Crossfire Server, Trunk
player.cpp
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1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
20 #include "global.h"
21 
22 #include <assert.h>
23 #include <ctype.h>
24 #include <math.h>
25 #include <stddef.h>
26 #include <stdlib.h>
27 #include <string.h>
28 
29 #ifndef WIN32 /* ---win32 remove headers */
30 #include <pwd.h>
31 #endif
32 
33 #include "server.h"
34 #include "living.h"
35 #include "object.h"
36 #include "shared/newclient.h"
37 #include "shop.h"
38 #include "skills.h"
39 #include "sounds.h"
40 #include "spells.h"
41 #include "sproto.h"
42 #include "assets.h"
43 #include "AssetsManager.h"
44 
46 
47 static void kill_player_not_permadeath(object *op);
48 static void kill_player_permadeath(object *op);
49 static int action_makes_visible(object *op);
50 
59 player *find_player(const char *plname) {
60  return find_player_options(plname, 0, NULL);
61 }
62 
70 player *find_player_options(const char *plname, int options, const mapstruct *map) {
71  player *pl;
72  player *found = NULL;
73  size_t namelen = strlen(plname);
74  char name[MAX_BUF];
75 
76  for (pl = first_player; pl != NULL; pl = pl->next) {
77  if ((options & FIND_PLAYER_NO_HIDDEN_DM) && (QUERY_FLAG(pl->ob, FLAG_WIZ) && pl->ob->contr->hidden))
78  continue;
79 
80  if (map != NULL && pl->ob->map != map)
81  continue;
82 
84  query_name(pl->ob, name, sizeof(name));
85  if (!strcmp(name, plname))
86  return pl;
87  continue;
88  }
89 
90  if (strlen(pl->ob->name) < namelen)
91  continue;
92 
93  if (!strcmp(pl->ob->name, plname))
94  return pl;
95 
96  if (!strncasecmp(pl->ob->name, plname, namelen)) {
97  if (found)
98  return NULL;
99 
100  found = pl;
101  }
102  }
103  return found;
104 }
105 
114 player *find_player_partial_name(const char *plname) {
115  return find_player_options(plname, FIND_PLAYER_PARTIAL_NAME, NULL);
116 }
117 
124  player *pl;
125 
126  for (pl = first_player; pl != NULL; pl = pl->next) {
127  if (pl->socket == ns)
128  return pl;
129  }
130  return NULL;
131 }
132 
139 void display_motd(const object *op) {
140  char buf[MAX_BUF];
141  char motd[HUGE_BUF];
142  FILE *fp;
143  size_t size;
144 
145  snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, settings.motd);
146  fp = fopen(buf, "r");
147  if (fp == NULL) {
148  return;
149  }
150  motd[0] = '\0';
151  size = 0;
152 
153  while (fgets(buf, MAX_BUF, fp) != NULL) {
154  if (*buf != '#') {
155  safe_strcat(motd, buf, &size, sizeof(motd));
156  }
157  }
158 
160  motd);
161  fclose(fp);
162 }
163 
170 void send_rules(const object *op) {
171  char buf[MAX_BUF];
172  char rules[HUGE_BUF];
173  FILE *fp;
174  size_t size;
175 
176  snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, settings.rules);
177  fp = fopen(buf, "r");
178  if (fp == NULL) {
179  return;
180  }
181  rules[0] = '\0';
182  size = 0;
183 
184  while (fgets(buf, MAX_BUF, fp) != NULL) {
185  if (size+strlen(buf) >= HUGE_BUF) {
186  LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
187  break;
188  }
189 
190  if (*buf != '#') {
191  safe_strcat(rules, buf, &size, sizeof(rules));
192  }
193  }
194 
196  MSG_TYPE_ADMIN_RULES, rules);
197  fclose(fp);
198 }
199 
206 void send_news(const object *op) {
207  char buf[MAX_BUF];
208  char news[HUGE_BUF];
209  char subject[MAX_BUF];
210  FILE *fp;
211  size_t size;
212 
213  snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, settings.news);
214  fp = fopen(buf, "r");
215  if (fp == NULL)
216  return;
217  news[0] = '\0';
218  subject[0] = '\0';
219  size = 0;
220  while (fgets(buf, MAX_BUF, fp) != NULL) {
221  if (*buf == '#')
222  continue;
223  if (*buf == '%') { /* send one news */
224  if (size > 0)
227  "%s:\n%s",
228  subject, news); /*send previously read news*/
229  safe_strncpy(subject, buf + 1, sizeof(subject));
230  strip_endline(subject);
231  size = 0;
232  news[0] = '\0';
233  } else {
234  if (size+strlen(buf) >= HUGE_BUF) {
235  LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
236  break;
237  }
238  safe_strcat(news, buf, &size, sizeof(news));
239  }
240  }
241 
244  "%s:\n%s",
245  subject, news);
246  fclose(fp);
247 }
248 
257 int playername_ok(const char *cp) {
258  /* Don't allow - or _ as first character in the name */
259  if (*cp == '-' || *cp == '_')
260  return 0;
261 
262  for (; *cp != '\0'; cp++)
263  if (!isalnum(*cp)
264  && *cp != '-'
265  && *cp != '_')
266  return 0;
267  return 1;
268 }
269 
286  object *op = arch_to_object(get_player_archetype(NULL));
287  int i;
288 
289  if (!p) {
290  player *tmp;
291 
292  p = (player *)calloc(1, sizeof(player));
293  if (p == NULL)
295 
296  /* This adds the player in the linked list. There is extra
297  * complexity here because we want to add the new player at the
298  * end of the list - there is in fact no compelling reason that
299  * that needs to be done except for things like output of
300  * 'who'.
