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/cvs/deliantra/server/server/player.C
Revision: 1.57
Committed: Sat Dec 23 06:21:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +1 -0 lines
Log Message:
- improved login code
- removed some cruft code and (finally), the player_pod hack

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <pwd.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 player *
37 find_player (const char *plname)
38 {
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46 }
47
48 void
49 display_motd (const object *op)
50 {
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
65 {
66 if (*buf == '#')
67 continue;
68
69 strncat (motd + size, buf, HUGE_BUF - size);
70 size += strlen (buf);
71 }
72
73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75 }
76
77 void
78 send_rules (const object *op)
79 {
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
99 {
100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
101 break;
102 }
103
104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110 }
111
112 void
113 send_news (const object *op)
114 {
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
150 }
151 strncat (news + size, buf, HUGE_BUF - size);
152 size += strlen (buf);
153 }
154 }
155
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
158 close_and_delete (fp, comp);
159 }
160
161 /* This loads the first map an puts the player on it. */
162 static void
163 set_first_map (object *op)
164 {
165 strcpy (op->contr->maplevel, first_map_path);
166 op->x = -1;
167 op->y = -1;
168 enter_exit (op, 0);
169 }
170
171 // connect the player with a specific client
172 // also changed, rationalises, and fixes some incorrect settings
173 void
174 player::connect (client *ns)
175 {
176 this->ns = ns;
177 ns->pl = this;
178
179 next = first_player;
180 first_player = this;
181
182 ns->update_look = 0;
183 ns->look_position = 0;
184
185 clear_los (ob);
186
187 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200
201 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212
213 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob))
215 {
216 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force)
224 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force)
226 skin = tmp;
227
228 set_dragon_name (ob, abil, skin);
229 }
230
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238
239 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0);
244
245 enter_exit (ob, 0);
246
247 // send_rules (ob);//TODO
248 // send_news (ob);//TODO
249 // display_motd (ob);//TODO
250 INVOKE_PLAYER (LOGIN, this);
251 }
252
253 // the need for this function can be explained
254 // by load_object not returning the object
255 void
256 player::set_object (object *op)
257 {
258 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */
260
261 ob->speed_left = 0.5;
262 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270 }
271
272 player::player ()
273 {
274 /* There are some elements we want initialized to non zero value -
275 * we deal with that below this point.
276 */
277 outputs_sync = 16; /* Every 2 seconds */
278 outputs_count = 8; /* Keeps present behaviour */
279 unapply = unapply_nochoice;
280
281 assign (savebed_map, first_map_path); /* Init. respawn position */
282
283 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none;
286 bowtype = bow_normal;
287 petmode = pet_normal;
288 listening = 10;
289 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */
292 do_los = 1;
293
294 /* we need to clear these to -1 and not zero - otherwise,
295 * if a player quits and starts a new character, we wont
296 * send new values to the client, as things like exp start
297 * at zero.
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301
302 for (int i = 0; i < NROFATTACKS; i++)
303 last_resist[i] = -1;
304
305 last_stats.exp = -1;
306 last_weight = (uint32) - 1;
307 }
308
309 player::~player ()
310 {
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */
346 free (stack_items);
347 }
348
349 /* Tries to add player on the connection passed in ns.
350 * All we can really get in this is some settings like host and display
351 * mode.
352 */
353 player *
354 player::create ()
355 {
356 player *pl = new player;
357
358 pl->set_object (arch_to_object (get_player_archetype (0)));
359
360 return pl;
361 }
362
363 /*
364 * get_player_archetype() return next player archetype from archetype
365 * list. Not very efficient routine, but used only creating new players.
366 * Note: there MUST be at least one player archetype!
367 */
368 archetype *
369 get_player_archetype (archetype *at)
370 {
371 archetype *start = at;
372
373 for (;;)
374 {
375 if (at == NULL || at->next == NULL)
376 at = first_archetype;
377 else
378 at = at->next;
379
380 if (at->clone.type == PLAYER)
381 return at;
382
383 if (at == start)
384 {
385 LOG (llevError, "No Player archetypes\n");
386 exit (-1);
387 }
388 }
389 }
390
391 object *
392 get_nearest_player (object *mon)
393 {
394 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol;
397 unsigned lastdist;
398 rv_vector rv;
399
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
401 {
402 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop.
406 */
407 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
408 {
409 object *tmp = ol->ob;
410
411 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared.
413 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
415 ol = ol->next;
416 remove_friendly_object (tmp);
417 if (!ol)
418 return op;
419 }
420
421 /* Remove special check for player from this. First, it looks to cause
422 * some crashes (ol->ob->contr not set properly?), but secondly, a more
423 * complicated method of state checking would be needed in any case -
424 * as it was, a clever player could type quit, and the function would
425 * skip them over while waiting for confirmation. Remove
426 * on_same_map check, as can_detect_enemy also does this
427 */
428 if (!can_detect_enemy (mon, ol->ob, &rv))
429 continue;
430
431 if (lastdist > rv.distance)
432 {
433 op = ol->ob;
434 lastdist = rv.distance;
435 }
436 }
437 for (pl = first_player; pl != NULL; pl = pl->next)
438 {
439 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance)
443 {
444 op = pl->ob;
445 lastdist = rv.distance;
446 }
447 }
448 }
449 #if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451 #endif
452 return op;
453 }
454
455 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
456 * result in a monster paths backtracking. It basically determines how large a
457 * detour a monster will take from the direction path when looking
458 * for a path to the player. The values are in the amount of direction
459 * the deviation is
460 */
461 #define DETOUR_AMOUNT 2
462
463 /* This is used to prevent infinite loops. Consider a case where the
464 * player is in a chamber (with gate closed), and monsters are outside.
465 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
466 * find a path into the chamber. This is a good thing, but since there
467 * is no real path, it will just keep circling the chamber for
468 * ever (this could be a nice effect for monsters, but not for the function
469 * to get stuck in. I think for the monsters, if max is reached and
470 * we return the first direction the creature could move would result in the
471 * circling behaviour. Unfortunately, this function is also used to determined
472 * if the creature should cast a spell, so returning a direction in that case
473 * is probably not a good thing.
474 */
475 #define MAX_SPACES 50
476
477 /*
478 * Returns the direction to the player, if valid. Returns 0 otherwise.
479 * modified to verify there is a path to the player. Does this by stepping towards
480 * player and if path is blocked then see if blockage is close enough to player that
481 * direction to player is changed (ie zig or zag). Continue zig zag until either
482 * reach player or path is blocked. Thus, will only return true if there is a free
483 * path to player. Though path may not be a straight line. Note that it will find
484 * player hiding along a corridor at right angles to the corridor with the monster.
485 *
486 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
487 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
488 * down corriders.
489 * 2) I think the old code was broken if the first direction the monster
490 * should move was blocked - the code would store the first direction without
491 * verifying that the player can actually move in that direction. The new
492 * code does not store anything in firstdir until we have verified that the
493 * monster can in fact move one space in that direction.
494 * 3) I'm not sure how good this code will be for moving multipart monsters,
495 * since only simple checks to blocked are being called, which could mean the monster
496 * is blocking itself.
497 */
498 int
499 path_to_player (object *mon, object *pl, unsigned mindiff)
500 {
501 rv_vector rv;
502 sint16 x, y;
503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
504 maptile *m, *lastmap;
505
506 get_rangevector (mon, pl, &rv, 0);
507
508 if (rv.distance < mindiff)
509 return 0;
510
511 x = mon->x;
512 y = mon->y;
513 m = mon->map;
514 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
517 /* If we can't solve it within the search distance, return now. */
518 if (diff > max)
519 return 0;
520 while (diff > 1 && max > 0)
521 {
522 lastx = x;
523 lasty = y;
524 lastmap = m;
525 x = lastx + freearr_x[dir];
526 y = lasty + freearr_y[dir];
527
528 mflags = get_map_flags (m, &m, x, y, &x, &y);
529 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
530
531 /* Space is blocked - try changing direction a little */
532 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
533 && (m == mon->map && blocked_link (mon, m, x, y))))
534 {
535 /* recalculate direction from last good location. Possible
536 * we were not traversing ideal location before.
537 */
538 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
539 if (rv.direction != dir)
540 {
541 /* OK - says direction should be different - lets reset the
542 * the values so it will try again.
543 */
544 x = lastx;
545 y = lasty;
546 m = lastmap;
547 dir = firstdir = rv.direction;
548 }
549 else
550 {
551 /* direct path is blocked - try taking a side step to
552 * either the left or right.
553 * Note increase the values in the loop below to be
554 * more than -1/1 respectively will mean the monster takes
555 * bigger detour. Have to be careful about these values getting
556 * too big (3 or maybe 4 or higher) as the monster may just try
557 * stepping back and forth
558 */
559 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
560 {
561 if (i == 0)
562 continue; /* already did this, so skip it */
563 /* Use lastdir here - otherwise,
564 * since the direction that the creature should move in
565 * may change, you could get infinite loops.
566 * ie, player is northwest, but monster can only
567 * move west, so it does that. It goes some distance,
568 * gets blocked, finds that it should move north,
569 * can't do that, but now finds it can move east, and
570 * gets back to its original point. lastdir contains
571 * the last direction the creature has successfully
572 * moved.
573 */
574
575 x = lastx + freearr_x[absdir (lastdir + i)];
576 y = lasty + freearr_y[absdir (lastdir + i)];
577 m = lastmap;
578 mflags = get_map_flags (m, &m, x, y, &x, &y);
579 if (mflags & P_OUT_OF_MAP)
580 continue;
581 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
582 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
583 continue;
584 if (mflags & P_BLOCKSVIEW)
585 continue;
586
587 if (m == mon->map && blocked_link (mon, m, x, y))
588 break;
589 }
590 /* go through entire loop without finding a valid
591 * sidestep to take - thus, no valid path.
592 */
593 if (i == (DETOUR_AMOUNT + 1))
594 return 0;
595 diff--;
596 lastdir = dir;
597 max--;
598 if (!firstdir)
599 firstdir = dir + i;
600 } /* else check alternate directions */
601 } /* if blocked */
602 else
603 {
604 /* we moved towards creature, so diff is less */
605 diff--;
606 max--;
607 lastdir = dir;
608 if (!firstdir)
609 firstdir = dir;
610 }
611 if (diff <= 1)
612 {
613 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance.
