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/cvs/deliantra/server/server/player.C
Revision: 1.65
Committed: Tue Dec 26 04:05:56 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.64: +3 -2 lines
Log Message:
fix player quitting

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