 tmp->destroy ();
2385 CLEAR_FLAG (op, FLAG_LIFESAVE);
2386
2387 if (op->stats.hp < 0)
2388 op->stats.hp = op->stats.maxhp;
2389
2390 if (op->stats.food < 0)
2391 op->stats.food = 999;
2392
2393 op->update_stats ();
2394 return 1;
2395 }
2396
2397 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2398 CLEAR_FLAG (op, FLAG_LIFESAVE);
2399 enter_player_savebed (op); /* bring him home. */
2400 return 0;
2401 }
2402
2403 /* This goes throws the inventory and removes unpaid objects, and puts them
2404 * back in the map (location and map determined by values of env). This
2405 * function will descend into containers. op is the object to start the search
2406 * from.
2407 */
2408 void
2409 remove_unpaid_objects (object *op, object *env)
2410 {
2411 object *next;
2412
2413 while (op)
2414 {
2415 next = op->below; /* Make sure we have a good value, in case
2416 * we remove object 'op'
2417 */
2418 if (QUERY_FLAG (op, FLAG_UNPAID))
2419 {
2420 op->remove ();
2421 op->x = env->x;
2422 op->y = env->y;
2423 if (env->type == PLAYER)
2424 esrv_del_item (env->contr, op->count);
2425 insert_ob_in_map (op, env->map, NULL, 0);
2426 }
2427 else if (op->inv)
2428 remove_unpaid_objects (op->inv, env);
2429
2430 op = next;
2431 }
2432 }
2433
2434 /*
2435 * Returns pointer a static string containing gravestone text
2436 * Moved from apply.c to player.c - player.c is what
2437 * actually uses this function. player.c may not be quite the
2438 * best, a misc file for object actions is probably better,
2439 * but there isn't one in the server directory.
2440 */
2441 char *
2442 gravestone_text (object *op)
2443 {
2444 static char buf2[MAX_BUF];
2445 char buf[MAX_BUF];
2446 time_t now = time (NULL);
2447
2448 strcpy (buf2, " R.I.P.\n\n");
2449 if (op->type == PLAYER)
2450 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2451 else
2452 sprintf (buf, "%s\n", &op->name);
2453
2454 strncat (buf2, " ", 20 - strlen (buf) / 2);
2455 strcat (buf2, buf);
2456 if (op->type == PLAYER)
2457 sprintf (buf, "who was in level %d when killed\n", op->level);
2458 else
2459 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2460
2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2462 strcat (buf2, buf);
2463 if (op->type == PLAYER)
2464 {
2465 sprintf (buf, "by %s.\n\n", op->contr->killer);
2466 strncat (buf2, " ", 21 - strlen (buf) / 2);
2467 strcat (buf2, buf);
2468 }
2469
2470 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2472 strcat (buf2, buf);
2473
2474 return buf2;
2475 }
2476
2477 void
2478 do_some_living (object *op)
2479 {
2480 int last_food = op->stats.food;
2481 int gen_hp, gen_sp, gen_grace;
2482 int over_hp, over_sp, over_grace;
2483 int i;
2484 int rate_hp = 1200;
2485 int rate_sp = 2500;
2486 int rate_grace = 2000;
2487 const int max_hp = 1;
2488 const int max_sp = 1;
2489 const int max_grace = 1;
2490
2491 if (op->contr->outputs_sync)
2492 {
2493 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2494 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2495 flush_output_element (op, &op->contr->outputs[i]);
2496 }
2497
2498 if (op->contr->ns->state == ST_PLAYING)
2499 {
2500 /* these next three if clauses make it possible to SLOW DOWN
2501 hp/grace/spellpoint regeneration. */
2502 if (op->contr->gen_hp >= 0)
2503 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2504 else
2505 {
2506 gen_hp = op->stats.maxhp;
2507 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2508 }
2509
2510 if (op->contr->gen_sp >= 0)
2511 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2512 else
2513 {
2514 gen_sp = op->stats.maxsp;
2515 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2516 }
2517
2518 if (op->contr->gen_grace >= 0)
2519 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2520 else
2521 {
2522 gen_grace = op->stats.maxgrace;
2523 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2524 }
2525
2526 /* Regenerate Spell Points */
2527 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2528 {
2529 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 if (op->stats.sp < op->stats.maxsp)
2531 {
2532 op->stats.sp++;