615 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
618 }
619 if (diff > max)
620 return 0;
621 }
622 /* If we reached the max, didn't find a direction in time */
623 if (!max)
624 return 0;
625
626 return firstdir;
627 }
628
629 void
630 give_initial_items (object *pl, treasurelist * items)
631 {
632 object *op, *next = NULL;
633
634 if (pl->randomitems != NULL)
635 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
636
637 for (op = pl->inv; op; op = next)
638 {
639 next = op->below;
640
641 /* Forces get applied per default, unless they have the
642 * flag "neutral" set. Sorry but I can't think of a better way
643 */
644 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
645 SET_FLAG (op, FLAG_APPLIED);
646
647 /* we never give weapons/armour if these cannot be used
648 * by this player due to race restrictions
649 */
650 if (pl->type == PLAYER)
651 {
652 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
653 (op->type == ARMOUR || op->type == BOOTS ||
654 op->type == CLOAK || op->type == HELMET ||
655 op->type == SHIELD || op->type == GLOVES ||
656 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
657 {
658 op->destroy ();
659 continue;
660 }
661 }
662
663 /* This really needs to be better - we should really give
664 * a substitute spellbook. The problem is that we don't really
665 * have a good idea what to replace it with (need something like
666 * a first level treasurelist for each skill.)
667 * remove duplicate skills also
668 */
669 if (op->type == SPELLBOOK || op->type == SKILL)
670 {
671 object *tmp;
672
673 for (tmp = op->below; tmp; tmp = tmp->below)
674 if (tmp->type == op->type && tmp->name == op->name)
675 break;
676
677 if (tmp)
678 {
679 op->destroy ();
680 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
681 continue;
682 }
683
684 if (op->nrof > 1)
685 op->nrof = 1;
686 }
687
688 if (op->type == SPELLBOOK && op->inv)
689 {
690 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
691 }
692
693 /* Give starting characters identified, uncursed, and undamned
694 * items. Just don't identify gold or silver, or it won't be
695 * merged properly.
696 */
697 if (need_identify (op))
698 {
699 SET_FLAG (op, FLAG_IDENTIFIED);
700 CLEAR_FLAG (op, FLAG_CURSED);
701 CLEAR_FLAG (op, FLAG_DAMNED);
702 }
703 if (op->type == SPELL)
704 {
705 op->destroy ();
706 continue;
707 }
708 else if (op->type == SKILL)
709 {
710 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 op->stats.exp = 0;
712 op->level = 1;
713 }
714 /* lock all 'normal items by default */
715 else
716 SET_FLAG (op, FLAG_INV_LOCKED);
717 } /* for loop of objects in player inv */
718
719 /* Need to set up the skill pointers */
720 link_player_skills (pl);
721 }
722
723 void
724 get_party_password (object *op, partylist *party)
725 {
726 if (party == NULL)
727 {
728 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
729 return;
730 }
731
732 op->contr->write_buf[0] = '\0';
733 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party;
735 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736 }
737
738 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
739 static int
740 roll_stat (void)
741 {
742 int a[4], i, j, k;
743
744 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1;
746
747 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k)
749 k = a[i], j = i;
750
751 for (i = 0, k = 0; i < 4; i++)
752 if (i != j)
753 k += a[i];
754
755 return k;
756 }
757
758 void
759 object::roll_stats ()
760 {
761 int statsort [7];
762
763 for (;;)
764 {
765 int sum = 0;
766 for (int i = 7; i--; )
767 sum += statsort [i] = roll_stat ();
768
769 if (sum >= 82 && sum <= 116)
770 break;
771 }
772
773 // Sort the stats so that rerolling is easier...
774 std::sort (statsort, statsort + 7, std::greater<int>());
775
776 stats.Str = statsort[0];
777 stats.Dex = statsort[1];
778 stats.Con = statsort[2];
779 stats.Int = statsort[3];
780 stats.Wis = statsort[4];
781 stats.Pow = statsort[5];
782 stats.Cha = statsort[6];
783
784 stats.exp = 0;
785 stats.ac = 0;
786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
797 contr->orig_stats = stats;
798 }
799 }
800
801 void
802 object::swap_stats (int a, int b)
803 {
804 int tmp = get_attr_value (&contr->orig_stats, a);
805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
806 set_attr_value (&contr->orig_stats, b, tmp);
807
808 stats.Str = contr->orig_stats.Str;
809 stats.Dex = contr->orig_stats.Dex;
810 stats.Con = contr->orig_stats.Con;
811 stats.Int = contr->orig_stats.Int;
812 stats.Wis = contr->orig_stats.Wis;
813 stats.Pow = contr->orig_stats.Pow;
814 stats.Cha = contr->orig_stats.Cha;
815
816 //TODO: the following code looks so borked and should, at the very least,
817 // be merged with the similar code in roll_stats
818 stats.ac = 0;
819
820 level = 1;
821 stats.exp = 0;
822 stats.ac = 0;
823
824 stats.hp = stats.maxhp;
825 stats.sp = stats.maxsp;
826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
834 contr->orig_stats = stats;
835 }
836 }
837
838 /* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE,
842 * not the class.
843 */
844 int
845 key_change_class (object *op, char key)
846 {
847 int tmp_loop;
848
849 if (key == 'd' || key == 'D')
850 {
851 char buf[MAX_BUF];
852
853 /* this must before then initial items are given */
854 esrv_new_player (op->contr, op->weight + op->carrying);
855
856 treasurelist *tl = find_treasurelist ("starting_wealth");
857 if (tl)
858 create_treasure (tl, op, 0, 0, 0);
859
860 INVOKE_PLAYER (BIRTH, op->contr);
861 INVOKE_PLAYER (LOGIN, op->contr);
862
863 op->contr->ns->state = ST_PLAYING;
864
865 if (op->msg)
866 op->msg = NULL;
867
868 /* We create this now because some of the unique maps will need it
869 * to save here.
870 */
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
872 make_path_to_file (buf);
873
874 #ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876 #endif
877 start_info (op);
878 CLEAR_FLAG (op, FLAG_WIZ);
879 give_initial_items (op, op->randomitems);
880 link_player_skills (op);
881 esrv_send_inventory (op, op);
882 op->update_stats ();
883
884 /* This moves the player to a different start map, if there
885 * is one for this race
886 */
887 if (*first_map_ext_path)
888 {
889 object *tmp;
890 char mapname[MAX_BUF];
891
892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
893 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x;
896 EXIT_Y (tmp) = op->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the
899 * default initial map */
900 tmp->destroy ();
901 }
902 else
903 LOG (llevDebug, "first_map_ext_path not set\n");
904
905 return 0;
906 }
907
908 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above.
910 */
911
912 tmp_loop = 0;
913 while (!tmp_loop)
914 {
915 shstr name = op->name;
916 int x = op->x, y = op->y;
917
918 op->remove_statbonus ();
919 op->remove ();
920 op->arch = get_player_archetype (op->arch);
921 op->arch->clone.copy_to (op);
922 op->instantiate ();
923 op->stats = op->contr->orig_stats;
924 op->name = op->name_pl = name;
925 op->x = x;
926 op->y = y;
927 SET_ANIMATION (op, 2); /* So player faces south */
928 insert_ob_in_map (op, op->map, op, 0);
929 assign (op->contr->title, op->arch->clone.name);
930 op->add_statbonus ();
931 tmp_loop = allowed_class (op);
932 }
933
934 update_object (op, UP_OBJ_FACE);
935 esrv_update_item (UPD_FACE, op, op);
936 op->update_stats ();
937 op->stats.hp = op->stats.maxhp;
938 op->stats.sp = op->stats.maxsp;
939 op->stats.grace = 0;
940
941 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0;
946 }
947
948 int
949 key_confirm_quit (object *op, char key)
950 {
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993 }
994
995 void
996 flee_player (object *op)
997 {
998 int dir, diff;
999 rv_vector rv;
1000
1001 if (op->stats.hp < 0)
1002 {
1003 LOG (llevDebug, "Fleeing player is dead.\n");
1004 CLEAR_FLAG (op, FLAG_SCARED);
1005 return;
1006 }
1007
1008 if (op->enemy == NULL)
1009 {
1010 LOG (llevDebug, "Fleeing player had no enemy.\n");
1011 CLEAR_FLAG (op, FLAG_SCARED);
1012 return;
1013 }
1014
1015 /* Seen some crashes here. Since we don't store an
1016 * op->enemy_count, it is possible that something destroys the
1017 * actual enemy, and the object is recycled.
1018 */
1019 if (op->enemy->map == NULL)
1020 {
1021 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL;
1023 return;
1024 }
1025
1026 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1027 {
1028 op->enemy = NULL;
1029 CLEAR_FLAG (op, FLAG_SCARED);
1030 return;
1031 }
1032
1033 get_rangevector (op, op->enemy, &rv, 0);
1034
1035 dir = absdir (4 + rv.direction);
1036 for (diff = 0; diff < 3; diff++)
1037 {
1038 int m = 1 - (RANDOM () & 2);
1039
1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1041 return;
1042 }
1043
1044 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL;
1047 }
1048
1049
1050 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1051 * IT returns 1 if the player should keep on moving, 0 if he should
1052 * stop.
1053 */
1054 int
1055 check_pick (object *op)
1056 {
1057 object *tmp, *next;
1058 int stop = 0;
1059 int j, k, wvratio;
1060 char putstring[128], tmpstr[16];
1061
1062 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING)
1064 return 1;
1065
1066 next = op->below;
1067
1068 /* loop while there are items on the floor that are not marked as
1069 * destroyed */
1070 while (next && !next->destroyed ())
1071 {
1072 tmp = next;
1073 next = tmp->below;
1074
1075 if (op->destroyed ())
1076 return 0;
1077
1078 if (!can_pick (op, tmp))
1079 continue;
1080
1081 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1082 {
1083 if (item_matched_string (op, tmp, op->contr->search_str))
1084 pick_up (op, tmp);
1085 continue;
1086 }
1087
1088 /* high not bit set? We're using the old autopickup model */
1089 if (!(op->contr->mode & PU_NEWMODE))
1090 {
1091 switch (op->contr->mode)
1092 {
1093 case 0:
1094 return 1; /* don't pick up */
1095 case 1:
1096 pick_up (op, tmp);
1097 return 1;
1098 case 2:
1099 pick_up (op, tmp);
1100 return 0;
1101 case 3:
1102 return 0; /* stop before pickup */
1103 case 4:
1104 pick_up (op, tmp);
1105 break;
1106 case 5:
1107 pick_up (op, tmp);
1108 stop = 1;
1109 break;
1110 case 6:
1111 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1112 pick_up (op, tmp);
1113 break;
1114
1115 case 7:
1116 if (tmp->type == MONEY || tmp->type == GEM)
1117 pick_up (op, tmp);
1118 break;
1119
1120 default:
1121 /* use value density */
1122 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1123 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1124 pick_up (op, tmp);
1125 }
1126 }
1127 else
1128 { /* old model */
1129 /* NEW pickup handling */
1130 if (op->contr->mode & PU_DEBUG)
1131 {
1132 /* some debugging code to figure out item information */
1133 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140
1141 sprintf (putstring, "...flags: ");
1142 for (k = 0; k < 4; k++)
1143 {
1144 for (j = 0; j < 32; j++)
1145 {
1146 if ((tmp->flags[k] >> j) & 0x01)
1147 {
1148 sprintf (tmpstr, "%d ", k * 32 + j);
1149 strcat (putstring, tmpstr);
1150 }
1151 }
1152 }
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154
1155 #if 0
1156 /* print the flags too */
1157 for (k = 0; k < 4; k++)
1158 {
1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1160 for (j = 0; j < 32; j++)
1161 {
1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1163 if (!((j + 1) % 4))
1164 fprintf (stderr, " ");
1165 }
1166 fprintf (stderr, " [%d]\n", k * 32);
1167 }
1168 #endif
1169 }
1170 /* philosophy:
1171 * It's easy to grab an item type from a pile, as long as it's
1172 * generic. This takes no game-time. For more detailed pickups
1173 * and selections, select-items shoul dbe used. This is a
1174 * grab-as-you-run type mode that's really useful for arrows for
1175 * example.