301  */
302  tmp = first_player;
303  while (tmp != NULL && tmp->next != NULL)
304  tmp = tmp->next;
305  if (tmp != NULL)
306  tmp->next = p;
307  else
308  first_player = p;
309  } else {
310  /* Only needed when reusing existing player. */
311  clear_player(p);
312  }
313 
314  /* Clears basically the entire player structure except
315  * for next and socket.
316  */
317  memset((void *)((char *)p+offsetof(player, maplevel)), 0, sizeof(player)-offsetof(player, maplevel));
318 
319  /* There are some elements we want initialized to non zero value -
320  * we deal with that below this point.
321  */
322  p->party = NULL;
325  p->swap_first = -1;
326 
327 #ifdef AUTOSAVE
328  p->last_save_tick = 9999999;
329 #endif
330 
331  strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
332 
333  op->contr = p; /* this aren't yet in archetype */
334  p->ob = op;
335  op->speed_left = 0.5;
336  op->speed = 1.0;
337  op->direction = 5; /* So player faces south */
338  op->stats.wc = 2;
339  op->run_away = 25; /* Then we panic... */
340 
341  roll_stats(op);
343  clear_los(p);
344 
345  p->gen_sp_armour = 10;
346  p->last_speed = -1;
347  p->shoottype = range_none;
348  p->bowtype = bow_normal;
349  p->petmode = pet_normal;
350  p->listening = 10;
351  p->last_weapon_sp = -1;
352  p->peaceful = 1; /* default peaceful */
353  p->do_los = 1;
354  p->no_shout = 0; /* default can shout */
355  p->language = i18n_get_language_by_code(""); // find default language
356  p->unarmed_skill = NULL;
357  p->ticks_played = 0;
358 
359  strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
360  p->title[sizeof(p->title)-1] = '\0';
361  op->race = add_string(op->arch->clone.race);
362 
364 
365  /* we need to clear these to -1 and not zero - otherwise,
366  * if a player quits and starts a new character, we wont
367  * send new values to the client, as things like exp start
368  * at zero.
369  */
370  for (i = 0; i < MAX_SKILLS; i++) {
371  p->last_skill_exp[i] = -1;
372  p->last_skill_ob[i] = NULL;
373  }
374  for (i = 0; i < NROFATTACKS; i++) {
375  p->last_resist[i] = -1;
376  }
377  p->last_stats.exp = -1;
378  p->last_weight = (uint32_t)-1;
379  /* Set stats to invalid values so they are sent at first tick */
383  = p->last_applied_stats.Cha = -1;
384  p->last_character_flags = 0xFFFF;
385  return p;
386 }
387 
394 void set_first_map(object *op) {
395  strcpy(op->contr->maplevel, first_map_path);
396  op->x = -1;
397  op->y = -1;
399 }
400 
414  if (p->socket && p->socket->account_chars) {
416  }
417 
418  p->socket = static_cast<socket_struct *>(malloc(sizeof(socket_struct)));
419  if (!p->socket) {
421  }
422  memcpy(p->socket, ns, sizeof(socket_struct));
423 
424  /* The memcpy above copies the reference to faces sent. So we need to clear
425  * that pointer in ns, otherwise we get a double free.
426  */
427  ns->faces_sent = NULL;
428  ns->host = strdup_local("");
429  ns->account_name = strdup_local("");
430  ns->account_chars = NULL; // If not NULL, the reference is now kept by p
431 
432  if (p->socket->faces_sent == NULL)
434 
435  /* Needed because the socket we just copied over needs to be cleared.
436  * Note that this can result in a client reset if there is partial data
437  * on the incoming socket.