2533 /* dms do not consume food */
2534 if (!QUERY_FLAG (op, FLAG_WIZ))
2535 {
2536 op->stats.food--;
2537 if (op->contr->digestion < 0)
2538 op->stats.food += op->contr->digestion;
2539 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2540 op->stats.food = last_food;
2541 }
2542 }
2543
2544 if (max_sp > 1)
2545 {
2546 over_sp = (gen_sp + 10) / rate_sp;
2547 if (over_sp > 0)
2548 {
2549 if (op->stats.sp < op->stats.maxsp)
2550 {
2551 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2552
2553 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2554 op->stats.sp--;
2555
2556 if (op->stats.sp > op->stats.maxsp)
2557 op->stats.sp = op->stats.maxsp;
2558 }
2559 op->last_sp = 0;
2560 }
2561 else
2562 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2563 }
2564 else
2565 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2566 }
2567
2568 /* Regenerate Grace */
2569 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2570 if (--op->last_grace < 0)
2571 {
2572 if (op->stats.grace < op->stats.maxgrace / 2)
2573 op->stats.grace++; /* no penalty in food for regaining grace */
2574
2575 if (max_grace > 1)
2576 {
2577 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2578 if (over_grace > 0)
2579 {
2580 op->stats.sp += over_grace
2581 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2582 op->last_grace = 0;
2583 }
2584 else
2585 {
2586 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2587 }
2588 }
2589 else
2590 {
2591 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2592 }
2593 /* wearing stuff doesn't detract from grace generation. */
2594 }
2595
2596 /* Regenerate Hit Points */
2597 if (--op->last_heal < 0)
2598 {
2599 if (op->stats.hp < op->stats.maxhp)
2600 {
2601 op->stats.hp++;
2602 /* dms do not consume food */
2603 if (!QUERY_FLAG (op, FLAG_WIZ))
2604 {
2605 op->stats.food--;
2606 if (op->contr->digestion < 0)
2607 op->stats.food += op->contr->digestion;
2608 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2609 op->stats.food = last_food;
2610 }
2611 }
2612
2613 if (max_hp > 1)
2614 {
2615 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2616 if (over_hp > 0)
2617 {
2618 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2619 op->last_heal = 0;
2620 }
2621 else
2622 {
2623 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2624 }
2625 }
2626 else
2627 {
2628 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2629 }
2630 }
2631
2632 /* Digestion */
2633 if (--op->last_eat < 0)
2634 {
2635 #ifdef COZY_SERVER
2636 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2637 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2638 #else
2639 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2640 #endif
2641
2642 if (op->contr->gen_hp > 0)
2643 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2644 else
2645 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2646
2647 /* dms do not consume food */
2648 if (!QUERY_FLAG (op, FLAG_WIZ))
2649 op->stats.food--;
2650 }
2651
2652 if (op->stats.food < 0 && op->stats.hp >= 0)
2653 {
2654 object *tmp, *flesh = 0;
2655
2656 for (tmp = op->inv; tmp; tmp = tmp->below)
2657 {
2658 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2659 {
2660 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2661 {
2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2663 manual_apply (op, tmp, 0);
2664 if (op->stats.food >= 0 || op->stats.hp < 0)
2665 break;
2666 }
2667 else if (tmp->type == FLESH)
2668 flesh = tmp;
2669 } /* End if paid for object */
2670 } /* end of for loop */
2671
2672 /* If player is still starving, it means they don't have any food, so
2673 * eat flesh instead.
2674 */
2675 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2676 {
2677 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2678 manual_apply (op, flesh, 0);
2679 }
2680 }
2681
2682 while (op->stats.food < 0 && op->stats.hp >= 0)
2683 op->stats.food++, op->stats.hp--;
2684
2685 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2686 kill_player (op);
2687 }
2688 }
2689
2690 /* If the player should die (lack of hp, food, etc), we call this.