1176 * The drawback: right now it has no frontend, so you need to
1177 * stick the bits you want into a calculator in hex mode and then
1178 * convert to decimal and then 'pickup <#>
1179 */
1180
1181 /* the first two modes are exclusive: if NOTHING we return, if
1182 * STOP then we stop. All the rest are applied sequentially,
1183 * meaning if any test passes, the item gets picked up. */
1184
1185 /* if mode is set to pick nothing up, return */
1186
1187 if (op->contr->mode & PU_NOTHING)
1188 return 1;
1189
1190 /* if mode is set to stop when encountering objects, return */
1191 /* take STOP before INHIBIT since it doesn't actually pick
1192 * anything up */
1193
1194 if (op->contr->mode & PU_STOP)
1195 return 0;
1196
1197 /* useful for going into stores and not losing your settings... */
1198 /* and for battles wher you don't want to get loaded down while
1199 * fighting */
1200 if (op->contr->mode & PU_INHIBIT)
1201 return 1;
1202
1203 /* prevent us from turning into auto-thieves :) */
1204 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1205 continue;
1206
1207 /* ignore known cursed objects */
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1209 continue;
1210
1211 /* all food and drink if desired */
1212 /* question: don't pick up known-poisonous stuff? */
1213 if (op->contr->mode & PU_FOOD)
1214 if (tmp->type == FOOD)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_DRINK)
1221 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_POTION)
1228 if (tmp->type == POTION)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* spellbooks, skillscrolls and normal books/scrolls */
1235 if (op->contr->mode & PU_SPELLBOOK)
1236 if (tmp->type == SPELLBOOK)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 if (op->contr->mode & PU_SKILLSCROLL)
1243 if (tmp->type == SKILLSCROLL)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_READABLES)
1250 if (tmp->type == BOOK || tmp->type == SCROLL)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* wands/staves/rods/horns */
1257 if (op->contr->mode & PU_MAGIC_DEVICE)
1258 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* pick up all magical items */
1265 if (op->contr->mode & PU_MAGICAL)
1266 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_VALUABLES)
1273 {
1274 if (tmp->type == MONEY || tmp->type == GEM)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279 }
1280
1281 /* rings & amulets - talismans seems to be typed AMULET */
1282 if (op->contr->mode & PU_JEWELS)
1283 if (tmp->type == RING || tmp->type == AMULET)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 /* we don't forget dragon food */
1290 if (op->contr->mode & PU_FLESH)
1291 if (tmp->type == FLESH)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* bows and arrows. Bows are good for selling! */
1298 if (op->contr->mode & PU_BOW)
1299 if (tmp->type == BOW)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 if (op->contr->mode & PU_ARROW)
1306 if (tmp->type == ARROW)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* all kinds of armor etc. */
1313 if (op->contr->mode & PU_ARMOUR)
1314 if (tmp->type == ARMOUR)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319
1320 if (op->contr->mode & PU_HELMET)
1321 if (tmp->type == HELMET)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326
1327 if (op->contr->mode & PU_SHIELD)
1328 if (tmp->type == SHIELD)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 if (op->contr->mode & PU_BOOTS)
1335 if (tmp->type == BOOTS)
1336 {
1337 pick_up (op, tmp);
1338 continue;
1339 }
1340
1341 if (op->contr->mode & PU_GLOVES)
1342 if (tmp->type == GLOVES)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 if (op->contr->mode & PU_CLOAK)
1349 if (tmp->type == CLOAK)
1350 {
1351 pick_up (op, tmp);
1352 continue;
1353 }
1354
1355 /* hoping to catch throwing daggers here */
1356 if (op->contr->mode & PU_MISSILEWEAPON)
1357 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1358 {
1359 pick_up (op, tmp);
1360 continue;
1361 }
1362
1363 /* careful: chairs and tables are weapons! */
1364 if (op->contr->mode & PU_ALLWEAPON)
1365 {
1366 if (tmp->type == WEAPON && tmp->name != NULL)
1367 {
1368 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1369 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1370 {
1371 pick_up (op, tmp);
1372 continue;
1373 }
1374 }
1375
1376 if (tmp->type == WEAPON && tmp->name == NULL)
1377 {
1378 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1379 {
1380 pick_up (op, tmp);
1381 continue;
1382 }
1383 }
1384 }
1385
1386 /* misc stuff that's useful */
1387 if (op->contr->mode & PU_KEY)
1388 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1389 {
1390 pick_up (op, tmp);
1391 continue;
1392 }
1393
1394 /* any of the last 4 bits set means we use the ratio for value
1395 * pickups */
1396 if (op->contr->mode & PU_RATIO)
1397 {
1398 /* use value density to decide what else to grab */
1399 /* >=7 was >= op->contr->mode */
1400 /* >=7 is the old standard setting. Now we take the last 4 bits
1401 * and multiply them by 5, giving 0..15*5== 5..75 */
1402 wvratio = (op->contr->mode & PU_RATIO) * 5;
1403 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1404 {
1405 pick_up (op, tmp);
1406 #if 0
1407 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1408 if (tmp->name != NULL)
1409 {
1410 fprintf (stderr, "%s", tmp->name);
1411 }
1412 else
1413 fprintf (stderr, "%s", tmp->arch->name);
1414 fprintf (stderr, ",%d] = ", tmp->type);
1415 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1416 #endif
1417 continue;
1418 }
1419 }
1420 } /* the new pickup model */
1421 }
1422
1423 return !stop;
1424 }
1425
1426 /*
1427 * Find an arrow in the inventory and after that
1428 * in the right type container (quiver). Pointer to the
1429 * found object is returned.
1430 */
1431 object *
1432 find_arrow (object *op, const char *type)
1433 {
1434 object *tmp = NULL;
1435
1436 for (op = op->inv; op; op = op->below)
1437 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1438 tmp = find_arrow (op, type);
1439 else if (op->type == ARROW && op->race == type)
1440 return op;
1441 return tmp;
1442 }
1443
1444 /*
1445 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1446 * against the target. A full test is not performed, simply a basic test
1447 * of resistances. The archer is making a quick guess at what he sees down
1448 * the hall. Failing that it does it's best to pick the highest plus arrow.
1449 */
1450
1451 object *
1452 find_better_arrow (object *op, object *target, const char *type, int *better)
1453 {
1454 object *tmp = NULL, *arrow, *ntmp;
1455 int attacknum, attacktype, betterby = 0, i;
1456
1457 if (!type)
1458 return NULL;
1459
1460 for (arrow = op->inv; arrow; arrow = arrow->below)
1461 {
1462 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1463 {
1464 i = 0;
1465 ntmp = find_better_arrow (arrow, target, type, &i);
1466 if (i > betterby)
1467 {
1468 tmp = ntmp;
1469 betterby = i;
1470 }
1471 }
1472 else if (arrow->type == ARROW && arrow->race == type)
1473 {
1474 /* allways prefer assasination/slaying */
1475 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1476 {
1477 if (arrow->attacktype & AT_DEATH)
1478 {
1479 *better = 100;
1480 return arrow;
1481 }
1482 else
1483 {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 }
1487 }
1488 else
1489 {
1490 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1491 {
1492 attacktype = 1 << attacknum;
1493 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1494 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1495 {
1496 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1498 }
1499 }
1500 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1501 {
1502 tmp = arrow;
1503 betterby = 2 + arrow->magic + arrow->stats.dam;
1504 }
1505 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1506 {
1507 tmp = arrow;
1508 betterby = 1 + arrow->magic + arrow->stats.dam;
1509 }
1510 }
1511 }
1512 }
1513 if (tmp == NULL && arrow == NULL)
1514 return find_arrow (op, type);
1515
1516 *better = betterby;
1517 return tmp;
1518 }
1519
1520 /* looks in a given direction, finds the first valid target, and calls
1521 * find_better_arrow to find a decent arrow to use.
1522 * op = the shooter
1523 * type = bow->race
1524 * dir = fire direction
1525 */
1526
1527 object *
1528 pick_arrow_target (object *op, const char *type, int dir)
1529 {
1530 object *tmp = NULL;
1531 maptile *m;
1532 int i, mflags, found, number;
1533 sint16 x, y;
1534
1535 if (op->map == NULL)
1536 return find_arrow (op, type);
1537
1538 /* do a dex check */
1539 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1540 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1541 return find_arrow (op, type);
1542
1543 m = op->map;
1544 x = op->x;
1545 y = op->y;
1546
1547 /* find the first target */
1548 for (i = 0, found = 0; i < 20; i++)
1549 {
1550 x += freearr_x[dir];
1551 y += freearr_y[dir];
1552 mflags = get_map_flags (m, &m, x, y, &x, &y);
1553 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1554 {
1555 tmp = NULL;
1556 break;
1557 }
1558 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1559 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 }
1566 if (mflags & P_IS_ALIVE)
1567 {
1568 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 {
1571 found++;
1572 break;
1573 }
1574 if (found)
1575 break;
1576 }
1577 }
1578 if (tmp == NULL)
1579 return find_arrow (op, type);
1580
1581 if (tmp->head)
1582 tmp = tmp->head;
1583
1584 return find_better_arrow (op, tmp, type, &i);
1585 }
1586
1587 /*
1588 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise.
1590 * op is the object firing the bow.
1591 * part is for multipart creatures - the part firing the bow.
1592 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes.