438  */
440 
441 
442 }
443 
461  player *p;
462 
463  p = get_player(NULL);
464  set_player_socket(p, ns);
465  ns->status = Ns_Avail;
466 
468 
469  if (!(flags & ADD_PLAYER_NO_MAP))
470  set_first_map(p->ob);
471 
473 
474  /* In this case, the client is provide all the informatin for the
475  * new character, so just return it. Do not display any messages,
476  * etc
477  */
479  return p;
480 
481  if (flags & ADD_PLAYER_NEW) {
482  roll_again(p->ob);
484  } else {
485  send_rules(p->ob);
486  send_news(p->ob);
487  display_motd(p->ob);
488  get_name(p->ob);
489  }
490  return p;
491 }
492 
493 std::vector<archetype *> players;
494 
506  if (players.empty()) {
507  getManager()->archetypes()->each([] (const auto &at) {
508  if (at->clone.type == PLAYER) {
509  players.push_back(at);
510  }
511  });
512  if (players.empty()) {
513  LOG(llevError, "No Player archetypes\n");
515  }
516  }
517 
518  if (!at) {
519  return players.front();
520  }
521  auto pos = std::find(players.cbegin(), players.cend(), at);
522  if (pos == players.cend()) {
523  return nullptr;
524  }
525  ++pos;
526  if (pos == players.cend()) {
527  return players.front();
528  }
529  return *pos;
530 }
531 
540 object *get_nearest_player(object *mon) {
541  object *op = NULL;
542  player *pl = NULL;
543  objectlink *list, *ol;
544  unsigned lastdist;
545  rv_vector rv;
546 
547  list = get_friends_of(NULL);
548 
549  for (ol = list, lastdist = 1000; ol != NULL; ol = ol->next) {
550  if (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
551  continue;
552  }
553 
554  /* Remove special check for player from this. First, it looks to cause
555  * some crashes (ol->ob->contr not set properly?), but secondly, a more
556  * complicated method of state checking would be needed in any case -
557  * as it was, a clever player could type quit, and the function would
558  * skip them over while waiting for confirmation. Remove
559  * on_same_map check, as monster_can_detect_enemy() also does this
560  */
561  if (!monster_can_detect_enemy(mon, ol->ob, &rv))
562  continue;
563 
564  if (lastdist > rv.distance) {
565  op = ol->ob;
566  lastdist = rv.distance;
567  }
568  }
569  if (list) {
571  }
572  for (pl = first_player; pl != NULL; pl = pl->next) {
573  if (monster_can_detect_enemy(mon, pl->ob, &rv)) {
574  if (lastdist > rv.distance) {
575  op = pl->ob;
576  lastdist = rv.distance;
577  }
578  }
579  }
580  return op;
581 }
582 
583 object *get_nearest_criminal(object *mon) {
584  object *op = NULL;
585  for (player *pl = first_player; pl != NULL; pl = pl->next) {
586  rv_vector rv;
587  if (monster_can_detect_enemy(mon, pl->ob, &rv) && is_criminal(pl->ob)) {
588  op = pl->ob;
589  }
590  }
591  return op;
592 }
593 
603 #define DETOUR_AMOUNT 2
604 
618 #define MAX_SPACES 50
619 
651 int path_to_player(object *mon, object *pl, unsigned mindiff) {
652  rv_vector rv;
653  int16_t x, y;
654  int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
655  mapstruct *m, *lastmap;
656 
657  if (!get_rangevector(mon, pl, &rv, 0))
658  return 0;
659 
660  if (rv.distance < mindiff)
661  return 0;
662 
663  x = mon->x;
664  y = mon->y;
665  m = mon->map;
666  dir = rv.direction;
667  lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
668  diff = MAX(FABS(rv.distance_x), FABS(rv.distance_y));
669  /* If we can't solve it within the search distance, return now. */
670  if (diff > max)
671  return 0;
672  while (diff > 1 && max > 0) {
673  lastx = x;
674  lasty = y;
675  lastmap = m;
676  x = lastx+freearr_x[dir];
677  y = lasty+freearr_y[dir];
678 
679  mflags = get_map_flags(m, &m, x, y, &x, &y);
680  blocked = (mflags&P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
681 
682  /* Space is blocked - try changing direction a little */
683  if ((mflags&P_OUT_OF_MAP)
684  || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_IS_ALIVE))
685  && (m == mon->map && blocked_link(mon, m, x, y)))) {
686  /* recalculate direction from last good location. Possible
687  * we were not traversing ideal location before.
688  */
689  if (get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv) && rv.direction != dir) {
690  /* OK - says direction should be different - lets reset the
691  * the values so it will try again.
692  */
693  x = lastx;
694  y = lasty;
695  m = lastmap;
696  dir = firstdir = rv.direction;
697  } else {
698  /* direct path is blocked - try taking a side step to
699  * either the left or right.
700  * Note increase the values in the loop below to be
701  * more than -1/1 respectively will mean the monster takes
702  * bigger detour. Have to be careful about these values getting
703  * too big (3 or maybe 4 or higher) as the monster may just try
704  * stepping back and forth
705  */
706  for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) {
707  if (i == 0)
708  continue; /* already did this, so skip it */
709  /* Use lastdir here - otherwise,
710  * since the direction that the creature should move in
711  * may change, you could get infinite loops.
712  * ie, player is northwest, but monster can only
713  * move west, so it does that. It goes some distance,
714  * gets blocked, finds that it should move north,
715  * can't do that, but now finds it can move east, and
716  * gets back to its original point. lastdir contains
717  * the last direction the creature has successfully
718  * moved.