2691 * op is the player in jeopardy. If the player can not be saved (not
2692 * permadeath, no lifesave), this will take care of removing the player
2693 * file.
2694 */
2695 void
2696 kill_player (object *op)
2697 {
2698 char buf[MAX_BUF];
2699 int x, y;
2700
2701 //int i;
2702 maptile *map; /* this is for resurrection */
2703
2704 /* int z;
2705 int num_stats_lose;
2706 int lost_a_stat;
2707 int lose_this_stat;
2708 int this_stat; */
2709 int will_kill_again;
2710 archetype *at;
2711 object *tmp;
2712
2713 if (save_life (op))
2714 return;
2715
2716
2717 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2718 * in cities ONLY!!! It is very important that this doesn't get abused.
2719 * Look at op_on_battleground() for more info --AndreasV
2720 */
2721 if (op_on_battleground (op, &x, &y))
2722 {
2723 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2724 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2725
2726 /* restore player */
2727 at = archetype::find ("poisoning");
2728 tmp = present_arch_in_ob (at, op);
2729 if (tmp)
2730 {
2731 tmp->destroy ();
2732 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2733 }
2734
2735 at = archetype::find ("confusion");
2736 tmp = present_arch_in_ob (at, op);
2737 if (tmp)
2738 {
2739 tmp->destroy ();
2740 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2741 }
2742
2743 cure_disease (op, 0); /* remove any disease */
2744 op->stats.hp = op->stats.maxhp;
2745 if (op->stats.food <= 0)
2746 op->stats.food = 999;
2747
2748 /* create a bodypart-trophy to make the winner happy */
2749 tmp = arch_to_object (archetype::find ("finger"));
2750 if (tmp != NULL)
2751 {
2752 sprintf (buf, "%s's finger", &op->name);
2753 tmp->name = buf;
2754 sprintf (buf, " This finger has been cut off %s\n"
2755 " the %s, when he was defeated at\n level %d by %s.\n",
2756 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2757 tmp->msg = buf;
2758 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2759 tmp->materialname = NULL;
2760 tmp->x = op->x, tmp->y = op->y;
2761 insert_ob_in_map (tmp, op->map, op, 0);
2762 }
2763
2764 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0;
2767 return;
2768 }
2769
2770 INVOKE_PLAYER (DEATH, op->contr);
2771
2772 command_kill_pets (op, 0);
2773
2774 if (op->stats.food < 0)
2775 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation");
2785 }
2786 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name);
2796 }
2797 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2798
2799 /* save the map location for corpse, gravestone */
2800 x = op->x;
2801 y = op->y;
2802 map = op->map;
2803
2804
2805 /* NOT_PERMADEATH code. This basically brings the character back to
2806 * life if they are dead - it takes some exp and a random stat.
2807 * See the config.h file for a little more in depth detail about this.
2808 */
2809
2810 /* Basically two ways to go - remove a stat permanently, or just
2811 * make it depletion. This bunch of code deals with that aspect
2812 * of death.
2813 */
2814 #ifndef COZY_SERVER
2815 if (settings.balanced_stat_loss)
2816 {
2817 /* If stat loss is permanent, lose one stat only. */
2818 /* Lower level chars don't lose as many stats because they suffer
2819 more if they do. */
2820 /* Higher level characters can afford things such as potions of
2821 restoration, or better, stat potions. So we slug them that
2822 little bit harder. */
2823 /* GD */
2824 if (settings.stat_loss_on_death)
2825 num_stats_lose = 1;
2826 else
2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
2830 {
2831 num_stats_lose = 1;
2832 }
2833 lost_a_stat = 0;
2834
2835 for (z = 0; z < num_stats_lose; z++)
2836 {
2837 i = RANDOM () % NUM_STATS;
2838
2839 if (settings.stat_loss_on_death)
2840 {
2841 /* Pick a random stat and take a point off it. Tell the player
2842 * what he lost.