1596 */
1597 int
1598 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1599 {
1600 object *left, *bow;
1601 int bowspeed, mflags;
1602 maptile *m;
1603
1604 if (!dir)
1605 {
1606 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0;
1608 }
1609
1610 if (op->type == PLAYER)
1611 bow = op->contr->ranges[range_bow];
1612 else
1613 {
1614 for (bow = op->inv; bow; bow = bow->below)
1615 /* Don't check for applied - monsters don't apply bows - in that way, they
1616 * don't need to switch back and forth between bows and weapons.
1617 */
1618 if (bow->type == BOW)
1619 break;
1620
1621 if (!bow)
1622 {
1623 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1624 return 0;
1625 }
1626 }
1627
1628 if (!bow->race || !bow->skill)
1629 {
1630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1631 return 0;
1632 }
1633
1634 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1635
1636 /* penalize ROF for bestarrow */
1637 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1638 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1639
1640 if (bowspeed < 1)
1641 bowspeed = 1;
1642
1643 if (arrow == NULL)
1644 {
1645 if ((arrow = find_arrow (op, bow->race)) == NULL)
1646 {
1647 if (op->type == PLAYER)
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1649 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1650 else
1651 CLEAR_FLAG (op, FLAG_READY_BOW);
1652 return 0;
1653 }
1654 }
1655
1656 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1657 if (mflags & P_OUT_OF_MAP)
1658 return 0;
1659
1660 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1661 {
1662 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1663 return 0;
1664 }
1665
1666 /* this should not happen, but sometimes does */
1667 if (arrow->nrof == 0)
1668 {
1669 arrow->destroy ();
1670 return 0;
1671 }
1672
1673 left = arrow; /* these are arrows left to the player */
1674 arrow = get_split_ob (arrow, 1);
1675 if (!arrow)
1676 {
1677 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1678 return 0;
1679 }
1680
1681 arrow->set_owner (op);
1682 arrow->skill = bow->skill;
1683
1684 arrow->direction = dir;
1685 arrow->x = sx;
1686 arrow->y = sy;
1687
1688 if (op->type == PLAYER)
1689 {
1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 op->update_stats ();
1692 }
1693
1694 SET_ANIMATION (arrow, arrow->direction);
1695 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1696 arrow->stats.hp = arrow->stats.dam;
1697 arrow->stats.grace = arrow->attacktype;
1698 if (arrow->slaying != NULL)
1699 arrow->spellarg = strdup (arrow->slaying);
1700
1701 /* Note that this was different for monsters - they got their level
1702 * added to the damage. I think the strength bonus is more proper.
1703 */
1704
1705 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1706
1707 /* update the speed */
1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1709 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1710
1711 if (arrow->speed < 1.0)
1712 arrow->speed = 1.0;
1713 update_ob_speed (arrow);
1714 arrow->speed_left = 0;
1715
1716 if (op->type == PLAYER)
1717 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1723 }
1724 else
1725 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level;
1728 }
1729
1730 if (arrow->attacktype == AT_PHYSICAL)
1731 arrow->attacktype |= bow->attacktype;
1732
1733 if (bow->slaying)
1734 arrow->slaying = bow->slaying;
1735
1736 arrow->map = m;
1737 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739
1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1741 insert_ob_in_map (arrow, m, op, 0);
1742
1743 if (!arrow->destroyed ())
1744 move_arrow (arrow);
1745
1746 if (op->type == PLAYER)
1747 {
1748 if (left->destroyed ())
1749 esrv_del_item (op->contr, left->count);
1750 else
1751 esrv_send_item (op, left);
1752 }
1753
1754 return 1;
1755 }
1756
1757 /* Special fire code for players - this takes into
1758 * account the special fire modes players can have
1759 * but monsters can't. Putting that code here
1760 * makes the fire_bow code much cleaner.
1761 * this function should only be called if 'op' is a player,
1762 * hence the function name.
1763 */
1764 int
1765 player_fire_bow (object *op, int dir)
1766 {
1767 int ret = 0, wcmod = 0;
1768
1769 if (op->contr->bowtype == bow_bestarrow)
1770 {
1771 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1772 }
1773 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1774 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1;
1777 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1778 }
1779 else if (op->contr->bowtype == bow_threewide)
1780 {
1781 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1782 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1783 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1784 }
1785 else if (op->contr->bowtype == bow_spreadshot)
1786 {
1787 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1788 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1789 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1790
1791 }
1792 else
1793 {
1794 /* Simple case */
1795 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1796 }
1797 return ret;
1798 }
1799
1800
1801 /* Fires a misc (wand/rod/horn) object in 'dir'.
1802 * Broken apart from 'fire' to keep it more readable.
1803 */
1804 void
1805 fire_misc_object (object *op, int dir)
1806 {
1807 object *item;
1808
1809 if (!op->contr->ranges[range_misc])
1810 {
1811 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1812 return;
1813 }
1814
1815 item = op->contr->ranges[range_misc];
1816 if (!item->inv)
1817 {
1818 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819 return;
1820 }
1821 if (item->type == WAND)
1822 {
1823 if (item->stats.food <= 0)
1824 {
1825 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1827 return;
1828 }
1829 }
1830 else if (item->type == ROD || item->type == HORN)
1831 {
1832 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1833 {
1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1835 if (item->type == ROD)
1836 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1837 else
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1839 return;
1840 }
1841 }
1842
1843 if (cast_spell (op, item, dir, item->inv, NULL))
1844 {
1845 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1846 if (item->type == WAND)
1847 {
1848 if (!(--item->stats.food))
1849 {
1850 object *tmp;
1851
1852 if (item->arch)
1853 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face;
1856 item->speed = 0;
1857 update_ob_speed (item);
1858 }
1859 if ((tmp = item->in_player ()))
1860 esrv_update_item (UPD_ANIM, tmp, item);
1861 }
1862 }
1863 else if (item->type == ROD || item->type == HORN)
1864 {
1865 drain_rod_charge (item);
1866 }
1867 }
1868 }
1869
1870 /* Received a fire command for the player - go and do it.
1871 */
1872 void
1873 fire (object *op, int dir)
1874 {
1875 int spellcost = 0;
1876
1877 /* check for loss of invisiblity/hide */
1878 if (action_makes_visible (op))
1879 make_visible (op);
1880
1881 switch (op->contr->shoottype)
1882 {
1883 case range_none:
1884 return;
1885
1886 case range_bow:
1887 player_fire_bow (op, dir);
1888 return;
1889
1890 case range_magic: /* Casting spells */
1891 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1892 return;
1893
1894 case range_misc:
1895 fire_misc_object (op, dir);
1896 return;
1897
1898 case range_golem: /* Control summoned monsters from scrolls */
1899 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1900 {
1901 op->contr->ranges[range_golem] = 0;
1902 op->contr->shoottype = range_none;
1903 }
1904 else
1905 control_golem (op->contr->ranges[range_golem], dir);
1906 return;
1907
1908 case range_skill:
1909 if (!op->chosen_skill)
1910 {
1911 if (op->type == PLAYER)
1912 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1913 return;
1914 }
1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1916 return;
1917 case range_builder:
1918 apply_map_builder (op, dir);
1919 return;
1920 default:
1921 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1922 return;
1923 }
1924 }
1925
1926
1927
1928 /* find_key
1929 * We try to find a key for the door as passed. If we find a key
1930 * and successfully use it, we return the key, otherwise NULL
1931 * This function merges both normal and locked door, since the logic
1932 * for both is the same - just the specific key is different.
1933 * pl is the player,
1934 * inv is the objects inventory to searched
1935 * door is the door we are trying to match against.
1936 * This function can be called recursively to search containers.
1937 */
1938
1939 object *
1940 find_key (object *pl, object *container, object *door)
1941 {
1942 object *tmp, *key;
1943
1944 /* Should not happen, but sanity checking is never bad */
1945 if (container->inv == NULL)
1946 return NULL;
1947
1948 /* First, lets try to find a key in the top level inventory */
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1950 {
1951 if (door->type == DOOR && tmp->type == KEY)
1952 break;
1953 /* For sanity, we should really check door type, but other stuff
1954 * (like containers) can be locked with special keys
1955 */
1956 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1957 break;
1958 }
1959 /* No key found - lets search inventories now */
1960 /* If we find and use a key in an inventory, return at that time.
1961 * otherwise, if we search all the inventories and still don't find
1962 * a key, return
1963 */
1964 if (!tmp)
1965 {
1966 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1967 {
1968 /* No reason to search empty containers */
1969 if (tmp->type == CONTAINER && tmp->inv)
1970 {
1971 if ((key = find_key (pl, tmp, door)) != NULL)
1972 return key;
1973 }
1974 }
1975 if (!tmp)
1976 return NULL;
1977 }
1978 /* We get down here if we have found a key. Now if its in a container,
1979 * see if we actually want to use it
1980 */
1981 if (pl != container)
1982 {
1983 /* Only let players use keys in containers */
1984 if (!pl->contr)
1985 return NULL;
1986 /* cases where this fails:
1987 * If we only search the player inventory, return now since we
1988 * are not in the players inventory.
1989 * If the container is not active, return now since only active
1990 * containers can be used.
1991 * If we only search keyrings and the container does not have
1992 * a race/isn't a keyring.
1993 * No checking for all containers - to fall through past here,
1994 * inv must have been an container and must have been active.
1995 *
1996 * Change the color so that the message doesn't disappear with
1997 * all the others.
1998 */
1999 if (pl->contr->usekeys == key_inventory ||
2000 !QUERY_FLAG (container, FLAG_APPLIED) ||
2001 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2002 {
2003 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2004 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2005 return NULL;
2006 }
2007 }
2008 return tmp;
2009 }
2010
2011 /* moved door processing out of move_player_attack.
2012 * returns 1 if player has opened the door with a key
2013 * such that the caller should not do anything more,
2014 * 0 otherwise
2015 */
2016 static int
2017 player_attack_door (object *op, object *door)
2018 {
2019 /* If its a door, try to find a use a key. If we do destroy the door,
2020 * might as well return immediately as there is nothing more to do -
2021 * otherwise, we fall through to the rest of the code.
2022 */
2023 object *key = find_key (op, op, door);
2024
2025 /* IF we found a key, do some extra work */
2026 if (key)
2027 {
2028 object *container = key->env;
2029
2030 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2031 if (action_makes_visible (op))
2032 make_visible (op);
2033 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2034 spring_trap (door->inv, op);
2035 if (door->type == DOOR)
2036 {
2037 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2038 }
2039 else if (door->type == LOCKED_DOOR)
2040 {
2041 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2042 remove_door2 (door); /* remove door without violence ;-) */
2043 }
2044 /* Do this after we print the message */
2045 decrease_ob (key); /* Use up one of the keys */
2046 /* Need to update the weight the container the key was in */
2047 if (container != op)
2048 esrv_update_item (UPD_WEIGHT, op, container);
2049 return 1; /* Nothing more to do below */
2050 }
2051 else if (door->type == LOCKED_DOOR)
2052 {
2053 /* Might as well return now - no other way to open this */
2054 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2055 return 1;
2056 }
2057 return 0;
2058 }
2059
2060 /* This function is just part of a breakup from move_player.