719  */
720 
721  x = lastx+freearr_x[absdir(lastdir+i)];
722  y = lasty+freearr_y[absdir(lastdir+i)];
723  m = lastmap;
724  mflags = get_map_flags(m, &m, x, y, &x, &y);
725  if (mflags&P_OUT_OF_MAP)
726  continue;
727  blocked = GET_MAP_MOVE_BLOCK(m, x, y);
728  if (OB_TYPE_MOVE_BLOCK(mon, blocked))
729  continue;
730  if (mflags&P_IS_ALIVE)
731  continue;
732 
733  if (m == mon->map && blocked_link(mon, m, x, y))
734  break;
735  }
736  /* go through entire loop without finding a valid
737  * sidestep to take - thus, no valid path.
738  */
739  if (i == (DETOUR_AMOUNT+1))
740  return 0;
741  diff--;
742  lastdir = dir;
743  max--;
744  if (!firstdir)
745  firstdir = dir+i;
746  } /* else check alternate directions */
747  } /* if blocked */
748  else {
749  /* we moved towards creature, so diff is less */
750  diff--;
751  max--;
752  lastdir = dir;
753  if (!firstdir)
754  firstdir = dir;
755  }
756  if (diff <= 1) {
757  /* Recalculate diff (distance) because we may not have actually
758  * headed toward player for entire distance.
759  */
760  if (!get_rangevector_from_mapcoord(m, x, y, pl, &rv))
761  return 0;
762  diff = MAX(FABS(rv.distance_x), FABS(rv.distance_y));
763  }
764  if (diff > max)
765  return 0;
766  }
767  /* If we reached the max, didn't find a direction in time */
768  if (!max)
769  return 0;
770 
771  return firstdir;
772 }
773 
784 void give_initial_items(object *pl, treasurelist *items) {
785  if (pl->randomitems != NULL)
787 
788  FOR_INV_PREPARE(pl, op) {
789  /* Forces get applied per default, unless they have the
790  * flag "neutral" set. Sorry but I can't think of a better way
791  */
792  if (op->type == FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
794 
795  /* we never give weapons/armour if these cannot be used
796  * by this player due to race restrictions
797  */
798  if (pl->type == PLAYER) {
801  || (!QUERY_FLAG(pl, FLAG_USE_SHIELD) && IS_SHIELD(op))) {
802  object_remove(op);
804  continue;
805  }
806  }
807 
808  /* This really needs to be better - we should really give
809  * a substitute spellbook. The problem is that we don't really
810  * have a good idea what to replace it with (need something like
811  * a first level treasurelist for each skill.)
812  * remove duplicate skills also
813  */
814  if (op->type == SPELLBOOK || op->type == SKILL) {
815  int found;
816 
817  found = 0;
818  // Make sure we set flags that are checked by object_can_merge
819  // *before* we run object_can_merge. Otherwise, we can get two
820  // entries of the same skill.
821  if (op->type == SKILL) {
823  op->stats.exp = 0;
824  op->level = 1;
825  // Since this also happens to the invisible skills, we need this so that the flags match.
827  }
829  if (object_can_merge(op, tmp)) {
830  found = 1;
831  break;
832  }
834  if (found) {
835  LOG(llevError, "give_initial_items: Removing duplicate object %s\n", op->name);
836  object_remove(op);
838  continue;
839  }
840  if (op->nrof > 1)
841  op->nrof = 1;
842  }
843 
844  if (op->type == SPELLBOOK && op->inv) {
846  }
847 
848  /* Give starting characters identified, uncursed, and undamned
849  * items. Just don't identify gold or silver, or it won't be
850  * merged properly.
851  */
852  if (is_identifiable_type(op)) {
856  }
857  /* lock all 'normal items by default */
858  else
860  } FOR_INV_FINISH(); /* for loop of objects in player inv */
861 
862  /* Need to set up the skill pointers */
864 
872  FOR_INV_FINISH();
873 }
874 
881 void get_name(object *op) {
883  send_query(op->contr->socket, 0, i18n(op, "What is your name?\n:"));
884 }
885 
892 void get_password(object *op) {
894  send_query(op->contr->socket, CS_QUERY_HIDEINPUT, i18n(op, "What is your password?\n:"));
895 }
896 
903 void play_again(object *op) {
904  SockList sl;
905 
906  op->contr->socket->status = Ns_Add;
908  op->chosen_skill = NULL;
909 
910  /*
911  * For old clients, ask if they want to play again.
912  * For clients with account support, just return to character seletion (see below).
913  */
914  if (op->contr->socket->login_method == 0) {
915  send_query(op->contr->socket, CS_QUERY_SINGLECHAR, i18n(op, "Do you want to play again (a/q)?"));
916  }
917  /* a bit of a hack, but there are various places early in th
918  * player creation process that a user can quit (eg, roll
919  * stats) that isn't removing the player. Taking a quick
920  * look, there are many places that call play_again without
921  * removing the player - it probably makes more sense
922  * to leave it to play_again to remove the object in all
923  * cases.