2843 */
2844 change_attr_value (&(op->stats), i, -1);
2845 check_stat_bounds (&(op->stats));
2846 change_attr_value (&(op->contr->orig_stats), i, -1);
2847 check_stat_bounds (&(op->contr->orig_stats));
2848 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2849 lost_a_stat = 1;
2850 }
2851 else
2852 {
2853 /* deplete a stat */
2854 archetype *deparch = archetype::find ("depletion");
2855 object *dep;
2856
2857 dep = present_arch_in_ob (deparch, op);
2858 if (!dep)
2859 {
2860 dep = arch_to_object (deparch);
2861 insert_ob_in_ob (dep, op);
2862 }
2863 lose_this_stat = 1;
2864 if (settings.balanced_stat_loss)
2865 {
2866 /* GD */
2867 /* Get the stat that we're about to deplete. */
2868 this_stat = get_attr_value (&(dep->stats), i);
2869 if (this_stat < 0)
2870 {
2871 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2872 int keep_chance = this_stat * this_stat;
2873
2874 /* Yes, I am paranoid. Sue me. */
2875 if (keep_chance < 1)
2876 keep_chance = 1;
2877
2878 /* There is a maximum depletion total per level. */
2879 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2880 {
2881 lose_this_stat = 0;
2882 /* Take loss chance vs keep chance to see if we
2883 retain the stat. */
2884 }
2885 else
2886 {
2887 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2888 lose_this_stat = 0;
2889 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2890 this_stat, keep_chance, loss_chance,
2891 lose_this_stat?"LOSE":"KEEP"); */
2892 }
2893 }
2894 }
2895
2896 if (lose_this_stat)
2897 {
2898 this_stat = get_attr_value (&(dep->stats), i);
2899 /* We could try to do something clever like find another
2900 * stat to reduce if this fails. But chances are, if
2901 * stats have been depleted to -50, all are pretty low
2902 * and should be roughly the same, so it shouldn't make a
2903 * difference.
2904 */
2905 if (this_stat >= -50)
2906 {
2907 change_attr_value (&(dep->stats), i, -1);
2908 SET_FLAG (dep, FLAG_APPLIED);
2909 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2910 op->update_stats ();
2911 lost_a_stat = 1;
2912 }
2913 }
2914 }
2915 }
2916 /* If no stat lost, tell the player. */
2917 if (!lost_a_stat)
2918 {
2919 /* determine_god() seems to not work sometimes... why is this?
2920 Should I be using something else? GD */
2921 const char *god = determine_god (op);
2922
2923 if (god && (strcmp (god, "none")))
2924 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2925 else
2926 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2927 }
2928 #else
2929 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2930 #endif
2931
2932 /* Put a gravestone up where the character 'almost' died. List the
2933 * exp loss on the stone.
2934 */
2935 tmp = arch_to_object (archetype::find ("gravestone"));
2936 sprintf (buf, "%s's gravestone", &op->name);
2937 tmp->name = buf;
2938 sprintf (buf, "%s's gravestones", &op->name);
2939 tmp->name_pl = buf;
2940 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);
2941 tmp->msg = buf;
2942 tmp->x = op->x, tmp->y = op->y;
2943 insert_ob_in_map (tmp, op->map, NULL, 0);
2944
2945 /**************************************/
2946 /* */
2947 /* Subtract the experience points, */
2948 /* if we died cause of food, give us */
2949 /* food, and reset HP's... */
2950 /* */
2951 /**************************************/
2952
2953 /* remove any poisoning and confusion the character may be suffering. */
2954 /* restore player */
2955 at = archetype::find ("poisoning");
2956 tmp = present_arch_in_ob (at, op);
2957
2958 if (tmp)
2959 {
2960 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2962 }
2963
2964 at = archetype::find ("confusion");
2965 tmp = present_arch_in_ob (at, op);
2966 if (tmp)
2967 {
2968 tmp->destroy ();
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 }
2971
2972 cure_disease (op, 0); /* remove any disease */
2973
2974 /*add_exp(op, (op->stats.exp * -0.20)); */
2975 apply_death_exp_penalty (op);
2976 if (op->stats.food < 100)
2977 op->stats.food = 900;
2978 op->stats.hp = op->stats.maxhp;
2979 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2980 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2981
2982 /*
2983 * Check to see if the player is in a shop. IF so, then check to see if
2984 * the player has any unpaid items. If so, remove them and put them back
2985 * in the map.
