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/cvs/deliantra/server/server/player.C
Revision: 1.55
Committed: Sat Dec 23 03:38:43 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +41 -42 lines
Log Message:
- surprisingly, there were some bugs. in Event, too :(
- dieing and food checking are now only done in ST_PLAYING state.
  this might, but should not be, exploitable, in serious ways.

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <pwd.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 player *
37 find_player (const char *plname)
38 {
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46 }
47
48 void
49 display_motd (const object *op)
50 {
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
65 {
66 if (*buf == '#')
67 continue;
68
69 strncat (motd + size, buf, HUGE_BUF - size);
70 size += strlen (buf);
71 }
72
73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75 }
76
77 void
78 send_rules (const object *op)
79 {
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
99 {
100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
101 break;
102 }
103
104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110 }
111
112 void
113 send_news (const object *op)
114 {
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
150 }
151 strncat (news + size, buf, HUGE_BUF - size);
152 size += strlen (buf);
153 }
154 }
155
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
158 close_and_delete (fp, comp);
159 }
160
161 /* This loads the first map an puts the player on it. */
162 static void
163 set_first_map (object *op)
164 {
165 strcpy (op->contr->maplevel, first_map_path);
166 op->x = -1;
167 op->y = -1;
168 enter_exit (op, 0);
169 }
170
171 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 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race;
187
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
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 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 enter_exit (ob, 0);
243
244 // send_rules (ob);//TODO
245 // send_news (ob);//TODO
246 // display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this);
248 }
249
250 // the need for this function can be explained
251 // by load_object not returning the object
252 void
253 player::set_object (object *op)
254 {
255 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */
257
258 ob->speed_left = 0.5;
259 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267 }
268
269 player::player ()
270 {
271 /* There are some elements we want initialized to non zero value -
272 * we deal with that below this point.
273 */
274 outputs_sync = 16; /* Every 2 seconds */
275 outputs_count = 8; /* Keeps present behaviour */
276 unapply = unapply_nochoice;
277
278 assign (savebed_map, first_map_path); /* Init. respawn position */
279
280 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none;
283 bowtype = bow_normal;
284 petmode = pet_normal;
285 listening = 10;
286 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */
289 do_los = 1;
290
291 /* we need to clear these to -1 and not zero - otherwise,
292 * if a player quits and starts a new character, we wont
293 * send new values to the client, as things like exp start
294 * at zero.
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298
299 for (int i = 0; i < NROFATTACKS; i++)
300 last_resist[i] = -1;
301
302 last_stats.exp = -1;
303 last_weight = (uint32) - 1;
304 }
305
306 player::~player ()
307 {
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */
343 free (stack_items);
344 }
345
346 /* Tries to add player on the connection passed in ns.
347 * All we can really get in this is some settings like host and display
348 * mode.
349 */
350 player *
351 player::create ()
352 {
353 player *pl = new player;
354
355 pl->set_object (arch_to_object (get_player_archetype (0)));
356
357 return pl;
358 }
359
360 /*
361 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype!
364 */
365 archetype *
366 get_player_archetype (archetype *at)
367 {
368 archetype *start = at;
369
370 for (;;)
371 {
372 if (at == NULL || at->next == NULL)
373 at = first_archetype;
374 else
375 at = at->next;
376
377 if (at->clone.type == PLAYER)
378 return at;
379
380 if (at == start)
381 {
382 LOG (llevError, "No Player archetypes\n");
383 exit (-1);
384 }
385 }
386 }
387
388 object *
389 get_nearest_player (object *mon)
390 {
391 object *op = NULL;
392 player *pl = NULL;
393 objectlink *ol;
394 unsigned lastdist;
395 rv_vector rv;
396
397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
398 {
399 /* We should not find free objects on this friendly list, but it
400 * does periodically happen. Given that, lets deal with it.
401 * While unlikely, it is possible the next object on the friendly
402 * list is also free, so encapsulate this in a while loop.
403 */
404 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
405 {
406 object *tmp = ol->ob;
407
408 /* Can't do much more other than log the fact, because the object
409 * itself will have been cleared.
410 */
411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
412 ol = ol->next;
413 remove_friendly_object (tmp);
414 if (!ol)
415 return op;
416 }
417
418 /* Remove special check for player from this. First, it looks to cause
419 * some crashes (ol->ob->contr not set properly?), but secondly, a more
420 * complicated method of state checking would be needed in any case -
421 * as it was, a clever player could type quit, and the function would
422 * skip them over while waiting for confirmation. Remove
423 * on_same_map check, as can_detect_enemy also does this
424 */
425 if (!can_detect_enemy (mon, ol->ob, &rv))
426 continue;
427
428 if (lastdist > rv.distance)
429 {
430 op = ol->ob;
431 lastdist = rv.distance;
432 }
433 }
434 for (pl = first_player; pl != NULL; pl = pl->next)
435 {
436 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
438
439 if (lastdist > rv.distance)
440 {
441 op = pl->ob;
442 lastdist = rv.distance;
443 }
444 }
445 }
446 #if 0
447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
448 #endif
449 return op;
450 }
451
452 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
453 * result in a monster paths backtracking. It basically determines how large a
454 * detour a monster will take from the direction path when looking
455 * for a path to the player. The values are in the amount of direction
456 * the deviation is
457 */
458 #define DETOUR_AMOUNT 2
459
460 /* This is used to prevent infinite loops. Consider a case where the
461 * player is in a chamber (with gate closed), and monsters are outside.
462 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
463 * find a path into the chamber. This is a good thing, but since there
464 * is no real path, it will just keep circling the chamber for
465 * ever (this could be a nice effect for monsters, but not for the function
466 * to get stuck in. I think for the monsters, if max is reached and
467 * we return the first direction the creature could move would result in the
468 * circling behaviour. Unfortunately, this function is also used to determined
469 * if the creature should cast a spell, so returning a direction in that case
470 * is probably not a good thing.
471 */
472 #define MAX_SPACES 50
473
474 /*
475 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that
478 * direction to player is changed (ie zig or zag). Continue zig zag until either
479 * reach player or path is blocked. Thus, will only return true if there is a free
480 * path to player. Though path may not be a straight line. Note that it will find
481 * player hiding along a corridor at right angles to the corridor with the monster.
482 *
483 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
484 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
485 * down corriders.
486 * 2) I think the old code was broken if the first direction the monster
487 * should move was blocked - the code would store the first direction without
488 * verifying that the player can actually move in that direction. The new
489 * code does not store anything in firstdir until we have verified that the
490 * monster can in fact move one space in that direction.
491 * 3) I'm not sure how good this code will be for moving multipart monsters,
492 * since only simple checks to blocked are being called, which could mean the monster
493 * is blocking itself.
494 */
495 int
496 path_to_player (object *mon, object *pl, unsigned mindiff)
497 {
498 rv_vector rv;
499 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 maptile *m, *lastmap;
502
503 get_rangevector (mon, pl, &rv, 0);
504
505 if (rv.distance < mindiff)
506 return 0;
507
508 x = mon->x;
509 y = mon->y;
510 m = mon->map;
511 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
514 /* If we can't solve it within the search distance, return now. */
515 if (diff > max)
516 return 0;
517 while (diff > 1 && max > 0)
518 {
519 lastx = x;
520 lasty = y;
521 lastmap = m;
522 x = lastx + freearr_x[dir];
523 y = lasty + freearr_y[dir];
524
525 mflags = get_map_flags (m, &m, x, y, &x, &y);
526 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
527
528 /* Space is blocked - try changing direction a little */
529 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
530 && (m == mon->map && blocked_link (mon, m, x, y))))
531 {
532 /* recalculate direction from last good location. Possible
533 * we were not traversing ideal location before.
534 */
535 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
536 if (rv.direction != dir)
537 {
538 /* OK - says direction should be different - lets reset the
539 * the values so it will try again.
540 */
541 x = lastx;
542 y = lasty;
543 m = lastmap;
544 dir = firstdir = rv.direction;
545 }
546 else
547 {
548 /* direct path is blocked - try taking a side step to
549 * either the left or right.
550 * Note increase the values in the loop below to be
551 * more than -1/1 respectively will mean the monster takes
552 * bigger detour. Have to be careful about these values getting
553 * too big (3 or maybe 4 or higher) as the monster may just try
554 * stepping back and forth
555 */
556 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557 {
558 if (i == 0)
559 continue; /* already did this, so skip it */
560 /* Use lastdir here - otherwise,
561 * since the direction that the creature should move in
562 * may change, you could get infinite loops.
563 * ie, player is northwest, but monster can only
564 * move west, so it does that. It goes some distance,
565 * gets blocked, finds that it should move north,
566 * can't do that, but now finds it can move east, and
567 * gets back to its original point. lastdir contains
568 * the last direction the creature has successfully
569 * moved.
570 */
571
572 x = lastx + freearr_x[absdir (lastdir + i)];
573 y = lasty + freearr_y[absdir (lastdir + i)];
574 m = lastmap;
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 continue;
578 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
579 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
580 continue;
581 if (mflags & P_BLOCKSVIEW)
582 continue;
583
584 if (m == mon->map && blocked_link (mon, m, x, y))
585 break;
586 }
587 /* go through entire loop without finding a valid
588 * sidestep to take - thus, no valid path.
589 */
590 if (i == (DETOUR_AMOUNT + 1))
591 return 0;
592 diff--;
593 lastdir = dir;
594 max--;
595 if (!firstdir)
596 firstdir = dir + i;
597 } /* else check alternate directions */
598 } /* if blocked */
599 else
600 {
601 /* we moved towards creature, so diff is less */
602 diff--;
603 max--;
604 lastdir = dir;
605 if (!firstdir)
606 firstdir = dir;
607 }
608 if (diff <= 1)
609 {
610 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance.