924  */
925  if (!QUERY_FLAG(op, FLAG_REMOVED))
926  object_remove(op);
927  /* Need to set this to null - otherwise, it could point to garbage,
928  * and draw() doesn't check to see if the player is removed, only if
929  * the map is null or not swapped out.
930  */
931  op->map = NULL;
932 
933  SockList_Init(&sl);
934  SockList_AddString(&sl, "player ");
935  SockList_AddInt(&sl, 0);
936  SockList_AddInt(&sl, 0);
937  SockList_AddInt(&sl, 0);
938  SockList_AddChar(&sl, 0);
939 
940  Send_With_Handling(op->contr->socket, &sl);
941  SockList_Term(&sl);
942 
943  if (op->contr->socket->login_method > 0) {
944  receive_play_again(op, 'a');
945  }
946 }
947 
956 void receive_play_again(object *op, char key) {
957  if (key == 'q' || key == 'Q') {
959  leave(op->contr, 0); /* ericserver will draw the message */
960  return;
961  } else if (key == 'a' || key == 'A') {
962  player *pl = op->contr;
963  const char *name = op->name;
964 
968  pl = get_player(pl);
969  op = pl->ob;
971  op->contr->password[0] = '~';
972  FREE_AND_CLEAR_STR(op->name);
973  FREE_AND_CLEAR_STR(op->name_pl);
974  if (pl->socket->login_method >= 1 && pl->socket->account_name != NULL) {
975  /* If we are using new login, we send the
976  * list of characters to the client - this should
977  * result in the client popping up this list so
978  * the player can choose which one to play - better
979  * than going to legacy login code.
980  * If the account_name is NULL, it means the client
981  * says it uses account but started playing without logging in.
982  */
983  send_account_players(pl->socket);
985  } else {
986  /* Lets put a space in here */
988  "\n");
989  get_name(op);
990  set_first_map(op);
991  }
992  op->name = name; /* Already added a refcount above */
993  op->name_pl = add_string(name);
994  } else {
995  /* user pressed something else so just ask again... */
996  play_again(op);
997  }
998 }
999 
1006 void confirm_password(object *op) {
1008  send_query(op->contr->socket, CS_QUERY_HIDEINPUT, i18n(op, "Please type your password again.\n:"));
1009 }
1010 
1021 int get_party_password(object *op, partylist *party) {
1022  if (*party_get_password(party) == '\0') {
1023  return 0;
1024  }
1025 
1027  op->contr->party_to_join = party;
1028  send_query(op->contr->socket, CS_QUERY_HIDEINPUT, i18n(op, "What is the password?\n:"));
1029  return 1;
1030 }
1031 
1038 int roll_stat(void) {
1039  int roll[4], i, low_index, k;
1040 
1041  for (i = 0; i < 4; ++i)
1042  roll[i] = (int)RANDOM()%6+1;
1043 
1044  for (i = 0, low_index = 0, k = 7; i < 4; ++i)
1045  if (roll[i] < k)
1046  k = roll[i],
1047  low_index = i;
1048 
1049  for (i = 0, k = 0; i < 4; ++i) {
1050  if (i != low_index)
1051  k += roll[i];
1052  }
1053  return k;
1054 }
1055 
1062 void roll_stats(object *op) {
1063  int i = 0, j = 0;
1064  int statsort[7];
1065 
1066  op->stats.Str = roll_stat();
1067  op->stats.Dex = roll_stat();
1068  op->stats.Int = roll_stat();
1069  op->stats.Con = roll_stat();
1070  op->stats.Wis = roll_stat();
1071  op->stats.Pow = roll_stat();
1072  op->stats.Cha = roll_stat();
1073  int sum = op->stats.Str+op->stats.Dex+op->stats.Int+op->stats.Con+op->stats.Wis+op->stats.Pow+op->stats.Cha;
1074  float scale = settings.roll_stat_points / sum;
1075  op->stats.Str = roundf(scale * op->stats.Str);
1076  op->stats.Dex = roundf(scale * op->stats.Dex);
1077  op->stats.Int = roundf(scale * op->stats.Int);
1078  op->stats.Con = roundf(scale * op->stats.Con);
1079  op->stats.Wis = roundf(scale * op->stats.Wis);
1080  op->stats.Pow = roundf(scale * op->stats.Pow);
1081  op->stats.Cha = roundf(scale * op->stats.Cha);
1082 
1083  /* Sort the stats so that rerolling is easier... */
1084  statsort[0] = op->stats.Str;
1085  statsort[1] = op->stats.Dex;
1086  statsort[2] = op->stats.Int;
1087  statsort[3] = op->stats.Con;
1088  statsort[4] = op->stats.Wis;
1089  statsort[5] = op->stats.Pow;
1090  statsort[6] = op->stats.Cha;
1091 
1092  /* a quick and dirty bubblesort? */
1093  do {
1094  if (statsort[i] < statsort[i+1]) {
1095  j = statsort[i];
1096  statsort[i] = statsort[i+1];
1097  statsort[i+1] = j;
1098  i = 0;
1099  } else {
1100  i++;
1101  }
1102  } while (i < 6);
1103 
1104  op->stats.Str = statsort[0];
1105  op->stats.Dex = statsort[1];
1106  op->stats.Con = statsort[2];
1107  op->stats.Int = statsort[3];
1108  op->stats.Wis = statsort[4];
1109  op->stats.Pow = statsort[5];
1110  op->stats.Cha = statsort[6];
1111 
1112  op->contr->orig_stats.Str = op->stats.Str;
1113  op->contr->orig_stats.Dex = op->stats.Dex;
