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/cvs/deliantra/server/server/player.C
Revision: 1.82
Committed: Wed Jan 3 02:30:52 2007 UTC (17 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.81: +1 -1 lines
Log Message:
implemented proper support for empty treasures, which
sadly occur in empty treasure lists. fixing treasurelists
to have no entries at all would be even more complicated,
but even when this is fixed, the current changes only make the
server more crash robust to bad treasures.
Also removed the 'NONE' specialcase for treasure lists. Developers
should use 'none' instead now.

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