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/cvs/deliantra/server/server/player.C
Revision: 1.62
Committed: Mon Dec 25 11:25:49 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.61: +25 -5 lines
Log Message:
- small, but subtle, rewrite of object management
- perl will now keep attachable objects alive
- objects are now refcounted
- refcouts need to be tested explicitly (refcnt_chk)
- explicit destroy is required current
- explicit destroy asks "nicely" for the object to self destruct, if possible
- refcounts will be used during mortal killing
- minor bugfixes, optimisations etc.
- some former hacks removed.

File Contents

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