2986 */
2987
2988 if (is_in_shop (op))
2989 remove_unpaid_objects (op->inv, op);
2990
2991 /****************************************/
2992 /* */
2993 /* Move player to his current respawn- */
2994 /* position (usually last savebed) */
2995 /* */
2996 /****************************************/
2997
2998 enter_player_savebed (op);
2999
3000 /* Save the player before inserting the force to reduce
3001 * chance of abuse.
3002 */
3003 op->contr->braced = 0;
3004 op->contr->save ();
3005
3006 /* it is possible that the player has blown something up
3007 * at his savebed location, and that can have long lasting
3008 * spell effects. So first see if there is a spell effect
3009 * on the space that might harm the player.
3010 */
3011 will_kill_again = 0;
3012 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3013 if (tmp->type == SPELL_EFFECT)
3014 will_kill_again |= tmp->attacktype;
3015
3016 if (will_kill_again)
3017 {
3018 object *force;
3019 int at;
3020
3021 force = get_archetype (FORCE_NAME);
3022 /* 50 ticks should be enough time for the spell to abate */
3023 force->speed = 0.1;
3024 force->speed_left = -5.0;
3025 SET_FLAG (force, FLAG_APPLIED);
3026 for (at = 0; at < NROFATTACKS; at++)
3027 if (will_kill_again & (1 << at))
3028 force->resist[at] = 100;
3029
3030 insert_ob_in_ob (force, op);
3031 op->update_stats ();
3032
3033 }
3034
3035 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3036 }
3037
3038 void
3039 loot_object (object *op)
3040 { /* Grab and destroy some treasure */
3041 object *tmp, *tmp2, *next;
3042
3043 if (op->container)
3044 esrv_apply_container (op, op->container); /* close open sack first */
3045
3046 for (tmp = op->inv; tmp; tmp = next)
3047 {
3048 next = tmp->below;
3049
3050 if (tmp->invisible)
3051 continue;
3052
3053 tmp->remove ();
3054 tmp->x = op->x, tmp->y = op->y;
3055 if (tmp->type == CONTAINER)
3056 { /* empty container to ground */
3057 loot_object (tmp);
3058 }
3059 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3060 {
3061 if (tmp->nrof > 1)
3062 {
3063 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3064 tmp2->destroy ();
3065 insert_ob_in_map (tmp, op->map, NULL, 0);
3066 }
3067 else
3068 tmp->destroy ();
3069 }
3070 else
3071 insert_ob_in_map (tmp, op->map, NULL, 0);
3072 }
3073 }
3074
3075 /*
3076 * fix_weight(): Check recursively the weight of all players, and fix
3077 * what needs to be fixed. Refresh windows and fix speed if anything
3078 * was changed.
3079 */
3080
3081 void
3082 fix_weight (void)
3083 {
3084 for_all_players (pl)
3085 {
3086 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3087
3088 if (old == sum)
3089 continue;
3090 pl->ob->update_stats ();
3091 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3092 }
3093 }
3094
3095 void
3096 fix_luck (void)
3097 {
3098 for_all_players (pl)
3099 if (!pl->ob->contr->ns->state)
3100 pl->ob->change_luck (0);
3101 }
3102
3103 /* cast_dust() - handles op throwing objects of type 'DUST'.
3104 * This is much simpler in the new spell code - we basically
3105 * just treat this as any other spell casting object.