612 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
615 }
616 if (diff > max)
617 return 0;
618 }
619 /* If we reached the max, didn't find a direction in time */
620 if (!max)
621 return 0;
622
623 return firstdir;
624 }
625
626 void
627 give_initial_items (object *pl, treasurelist * items)
628 {
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633
634 for (op = pl->inv; op; op = next)
635 {
636 next = op->below;
637
638 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way
640 */
641 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
642 SET_FLAG (op, FLAG_APPLIED);
643
644 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions
646 */
647 if (pl->type == PLAYER)
648 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
650 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 {
655 op->destroy ();
656 continue;
657 }
658 }
659
660 /* This really needs to be better - we should really give
661 * a substitute spellbook. The problem is that we don't really
662 * have a good idea what to replace it with (need something like
663 * a first level treasurelist for each skill.)
664 * remove duplicate skills also
665 */
666 if (op->type == SPELLBOOK || op->type == SKILL)
667 {
668 object *tmp;
669
670 for (tmp = op->below; tmp; tmp = tmp->below)
671 if (tmp->type == op->type && tmp->name == op->name)
672 break;
673
674 if (tmp)
675 {
676 op->destroy ();
677 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
678 continue;
679 }
680
681 if (op->nrof > 1)
682 op->nrof = 1;
683 }
684
685 if (op->type == SPELLBOOK && op->inv)
686 {
687 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
688 }
689
690 /* Give starting characters identified, uncursed, and undamned
691 * items. Just don't identify gold or silver, or it won't be
692 * merged properly.
693 */
694 if (need_identify (op))
695 {
696 SET_FLAG (op, FLAG_IDENTIFIED);
697 CLEAR_FLAG (op, FLAG_CURSED);
698 CLEAR_FLAG (op, FLAG_DAMNED);
699 }
700 if (op->type == SPELL)
701 {
702 op->destroy ();
703 continue;
704 }
705 else if (op->type == SKILL)
706 {
707 SET_FLAG (op, FLAG_CAN_USE_SKILL);
708 op->stats.exp = 0;
709 op->level = 1;
710 }
711 /* lock all 'normal items by default */
712 else
713 SET_FLAG (op, FLAG_INV_LOCKED);
714 } /* for loop of objects in player inv */
715
716 /* Need to set up the skill pointers */
717 link_player_skills (pl);
718 }
719
720 void
721 get_party_password (object *op, partylist *party)
722 {
723 if (party == NULL)
724 {
725 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
726 return;
727 }
728
729 op->contr->write_buf[0] = '\0';
730 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
731 op->contr->party_to_join = party;
732 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
733 }
734
735 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
736 static int
737 roll_stat (void)
738 {
739 int a[4], i, j, k;
740
741 for (i = 0; i < 4; i++)
742 a[i] = (int) RANDOM () % 6 + 1;
743
744 for (i = 0, j = 0, k = 7; i < 4; i++)
745 if (a[i] < k)
746 k = a[i], j = i;
747
748 for (i = 0, k = 0; i < 4; i++)
749 if (i != j)
750 k += a[i];
751
752 return k;
753 }
754
755 void
756 object::roll_stats ()
757 {
758 int statsort [7];
759
760 for (;;)
761 {
762 int sum = 0;
763 for (int i = 7; i--; )
764 sum += statsort [i] = roll_stat ();
765
766 if (sum >= 82 && sum <= 116)
767 break;
768 }
769
770 // Sort the stats so that rerolling is easier...
771 std::sort (statsort, statsort + 7, std::greater<int>());
772
773 stats.Str = statsort[0];
774 stats.Dex = statsort[1];
775 stats.Con = statsort[2];
776 stats.Int = statsort[3];
777 stats.Wis = statsort[4];
778 stats.Pow = statsort[5];
779 stats.Cha = statsort[6];
780
781 stats.exp = 0;
782 stats.ac = 0;
783
784 stats.hp = stats.maxhp;
785 stats.sp = stats.maxsp;
786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
790 contr->levhp[1] = 9;
791 contr->levsp[1] = 6;
792 contr->levgrace[1] = 3;
793
794 contr->orig_stats = stats;
795 }
796 }
797
798 void
799 object::swap_stats (int a, int b)
800 {
801 int tmp = get_attr_value (&contr->orig_stats, a);
802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
803 set_attr_value (&contr->orig_stats, b, tmp);
804
805 stats.Str = contr->orig_stats.Str;
806 stats.Dex = contr->orig_stats.Dex;
807 stats.Con = contr->orig_stats.Con;
808 stats.Int = contr->orig_stats.Int;
809 stats.Wis = contr->orig_stats.Wis;
810 stats.Pow = contr->orig_stats.Pow;
811 stats.Cha = contr->orig_stats.Cha;
812
813 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats
815 stats.ac = 0;
816
817 level = 1;
818 stats.exp = 0;
819 stats.ac = 0;
820
821 stats.hp = stats.maxhp;
822 stats.sp = stats.maxsp;
823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
831 contr->orig_stats = stats;
832 }
833 }
834
835 /* This function takes the key that is passed, and does the
836 * appropriate action with it (change race, or other things).
837 * The function name is for historical reasons - now we have
838 * separate race and class; this actually changes the RACE,
839 * not the class.
840 */
841 int
842 key_change_class (object *op, char key)
843 {
844 int tmp_loop;
845
846 if (key == 'd' || key == 'D')
847 {
848 char buf[MAX_BUF];
849
850 /* this must before then initial items are given */
851 esrv_new_player (op->contr, op->weight + op->carrying);
852
853 treasurelist *tl = find_treasurelist ("starting_wealth");
854 if (tl)
855 create_treasure (tl, op, 0, 0, 0);
856
857 INVOKE_PLAYER (BIRTH, op->contr);
858 INVOKE_PLAYER (LOGIN, op->contr);
859
860 op->contr->ns->state = ST_PLAYING;
861
862 if (op->msg)
863 op->msg = NULL;
864
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
869 make_path_to_file (buf);
870
871 #ifdef AUTOSAVE
872 op->contr->last_save_tick = pticks;
873 #endif
874 start_info (op);
875 CLEAR_FLAG (op, FLAG_WIZ);
876 give_initial_items (op, op->randomitems);
877 link_player_skills (op);
878 esrv_send_inventory (op, op);
879 op->update_stats ();
880
881 /* This moves the player to a different start map, if there
882 * is one for this race
883 */
884 if (*first_map_ext_path)
885 {
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = op->x;
893 EXIT_Y (tmp) = op->y;
894 enter_exit (op, tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else
900 LOG (llevDebug, "first_map_ext_path not set\n");
901
902 return 0;
903 }
904
905 /* Following actually changes the race - this is the default command
906 * if we don't match with one of the options above.
907 */
908
909 tmp_loop = 0;
910 while (!tmp_loop)
911 {
912 shstr name = op->name;
913 int x = op->x, y = op->y;
914
915 op->remove_statbonus ();
916 op->remove ();
917 op->arch = get_player_archetype (op->arch);
918 op->arch->clone.copy_to (op);
919 op->instantiate ();
920 op->stats = op->contr->orig_stats;
921 op->name = op->name_pl = name;
922 op->x = x;
923 op->y = y;
924 SET_ANIMATION (op, 2); /* So player faces south */
925 insert_ob_in_map (op, op->map, op, 0);
926 assign (op->contr->title, op->arch->clone.name);
927 op->add_statbonus ();
928 tmp_loop = allowed_class (op);
929 }
930
931 update_object (op, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, op, op);
933 op->update_stats ();
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = 0;
937
938 if (op->msg)
939 new_draw_info (NDI_BLUE, 0, op, op->msg);
940
941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
942 return 0;
943 }
944
945 int
946 key_confirm_quit (object *op, char key)
947 {
948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
950 op->contr->ns->state = ST_PLAYING;
951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
952 return 1;
953 }
954
955 INVOKE_PLAYER (LOGOUT, op->contr);
956 INVOKE_PLAYER (QUIT, op->contr);
957
958 terminate_all_pets (op);
959 leave_map (op);
960 op->direction = 0;
961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
962
963 strcpy (op->contr->killer, "quit");
964 check_score (op);
965 op->contr->party = 0;
966 op->contr->own_title[0] = '\0';
967
968 object_ptr ob = op;
969
970 delete ob->contr;
971
972 /* We need to hunt for any per player unique maps in memory and
973 * get rid of them. The trailing slash in the path is intentional,
974 * so that players named 'Ab' won't match against players 'Abe' pathname
975 */
976 char buf[MAX_BUF];
977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
981 next = mp->next;
982
983 if (!strncmp (mp->path, buf, strlen (buf)))
984 delete_map (mp);
985 }
986
987 delete_character (ob->name, 1);
988
989 return 1;
990 }
991
992 void
993 flee_player (object *op)
994 {
995 int dir, diff;
996 rv_vector rv;
997
998 if (op->stats.hp < 0)
999 {
1000 LOG (llevDebug, "Fleeing player is dead.\n");
1001 CLEAR_FLAG (op, FLAG_SCARED);
1002 return;
1003 }
1004
1005 if (op->enemy == NULL)
1006 {
1007 LOG (llevDebug, "Fleeing player had no enemy.\n");
1008 CLEAR_FLAG (op, FLAG_SCARED);
1009 return;
1010 }
1011
1012 /* Seen some crashes here. Since we don't store an
1013 * op->enemy_count, it is possible that something destroys the
1014 * actual enemy, and the object is recycled.