1114  op->contr->orig_stats.Int = op->stats.Int;
1115  op->contr->orig_stats.Con = op->stats.Con;
1116  op->contr->orig_stats.Wis = op->stats.Wis;
1117  op->contr->orig_stats.Pow = op->stats.Pow;
1118  op->contr->orig_stats.Cha = op->stats.Cha;
1119 
1120  op->level = 1;
1121  op->stats.exp = 0;
1122  op->stats.ac = 0;
1123 
1124  op->contr->levhp[1] = 9;
1125  op->contr->levsp[1] = 6;
1126  op->contr->levgrace[1] = 3;
1127 
1128  fix_object(op);
1129  op->stats.hp = op->stats.maxhp;
1130  op->stats.sp = op->stats.maxsp;
1131  op->stats.grace = op->stats.maxgrace;
1132  op->contr->orig_stats = op->stats;
1133 }
1134 
1141 void roll_again(object *op) {
1142  esrv_new_player(op->contr, 0);
1143  send_query(op->contr->socket, CS_QUERY_SINGLECHAR, i18n(op, "<y> to roll new stats <n> to use stats\n<1-7> <1-7> to swap stats.\nRoll again (y/n/1-7)? "));
1144 }
1145 
1155 static void swap_stat(object *op, int swap_second) {
1156  signed char tmp;
1157 
1158  if (op->contr->swap_first == -1) {
1159  LOG(llevError, "player.c:swap_stat() - swap_first is -1\n");
1160  return;
1161  }
1162 
1163  tmp = get_attr_value(&op->contr->orig_stats, op->contr->swap_first);
1164 
1165  set_attr_value(&op->contr->orig_stats, op->contr->swap_first, get_attr_value(&op->contr->orig_stats, swap_second));
1166 
1167  set_attr_value(&op->contr->orig_stats, swap_second, tmp);
1168 
1170  "%s done\n",
1171  short_stat_name[swap_second]);
1172 
1173  op->stats.Str = op->contr->orig_stats.Str;
1174  op->stats.Dex = op->contr->orig_stats.Dex;
1175  op->stats.Con = op->contr->orig_stats.Con;
1176  op->stats.Int = op->contr->orig_stats.Int;
1177  op->stats.Wis = op->contr->orig_stats.Wis;
1178  op->stats.Pow = op->contr->orig_stats.Pow;
1179  op->stats.Cha = op->contr->orig_stats.Cha;
1180  op->stats.ac = 0;
1181 
1182  op->level = 1;
1183  op->stats.exp = 0;
1184  op->stats.ac = 0;
1185 
1186  op->contr->levhp[1] = 9;
1187  op->contr->levsp[1] = 6;
1188  op->contr->levgrace[1] = 3;
1189 
1190  fix_object(op);
1191  op->stats.hp = op->stats.maxhp;
1192  op->stats.sp = op->stats.maxsp;
1193  op->stats.grace = op->stats.maxgrace;
1194  op->contr->orig_stats = op->stats;
1195  op->contr->swap_first = -1;
1196 }
1197 
1213 void key_roll_stat(object *op, char key) {
1214  int keynum = key-'0';
1215  static const int8_t stat_trans[] = {
1216  -1,
1217  STRENGTH,
1218  DEXTERITY,
1219  CONSTITUTION,
1220  INTELLIGENCE,
1221  WISDOM,
1222  POWER,
1223  CHARISMA,
1224  };
1225 
1226  if (keynum > 0 && keynum <= 7) {
1227  if (op->contr->swap_first == -1) {
1228  op->contr->swap_first = stat_trans[keynum];
1230  "%s ->",
1231  short_stat_name[stat_trans[keynum]]);
1232  } else
1233  swap_stat(op, stat_trans[keynum]);
1234 
1235  send_query(op->contr->socket, CS_QUERY_SINGLECHAR, "");
1236  return;
1237  }
1238  switch (key) {
1239  case 'n':
1240  case 'N': {
1241  SET_FLAG(op, FLAG_WIZ);
1242  if (op->map == NULL) {
1243  LOG(llevError, "Map == NULL in state 2\n");
1244  break;
1245  }
1246 
1247  SET_ANIMATION(op, 2); /* So player faces south */
1248  /* Enter exit adds a player otherwise */
1249  add_statbonus(op);
1250  send_query(op->contr->socket, CS_QUERY_SINGLECHAR, i18n(op, "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"));
1252  if (op->msg)
1255  op->msg);
1256  return;
1257  }
1258  case 'y':
1259  case 'Y':
1260  roll_stats(op);
1261  send_query(op->contr->socket, CS_QUERY_SINGLECHAR, "");
1262  return;
1263 
1264  case 'q':
1265  case 'Q':
1266  play_again(op);
1267  return;
1268 
1269  default:
1270  send_query(op->contr->socket, CS_QUERY_SINGLECHAR, i18n(op, "Yes, No, Quit or 1-6. Roll again?"));
1271  return;
1272  }
1273  return;
1274 }
1275 
1289 void key_change_class(object *op, char key) {
1290  int tmp_loop;
1291 
1292  if (key == 'q' || key == 'Q') {
1293  object_remove(op);
1294  play_again(op);
1295  return;
1296  }
1297  if (key == 'd' || key == 'D') {
1298  char buf[MAX_BUF];
1299 
1300  /* this must before then initial items are given */
1301  esrv_new_player(op->contr, op->weight+op->carrying);
1302  create_treasure(find_treasurelist("starting_wealth"), op, 0, 0, 0);
1303 
1304  /* Here we handle the BORN global event */
1306 
1307  /* We then generate a LOGIN event */
1308  events_execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket->host);
1309  player_set_state(op->contr, ST_PLAYING);
1310 
1311  object_set_msg(op, NULL);
1312 
1313  /* We create this now because some of the unique maps will need it
1314  * to save here.