2061 * It should keep the code cleaner.
2062 * When this is called, the players direction has been updated
2063 * (taking into account confusion.) The player is also actually
2064 * going to try and move (not fire weapons).
2065 */
2066 void
2067 move_player_attack (object *op, int dir)
2068 {
2069 object *tmp, *mon;
2070 sint16 nx, ny;
2071 int on_battleground;
2072 maptile *m;
2073
2074 nx = freearr_x[dir] + op->x;
2075 ny = freearr_y[dir] + op->y;
2076
2077 on_battleground = op_on_battleground (op, 0, 0);
2078
2079 /* If braced, or can't move to the square, and it is not out of the
2080 * map, attack it. Note order of if statement is important - don't
2081 * want to be calling move_ob if braced, because move_ob will move the
2082 * player. This is a pretty nasty hack, because if we could
2083 * move to some space, it then means that if we are braced, we should
2084 * do nothing at all. As it is, if we are braced, we go through
2085 * quite a bit of processing. However, it probably is less than what
2086 * move_ob uses.
2087 */
2088 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2089 {
2090 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2091 {
2092 m = get_map_from_coord (op->map, &nx, &ny);
2093 if (!m)
2094 return; /* Don't think this should happen */
2095 }
2096 else
2097 m = op->map;
2098
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2100 {
2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 return;
2103 }
2104
2105 mon = 0;
2106 /* Go through all the objects, and find ones of interest. Only stop if
2107 * we find a monster - that is something we know we want to attack.
2108 * if its a door or barrel (can roll) see if there may be monsters
2109 * on the space
2110 */
2111 while (tmp)
2112 {
2113 if (tmp == op)
2114 {
2115 tmp = tmp->above;
2116 continue;
2117 }
2118
2119 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2120 {
2121 mon = tmp;
2122 break;
2123 }
2124
2125 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2126 mon = tmp;
2127
2128 tmp = tmp->above;
2129 }
2130
2131 if (!mon) /* This happens anytime the player tries to move */
2132 return; /* into a wall */
2133
2134 if (mon->head)
2135 mon = mon->head;
2136
2137 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2138 if (player_attack_door (op, mon))
2139 return;
2140
2141 /* The following deals with possibly attacking peaceful
2142 * or frienddly creatures. Basically, all players are considered
2143 * unaggressive. If the moving player has peaceful set, then the
2144 * object should be pushed instead of attacked. It is assumed that
2145 * if you are braced, you will not attack friends accidently,
2146 * and thus will not push them.
2147 */
2148
2149 /* If the creature is a pet, push it even if the player is not
2150 * peaceful. Our assumption is the creature is a pet if the
2151 * player owns it and it is either friendly or unagressive.
2152 */
2153 if ((op->type == PLAYER)
2154 #if COZY_SERVER
2155 &&
2156 ((mon->owner && mon->owner->contr
2157 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2158 #else
2159 && mon->owner == op
2160 #endif
2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 {
2163 /* If we're braced, we don't want to switch places with it */
2164 if (op->contr->braced)
2165 return;
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167 (void) push_ob (mon, dir, op);
2168 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op);
2170 return;
2171 }
2172
2173 /* in certain circumstances, you shouldn't attack friendly
2174 * creatures. Note that if you are braced, you can't push
2175 * someone, but put it inside this loop so that you won't
2176 * attack them either.
2177 */
2178 if ((mon->type == PLAYER || mon->enemy != op) &&
2179 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2180 #ifdef PROHIBIT_PLAYERKILL
2181 (op->contr->peaceful
2182 || (mon->type == PLAYER
2183 && mon->contr->
2184 peaceful)) &&
2185 #else
2186 op->contr->peaceful &&
2187 #endif
2188 !on_battleground))
2189 {
2190 if (!op->contr->braced)
2191 {
2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2193 (void) push_ob (mon, dir, op);
2194 }
2195 else
2196 new_draw_info (0, 0, op, "You withhold your attack");
2197
2198 if (op->contr->tmp_invis || op->hide)
2199 make_visible (op);
2200 }
2201
2202 /* If the object is a boulder or other rollable object, then
2203 * roll it if not braced. You can't roll it if you are braced.
2204 */
2205 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2206 {
2207 recursive_roll (mon, dir, op);
2208 if (action_makes_visible (op))
2209 make_visible (op);
2210 }
2211
2212 /* Any generic living creature. Including things like doors.
2213 * Way it works is like this: First, it must have some hit points
2214 * and be living. Then, it must be one of the following:
2215 * 1) Not a player, 2) A player, but of a different party. Note
2216 * that party_number -1 is no party, so attacks can still happen.
2217 */
2218
2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2220 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2221 {
2222
2223 /* If the player hasn't hit something this tick, and does
2224 * so, give them speed boost based on weapon speed. Doing
2225 * it here is better than process_players2, which basically
2226 * incurred a 1 tick offset.
2227 */
2228 if (!op->contr->has_hit)
2229 {
2230 op->speed_left += op->speed / op->contr->weapon_sp;
2231
2232 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2233 }
2234
2235 skill_attack (mon, op, 0, 0, 0);
2236
2237 /* If attacking another player, that player gets automatic
2238 * hitback, and doesn't loose luck either.
2239 * Disable hitback on the battleground or if the target is
2240 * the wiz.
2241 */
2242 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2243 {
2244 short luck = mon->stats.luck;
2245
2246 mon->contr->has_hit = 1;
2247 skill_attack (op, mon, 0, 0, 0);
2248 mon->stats.luck = luck;
2249 }
2250
2251 if (action_makes_visible (op))
2252 make_visible (op);
2253 }
2254 } /* if player should attack something */
2255 }
2256
2257 int
2258 move_player (object *op, int dir)
2259 {
2260 int pick;
2261
2262 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2263 return 0;
2264
2265 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9))
2267 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0;
2270 }
2271
2272 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2275
2276 op->facing = dir;
2277
2278 if (op->hide)
2279 do_hidden_move (op);
2280
2281 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282 /*nop */ ;
2283 else if (op->contr->fire_on)
2284 fire (op, dir);
2285 else
2286 {
2287 move_player_attack (op, dir);
2288 pick = check_pick (op);
2289 }
2290
2291 /* Add special check for newcs players and fire on - this way, the
2292 * server can handle repeat firing.
2293 */
2294 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2295 op->direction = dir;
2296 else
2297 op->direction = 0;
2298
2299 /* Update how the player looks. Use the facing, so direction may
2300 * get reset to zero. This allows for full animation capabilities
2301 * for players.
2302 */
2303 animate_object (op, op->facing);
2304 return 0;
2305 }
2306
2307 /* This is similar to handle_player, below, but is only used by the
2308 * new client/server stuff.
2309 * This is sort of special, in that the new client/server actually uses
2310 * the new speed values for commands.
2311 *
2312 * Returns true if there are more actions we can do.
2313 */
2314 int
2315 handle_newcs_player (object *op)
2316 {
2317 if (op->contr->hidden)
2318 {
2319 op->invisible = 1000;
2320 /* the socket code flashes the player visible/invisible
2321 * depending on the value of invisible, so we need to
2322 * alternate it here for it to work correctly.
2323 */
2324 if (pticks & 2)
2325 op->invisible--;
2326 }
2327 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2328 {
2329 op->invisible--;
2330 if (!op->invisible)
2331 {
2332 make_visible (op);
2333 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2334 }
2335 }
2336
2337 if (QUERY_FLAG (op, FLAG_SCARED))
2338 {
2339 flee_player (op);
2340 /* If player is still scared, that is his action for this tick */
2341 if (QUERY_FLAG (op, FLAG_SCARED))
2342 {
2343 op->speed_left--;
2344 return 0;
2345 }
2346 }
2347
2348 /* I've been seeing crashes where the golem has been destroyed, but
2349 * the player object still points to the defunct golem. The code that
2350 * destroys the golem looks correct, and it doesn't always happen, so
2351 * put this in a a workaround to clean up the golem pointer.
2352 */
2353 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2354 op->contr->ranges[range_golem] = 0;
2355
2356 /* call this here - we also will call this in do_ericserver, but
2357 * the players time has been increased when doericserver has been
2358 * called, so we recheck it here.
2359 */
2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2362 ;
2363
2364 if (op->speed_left < 0)
2365 return 0;
2366
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368 {
2369 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--;
2371
2372 /* Instead of all the stuff below, let move_player take care
2373 * of it. Also, some of the skill stuff is only put in
2374 * there, as well as the confusion stuff.
2375 */
2376 move_player (op, op->direction);
2377 if (op->speed_left > 0)
2378 return 1;
2379 else
2380 return 0;
2381 }
2382
2383 return 0;
2384 }
2385
2386 int
2387 save_life (object *op)
2388 {
2389 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2390 return 0;
2391
2392 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2393 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2394 {
2395 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2397
2398 if (op->contr)
2399 esrv_del_item (op->contr, tmp->count);
2400
2401 tmp->destroy ();
2402 CLEAR_FLAG (op, FLAG_LIFESAVE);
2403
2404 if (op->stats.hp < 0)
2405 op->stats.hp = op->stats.maxhp;
2406
2407 if (op->stats.food < 0)
2408 op->stats.food = 999;
2409
2410 op->update_stats ();
2411 return 1;
2412 }
2413
2414 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2415 CLEAR_FLAG (op, FLAG_LIFESAVE);
2416 enter_player_savebed (op); /* bring him home. */
2417 return 0;
2418 }
2419
2420 /* This goes throws the inventory and removes unpaid objects, and puts them
2421 * back in the map (location and map determined by values of env). This
2422 * function will descend into containers. op is the object to start the search
2423 * from.
2424 */
2425 void
2426 remove_unpaid_objects (object *op, object *env)
2427 {
2428 object *next;
2429
2430 while (op)
2431 {
2432 next = op->below; /* Make sure we have a good value, in case
2433 * we remove object 'op'
2434 */
2435 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 {
2437 op->remove ();
2438 op->x = env->x;
2439 op->y = env->y;
2440 if (env->type == PLAYER)
2441 esrv_del_item (env->contr, op->count);
2442 insert_ob_in_map (op, env->map, NULL, 0);
2443 }
2444 else if (op->inv)
2445 remove_unpaid_objects (op->inv, env);
2446
2447 op = next;
2448 }
2449 }
2450
2451 /*
2452 * Returns pointer a static string containing gravestone text
2453 * Moved from apply.c to player.c - player.c is what
2454 * actually uses this function. player.c may not be quite the
2455 * best, a misc file for object actions is probably better,
2456 * but there isn't one in the server directory.