1015 */
1016 if (op->enemy->map == NULL)
1017 {
1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL;
1020 return;
1021 }
1022
1023 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1024 {
1025 op->enemy = NULL;
1026 CLEAR_FLAG (op, FLAG_SCARED);
1027 return;
1028 }
1029
1030 get_rangevector (op, op->enemy, &rv, 0);
1031
1032 dir = absdir (4 + rv.direction);
1033 for (diff = 0; diff < 3; diff++)
1034 {
1035 int m = 1 - (RANDOM () & 2);
1036
1037 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1038 return;
1039 }
1040
1041 /* Cornered, get rid of scared */
1042 CLEAR_FLAG (op, FLAG_SCARED);
1043 op->enemy = NULL;
1044 }
1045
1046
1047 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1048 * IT returns 1 if the player should keep on moving, 0 if he should
1049 * stop.
1050 */
1051 int
1052 check_pick (object *op)
1053 {
1054 object *tmp, *next;
1055 int stop = 0;
1056 int j, k, wvratio;
1057 char putstring[128], tmpstr[16];
1058
1059 /* if you're flying, you cna't pick up anything */
1060 if (op->move_type & MOVE_FLYING)
1061 return 1;
1062
1063 next = op->below;
1064
1065 /* loop while there are items on the floor that are not marked as
1066 * destroyed */
1067 while (next && !next->destroyed ())
1068 {
1069 tmp = next;
1070 next = tmp->below;
1071
1072 if (op->destroyed ())
1073 return 0;
1074
1075 if (!can_pick (op, tmp))
1076 continue;
1077
1078 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1079 {
1080 if (item_matched_string (op, tmp, op->contr->search_str))
1081 pick_up (op, tmp);
1082 continue;
1083 }
1084
1085 /* high not bit set? We're using the old autopickup model */
1086 if (!(op->contr->mode & PU_NEWMODE))
1087 {
1088 switch (op->contr->mode)
1089 {
1090 case 0:
1091 return 1; /* don't pick up */
1092 case 1:
1093 pick_up (op, tmp);
1094 return 1;
1095 case 2:
1096 pick_up (op, tmp);
1097 return 0;
1098 case 3:
1099 return 0; /* stop before pickup */
1100 case 4:
1101 pick_up (op, tmp);
1102 break;
1103 case 5:
1104 pick_up (op, tmp);
1105 stop = 1;
1106 break;
1107 case 6:
1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1109 pick_up (op, tmp);
1110 break;
1111
1112 case 7:
1113 if (tmp->type == MONEY || tmp->type == GEM)
1114 pick_up (op, tmp);
1115 break;
1116
1117 default:
1118 /* use value density */
1119 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1120 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1121 pick_up (op, tmp);
1122 }
1123 }
1124 else
1125 { /* old model */
1126 /* NEW pickup handling */
1127 if (op->contr->mode & PU_DEBUG)
1128 {
1129 /* some debugging code to figure out item information */
1130 if (tmp->name != NULL)
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137
1138 sprintf (putstring, "...flags: ");
1139 for (k = 0; k < 4; k++)
1140 {
1141 for (j = 0; j < 32; j++)
1142 {
1143 if ((tmp->flags[k] >> j) & 0x01)
1144 {
1145 sprintf (tmpstr, "%d ", k * 32 + j);
1146 strcat (putstring, tmpstr);
1147 }
1148 }
1149 }
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151
1152 #if 0
1153 /* print the flags too */
1154 for (k = 0; k < 4; k++)
1155 {
1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1157 for (j = 0; j < 32; j++)
1158 {
1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1160 if (!((j + 1) % 4))
1161 fprintf (stderr, " ");
1162 }
1163 fprintf (stderr, " [%d]\n", k * 32);
1164 }
1165 #endif
1166 }
1167 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's
1169 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items shoul dbe used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for
1172 * example.
1173 * The drawback: right now it has no frontend, so you need to
1174 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#>
1176 */
1177
1178 /* the first two modes are exclusive: if NOTHING we return, if
1179 * STOP then we stop. All the rest are applied sequentially,
1180 * meaning if any test passes, the item gets picked up. */
1181
1182 /* if mode is set to pick nothing up, return */
1183
1184 if (op->contr->mode & PU_NOTHING)
1185 return 1;
1186
1187 /* if mode is set to stop when encountering objects, return */
1188 /* take STOP before INHIBIT since it doesn't actually pick
1189 * anything up */
1190
1191 if (op->contr->mode & PU_STOP)
1192 return 0;
1193
1194 /* useful for going into stores and not losing your settings... */
1195 /* and for battles wher you don't want to get loaded down while
1196 * fighting */
1197 if (op->contr->mode & PU_INHIBIT)
1198 return 1;
1199
1200 /* prevent us from turning into auto-thieves :) */
1201 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1202 continue;
1203
1204 /* ignore known cursed objects */
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1206 continue;
1207
1208 /* all food and drink if desired */
1209 /* question: don't pick up known-poisonous stuff? */
1210 if (op->contr->mode & PU_FOOD)
1211 if (tmp->type == FOOD)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_DRINK)
1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_POTION)
1225 if (tmp->type == POTION)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* spellbooks, skillscrolls and normal books/scrolls */
1232 if (op->contr->mode & PU_SPELLBOOK)
1233 if (tmp->type == SPELLBOOK)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_SKILLSCROLL)
1240 if (tmp->type == SKILLSCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_READABLES)
1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 /* wands/staves/rods/horns */
1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* pick up all magical items */
1262 if (op->contr->mode & PU_MAGICAL)
1263 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_VALUABLES)
1270 {
1271 if (tmp->type == MONEY || tmp->type == GEM)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276 }
1277
1278 /* rings & amulets - talismans seems to be typed AMULET */
1279 if (op->contr->mode & PU_JEWELS)
1280 if (tmp->type == RING || tmp->type == AMULET)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* bows and arrows. Bows are good for selling! */
1295 if (op->contr->mode & PU_BOW)
1296 if (tmp->type == BOW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_ARROW)
1303 if (tmp->type == ARROW)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* all kinds of armor etc. */
1310 if (op->contr->mode & PU_ARMOUR)
1311 if (tmp->type == ARMOUR)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_HELMET)
1318 if (tmp->type == HELMET)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_SHIELD)
1325 if (tmp->type == SHIELD)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_BOOTS)
1332 if (tmp->type == BOOTS)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_GLOVES)
1339 if (tmp->type == GLOVES)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 if (op->contr->mode & PU_CLOAK)
1346 if (tmp->type == CLOAK)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 /* hoping to catch throwing daggers here */
1353 if (op->contr->mode & PU_MISSILEWEAPON)
1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1359
1360 /* careful: chairs and tables are weapons! */
1361 if (op->contr->mode & PU_ALLWEAPON)
1362 {
1363 if (tmp->type == WEAPON && tmp->name != NULL)
1364 {
1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1367 {
1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372
1373 if (tmp->type == WEAPON && tmp->name == NULL)
1374 {
1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380 }
1381 }
1382
1383 /* misc stuff that's useful */
1384 if (op->contr->mode & PU_KEY)
1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1386 {
1387 pick_up (op, tmp);
1388 continue;
1389 }
1390
1391 /* any of the last 4 bits set means we use the ratio for value
1392 * pickups */
1393 if (op->contr->mode & PU_RATIO)
1394 {
1395 /* use value density to decide what else to grab */
1396 /* >=7 was >= op->contr->mode */
1397 /* >=7 is the old standard setting. Now we take the last 4 bits
1398 * and multiply them by 5, giving 0..15*5== 5..75 */
1399 wvratio = (op->contr->mode & PU_RATIO) * 5;
1400 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1401 {
1402 pick_up (op, tmp);
1403 #if 0
1404 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1405 if (tmp->name != NULL)
1406 {
1407 fprintf (stderr, "%s", tmp->name);
1408 }
1409 else
1410 fprintf (stderr, "%s", tmp->arch->name);
1411 fprintf (stderr, ",%d] = ", tmp->type);
1412 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1413 #endif
1414 continue;
1415 }
1416 }
1417 } /* the new pickup model */
1418 }
1419
1420 return !stop;
1421 }
1422
1423 /*
1424 * Find an arrow in the inventory and after that
1425 * in the right type container (quiver). Pointer to the
1426 * found object is returned.
1427 */
1428 object *
1429 find_arrow (object *op, const char *type)
1430 {
1431 object *tmp = NULL;
1432
1433 for (op = op->inv; op; op = op->below)
1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1435 tmp = find_arrow (op, type);
1436 else if (op->type == ARROW && op->race == type)
1437 return op;
1438 return tmp;
1439 }
1440
1441 /*
1442 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1443 * against the target. A full test is not performed, simply a basic test
1444 * of resistances. The archer is making a quick guess at what he sees down
1445 * the hall. Failing that it does it's best to pick the highest plus arrow.