1315  */
1316  snprintf(buf, sizeof(buf), "%s/%s/%s", settings.localdir, settings.playerdir, op->name);
1318 
1319 #ifdef AUTOSAVE
1320  op->contr->last_save_tick = pticks;
1321 #endif
1324  "Welcome to Crossfire!\n Press `?' for help\n");
1325 
1328  "%s entered the game.", op->name);
1329 
1331  give_initial_items(op, op->randomitems);
1334  fix_object(op);
1335 
1336  /* This moves the player to a different start map, if there
1337  * is one for this race
1338  */
1339  if (*first_map_ext_path) {
1340  object *tmp;
1341  char mapname[MAX_BUF + strlen(op->arch->name) + 1];
1342  mapstruct *oldmap;
1343 
1344  oldmap = op->map;
1345 
1346  snprintf(mapname, sizeof(mapname), "%s/%s", first_map_ext_path, op->arch->name);
1347  /*printf("%s\n", mapname);*/
1348  tmp = object_new();
1350  EXIT_X(tmp) = op->x;
1351  EXIT_Y(tmp) = op->y;
1352  enter_exit(op, tmp);
1353 
1354  if (oldmap != op->map) {
1355  /* map exists, update bed of reality location, in case player dies */
1356  op->contr->bed_x = op->x;
1357  op->contr->bed_y = op->y;
1358  strlcpy(op->contr->savebed_map, mapname, sizeof(op->contr->savebed_map));
1359  }
1360 
1362  } else {
1363  LOG(llevDebug, "first_map_ext_path not set\n");
1364  }
1365  return;
1366  }
1367 
1368  /* Following actually changes the race - this is the default command
1369  * if we don't match with one of the options above.
1370  */
1371 
1372  tmp_loop = 0;
1373  while (!tmp_loop) {
1374  const char *name = add_string(op->name);
1375  int x = op->x, y = op->y;
1376 
1378  object_remove(op);
1379  /* get_player_archetype() is really misnamed - it will
1380  * get the next archetype from the list.
1381  */
1382  op->arch = get_player_archetype(op->arch);
1383  object_copy(&op->arch->clone, op);
1384  op->stats = op->contr->orig_stats;
1385  free_string(op->name);
1386  op->name = name;
1387  free_string(op->name_pl);
1388  op->name_pl = add_string(name);
1389  SET_ANIMATION(op, 2); /* So player faces south */
1390  object_insert_in_map_at(op, op->map, op, 0, x, y);
1391  strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1392  op->contr->title[sizeof(op->contr->title)-1] = '\0';
1393  add_statbonus(op);
1394  tmp_loop = allowed_class(op);
1395  }
1398  fix_object(op);
1399  op->stats.hp = op->stats.maxhp;
1400  op->stats.sp = op->stats.maxsp;
1401  op->stats.grace = 0;
1402  if (op->msg)
1404  op->msg);
1405  send_query(op->contr->socket, CS_QUERY_SINGLECHAR, i18n(op, "Press any key for the next race.\nPress `d' to play this race.\n"));
1406 }
1407 
1429 int check_race_and_class(living *stats, archetype *race, archetype *opclass)
1430 {
1431  int i, stat, failure=0;
1432 
1433  for (i = 0; i < NUM_STATS; i++) {
1434  stat = get_attr_value(stats, i);
1435  if (race)
1436  stat += get_attr_value(&race->clone.stats, i);
1437 
1438  if (opclass)
1439  stat += get_attr_value(&opclass->clone.stats, i);
1440 
1441  set_attr_value(stats, i, stat);
1442 
1443  /* We process all stats, regardless if there is a failure
1444  * or not.