2457 */
2458 char *
2459 gravestone_text (object *op)
2460 {
2461 static char buf2[MAX_BUF];
2462 char buf[MAX_BUF];
2463 time_t now = time (NULL);
2464
2465 strcpy (buf2, " R.I.P.\n\n");
2466 if (op->type == PLAYER)
2467 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2468 else
2469 sprintf (buf, "%s\n", &op->name);
2470
2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2472 strcat (buf2, buf);
2473 if (op->type == PLAYER)
2474 sprintf (buf, "who was in level %d when killed\n", op->level);
2475 else
2476 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2477
2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2479 strcat (buf2, buf);
2480 if (op->type == PLAYER)
2481 {
2482 sprintf (buf, "by %s.\n\n", op->contr->killer);
2483 strncat (buf2, " ", 21 - strlen (buf) / 2);
2484 strcat (buf2, buf);
2485 }
2486
2487 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2488 strncat (buf2, " ", 20 - strlen (buf) / 2);
2489 strcat (buf2, buf);
2490
2491 return buf2;
2492 }
2493
2494 void
2495 do_some_living (object *op)
2496 {
2497 int last_food = op->stats.food;
2498 int gen_hp, gen_sp, gen_grace;
2499 int over_hp, over_sp, over_grace;
2500 int i;
2501 int rate_hp = 1200;
2502 int rate_sp = 2500;
2503 int rate_grace = 2000;
2504 const int max_hp = 1;
2505 const int max_sp = 1;
2506 const int max_grace = 1;
2507
2508 if (op->contr->outputs_sync)
2509 {
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2511 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2512 flush_output_element (op, &op->contr->outputs[i]);
2513 }
2514
2515 if (op->contr->ns->state == ST_PLAYING)
2516 {
2517 /* these next three if clauses make it possible to SLOW DOWN
2518 hp/grace/spellpoint regeneration. */
2519 if (op->contr->gen_hp >= 0)
2520 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2521 else
2522 {
2523 gen_hp = op->stats.maxhp;
2524 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2525 }
2526
2527 if (op->contr->gen_sp >= 0)
2528 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2529 else
2530 {
2531 gen_sp = op->stats.maxsp;
2532 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2533 }
2534
2535 if (op->contr->gen_grace >= 0)
2536 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2537 else
2538 {
2539 gen_grace = op->stats.maxgrace;
2540 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2541 }
2542
2543 /* Regenerate Spell Points */
2544 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2545 {
2546 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2547 if (op->stats.sp < op->stats.maxsp)
2548 {
2549 op->stats.sp++;
2550 /* dms do not consume food */
2551 if (!QUERY_FLAG (op, FLAG_WIZ))
2552 {
2553 op->stats.food--;
2554 if (op->contr->digestion < 0)
2555 op->stats.food += op->contr->digestion;
2556 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2557 op->stats.food = last_food;
2558 }
2559 }
2560
2561 if (max_sp > 1)
2562 {
2563 over_sp = (gen_sp + 10) / rate_sp;
2564 if (over_sp > 0)
2565 {
2566 if (op->stats.sp < op->stats.maxsp)
2567 {
2568 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2569
2570 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2571 op->stats.sp--;
2572
2573 if (op->stats.sp > op->stats.maxsp)
2574 op->stats.sp = op->stats.maxsp;
2575 }
2576 op->last_sp = 0;
2577 }
2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 }
2581 else
2582 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2583 }
2584
2585 /* Regenerate Grace */
2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2587 if (--op->last_grace < 0)
2588 {
2589 if (op->stats.grace < op->stats.maxgrace / 2)
2590 op->stats.grace++; /* no penalty in food for regaining grace */
2591
2592 if (max_grace > 1)
2593 {
2594 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2595 if (over_grace > 0)
2596 {
2597 op->stats.sp += over_grace
2598 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2599 op->last_grace = 0;
2600 }
2601 else
2602 {
2603 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2604 }
2605 }
2606 else
2607 {
2608 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2609 }
2610 /* wearing stuff doesn't detract from grace generation. */
2611 }
2612
2613 /* Regenerate Hit Points */
2614 if (--op->last_heal < 0)
2615 {
2616 if (op->stats.hp < op->stats.maxhp)
2617 {
2618 op->stats.hp++;
2619 /* dms do not consume food */
2620 if (!QUERY_FLAG (op, FLAG_WIZ))
2621 {
2622 op->stats.food--;
2623 if (op->contr->digestion < 0)
2624 op->stats.food += op->contr->digestion;
2625 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2626 op->stats.food = last_food;
2627 }
2628 }
2629
2630 if (max_hp > 1)
2631 {
2632 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2633 if (over_hp > 0)
2634 {
2635 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2636 op->last_heal = 0;
2637 }
2638 else
2639 {
2640 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2641 }
2642 }
2643 else
2644 {
2645 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2646 }
2647 }
2648
2649 /* Digestion */
2650 if (--op->last_eat < 0)
2651 {
2652 #ifdef COZY_SERVER
2653 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2654 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2655 #else
2656 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2657 #endif
2658
2659 if (op->contr->gen_hp > 0)
2660 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2661 else
2662 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663
2664 /* dms do not consume food */
2665 if (!QUERY_FLAG (op, FLAG_WIZ))
2666 op->stats.food--;
2667 }
2668
2669 if (op->stats.food < 0 && op->stats.hp >= 0)
2670 {
2671 object *tmp, *flesh = 0;
2672
2673 for (tmp = op->inv; tmp; tmp = tmp->below)
2674 {
2675 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2676 {
2677 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2678 {
2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2680 manual_apply (op, tmp, 0);
2681 if (op->stats.food >= 0 || op->stats.hp < 0)
2682 break;
2683 }
2684 else if (tmp->type == FLESH)
2685 flesh = tmp;
2686 } /* End if paid for object */
2687 } /* end of for loop */
2688
2689 /* If player is still starving, it means they don't have any food, so
2690 * eat flesh instead.
2691 */
2692 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2693 {
2694 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2695 manual_apply (op, flesh, 0);
2696 }
2697 }
2698
2699 while (op->stats.food < 0 && op->stats.hp >= 0)
2700 op->stats.food++, op->stats.hp--;
2701
2702 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2703 kill_player (op);
2704 }
2705 }
2706
2707 /* If the player should die (lack of hp, food, etc), we call this.
2708 * op is the player in jeopardy. If the player can not be saved (not
2709 * permadeath, no lifesave), this will take care of removing the player
2710 * file.
2711 */
2712 void
2713 kill_player (object *op)
2714 {
2715 char buf[MAX_BUF];
2716 int x, y;
2717
2718 //int i;
2719 maptile *map; /* this is for resurrection */
2720
2721 /* int z;
2722 int num_stats_lose;
2723 int lost_a_stat;
2724 int lose_this_stat;
2725 int this_stat; */
2726 int will_kill_again;
2727 archetype *at;
2728 object *tmp;
2729
2730 if (save_life (op))
2731 return;
2732
2733
2734 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2735 * in cities ONLY!!! It is very important that this doesn't get abused.
2736 * Look at op_on_battleground() for more info --AndreasV
2737 */
2738 if (op_on_battleground (op, &x, &y))
2739 {
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2741 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2742
2743 /* restore player */
2744 at = archetype::find ("poisoning");
2745 tmp = present_arch_in_ob (at, op);
2746 if (tmp)
2747 {
2748 tmp->destroy ();
2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750 }
2751
2752 at = archetype::find ("confusion");
2753 tmp = present_arch_in_ob (at, op);
2754 if (tmp)
2755 {
2756 tmp->destroy ();
2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758 }
2759
2760 cure_disease (op, 0); /* remove any disease */
2761 op->stats.hp = op->stats.maxhp;
2762 if (op->stats.food <= 0)
2763 op->stats.food = 999;
2764
2765 /* create a bodypart-trophy to make the winner happy */
2766 tmp = arch_to_object (archetype::find ("finger"));
2767 if (tmp != NULL)
2768 {
2769 sprintf (buf, "%s's finger", &op->name);
2770 tmp->name = buf;
2771 sprintf (buf, " This finger has been cut off %s\n"
2772 " the %s, when he was defeated at\n level %d by %s.\n",
2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2774 tmp->msg = buf;
2775 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2776 tmp->materialname = NULL;
2777 tmp->x = op->x, tmp->y = op->y;
2778 insert_ob_in_map (tmp, op->map, op, 0);
2779 }
2780
2781 /* teleport defeated player to new destination */
2782 transfer_ob (op, x, y, 0, NULL);
2783 op->contr->braced = 0;
2784 return;
2785 }
2786
2787 INVOKE_PLAYER (DEATH, op->contr);
2788
2789 command_kill_pets (op, 0);
2790
2791 if (op->stats.food < 0)
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.food = 999;
2798 return;
2799 }
2800 sprintf (buf, "%s starved to death.", &op->name);
2801 strcpy (op->contr->killer, "starvation");
2802 }
2803 else
2804 {
2805 if (op->contr->explore)
2806 {
2807 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2809 op->stats.hp = op->stats.maxhp;
2810 return;
2811 }
2812 sprintf (buf, "%s died.", &op->name);
2813 }
2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2815
2816 /* save the map location for corpse, gravestone */
2817 x = op->x;
2818 y = op->y;
2819 map = op->map;
2820
2821
2822 /* NOT_PERMADEATH code. This basically brings the character back to
2823 * life if they are dead - it takes some exp and a random stat.
2824 * See the config.h file for a little more in depth detail about this.
2825 */
2826
2827 /* Basically two ways to go - remove a stat permanently, or just
2828 * make it depletion. This bunch of code deals with that aspect
2829 * of death.
2830 */
2831 #ifndef COZY_SERVER
2832 if (settings.balanced_stat_loss)
2833 {
2834 /* If stat loss is permanent, lose one stat only. */
2835 /* Lower level chars don't lose as many stats because they suffer
2836 more if they do. */
2837 /* Higher level characters can afford things such as potions of
2838 restoration, or better, stat potions. So we slug them that
2839 little bit harder. */
2840 /* GD */
2841 if (settings.stat_loss_on_death)
2842 num_stats_lose = 1;
2843 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 }
2846 else
2847 {
2848 num_stats_lose = 1;
2849 }
2850 lost_a_stat = 0;
2851
2852 for (z = 0; z < num_stats_lose; z++)
2853 {
2854 i = RANDOM () % NUM_STATS;
2855
2856 if (settings.stat_loss_on_death)
2857 {
2858 /* Pick a random stat and take a point off it. Tell the player
2859 * what he lost.