1446 */
1447
1448 object *
1449 find_better_arrow (object *op, object *target, const char *type, int *better)
1450 {
1451 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i;
1453
1454 if (!type)
1455 return NULL;
1456
1457 for (arrow = op->inv; arrow; arrow = arrow->below)
1458 {
1459 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1460 {
1461 i = 0;
1462 ntmp = find_better_arrow (arrow, target, type, &i);
1463 if (i > betterby)
1464 {
1465 tmp = ntmp;
1466 betterby = i;
1467 }
1468 }
1469 else if (arrow->type == ARROW && arrow->race == type)
1470 {
1471 /* allways prefer assasination/slaying */
1472 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1473 {
1474 if (arrow->attacktype & AT_DEATH)
1475 {
1476 *better = 100;
1477 return arrow;
1478 }
1479 else
1480 {
1481 tmp = arrow;
1482 betterby = (arrow->magic + arrow->stats.dam) * 2;
1483 }
1484 }
1485 else
1486 {
1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 {
1489 attacktype = 1 << attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1492 {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1495 }
1496 }
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1498 {
1499 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1503 {
1504 tmp = arrow;
1505 betterby = 1 + arrow->magic + arrow->stats.dam;
1506 }
1507 }
1508 }
1509 }
1510 if (tmp == NULL && arrow == NULL)
1511 return find_arrow (op, type);
1512
1513 *better = betterby;
1514 return tmp;
1515 }
1516
1517 /* looks in a given direction, finds the first valid target, and calls
1518 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter
1520 * type = bow->race
1521 * dir = fire direction
1522 */
1523
1524 object *
1525 pick_arrow_target (object *op, const char *type, int dir)
1526 {
1527 object *tmp = NULL;
1528 maptile *m;
1529 int i, mflags, found, number;
1530 sint16 x, y;
1531
1532 if (op->map == NULL)
1533 return find_arrow (op, type);
1534
1535 /* do a dex check */
1536 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1537 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1538 return find_arrow (op, type);
1539
1540 m = op->map;
1541 x = op->x;
1542 y = op->y;
1543
1544 /* find the first target */
1545 for (i = 0, found = 0; i < 20; i++)
1546 {
1547 x += freearr_x[dir];
1548 y += freearr_y[dir];
1549 mflags = get_map_flags (m, &m, x, y, &x, &y);
1550 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1551 {
1552 tmp = NULL;
1553 break;
1554 }
1555 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1556 {
1557 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1558 * perhaps a bad assumption.
1559 */
1560 tmp = NULL;
1561 break;
1562 }
1563 if (mflags & P_IS_ALIVE)
1564 {
1565 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1566 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1567 {
1568 found++;
1569 break;
1570 }
1571 if (found)
1572 break;
1573 }
1574 }
1575 if (tmp == NULL)
1576 return find_arrow (op, type);
1577
1578 if (tmp->head)
1579 tmp = tmp->head;
1580
1581 return find_better_arrow (op, tmp, type, &i);
1582 }
1583
1584 /*
1585 * Creature fires a bow - op can be monster or player. Returns
1586 * 1 if bow was actually fired, 0 otherwise.
1587 * op is the object firing the bow.
1588 * part is for multipart creatures - the part firing the bow.
1589 * dir is the direction of fire.
1590 * wc_mod is any special modifier to give (used in special player fire modes)
1591 * sx, sy are coordinates to fire arrow from - also used in some of the special
1592 * player fire modes.
1593 */
1594 int
1595 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 {
1597 object *left, *bow;
1598 int bowspeed, mflags;
1599 maptile *m;
1600
1601 if (!dir)
1602 {
1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1604 return 0;
1605 }
1606
1607 if (op->type == PLAYER)
1608 bow = op->contr->ranges[range_bow];
1609 else
1610 {
1611 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons.
1614 */
1615 if (bow->type == BOW)
1616 break;
1617
1618 if (!bow)
1619 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0;
1622 }
1623 }
1624
1625 if (!bow->race || !bow->skill)
1626 {
1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1628 return 0;
1629 }
1630
1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632
1633 /* penalize ROF for bestarrow */
1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1637 if (bowspeed < 1)
1638 bowspeed = 1;
1639
1640 if (arrow == NULL)
1641 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 {
1644 if (op->type == PLAYER)
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1646 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1647 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1649 return 0;
1650 }
1651 }
1652
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1654 if (mflags & P_OUT_OF_MAP)
1655 return 0;
1656
1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1658 {
1659 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1660 return 0;
1661 }
1662
1663 /* this should not happen, but sometimes does */
1664 if (arrow->nrof == 0)
1665 {
1666 arrow->destroy ();
1667 return 0;
1668 }
1669
1670 left = arrow; /* these are arrows left to the player */
1671 arrow = get_split_ob (arrow, 1);
1672 if (!arrow)
1673 {
1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1675 return 0;
1676 }
1677
1678 arrow->set_owner (op);
1679 arrow->skill = bow->skill;
1680
1681 arrow->direction = dir;
1682 arrow->x = sx;
1683 arrow->y = sy;
1684
1685 if (op->type == PLAYER)
1686 {
1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1688 op->update_stats ();
1689 }
1690
1691 SET_ANIMATION (arrow, arrow->direction);
1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1693 arrow->stats.hp = arrow->stats.dam;
1694 arrow->stats.grace = arrow->attacktype;
1695 if (arrow->slaying != NULL)
1696 arrow->spellarg = strdup (arrow->slaying);
1697
1698 /* Note that this was different for monsters - they got their level
1699 * added to the damage. I think the strength bonus is more proper.
1700 */
1701
1702 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703
1704 /* update the speed */
1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1707
1708 if (arrow->speed < 1.0)
1709 arrow->speed = 1.0;
1710 update_ob_speed (arrow);
1711 arrow->speed_left = 0;
1712
1713 if (op->type == PLAYER)
1714 {
1715 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1716 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1717 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1718
1719 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1720 }
1721 else
1722 {
1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1724 arrow->level = op->level;
1725 }
1726
1727 if (arrow->attacktype == AT_PHYSICAL)
1728 arrow->attacktype |= bow->attacktype;
1729
1730 if (bow->slaying)
1731 arrow->slaying = bow->slaying;
1732
1733 arrow->map = m;
1734 arrow->move_type = MOVE_FLY_LOW;
1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1736
1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1738 insert_ob_in_map (arrow, m, op, 0);
1739
1740 if (!arrow->destroyed ())
1741 move_arrow (arrow);
1742
1743 if (op->type == PLAYER)
1744 {
1745 if (left->destroyed ())
1746 esrv_del_item (op->contr, left->count);
1747 else
1748 esrv_send_item (op, left);
1749 }
1750
1751 return 1;
1752 }
1753
1754 /* Special fire code for players - this takes into
1755 * account the special fire modes players can have
1756 * but monsters can't. Putting that code here
1757 * makes the fire_bow code much cleaner.
1758 * this function should only be called if 'op' is a player,
1759 * hence the function name.
1760 */
1761 int
1762 player_fire_bow (object *op, int dir)
1763 {
1764 int ret = 0, wcmod = 0;
1765
1766 if (op->contr->bowtype == bow_bestarrow)
1767 {
1768 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1769 }
1770 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771 {
1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1773 wcmod = -1;
1774 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1775 }
1776 else if (op->contr->bowtype == bow_threewide)
1777 {
1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1780 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1781 }
1782 else if (op->contr->bowtype == bow_spreadshot)
1783 {
1784 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1785 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1786 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1787
1788 }
1789 else
1790 {
1791 /* Simple case */
1792 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1793 }
1794 return ret;
1795 }
1796
1797
1798 /* Fires a misc (wand/rod/horn) object in 'dir'.
1799 * Broken apart from 'fire' to keep it more readable.
1800 */
1801 void
1802 fire_misc_object (object *op, int dir)
1803 {
1804 object *item;
1805
1806 if (!op->contr->ranges[range_misc])
1807 {
1808 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1809 return;
1810 }
1811
1812 item = op->contr->ranges[range_misc];
1813 if (!item->inv)
1814 {
1815 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1816 return;
1817 }
1818 if (item->type == WAND)
1819 {
1820 if (item->stats.food <= 0)
1821 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1824 return;
1825 }
1826 }
1827 else if (item->type == ROD || item->type == HORN)
1828 {
1829 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1830 {
1831 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1832 if (item->type == ROD)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1834 else
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1836 return;
1837 }
1838 }
1839
1840 if (cast_spell (op, item, dir, item->inv, NULL))
1841 {
1842 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1843 if (item->type == WAND)
1844 {
1845 if (!(--item->stats.food))
1846 {
1847 object *tmp;
1848
1849 if (item->arch)
1850 {
1851 CLEAR_FLAG (item, FLAG_ANIMATE);
1852 item->face = item->arch->clone.face;
1853 item->speed = 0;
1854 update_ob_speed (item);
1855 }
1856 if ((tmp = item->in_player ()))
1857 esrv_update_item (UPD_ANIM, tmp, item);
1858 }
1859 }
1860 else if (item->type == ROD || item->type == HORN)
1861 {
1862 drain_rod_charge (item);
1863 }
1864 }
1865 }
1866
1867 /* Received a fire command for the player - go and do it.
1868 */
1869 void
1870 fire (object *op, int dir)
1871 {
1872 int spellcost = 0;
1873
1874 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op))
1876 make_visible (op);
1877
1878 switch (op->contr->shoottype)
1879 {
1880 case range_none:
1881 return;
1882
1883 case range_bow:
1884 player_fire_bow (op, dir);
1885 return;
1886
1887 case range_magic: /* Casting spells */
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1889 return;
1890
1891 case range_misc:
1892 fire_misc_object (op, dir);
1893 return;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return;
1920 }
1921 }
1922
1923
1924
1925 /* find_key
1926 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic
1929 * for both is the same - just the specific key is different.
1930 * pl is the player,
1931 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers.
1934 */
1935
1936 object *
1937 find_key (object *pl, object *container, object *door)
1938 {
1939 object *tmp, *key;
1940
1941 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL)
1943 return NULL;
1944
1945 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947 {
1948 if (door->type == DOOR && tmp->type == KEY)
1949 break;
1950 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys
1952 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break;
1955 }
1956 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time.
1958 * otherwise, if we search all the inventories and still don't find
1959 * a key, return
1960 */
1961 if (!tmp)
1962 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964 {
1965 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv)
1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL)
1969 return key;
1970 }
1971 }
1972 if (!tmp)
1973 return NULL;
1974 }
1975 /* We get down here if we have found a key. Now if its in a container,
1976 * see if we actually want to use it
1977 */
1978 if (pl != container)
1979 {
1980 /* Only let players use keys in containers */
1981 if (!pl->contr)
1982 return NULL;
1983 /* cases where this fails:
1984 * If we only search the player inventory, return now since we
1985 * are not in the players inventory.