3106 */
3107 void
3108 cast_dust (object *op, object *throw_ob, int dir)
3109 {
3110 object *skop, *spob;
3111
3112 skop = find_skill_by_name (op, throw_ob->skill);
3113
3114 /* casting POTION 'dusts' is really a use_magic_item skill */
3115 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3116 {
3117 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3118 return;
3119 }
3120
3121 spob = throw_ob->inv;
3122
3123 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3124 // not pass NULL to cast_spell (which did indeed check itself, but
3125 // errors should be reported as early as possible IMHO)
3126 if (!spob)
3127 {
3128 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3129 return;
3130 }
3131
3132 if (op->type == PLAYER)
3133 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3134
3135 cast_spell (op, throw_ob, dir, spob, NULL);
3136
3137 throw_ob->destroy ();
3138 }
3139
3140 void
3141 make_visible (object *op)
3142 {
3143 op->hide = 0;
3144 op->invisible = 0;
3145 if (op->type == PLAYER)
3146 {
3147 op->contr->tmp_invis = 0;
3148 op->contr->invis_race = 0;
3149 }
3150 update_object (op, UP_OBJ_FACE);
3151 }
3152
3153 int
3154 is_true_undead (object *op)
3155 {
3156 object *tmp = NULL;
3157
3158 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3159 return 1;
3160
3161 return 0;
3162 }
3163
3164 /* look at the surrounding terrain to determine
3165 * the hideability of this object. Positive levels
3166 * indicate greater hideability.
3167 */
3168
3169 int
3170 hideability (object *ob)
3171 {
3172 int i, level = 0, mflag;
3173 sint16 x, y;
3174
3175 if (!ob || !ob->map)
3176 return 0;
3177
3178 /* so, on normal lighted maps, its hard to hide */
3179 level = ob->map->darkness - 2;
3180
3181 /* this also picks up whether the object is glowing.
3182 * If you carry a light on a non-dark map, its not
3183 * as bad as carrying a light on a pitch dark map */
3184 if (has_carried_lights (ob))
3185 level = -(10 + (2 * ob->map->darkness));
3186
3187 /* scan through all nearby squares for terrain to hide in */
3188 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3189 {
3190 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3191 if (mflag & P_OUT_OF_MAP)
3192 {
3193 continue;
3194 }
3195 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3196 level += 2;
3197 else /* open terrain! */
3198 level -= 1;
3199 }
3200
3201 #if 0
3202 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3203 #endif
3204 return level;
3205 }
3206
3207 /* For Hidden creatures - a chance of becoming 'unhidden'
3208 * every time they move - as we subtract off 'invisibility'
3209 * AND, for players, if they move into a ridiculously unhideable
3210 * spot (surrounded by clear terrain in broad daylight). -b.t.
3211 */
3212
3213 void
3214 do_hidden_move (object *op)
3215 {
3216 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3217 object *skop;
3218
3219 if (!op || !op->map)
3220 return;
3221
3222 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3223
3224 /* its *extremely* hard to run and sneak/hide at the same time! */
3225 if (op->type == PLAYER && op->contr->run_on)
3226 {
3227 if (!skop || num >= skop->level)
3228 {
3229 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3230 make_visible (op);
3231 return;
3232 }
3233 else
3234 num += 20;
3235 }
3236 num += op->map->difficulty;
3237 hide = hideability (op); /* modify by terrain hidden level */
3238 num -= hide;
3239 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3240 {
3241 make_visible (op);
3242 if (op->type == PLAYER)
3243 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3244 }
3245 else if (op->type == PLAYER && skop)
3246 {
3247 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3248 }
3249 }
3250
3251 /* determine if who is standing near a hostile creature. */
3252
3253 int
3254 stand_near_hostile (object *who)
3255 {
3256 object *tmp = NULL;
3257 int i, friendly = 0, player = 0, mflags;
3258 maptile *m;
3259 sint16 x, y;
3260
3261 if (!who)
3262 return 0;
3263
3264 if (who->type == PLAYER)
3265 player = 1;
3266
3267 else
3268 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3269
3270 /* search adjacent squares */
3271 for (i = 1; i < 9; i++)
3272 {
3273 x = who->x + freearr_x[i];
3274 y = who->y + freearr_y[i];
3275 m = who->map;
3276 mflags = get_map_flags (m, &m, x, y, &x, &y);
3277 /* space must be blocked if there is a monster. If not
3278 * blocked, don't need to check this space.