2860 */
2861 change_attr_value (&(op->stats), i, -1);
2862 check_stat_bounds (&(op->stats));
2863 change_attr_value (&(op->contr->orig_stats), i, -1);
2864 check_stat_bounds (&(op->contr->orig_stats));
2865 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2866 lost_a_stat = 1;
2867 }
2868 else
2869 {
2870 /* deplete a stat */
2871 archetype *deparch = archetype::find ("depletion");
2872 object *dep;
2873
2874 dep = present_arch_in_ob (deparch, op);
2875 if (!dep)
2876 {
2877 dep = arch_to_object (deparch);
2878 insert_ob_in_ob (dep, op);
2879 }
2880 lose_this_stat = 1;
2881 if (settings.balanced_stat_loss)
2882 {
2883 /* GD */
2884 /* Get the stat that we're about to deplete. */
2885 this_stat = get_attr_value (&(dep->stats), i);
2886 if (this_stat < 0)
2887 {
2888 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2889 int keep_chance = this_stat * this_stat;
2890
2891 /* Yes, I am paranoid. Sue me. */
2892 if (keep_chance < 1)
2893 keep_chance = 1;
2894
2895 /* There is a maximum depletion total per level. */
2896 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2897 {
2898 lose_this_stat = 0;
2899 /* Take loss chance vs keep chance to see if we
2900 retain the stat. */
2901 }
2902 else
2903 {
2904 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2905 lose_this_stat = 0;
2906 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2907 this_stat, keep_chance, loss_chance,
2908 lose_this_stat?"LOSE":"KEEP"); */
2909 }
2910 }
2911 }
2912
2913 if (lose_this_stat)
2914 {
2915 this_stat = get_attr_value (&(dep->stats), i);
2916 /* We could try to do something clever like find another
2917 * stat to reduce if this fails. But chances are, if
2918 * stats have been depleted to -50, all are pretty low
2919 * and should be roughly the same, so it shouldn't make a
2920 * difference.
2921 */
2922 if (this_stat >= -50)
2923 {
2924 change_attr_value (&(dep->stats), i, -1);
2925 SET_FLAG (dep, FLAG_APPLIED);
2926 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2927 op->update_stats ();
2928 lost_a_stat = 1;
2929 }
2930 }
2931 }
2932 }
2933 /* If no stat lost, tell the player. */
2934 if (!lost_a_stat)
2935 {
2936 /* determine_god() seems to not work sometimes... why is this?
2937 Should I be using something else? GD */
2938 const char *god = determine_god (op);
2939
2940 if (god && (strcmp (god, "none")))
2941 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2942 else
2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2944 }
2945 #else
2946 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2947 #endif
2948
2949 /* Put a gravestone up where the character 'almost' died. List the
2950 * exp loss on the stone.
2951 */
2952 tmp = arch_to_object (archetype::find ("gravestone"));
2953 sprintf (buf, "%s's gravestone", &op->name);
2954 tmp->name = buf;
2955 sprintf (buf, "%s's gravestones", &op->name);
2956 tmp->name_pl = buf;
2957 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);
2958 tmp->msg = buf;
2959 tmp->x = op->x, tmp->y = op->y;
2960 insert_ob_in_map (tmp, op->map, NULL, 0);
2961
2962 /**************************************/
2963 /* */
2964 /* Subtract the experience points, */
2965 /* if we died cause of food, give us */
2966 /* food, and reset HP's... */
2967 /* */
2968 /**************************************/
2969
2970 /* remove any poisoning and confusion the character may be suffering. */
2971 /* restore player */
2972 at = archetype::find ("poisoning");
2973 tmp = present_arch_in_ob (at, op);
2974
2975 if (tmp)
2976 {
2977 tmp->destroy ();
2978 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2979 }
2980
2981 at = archetype::find ("confusion");
2982 tmp = present_arch_in_ob (at, op);
2983 if (tmp)
2984 {
2985 tmp->destroy ();
2986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2987 }
2988
2989 cure_disease (op, 0); /* remove any disease */
2990
2991 /*add_exp(op, (op->stats.exp * -0.20)); */
2992 apply_death_exp_penalty (op);
2993 if (op->stats.food < 100)
2994 op->stats.food = 900;
2995 op->stats.hp = op->stats.maxhp;
2996 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2997 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2998
2999 /*
3000 * Check to see if the player is in a shop. IF so, then check to see if
3001 * the player has any unpaid items. If so, remove them and put them back
3002 * in the map.
3003 */
3004
3005 if (is_in_shop (op))
3006 remove_unpaid_objects (op->inv, op);
3007
3008 /****************************************/
3009 /* */
3010 /* Move player to his current respawn- */
3011 /* position (usually last savebed) */
3012 /* */
3013 /****************************************/
3014
3015 enter_player_savebed (op);
3016
3017 /* Save the player before inserting the force to reduce
3018 * chance of abuse.
3019 */
3020 op->contr->braced = 0;
3021 op->contr->save ();
3022
3023 /* it is possible that the player has blown something up
3024 * at his savebed location, and that can have long lasting
3025 * spell effects. So first see if there is a spell effect
3026 * on the space that might harm the player.
3027 */
3028 will_kill_again = 0;
3029 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3030 if (tmp->type == SPELL_EFFECT)
3031 will_kill_again |= tmp->attacktype;
3032
3033 if (will_kill_again)
3034 {
3035 object *force;
3036 int at;
3037
3038 force = get_archetype (FORCE_NAME);
3039 /* 50 ticks should be enough time for the spell to abate */
3040 force->speed = 0.1;
3041 force->speed_left = -5.0;
3042 SET_FLAG (force, FLAG_APPLIED);
3043 for (at = 0; at < NROFATTACKS; at++)
3044 if (will_kill_again & (1 << at))
3045 force->resist[at] = 100;
3046
3047 insert_ob_in_ob (force, op);
3048 op->update_stats ();
3049
3050 }
3051
3052 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3053 }
3054
3055 void
3056 loot_object (object *op)
3057 { /* Grab and destroy some treasure */
3058 object *tmp, *tmp2, *next;
3059
3060 if (op->container)
3061 esrv_apply_container (op, op->container); /* close open sack first */
3062
3063 for (tmp = op->inv; tmp; tmp = next)
3064 {
3065 next = tmp->below;
3066
3067 if (tmp->invisible)
3068 continue;
3069
3070 tmp->remove ();
3071 tmp->x = op->x, tmp->y = op->y;
3072 if (tmp->type == CONTAINER)
3073 { /* empty container to ground */
3074 loot_object (tmp);
3075 }
3076 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3077 {
3078 if (tmp->nrof > 1)
3079 {
3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3081 tmp2->destroy ();
3082 insert_ob_in_map (tmp, op->map, NULL, 0);
3083 }
3084 else
3085 tmp->destroy ();
3086 }
3087 else
3088 insert_ob_in_map (tmp, op->map, NULL, 0);
3089 }
3090 }
3091
3092 /*
3093 * fix_weight(): Check recursively the weight of all players, and fix
3094 * what needs to be fixed. Refresh windows and fix speed if anything
3095 * was changed.
3096 */
3097
3098 void
3099 fix_weight (void)
3100 {
3101 for (player *pl = first_player; pl; pl = pl->next)
3102 {
3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3104
3105 if (old == sum)
3106 continue;
3107 pl->ob->update_stats ();
3108 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3109 }
3110 }
3111
3112 void
3113 fix_luck (void)
3114 {
3115 for (player *pl = first_player; pl; pl = pl->next)
3116 if (!pl->ob->contr->ns->state)
3117 pl->ob->change_luck (0);
3118 }
3119
3120 /* cast_dust() - handles op throwing objects of type 'DUST'.
3121 * This is much simpler in the new spell code - we basically
3122 * just treat this as any other spell casting object.
3123 */
3124 void
3125 cast_dust (object *op, object *throw_ob, int dir)
3126 {
3127 object *skop, *spob;
3128
3129 skop = find_skill_by_name (op, throw_ob->skill);
3130
3131 /* casting POTION 'dusts' is really a use_magic_item skill */
3132 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3133 {
3134 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3135 return;
3136 }
3137
3138 spob = throw_ob->inv;
3139
3140 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3141 // not pass NULL to cast_spell (which did indeed check itself, but
3142 // errors should be reported as early as possible IMHO)
3143 if (!spob)
3144 {
3145 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3146 return;
3147 }
3148
3149 if (op->type == PLAYER)
3150 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3151
3152 cast_spell (op, throw_ob, dir, spob, NULL);
3153
3154 throw_ob->destroy ();
3155 }
3156
3157 void
3158 make_visible (object *op)
3159 {
3160 op->hide = 0;
3161 op->invisible = 0;
3162 if (op->type == PLAYER)
3163 {
3164 op->contr->tmp_invis = 0;
3165 op->contr->invis_race = 0;
3166 }
3167 update_object (op, UP_OBJ_FACE);
3168 }
3169
3170 int
3171 is_true_undead (object *op)
3172 {
3173 object *tmp = NULL;
3174
3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3176 return 1;
3177
3178 return 0;
3179 }
3180
3181 /* look at the surrounding terrain to determine
3182 * the hideability of this object. Positive levels
3183 * indicate greater hideability.
3184 */
3185
3186 int
3187 hideability (object *ob)
3188 {
3189 int i, level = 0, mflag;
3190 sint16 x, y;
3191
3192 if (!ob || !ob->map)
3193 return 0;
3194
3195 /* so, on normal lighted maps, its hard to hide */
3196 level = ob->map->darkness - 2;
3197
3198 /* this also picks up whether the object is glowing.
3199 * If you carry a light on a non-dark map, its not
3200 * as bad as carrying a light on a pitch dark map */
3201 if (has_carried_lights (ob))
3202 level = -(10 + (2 * ob->map->darkness));
3203
3204 /* scan through all nearby squares for terrain to hide in */
3205 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3206 {
3207 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3208 if (mflag & P_OUT_OF_MAP)
3209 {
3210 continue;
3211 }
3212 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3213 level += 2;
3214 else /* open terrain! */
3215 level -= 1;
3216 }
3217
3218 #if 0
3219 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3220 #endif
3221 return level;
3222 }
3223
3224 /* For Hidden creatures - a chance of becoming 'unhidden'
3225 * every time they move - as we subtract off 'invisibility'
3226 * AND, for players, if they move into a ridiculously unhideable
3227 * spot (surrounded by clear terrain in broad daylight). -b.t.