1986 * If the container is not active, return now since only active
1987 * containers can be used.
1988 * If we only search keyrings and the container does not have
1989 * a race/isn't a keyring.
1990 * No checking for all containers - to fall through past here,
1991 * inv must have been an container and must have been active.
1992 *
1993 * Change the color so that the message doesn't disappear with
1994 * all the others.
1995 */
1996 if (pl->contr->usekeys == key_inventory ||
1997 !QUERY_FLAG (container, FLAG_APPLIED) ||
1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1999 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL;
2003 }
2004 }
2005 return tmp;
2006 }
2007
2008 /* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key
2010 * such that the caller should not do anything more,
2011 * 0 otherwise
2012 */
2013 static int
2014 player_attack_door (object *op, object *door)
2015 {
2016 /* If its a door, try to find a use a key. If we do destroy the door,
2017 * might as well return immediately as there is nothing more to do -
2018 * otherwise, we fall through to the rest of the code.
2019 */
2020 object *key = find_key (op, op, door);
2021
2022 /* IF we found a key, do some extra work */
2023 if (key)
2024 {
2025 object *container = key->env;
2026
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op))
2029 make_visible (op);
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op);
2032 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR)
2037 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2039 remove_door2 (door); /* remove door without violence ;-) */
2040 }
2041 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */
2044 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container);
2046 return 1; /* Nothing more to do below */
2047 }
2048 else if (door->type == LOCKED_DOOR)
2049 {
2050 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2052 return 1;
2053 }
2054 return 0;
2055 }
2056
2057 /* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons).
2062 */
2063 void
2064 move_player_attack (object *op, int dir)
2065 {
2066 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground;
2069 maptile *m;
2070
2071 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y;
2073
2074 on_battleground = op_on_battleground (op, 0, 0);
2075
2076 /* If braced, or can't move to the square, and it is not out of the
2077 * map, attack it. Note order of if statement is important - don't
2078 * want to be calling move_ob if braced, because move_ob will move the
2079 * player. This is a pretty nasty hack, because if we could
2080 * move to some space, it then means that if we are braced, we should
2081 * do nothing at all. As it is, if we are braced, we go through
2082 * quite a bit of processing. However, it probably is less than what
2083 * move_ob uses.
2084 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2089 m = get_map_from_coord (op->map, &nx, &ny);
2090 if (!m)
2091 return; /* Don't think this should happen */
2092 }
2093 else
2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return;
2100 }
2101
2102 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space
2107 */
2108 while (tmp)
2109 {
2110 if (tmp == op)
2111 {
2112 tmp = tmp->above;
2113 continue;
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp;
2119 break;
2120 }
2121
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */
2130
2131 if (mon->head)
2132 mon = mon->head;
2133
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2135 if (player_attack_door (op, mon))
2136 return;
2137
2138 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them.
2144 */
2145
2146 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive.
2149 */
2150 if ((op->type == PLAYER)
2151 #if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2155 #else
2156 && mon->owner == op
2157 #endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 {
2160 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced)
2162 return;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2167 return;
2168 }
2169
2170 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't
2173 * attack them either.
2174 */
2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2177 #ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful
2179 || (mon->type == PLAYER
2180 && mon->contr->
2181 peaceful)) &&
2182 #else
2183 op->contr->peaceful &&
2184 #endif
2185 !on_battleground))
2186 {
2187 if (!op->contr->braced)
2188 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op);
2191 }
2192 else
2193 new_draw_info (0, 0, op, "You withhold your attack");
2194
2195 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op);
2197 }
2198
2199 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced.
2201 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2203 {
2204 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op))
2206 make_visible (op);
2207 }
2208
2209 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen.
2214 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 {
2219
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 {
2227 op->speed_left += op->speed / op->contr->weapon_sp;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231
2232 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247
2248 if (action_makes_visible (op))
2249 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252 }
2253
2254 int
2255 move_player (object *op, int dir)
2256 {
2257 int pick;
2258
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0;
2261
2262 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9))
2264 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0;
2267 }
2268
2269 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272
2273 op->facing = dir;
2274
2275 if (op->hide)
2276 do_hidden_move (op);
2277
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ;
2280 else if (op->contr->fire_on)
2281 fire (op, dir);
2282 else
2283 {
2284 move_player_attack (op, dir);
2285 pick = check_pick (op);
2286 }
2287
2288 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing.
2290 */
2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2292 op->direction = dir;
2293 else
2294 op->direction = 0;
2295
2296 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities
2298 * for players.
2299 */
2300 animate_object (op, op->facing);
2301 return 0;
2302 }
2303
2304 /* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands.
2308 *
2309 * Returns true if there are more actions we can do.
2310 */
2311 int
2312 handle_newcs_player (object *op)
2313 {
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2336 flee_player (op);
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2340 op->speed_left--;
2341 return 0;
2342 }
2343 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352
2353 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here.
2356 */
2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2359 ;
2360
2361 if (op->speed_left < 0)
2362 return 0;
2363
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 {
2366 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--;
2368
2369 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff.
2372 */
2373 move_player (op, op->direction);
2374 if (op->speed_left > 0)
2375 return 1;
2376 else
2377 return 0;
2378 }
2379
2380 return 0;
2381 }
2382
2383 int
2384 save_life (object *op)
2385 {
2386 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2387 return 0;
2388
2389 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2391 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2393 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2394
2395 if (op->contr)
2396 esrv_del_item (op->contr, tmp->count);
2397
2398 tmp->destroy ();
2399 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400
2401 if (op->stats.hp < 0)
2402 op->stats.hp = op->stats.maxhp;
2403
2404 if (op->stats.food < 0)
2405 op->stats.food = 999;
2406
2407 op->update_stats ();
2408 return 1;
2409 }
2410
2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2412 CLEAR_FLAG (op, FLAG_LIFESAVE);
2413 enter_player_savebed (op); /* bring him home. */
2414 return 0;
2415 }
2416
2417 /* This goes throws the inventory and removes unpaid objects, and puts them
2418 * back in the map (location and map determined by values of env). This
2419 * function will descend into containers. op is the object to start the search
2420 * from.
2421 */
2422 void
2423 remove_unpaid_objects (object *op, object *env)
2424 {
2425 object *next;
2426
2427 while (op)
2428 {
2429 next = op->below; /* Make sure we have a good value, in case
2430 * we remove object 'op'
2431 */
2432 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 {
2434 op->remove ();
2435 op->x = env->x;
2436 op->y = env->y;
2437 if (env->type == PLAYER)
2438 esrv_del_item (env->contr, op->count);
2439 insert_ob_in_map (op, env->map, NULL, 0);
2440 }
2441 else if (op->inv)
2442 remove_unpaid_objects (op->inv, env);
2443
2444 op = next;
2445 }
2446 }
2447
2448 /*
2449 * Returns pointer a static string containing gravestone text
2450 * Moved from apply.c to player.c - player.c is what
2451 * actually uses this function. player.c may not be quite the
2452 * best, a misc file for object actions is probably better,
2453 * but there isn't one in the server directory.