3279 */
3280 if (mflags & P_OUT_OF_MAP)
3281 continue;
3282 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3283 continue;
3284
3285 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3286 {
3287 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3288 return 1;
3289 else if (tmp->type == PLAYER)
3290 {
3291 /*don't let a hidden DM prevent you from hiding */
3292 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3293 return 1;
3294 }
3295 }
3296 }
3297 return 0;
3298 }
3299
3300 /* check the player los field for viewability of the
3301 * object op. This function works fine for monsters,
3302 * but we dont worry if the object isnt the top one in
3303 * a pile (say a coin under a table would return "viewable"
3304 * by this routine). Another question, should we be
3305 * concerned with the direction the player is looking
3306 * in? Realistically, most of use cant see stuff behind
3307 * our backs...on the other hand, does the "facing" direction
3308 * imply the way your head, or body is facing? Its possible
3309 * for them to differ. Sigh, this fctn could get a bit more complex.
3310 * -b.t.
3311 * This function is now map tiling safe.
3312 */
3313
3314 int
3315 player_can_view (object *pl, object *op)
3316 {
3317 rv_vector rv;
3318 int dx, dy;
3319
3320 if (pl->type != PLAYER)
3321 {
3322 LOG (llevError, "player_can_view() called for non-player object\n");
3323 return -1;
3324 }
3325 if (!pl || !op)
3326 return 0;
3327
3328 if (op->head)
3329 {
3330 op = op->head;
3331 }
3332 get_rangevector (pl, op, &rv, 0x1);
3333
3334 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any
3336 * part that is in the los array but isnt on
3337 * a blocked los square.
3338 * we use the archetype to figure out offsets.
3339 */
3340 while (op)
3341 {
3342 dx = rv.distance_x + op->arch->clone.x;
3343 dy = rv.distance_y + op->arch->clone.y;
3344
3345 /* only the viewable area the player sees is updated by LOS
3346 * code, so we need to restrict ourselves to that range of values
3347 * for any meaningful values.
3348 */
3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3352 return 1;
3353 op = op->more;
3354 }
3355 return 0;
3356 }
3357
3358 /* routine for both players and monsters. We call this when
3359 * there is a possibility for our action distrubing our hiding
3360 * place or invisiblity spell. Artefact invisiblity is not
3361 * effected by this. If we arent invisible to begin with, we
3362 * return 0.
3363 */
3364 int
3365 action_makes_visible (object *op)
3366 {
3367
3368 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369 {
3370 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3371 return 0;
3372
3373 if (op->contr && op->contr->tmp_invis == 0)
3374 return 0;
3375
3376 /* If monsters, they should become visible */
3377 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3378 {
3379 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3380 return 1;
3381 }
3382 }
3383 return 0;
3384 }
3385
3386 /* op_on_battleground - checks if the given object op (usually
3387 * a player) is standing on a valid battleground-tile,
3388 * function returns TRUE/FALSE. If true x, y returns the battleground
3389 * -exit-coord. (and if x, y not NULL)
3390 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3391 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3392 * Default is to do the same as before, so only people wanting to have different points need worry about this
3393 */
3394 int
3395 op_on_battleground (object *op, int *x, int *y)
3396 {
3397 object *tmp;
3398
3399 /* A battleground-tile needs the following attributes to be valid:
3400 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3401 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3402 * and the exit-coordinates sp/hp must both be > 0.