3228 */
3229
3230 void
3231 do_hidden_move (object *op)
3232 {
3233 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3234 object *skop;
3235
3236 if (!op || !op->map)
3237 return;
3238
3239 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3240
3241 /* its *extremely* hard to run and sneak/hide at the same time! */
3242 if (op->type == PLAYER && op->contr->run_on)
3243 {
3244 if (!skop || num >= skop->level)
3245 {
3246 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3247 make_visible (op);
3248 return;
3249 }
3250 else
3251 num += 20;
3252 }
3253 num += op->map->difficulty;
3254 hide = hideability (op); /* modify by terrain hidden level */
3255 num -= hide;
3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 {
3258 make_visible (op);
3259 if (op->type == PLAYER)
3260 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3261 }
3262 else if (op->type == PLAYER && skop)
3263 {
3264 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3265 }
3266 }
3267
3268 /* determine if who is standing near a hostile creature. */
3269
3270 int
3271 stand_near_hostile (object *who)
3272 {
3273 object *tmp = NULL;
3274 int i, friendly = 0, player = 0, mflags;
3275 maptile *m;
3276 sint16 x, y;
3277
3278 if (!who)
3279 return 0;
3280
3281 if (who->type == PLAYER)
3282 player = 1;
3283
3284 else
3285 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3286
3287 /* search adjacent squares */
3288 for (i = 1; i < 9; i++)
3289 {
3290 x = who->x + freearr_x[i];
3291 y = who->y + freearr_y[i];
3292 m = who->map;
3293 mflags = get_map_flags (m, &m, x, y, &x, &y);
3294 /* space must be blocked if there is a monster. If not
3295 * blocked, don't need to check this space.
3296 */
3297 if (mflags & P_OUT_OF_MAP)
3298 continue;
3299 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3300 continue;
3301
3302 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3303 {
3304 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3305 return 1;
3306 else if (tmp->type == PLAYER)
3307 {
3308 /*don't let a hidden DM prevent you from hiding */
3309 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3310 return 1;
3311 }
3312 }
3313 }
3314 return 0;
3315 }
3316
3317 /* check the player los field for viewability of the
3318 * object op. This function works fine for monsters,
3319 * but we dont worry if the object isnt the top one in
3320 * a pile (say a coin under a table would return "viewable"
3321 * by this routine). Another question, should we be
3322 * concerned with the direction the player is looking
3323 * in? Realistically, most of use cant see stuff behind
3324 * our backs...on the other hand, does the "facing" direction
3325 * imply the way your head, or body is facing? Its possible
3326 * for them to differ. Sigh, this fctn could get a bit more complex.
3327 * -b.t.
3328 * This function is now map tiling safe.
3329 */
3330
3331 int
3332 player_can_view (object *pl, object *op)
3333 {
3334 rv_vector rv;
3335 int dx, dy;
3336
3337 if (pl->type != PLAYER)
3338 {
3339 LOG (llevError, "player_can_view() called for non-player object\n");
3340 return -1;
3341 }
3342 if (!pl || !op)
3343 return 0;
3344
3345 if (op->head)
3346 {
3347 op = op->head;
3348 }
3349 get_rangevector (pl, op, &rv, 0x1);
3350
3351 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any
3353 * part that is in the los array but isnt on
3354 * a blocked los square.
3355 * we use the archetype to figure out offsets.
3356 */
3357 while (op)
3358 {
3359 dx = rv.distance_x + op->arch->clone.x;
3360 dy = rv.distance_y + op->arch->clone.y;
3361
3362 /* only the viewable area the player sees is updated by LOS
3363 * code, so we need to restrict ourselves to that range of values
3364 * for any meaningful values.
3365 */
3366 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3367 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3368 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3369 return 1;
3370 op = op->more;
3371 }
3372 return 0;
3373 }
3374
3375 /* routine for both players and monsters. We call this when
3376 * there is a possibility for our action distrubing our hiding
3377 * place or invisiblity spell. Artefact invisiblity is not
3378 * effected by this. If we arent invisible to begin with, we
3379 * return 0.
3380 */
3381 int
3382 action_makes_visible (object *op)
3383 {
3384
3385 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3386 {
3387 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3388 return 0;
3389
3390 if (op->contr && op->contr->tmp_invis == 0)
3391 return 0;
3392
3393 /* If monsters, they should become visible */
3394 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3395 {
3396 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3397 return 1;
3398 }
3399 }
3400 return 0;
3401 }
3402
3403 /* op_on_battleground - checks if the given object op (usually
3404 * a player) is standing on a valid battleground-tile,
3405 * function returns TRUE/FALSE. If true x, y returns the battleground
3406 * -exit-coord. (and if x, y not NULL)
3407 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3408 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3409 * Default is to do the same as before, so only people wanting to have different points need worry about this
3410 */
3411 int
3412 op_on_battleground (object *op, int *x, int *y)
3413 {
3414 object *tmp;
3415
3416 /* A battleground-tile needs the following attributes to be valid:
3417 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3418 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3419 * and the exit-coordinates sp/hp must both be > 0.
3420 * => The intention here is to prevent abuse of the battleground-
3421 * feature (like pickable or hidden battleground tiles). */
3422 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3423 {
3424 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3425 {
3426 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3427 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3428 {
3429 /*before we assign the exit, check if this is a teambattle */
3430 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3431 {
3432 object *invtmp;
3433
3434 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3435 {
3436 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3437 {
3438 if (x != NULL && y != NULL)
3439 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3440 return 1;
3441 }
3442 }
3443 }
3444 if (x != NULL && y != NULL)
3445 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3446 return 1;
3447 }
3448 }
3449 }
3450 /* If we got here, did not find a battleground */
3451 return 0;
3452 }
3453
3454 /*
3455 * When a dragon-player gains a new stage of evolution,
3456 * he gets some treasure
3457 *
3458 * attributes:
3459 * object *who the dragon player
3460 * int atnr the attack-number of the ability focus
3461 * int level ability level
3462 */
3463 void
3464 dragon_ability_gain (object *who, int atnr, int level)
3465 {
3466 treasurelist *trlist = NULL; /* treasurelist */
3467 treasure *tr; /* treasure */
3468 object *tmp, *skop; /* tmp. object */
3469 object *item; /* treasure object */
3470 char buf[MAX_BUF]; /* tmp. string buffer */
3471 int i = 0, j = 0;
3472
3473 /* get the appropriate treasurelist */
3474 if (atnr == ATNR_FIRE)
3475 trlist = find_treasurelist ("dragon_ability_fire");
3476 else if (atnr == ATNR_COLD)
3477 trlist = find_treasurelist ("dragon_ability_cold");
3478 else if (atnr == ATNR_ELECTRICITY)
3479 trlist = find_treasurelist ("dragon_ability_elec");
3480 else if (atnr == ATNR_POISON)
3481 trlist = find_treasurelist ("dragon_ability_poison");
3482
3483 if (trlist == NULL || who->type != PLAYER)
3484 return;
3485
3486 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3487
3488 if (tr == NULL || tr->item == NULL)
3489 {
3490 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3491 return;
3492 }
3493
3494 /* everything seems okay - now bring on the gift: */
3495 item = &(tr->item->clone);
3496
3497 if (item->type == SPELL)
3498 {
3499 if (check_spell_known (who, item->name))
3500 return;
3501
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3503 do_learn_spell (who, item, 0);
3504 return;
3505 }
3506
3507 /* grant direct spell */
3508 if (item->type == SPELLBOOK)
3509 {
3510 if (!item->inv)
3511 {
3512 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3513 return;
3514 }
3515 if (check_spell_known (who, item->inv->name))
3516 return;
3517 if (item->invisible)
3518 {
3519 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3520 do_learn_spell (who, item->inv, 0);
3521 return;
3522 }
3523 }
3524 else if (item->type == SKILL_TOOL && item->invisible)
3525 {
3526 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3527 {
3528
3529 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3530 * in this way, if the player is missing any of the attacktypes, he gets
3531 * them. As it is now, if the player has any that match the granted skill,
3532 * but not all of them, he gets nothing.
3533 */
3534 if (!(skop->attacktype & item->attacktype))
3535 {
3536 /* Give new attacktype */
3537 skop->attacktype |= item->attacktype;
3538
3539 /* always add physical if there's none */
3540 skop->attacktype |= AT_PHYSICAL;
3541
3542 if (item->msg != NULL)
3543 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3544
3545 /* Give player new face */
3546 if (item->animation_id)
3547 {
3548 who->face = skop->face;
3549 who->animation_id = item->animation_id;
3550 who->anim_speed = item->anim_speed;
3551 who->last_anim = 0;
3552 who->state = 0;
3553 animate_object (who, who->direction);
3554 }
3555 }
3556 }
3557 }
3558 else if (item->type == FORCE)
3559 {
3560 /* forces in the treasurelist can alter the player's stats */
3561 object *skin;
3562
3563 /* first get the dragon skin force */
3564 shstr_cmp dragon_skin_force ("dragon_skin_force");
3565 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3566 ;
3567
3568 if (!skin)
3569 return;
3570
3571 /* adding new spellpath attunements */
3572 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3573 {
3574 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3575
3576 /* print message */
3577 sprintf (buf, "You feel attuned to ");
3578 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3579 {
3580 if (item->path_attuned & (1 << i))
3581 {
3582 if (j)
3583 strcat (buf, " and ");
3584 else
3585 j = 1;
3586 strcat (buf, spellpathnames[i]);
3587 }
3588 }
3589 strcat (buf, ".");
3590 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3591 }
3592
3593 /* evtl. adding flags: */
3594 if (QUERY_FLAG (item, FLAG_XRAYS))
3595 SET_FLAG (skin, FLAG_XRAYS);
3596 if (QUERY_FLAG (item, FLAG_STEALTH))
3597 SET_FLAG (skin, FLAG_STEALTH);
3598 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3599 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3600
3601 /* print message if there is one */
3602 if (item->msg != NULL)
3603 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3604 }
3605 else
3606 {
3607 /* generate misc. treasure */
3608 tmp = arch_to_object (tr->item);
3609 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3610 tmp = insert_ob_in_ob (tmp, who);
3611 if (who->type == PLAYER)
3612 esrv_send_item (who, tmp);
3613 }
3614 }
3615
3616 /**
3617 * Unready an object for a player. This function does nothing if the object was
3618 * not readied.
3619 */
3620 void
3621 player_unready_range_ob (player *pl, object *ob)
3622 {
3623 rangetype i;
3624
3625 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3626 {
3627 if (pl->ranges[i] == ob)
3628 {
3629 pl->ranges[i] = NULL;
3630 if (pl->shoottype == i)
3631 {
3632 pl->shoottype = range_none;
3633 }
3634 }
3635 }
3636 }