2454 */
2455 char *
2456 gravestone_text (object *op)
2457 {
2458 static char buf2[MAX_BUF];
2459 char buf[MAX_BUF];
2460 time_t now = time (NULL);
2461
2462 strcpy (buf2, " R.I.P.\n\n");
2463 if (op->type == PLAYER)
2464 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2465 else
2466 sprintf (buf, "%s\n", &op->name);
2467
2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2469 strcat (buf2, buf);
2470 if (op->type == PLAYER)
2471 sprintf (buf, "who was in level %d when killed\n", op->level);
2472 else
2473 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2474
2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2476 strcat (buf2, buf);
2477 if (op->type == PLAYER)
2478 {
2479 sprintf (buf, "by %s.\n\n", op->contr->killer);
2480 strncat (buf2, " ", 21 - strlen (buf) / 2);
2481 strcat (buf2, buf);
2482 }
2483
2484 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2485 strncat (buf2, " ", 20 - strlen (buf) / 2);
2486 strcat (buf2, buf);
2487
2488 return buf2;
2489 }
2490
2491 void
2492 do_some_living (object *op)
2493 {
2494 int last_food = op->stats.food;
2495 int gen_hp, gen_sp, gen_grace;
2496 int over_hp, over_sp, over_grace;
2497 int i;
2498 int rate_hp = 1200;
2499 int rate_sp = 2500;
2500 int rate_grace = 2000;
2501 const int max_hp = 1;
2502 const int max_sp = 1;
2503 const int max_grace = 1;
2504
2505 if (op->contr->outputs_sync)
2506 {
2507 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2508 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2509 flush_output_element (op, &op->contr->outputs[i]);
2510 }
2511
2512 if (op->contr->ns->state == ST_PLAYING)
2513 {
2514 /* these next three if clauses make it possible to SLOW DOWN
2515 hp/grace/spellpoint regeneration. */
2516 if (op->contr->gen_hp >= 0)
2517 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2518 else
2519 {
2520 gen_hp = op->stats.maxhp;
2521 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2522 }
2523
2524 if (op->contr->gen_sp >= 0)
2525 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2526 else
2527 {
2528 gen_sp = op->stats.maxsp;
2529 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2530 }
2531
2532 if (op->contr->gen_grace >= 0)
2533 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2534 else
2535 {
2536 gen_grace = op->stats.maxgrace;
2537 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2538 }
2539
2540 /* Regenerate Spell Points */
2541 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2542 {
2543 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 if (op->stats.sp < op->stats.maxsp)
2545 {
2546 op->stats.sp++;
2547 /* dms do not consume food */
2548 if (!QUERY_FLAG (op, FLAG_WIZ))
2549 {
2550 op->stats.food--;
2551 if (op->contr->digestion < 0)
2552 op->stats.food += op->contr->digestion;
2553 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2554 op->stats.food = last_food;
2555 }
2556 }
2557
2558 if (max_sp > 1)
2559 {
2560 over_sp = (gen_sp + 10) / rate_sp;
2561 if (over_sp > 0)
2562 {
2563 if (op->stats.sp < op->stats.maxsp)
2564 {
2565 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2566
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--;
2569
2570 if (op->stats.sp > op->stats.maxsp)
2571 op->stats.sp = op->stats.maxsp;
2572 }
2573 op->last_sp = 0;
2574 }
2575 else
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 }
2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 }
2581
2582 /* Regenerate Grace */
2583 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2584 if (--op->last_grace < 0)
2585 {
2586 if (op->stats.grace < op->stats.maxgrace / 2)
2587 op->stats.grace++; /* no penalty in food for regaining grace */
2588
2589 if (max_grace > 1)
2590 {
2591 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2592 if (over_grace > 0)
2593 {
2594 op->stats.sp += over_grace
2595 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2596 op->last_grace = 0;
2597 }
2598 else
2599 {
2600 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2601 }
2602 }
2603 else
2604 {
2605 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2606 }
2607 /* wearing stuff doesn't detract from grace generation. */
2608 }
2609
2610 /* Regenerate Hit Points */
2611 if (--op->last_heal < 0)
2612 {
2613 if (op->stats.hp < op->stats.maxhp)
2614 {
2615 op->stats.hp++;
2616 /* dms do not consume food */
2617 if (!QUERY_FLAG (op, FLAG_WIZ))
2618 {
2619 op->stats.food--;
2620 if (op->contr->digestion < 0)
2621 op->stats.food += op->contr->digestion;
2622 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2623 op->stats.food = last_food;
2624 }
2625 }
2626
2627 if (max_hp > 1)
2628 {
2629 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2630 if (over_hp > 0)
2631 {
2632 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2633 op->last_heal = 0;
2634 }
2635 else
2636 {
2637 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2638 }
2639 }
2640 else
2641 {
2642 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2643 }
2644 }
2645
2646 /* Digestion */
2647 if (--op->last_eat < 0)
2648 {
2649 #ifdef COZY_SERVER
2650 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2651 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2652 #else
2653 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2654 #endif
2655
2656 if (op->contr->gen_hp > 0)
2657 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2658 else
2659 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2660
2661 /* dms do not consume food */
2662 if (!QUERY_FLAG (op, FLAG_WIZ))
2663 op->stats.food--;
2664 }
2665
2666 if (op->stats.food < 0 && op->stats.hp >= 0)
2667 {
2668 object *tmp, *flesh = 0;
2669
2670 for (tmp = op->inv; tmp; tmp = tmp->below)
2671 {
2672 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2673 {
2674 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2675 {
2676 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2677 manual_apply (op, tmp, 0);
2678 if (op->stats.food >= 0 || op->stats.hp < 0)
2679 break;
2680 }
2681 else if (tmp->type == FLESH)
2682 flesh = tmp;
2683 } /* End if paid for object */
2684 } /* end of for loop */
2685
2686 /* If player is still starving, it means they don't have any food, so
2687 * eat flesh instead.
2688 */
2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 {
2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2692 manual_apply (op, flesh, 0);
2693 }
2694 }
2695
2696 while (op->stats.food < 0 && op->stats.hp >= 0)
2697 op->stats.food++, op->stats.hp--;
2698
2699 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2700 kill_player (op);
2701 }
2702 }
2703
2704 /* If the player should die (lack of hp, food, etc), we call this.
2705 * op is the player in jeopardy. If the player can not be saved (not
2706 * permadeath, no lifesave), this will take care of removing the player
2707 * file.
2708 */
2709 void
2710 kill_player (object *op)
2711 {
2712 char buf[MAX_BUF];
2713 int x, y;
2714
2715 //int i;
2716 maptile *map; /* this is for resurrection */
2717
2718 /* int z;
2719 int num_stats_lose;
2720 int lost_a_stat;
2721 int lose_this_stat;
2722 int this_stat; */
2723 int will_kill_again;
2724 archetype *at;
2725 object *tmp;
2726
2727 if (save_life (op))
2728 return;
2729
2730
2731 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2732 * in cities ONLY!!! It is very important that this doesn't get abused.
2733 * Look at op_on_battleground() for more info --AndreasV
2734 */
2735 if (op_on_battleground (op, &x, &y))
2736 {
2737 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2739
2740 /* restore player */
2741 at = archetype::find ("poisoning");
2742 tmp = present_arch_in_ob (at, op);
2743 if (tmp)
2744 {
2745 tmp->destroy ();
2746 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2747 }
2748
2749 at = archetype::find ("confusion");
2750 tmp = present_arch_in_ob (at, op);
2751 if (tmp)
2752 {
2753 tmp->destroy ();
2754 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2755 }
2756
2757 cure_disease (op, 0); /* remove any disease */
2758 op->stats.hp = op->stats.maxhp;
2759 if (op->stats.food <= 0)
2760 op->stats.food = 999;
2761
2762 /* create a bodypart-trophy to make the winner happy */
2763 tmp = arch_to_object (archetype::find ("finger"));
2764 if (tmp != NULL)
2765 {
2766 sprintf (buf, "%s's finger", &op->name);
2767 tmp->name = buf;
2768 sprintf (buf, " This finger has been cut off %s\n"
2769 " the %s, when he was defeated at\n level %d by %s.\n",
2770 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2771 tmp->msg = buf;
2772 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2773 tmp->materialname = NULL;
2774 tmp->x = op->x, tmp->y = op->y;
2775 insert_ob_in_map (tmp, op->map, op, 0);
2776 }
2777
2778 /* teleport defeated player to new destination */
2779 transfer_ob (op, x, y, 0, NULL);
2780 op->contr->braced = 0;
2781 return;
2782 }
2783
2784 INVOKE_PLAYER (DEATH, op->contr);
2785
2786 command_kill_pets (op, 0);
2787
2788 if (op->stats.food < 0)
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.food = 999;
2795 return;
2796 }
2797 sprintf (buf, "%s starved to death.", &op->name);
2798 strcpy (op->contr->killer, "starvation");
2799 }
2800 else
2801 {
2802 if (op->contr->explore)
2803 {
2804 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2805 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2806 op->stats.hp = op->stats.maxhp;
2807 return;
2808 }
2809 sprintf (buf, "%s died.", &op->name);
2810 }
2811 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2812
2813 /* save the map location for corpse, gravestone */
2814 x = op->x;
2815 y = op->y;
2816 map = op->map;
2817
2818
2819 /* NOT_PERMADEATH code. This basically brings the character back to
2820 * life if they are dead - it takes some exp and a random stat.
2821 * See the config.h file for a little more in depth detail about this.
2822 */
2823
2824 /* Basically two ways to go - remove a stat permanently, or just
2825 * make it depletion. This bunch of code deals with that aspect
2826 * of death.
2827 */
2828 #ifndef COZY_SERVER
2829 if (settings.balanced_stat_loss)
2830 {
2831 /* If stat loss is permanent, lose one stat only. */
2832 /* Lower level chars don't lose as many stats because they suffer
2833 more if they do. */
2834 /* Higher level characters can afford things such as potions of
2835 restoration, or better, stat potions. So we slug them that
2836 little bit harder. */
2837 /* GD */
2838 if (settings.stat_loss_on_death)
2839 num_stats_lose = 1;
2840 else
2841 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2842 }
2843 else
2844 {
2845 num_stats_lose = 1;
2846 }
2847 lost_a_stat = 0;
2848
2849 for (z = 0; z < num_stats_lose; z++)
2850 {
2851 i = RANDOM () % NUM_STATS;
2852
2853 if (settings.stat_loss_on_death)
2854 {
2855 /* Pick a random stat and take a point off it. Tell the player
2856 * what he lost.
2857 */
2858 change_attr_value (&(op->stats), i, -1);
2859 check_stat_bounds (&(op->stats));
2860 change_attr_value (&(op->contr->orig_stats), i, -1);
2861 check_stat_bounds (&(op->contr->orig_stats));
2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2863 lost_a_stat = 1;
2864 }
2865 else
2866 {
2867 /* deplete a stat */
2868 archetype *deparch = archetype::find ("depletion");
2869 object *dep;
2870
2871 dep = present_arch_in_ob (deparch, op);
2872 if (!dep)
2873 {
2874 dep = arch_to_object (deparch);
2875 insert_ob_in_ob (dep, op);
2876 }
2877 lose_this_stat = 1;
2878 if (settings.balanced_stat_loss)
2879 {
2880 /* GD */
2881 /* Get the stat that we're about to deplete. */
2882 this_stat = get_attr_value (&(dep->stats), i);
2883 if (this_stat < 0)
2884 {
2885 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2886 int keep_chance = this_stat * this_stat;
2887
2888 /* Yes, I am paranoid. Sue me. */
2889 if (keep_chance < 1)
2890 keep_chance = 1;
2891
2892 /* There is a maximum depletion total per level. */
2893 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2894 {
2895 lose_this_stat = 0;
2896 /* Take loss chance vs keep chance to see if we
2897 retain the stat. */
2898 }
2899 else
2900 {
2901 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2902 lose_this_stat = 0;
2903 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2904 this_stat, keep_chance, loss_chance,
2905 lose_this_stat?"LOSE":"KEEP"); */
2906 }
2907 }
2908 }
2909
2910 if (lose_this_stat)
2911 {
2912 this_stat = get_attr_value (&(dep->stats), i);
2913 /* We could try to do something clever like find another
2914 * stat to reduce if this fails. But chances are, if
2915 * stats have been depleted to -50, all are pretty low
2916 * and should be roughly the same, so it shouldn't make a
2917 * difference.