3403 * => The intention here is to prevent abuse of the battleground-
3404 * feature (like pickable or hidden battleground tiles). */
3405 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3406 {
3407 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3408 {
3409 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3410 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3411 {
3412 /*before we assign the exit, check if this is a teambattle */
3413 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3414 {
3415 object *invtmp;
3416
3417 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3418 {
3419 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3420 {
3421 if (x != NULL && y != NULL)
3422 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3423 return 1;
3424 }
3425 }
3426 }
3427 if (x != NULL && y != NULL)
3428 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3429 return 1;
3430 }
3431 }
3432 }
3433 /* If we got here, did not find a battleground */
3434 return 0;
3435 }
3436
3437 /*
3438 * When a dragon-player gains a new stage of evolution,
3439 * he gets some treasure
3440 *
3441 * attributes:
3442 * object *who the dragon player
3443 * int atnr the attack-number of the ability focus
3444 * int level ability level
3445 */
3446 void
3447 dragon_ability_gain (object *who, int atnr, int level)
3448 {
3449 treasurelist *trlist = NULL; /* treasurelist */
3450 treasure *tr; /* treasure */
3451 object *tmp, *skop; /* tmp. object */
3452 object *item; /* treasure object */
3453 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0;
3455
3456 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire");
3459 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold");
3461 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec");
3463 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison");
3465
3466 if (trlist == NULL || who->type != PLAYER)
3467 return;
3468
3469 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3470
3471 if (tr == NULL || tr->item == NULL)
3472 {
3473 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3474 return;
3475 }
3476
3477 /* everything seems okay - now bring on the gift: */
3478 item = &(tr->item->clone);
3479
3480 if (item->type == SPELL)
3481 {
3482 if (check_spell_known (who, item->name))
3483 return;
3484
3485 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3486 do_learn_spell (who, item, 0);
3487 return;
3488 }
3489
3490 /* grant direct spell */
3491 if (item->type == SPELLBOOK)
3492 {
3493 if (!item->inv)
3494 {
3495 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3496 return;
3497 }
3498 if (check_spell_known (who, item->inv->name))
3499 return;
3500 if (item->invisible)
3501 {
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3503 do_learn_spell (who, item->inv, 0);
3504 return;
3505 }
3506 }
3507 else if (item->type == SKILL_TOOL && item->invisible)
3508 {
3509 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3510 {
3511
3512 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3513 * in this way, if the player is missing any of the attacktypes, he gets
3514 * them. As it is now, if the player has any that match the granted skill,
3515 * but not all of them, he gets nothing.
3516 */
3517 if (!(skop->attacktype & item->attacktype))
3518 {
3519 /* Give new attacktype */
3520 skop->attacktype |= item->attacktype;
3521
3522 /* always add physical if there's none */
3523 skop->attacktype |= AT_PHYSICAL;
3524
3525 if (item->msg != NULL)
3526 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3527
3528 /* Give player new face */
3529 if (item->animation_id)
3530 {
3531 who->face = skop->face;
3532 who->animation_id = item->animation_id;
3533 who->anim_speed = item->anim_speed;
3534 who->last_anim = 0;
3535 who->state = 0;
3536 animate_object (who, who->direction);
3537 }
3538 }
3539 }
3540 }
3541 else if (item->type == FORCE)
3542 {
3543 /* forces in the treasurelist can alter the player's stats */
3544 object *skin;
3545
3546 /* first get the dragon skin force */
3547 shstr_cmp dragon_skin_force ("dragon_skin_force");
3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3549 ;
3550
3551 if (!skin)
3552 return;
3553
3554 /* adding new spellpath attunements */
3555 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3556 {
3557 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3558
3559 /* print message */
3560 sprintf (buf, "You feel attuned to ");
3561 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3562 {
3563 if (item->path_attuned & (1 << i))
3564 {
3565 if (j)
3566 strcat (buf, " and ");
3567 else
3568 j = 1;
3569 strcat (buf, spellpathnames[i]);
3570 }
3571 }
3572 strcat (buf, ".");
3573 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3574 }
3575
3576 /* evtl. adding flags: */
3577 if (QUERY_FLAG (item, FLAG_XRAYS))
3578 SET_FLAG (skin, FLAG_XRAYS);
3579 if (QUERY_FLAG (item, FLAG_STEALTH))
3580 SET_FLAG (skin, FLAG_STEALTH);
3581 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3582 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3583
3584 /* print message if there is one */
3585 if (item->msg != NULL)
3586 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3587 }
3588 else
3589 {
3590 /* generate misc. treasure */
3591 tmp = arch_to_object (tr->item);
3592 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3593 tmp = insert_ob_in_ob (tmp, who);
3594 if (who->type == PLAYER)
3595 esrv_send_item (who, tmp);
3596 }
3597 }
3598
3599 /**
3600 * Unready an object for a player. This function does nothing if the object was
3601 * not readied.
3602 */
3603 void
3604 player_unready_range_ob (player *pl, object *ob)
3605 {
3606 rangetype i;
3607
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3609 {
3610 if (pl->ranges[i] == ob)
3611 {
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619 }