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/cvs/deliantra/server/server/player.C
Revision: 1.66
Committed: Tue Dec 26 04:36:17 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.65: +7 -1 lines
Log Message:
un-goof

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