2918 */
2919 if (this_stat >= -50)
2920 {
2921 change_attr_value (&(dep->stats), i, -1);
2922 SET_FLAG (dep, FLAG_APPLIED);
2923 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2924 op->update_stats ();
2925 lost_a_stat = 1;
2926 }
2927 }
2928 }
2929 }
2930 /* If no stat lost, tell the player. */
2931 if (!lost_a_stat)
2932 {
2933 /* determine_god() seems to not work sometimes... why is this?
2934 Should I be using something else? GD */
2935 const char *god = determine_god (op);
2936
2937 if (god && (strcmp (god, "none")))
2938 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2939 else
2940 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2941 }
2942 #else
2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2944 #endif
2945
2946 /* Put a gravestone up where the character 'almost' died. List the
2947 * exp loss on the stone.
2948 */
2949 tmp = arch_to_object (archetype::find ("gravestone"));
2950 sprintf (buf, "%s's gravestone", &op->name);
2951 tmp->name = buf;
2952 sprintf (buf, "%s's gravestones", &op->name);
2953 tmp->name_pl = buf;
2954 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);
2955 tmp->msg = buf;
2956 tmp->x = op->x, tmp->y = op->y;
2957 insert_ob_in_map (tmp, op->map, NULL, 0);
2958
2959 /**************************************/
2960 /* */
2961 /* Subtract the experience points, */
2962 /* if we died cause of food, give us */
2963 /* food, and reset HP's... */
2964 /* */
2965 /**************************************/
2966
2967 /* remove any poisoning and confusion the character may be suffering. */
2968 /* restore player */
2969 at = archetype::find ("poisoning");
2970 tmp = present_arch_in_ob (at, op);
2971
2972 if (tmp)
2973 {
2974 tmp->destroy ();
2975 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2976 }
2977
2978 at = archetype::find ("confusion");
2979 tmp = present_arch_in_ob (at, op);
2980 if (tmp)
2981 {
2982 tmp->destroy ();
2983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2984 }
2985
2986 cure_disease (op, 0); /* remove any disease */
2987
2988 /*add_exp(op, (op->stats.exp * -0.20)); */
2989 apply_death_exp_penalty (op);
2990 if (op->stats.food < 100)
2991 op->stats.food = 900;
2992 op->stats.hp = op->stats.maxhp;
2993 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2994 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2995
2996 /*
2997 * Check to see if the player is in a shop. IF so, then check to see if
2998 * the player has any unpaid items. If so, remove them and put them back
2999 * in the map.
3000 */
3001
3002 if (is_in_shop (op))
3003 remove_unpaid_objects (op->inv, op);
3004
3005 /****************************************/
3006 /* */
3007 /* Move player to his current respawn- */
3008 /* position (usually last savebed) */
3009 /* */
3010 /****************************************/
3011
3012 enter_player_savebed (op);
3013
3014 /* Save the player before inserting the force to reduce
3015 * chance of abuse.
3016 */
3017 op->contr->braced = 0;
3018 op->contr->save ();
3019
3020 /* it is possible that the player has blown something up
3021 * at his savebed location, and that can have long lasting
3022 * spell effects. So first see if there is a spell effect
3023 * on the space that might harm the player.
3024 */
3025 will_kill_again = 0;
3026 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3027 if (tmp->type == SPELL_EFFECT)
3028 will_kill_again |= tmp->attacktype;
3029
3030 if (will_kill_again)
3031 {
3032 object *force;
3033 int at;
3034
3035 force = get_archetype (FORCE_NAME);
3036 /* 50 ticks should be enough time for the spell to abate */
3037 force->speed = 0.1;
3038 force->speed_left = -5.0;
3039 SET_FLAG (force, FLAG_APPLIED);
3040 for (at = 0; at < NROFATTACKS; at++)
3041 if (will_kill_again & (1 << at))
3042 force->resist[at] = 100;
3043
3044 insert_ob_in_ob (force, op);
3045 op->update_stats ();
3046
3047 }
3048
3049 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3050 }
3051
3052 void
3053 loot_object (object *op)
3054 { /* Grab and destroy some treasure */
3055 object *tmp, *tmp2, *next;
3056
3057 if (op->container)
3058 esrv_apply_container (op, op->container); /* close open sack first */
3059
3060 for (tmp = op->inv; tmp; tmp = next)
3061 {
3062 next = tmp->below;
3063
3064 if (tmp->invisible)
3065 continue;
3066
3067 tmp->remove ();
3068 tmp->x = op->x, tmp->y = op->y;
3069 if (tmp->type == CONTAINER)
3070 { /* empty container to ground */
3071 loot_object (tmp);
3072 }
3073 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3074 {
3075 if (tmp->nrof > 1)
3076 {
3077 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3078 tmp2->destroy ();
3079 insert_ob_in_map (tmp, op->map, NULL, 0);
3080 }
3081 else
3082 tmp->destroy ();
3083 }
3084 else
3085 insert_ob_in_map (tmp, op->map, NULL, 0);
3086 }
3087 }
3088
3089 /*
3090 * fix_weight(): Check recursively the weight of all players, and fix
3091 * what needs to be fixed. Refresh windows and fix speed if anything
3092 * was changed.
3093 */
3094
3095 void
3096 fix_weight (void)
3097 {
3098 for (player *pl = first_player; pl; pl = pl->next)
3099 {
3100 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3101
3102 if (old == sum)
3103 continue;
3104 pl->ob->update_stats ();
3105 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3106 }
3107 }
3108
3109 void
3110 fix_luck (void)
3111 {
3112 for (player *pl = first_player; pl; pl = pl->next)
3113 if (!pl->ob->contr->ns->state)
3114 pl->ob->change_luck (0);
3115 }
3116
3117 /* cast_dust() - handles op throwing objects of type 'DUST'.
3118 * This is much simpler in the new spell code - we basically
3119 * just treat this as any other spell casting object.
3120 */
3121 void
3122 cast_dust (object *op, object *throw_ob, int dir)
3123 {
3124 object *skop, *spob;
3125
3126 skop = find_skill_by_name (op, throw_ob->skill);
3127
3128 /* casting POTION 'dusts' is really a use_magic_item skill */
3129 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3130 {
3131 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3132 return;
3133 }
3134
3135 spob = throw_ob->inv;
3136
3137 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3138 // not pass NULL to cast_spell (which did indeed check itself, but
3139 // errors should be reported as early as possible IMHO)
3140 if (!spob)
3141 {
3142 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3143 return;
3144 }
3145
3146 if (op->type == PLAYER)
3147 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3148
3149 cast_spell (op, throw_ob, dir, spob, NULL);
3150
3151 throw_ob->destroy ();
3152 }
3153
3154 void
3155 make_visible (object *op)
3156 {
3157 op->hide = 0;
3158 op->invisible = 0;
3159 if (op->type == PLAYER)
3160 {
3161 op->contr->tmp_invis = 0;
3162 op->contr->invis_race = 0;
3163 }
3164 update_object (op, UP_OBJ_FACE);
3165 }
3166
3167 int
3168 is_true_undead (object *op)
3169 {
3170 object *tmp = NULL;
3171
3172 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3173 return 1;
3174
3175 return 0;
3176 }
3177
3178 /* look at the surrounding terrain to determine
3179 * the hideability of this object. Positive levels
3180 * indicate greater hideability.
3181 */
3182
3183 int
3184 hideability (object *ob)
3185 {
3186 int i, level = 0, mflag;
3187 sint16 x, y;
3188
3189 if (!ob || !ob->map)
3190 return 0;
3191
3192 /* so, on normal lighted maps, its hard to hide */
3193 level = ob->map->darkness - 2;
3194
3195 /* this also picks up whether the object is glowing.
3196 * If you carry a light on a non-dark map, its not
3197 * as bad as carrying a light on a pitch dark map */
3198 if (has_carried_lights (ob))
3199 level = -(10 + (2 * ob->map->darkness));
3200
3201 /* scan through all nearby squares for terrain to hide in */
3202 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3203 {
3204 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3205 if (mflag & P_OUT_OF_MAP)
3206 {
3207 continue;
3208 }
3209 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3210 level += 2;
3211 else /* open terrain! */
3212 level -= 1;
3213 }
3214
3215 #if 0
3216 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3217 #endif
3218 return level;
3219 }
3220
3221 /* For Hidden creatures - a chance of becoming 'unhidden'
3222 * every time they move - as we subtract off 'invisibility'
3223 * AND, for players, if they move into a ridiculously unhideable
3224 * spot (surrounded by clear terrain in broad daylight). -b.t.
3225 */
3226
3227 void
3228 do_hidden_move (object *op)
3229 {
3230 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3231 object *skop;
3232
3233 if (!op || !op->map)
3234 return;
3235
3236 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3237
3238 /* its *extremely* hard to run and sneak/hide at the same time! */
3239 if (op->type == PLAYER && op->contr->run_on)
3240 {
3241 if (!skop || num >= skop->level)
3242 {
3243 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3244 make_visible (op);
3245 return;
3246 }
3247 else
3248 num += 20;
3249 }
3250 num += op->map->difficulty;
3251 hide = hideability (op); /* modify by terrain hidden level */
3252 num -= hide;
3253 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3254 {
3255 make_visible (op);
3256 if (op->type == PLAYER)
3257 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3258 }
3259 else if (op->type == PLAYER && skop)
3260 {
3261 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3262 }
3263 }
3264
3265 /* determine if who is standing near a hostile creature. */
3266
3267 int
3268 stand_near_hostile (object *who)
3269 {
3270 object *tmp = NULL;
3271 int i, friendly = 0, player = 0, mflags;
3272 maptile *m;
3273 sint16 x, y;
3274
3275 if (!who)
3276 return 0;
3277
3278 if (who->type == PLAYER)
3279 player = 1;
3280
3281 else
3282 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3283
3284 /* search adjacent squares */
3285 for (i = 1; i < 9; i++)
3286 {
3287 x = who->x + freearr_x[i];
3288 y = who->y + freearr_y[i];
3289 m = who->map;
3290 mflags = get_map_flags (m, &m, x, y, &x, &y);
3291 /* space must be blocked if there is a monster. If not
3292 * blocked, don't need to check this space.
