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/cvs/deliantra/server/server/player.C
Revision: 1.60
Committed: Sat Dec 23 09:41:55 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.59: +3 -2 lines
Log Message:
- reorder stuff so that the endlessly sucky gcfclient doesn't get confused

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