3293 */
3294 if (mflags & P_OUT_OF_MAP)
3295 continue;
3296 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3297 continue;
3298
3299 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3300 {
3301 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3302 return 1;
3303 else if (tmp->type == PLAYER)
3304 {
3305 /*don't let a hidden DM prevent you from hiding */
3306 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3307 return 1;
3308 }
3309 }
3310 }
3311 return 0;
3312 }
3313
3314 /* check the player los field for viewability of the
3315 * object op. This function works fine for monsters,
3316 * but we dont worry if the object isnt the top one in
3317 * a pile (say a coin under a table would return "viewable"
3318 * by this routine). Another question, should we be
3319 * concerned with the direction the player is looking
3320 * in? Realistically, most of use cant see stuff behind
3321 * our backs...on the other hand, does the "facing" direction
3322 * imply the way your head, or body is facing? Its possible
3323 * for them to differ. Sigh, this fctn could get a bit more complex.
3324 * -b.t.
3325 * This function is now map tiling safe.
3326 */
3327
3328 int
3329 player_can_view (object *pl, object *op)
3330 {
3331 rv_vector rv;
3332 int dx, dy;
3333
3334 if (pl->type != PLAYER)
3335 {
3336 LOG (llevError, "player_can_view() called for non-player object\n");
3337 return -1;
3338 }
3339 if (!pl || !op)
3340 return 0;
3341
3342 if (op->head)
3343 {
3344 op = op->head;
3345 }
3346 get_rangevector (pl, op, &rv, 0x1);
3347
3348 /* starting with the 'head' part, lets loop
3349 * through the object and find if it has any
3350 * part that is in the los array but isnt on
3351 * a blocked los square.
3352 * we use the archetype to figure out offsets.
3353 */
3354 while (op)
3355 {
3356 dx = rv.distance_x + op->arch->clone.x;
3357 dy = rv.distance_y + op->arch->clone.y;
3358
3359 /* only the viewable area the player sees is updated by LOS
3360 * code, so we need to restrict ourselves to that range of values
3361 * for any meaningful values.
3362 */
3363 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3364 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3365 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3366 return 1;
3367 op = op->more;
3368 }
3369 return 0;
3370 }
3371
3372 /* routine for both players and monsters. We call this when
3373 * there is a possibility for our action distrubing our hiding
3374 * place or invisiblity spell. Artefact invisiblity is not
3375 * effected by this. If we arent invisible to begin with, we
3376 * return 0.
3377 */
3378 int
3379 action_makes_visible (object *op)
3380 {
3381
3382 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3383 {
3384 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3385 return 0;
3386
3387 if (op->contr && op->contr->tmp_invis == 0)
3388 return 0;
3389
3390 /* If monsters, they should become visible */
3391 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3392 {
3393 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3394 return 1;
3395 }
3396 }
3397 return 0;
3398 }
3399
3400 /* op_on_battleground - checks if the given object op (usually
3401 * a player) is standing on a valid battleground-tile,
3402 * function returns TRUE/FALSE. If true x, y returns the battleground
3403 * -exit-coord. (and if x, y not NULL)
3404 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3405 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3406 * Default is to do the same as before, so only people wanting to have different points need worry about this
3407 */
3408 int
3409 op_on_battleground (object *op, int *x, int *y)
3410 {
3411 object *tmp;
3412
3413 /* A battleground-tile needs the following attributes to be valid:
3414 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3415 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3416 * and the exit-coordinates sp/hp must both be > 0.
3417 * => The intention here is to prevent abuse of the battleground-
3418 * feature (like pickable or hidden battleground tiles). */
3419 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3420 {
3421 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3422 {
3423 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3424 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3425 {
3426 /*before we assign the exit, check if this is a teambattle */
3427 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3428 {
3429 object *invtmp;
3430
3431 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3432 {
3433 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3434 {
3435 if (x != NULL && y != NULL)
3436 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3437 return 1;
3438 }
3439 }
3440 }
3441 if (x != NULL && y != NULL)
3442 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3443 return 1;
3444 }
3445 }
3446 }
3447 /* If we got here, did not find a battleground */
3448 return 0;
3449 }
3450
3451 /*
3452 * When a dragon-player gains a new stage of evolution,
3453 * he gets some treasure
3454 *
3455 * attributes:
3456 * object *who the dragon player
3457 * int atnr the attack-number of the ability focus
3458 * int level ability level
3459 */
3460 void
3461 dragon_ability_gain (object *who, int atnr, int level)
3462 {
3463 treasurelist *trlist = NULL; /* treasurelist */
3464 treasure *tr; /* treasure */
3465 object *tmp, *skop; /* tmp. object */
3466 object *item; /* treasure object */
3467 char buf[MAX_BUF]; /* tmp. string buffer */
3468 int i = 0, j = 0;
3469
3470 /* get the appropriate treasurelist */
3471 if (atnr == ATNR_FIRE)
3472 trlist = find_treasurelist ("dragon_ability_fire");
3473 else if (atnr == ATNR_COLD)
3474 trlist = find_treasurelist ("dragon_ability_cold");
3475 else if (atnr == ATNR_ELECTRICITY)
3476 trlist = find_treasurelist ("dragon_ability_elec");
3477 else if (atnr == ATNR_POISON)
3478 trlist = find_treasurelist ("dragon_ability_poison");
3479
3480 if (trlist == NULL || who->type != PLAYER)
3481 return;
3482
3483 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3484
3485 if (tr == NULL || tr->item == NULL)
3486 {
3487 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3488 return;
3489 }
3490
3491 /* everything seems okay - now bring on the gift: */
3492 item = &(tr->item->clone);
3493
3494 if (item->type == SPELL)
3495 {
3496 if (check_spell_known (who, item->name))
3497 return;
3498
3499 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3500 do_learn_spell (who, item, 0);
3501 return;
3502 }
3503
3504 /* grant direct spell */
3505 if (item->type == SPELLBOOK)
3506 {
3507 if (!item->inv)
3508 {
3509 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3510 return;
3511 }
3512 if (check_spell_known (who, item->inv->name))
3513 return;
3514 if (item->invisible)
3515 {
3516 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3517 do_learn_spell (who, item->inv, 0);
3518 return;
3519 }
3520 }
3521 else if (item->type == SKILL_TOOL && item->invisible)
3522 {
3523 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3524 {
3525
3526 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3527 * in this way, if the player is missing any of the attacktypes, he gets
3528 * them. As it is now, if the player has any that match the granted skill,
3529 * but not all of them, he gets nothing.
3530 */
3531 if (!(skop->attacktype & item->attacktype))
3532 {
3533 /* Give new attacktype */
3534 skop->attacktype |= item->attacktype;
3535
3536 /* always add physical if there's none */
3537 skop->attacktype |= AT_PHYSICAL;
3538
3539 if (item->msg != NULL)
3540 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3541
3542 /* Give player new face */
3543 if (item->animation_id)
3544 {
3545 who->face = skop->face;
3546 who->animation_id = item->animation_id;
3547 who->anim_speed = item->anim_speed;
3548 who->last_anim = 0;
3549 who->state = 0;
3550 animate_object (who, who->direction);
3551 }
3552 }
3553 }
3554 }
3555 else if (item->type == FORCE)
3556 {
3557 /* forces in the treasurelist can alter the player's stats */
3558 object *skin;
3559
3560 /* first get the dragon skin force */
3561 shstr_cmp dragon_skin_force ("dragon_skin_force");
3562 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3563 ;
3564
3565 if (!skin)
3566 return;
3567
3568 /* adding new spellpath attunements */
3569 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3570 {
3571 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3572
3573 /* print message */
3574 sprintf (buf, "You feel attuned to ");
3575 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3576 {
3577 if (item->path_attuned & (1 << i))
3578 {
3579 if (j)
3580 strcat (buf, " and ");
3581 else
3582 j = 1;
3583 strcat (buf, spellpathnames[i]);
3584 }
3585 }
3586 strcat (buf, ".");
3587 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3588 }
3589
3590 /* evtl. adding flags: */
3591 if (QUERY_FLAG (item, FLAG_XRAYS))
3592 SET_FLAG (skin, FLAG_XRAYS);
3593 if (QUERY_FLAG (item, FLAG_STEALTH))
3594 SET_FLAG (skin, FLAG_STEALTH);
3595 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3596 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3597
3598 /* print message if there is one */
3599 if (item->msg != NULL)
3600 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3601 }
3602 else
3603 {
3604 /* generate misc. treasure */
3605 tmp = arch_to_object (tr->item);
3606 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3607 tmp = insert_ob_in_ob (tmp, who);
3608 if (who->type == PLAYER)
3609 esrv_send_item (who, tmp);
3610 }
3611 }
3612
3613 /**
3614 * Unready an object for a player. This function does nothing if the object was
3615 * not readied.
3616 */
3617 void
3618 player_unready_range_ob (player *pl, object *ob)
3619 {
3620 rangetype i;
3621
3622 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3623 {
3624 if (pl->ranges[i] == ob)
3625 {
3626 pl->ranges[i] = NULL;
3627 if (pl->shoottype == i)
3628 {
3629 pl->shoottype = range_none;
3630 }
3631 }
3632 }
3633 }