1445  */
1446  if (stat < MIN_STAT) failure=1;
1447 
1448  /* Maybe this should be an error? Player is losing
1449  * some stats points here, but it is legal.
1450  */
1451  if (stat > settings.max_stat) stat = settings.max_stat;
1452  }
1453  return failure;
1454 
1455 }
1456 
1479 int apply_race_and_class(object *op, archetype *race, archetype *opclass, living *stats)
1480 {
1481  const char *name = add_string(op->name);
1482  char buf[MAX_BUF];
1483  object *inv;
1484 
1485  /* Free any objects in character inventory - they
1486  * shouldn't have any, but there is the potential that
1487  * we give them objects below and then get a creation
1488  * failure (stat out of range), in which case
1489  * those objects would be in the inventory.
1490  */
1491  while (op->inv) {
1492  inv = op->inv;
1493  object_remove(inv);
1494  object_free(inv, 0);
1495  }
1496 
1497  object_copy(&race->clone, op);
1498  free_string(op->name);
1499  op->name = name;
1500  free_string(op->name_pl);
1501  op->name_pl = add_string(name);
1502  SET_ANIMATION(op, 2); /* So player faces south */
1503  strlcpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title));
1504 
1505  if (stats) {
1506  /* Copy over the stats. Use this instead a memcpy because
1507  * we only want to copy over a few specific stats, and
1508  * leave things like maxhp, maxsp, etc, unchanged.
1509  */
1510  int i, stat;
1511  for (i = 0; i < NUM_STATS; i++) {
1512  stat = get_attr_value(stats, i);
1513  set_attr_value(&op->stats, i, stat);
1514  set_attr_value(&op->contr->orig_stats, i, stat);
1515  }
1516  } else {
1517  /* Note that this will repeated increase the stat values
1518  * if the caller does not reset them. Only do this
1519  * if stats is not provided - if stats is provided, those
1520  * are already adjusted.
1521  */
1522  add_statbonus(op);
1523 
1524  /* Checks that all stats are greater than 1. Once again,
1525  * only do this if stats are not provided
1526  */
1527  if (!allowed_class(op)) return 1;
1528  }
1529 
1531  op->stats.hp = op->stats.maxhp;
1532  op->stats.sp = op->stats.maxsp;
1533  op->stats.grace = 0;
1534 
1535  /* this must before then initial items are given */
1536  esrv_new_player(op->contr, op->weight+op->carrying);
1537  create_treasure(find_treasurelist("starting_wealth"), op, 0, 0, 0);
1538 
1539  /* This has to be done before class, otherwise the NOCLASSFACECHANGE
1540  * object is not in the inventory, and racial face will get overwritten.
1541  */
1542  give_initial_items(op, op->randomitems);
1543 
1544  if (stats) {
1545  /* Apply class information */
1547  } else {
1548  apply_changes_to_player(op, &opclass->clone, 0);
1549 
1550  /* Checks that all stats are greater than 1 */
1551  if (!allowed_class(op)) return 2;
1552  }
1553 
1554  /* Here we handle the BORN global event */
1556 
1557  /* We then generate a LOGIN event */
1558  events_execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket->host);
1559 
1560  object_set_msg(op, NULL);
1561 
1562  /* We create this now because some of the unique maps will need it
1563  * to save here.
1564  */
1565  snprintf(buf, sizeof(buf), "%s/%s/%s", settings.localdir, settings.playerdir, op->name);
1567 
1568 #ifdef AUTOSAVE
1569  op->contr->last_save_tick = pticks;
1570 #endif
1571 
1574  fix_object(op);
1575 
1578  esrv_add_spells(op->contr, NULL);
1579 
1580  return 0;
1581 
1582 }
1583 
1592 void key_confirm_quit(object *op, char key) {
1593  char buf[MAX_BUF];
1594  mapstruct *mp, *next;
1595 
1596  // this was tested when 'quit' command was issued, but better safe than sorry.
1597  if (QUERY_FLAG(op, FLAG_WIZ)) {
1598  player_set_state(op->contr, ST_PLAYING);
1599  draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN, "Can't quit when in DM mode.");
1600  return;
1601  }
1602 
1603  if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') {
1604  player_set_state(op->contr, ST_PLAYING);
1606  "OK, continuing to play.");
1607  return;
1608  }
1609 
1612  object_remove(op);
1613  op->direction = 0;
1615  "%s quits the game.",
1616  op->name);
1617 
1618  strcpy(op->contr->killer, "quit");
1619  hiscore_check(op, 0);
1620  party_leave(op);
1621  if (settings.set_title == TRUE)
1622  player_set_own_title(op->contr, "");
1623 
1624 
1625  /* We need to hunt for any per player unique maps in memory and
1626  * get rid of them. The trailing slash in the path is intentional,
1627  * so that players named 'Ab' won't match against players 'Abe' pathname
1628  */
1629  snprintf(buf, sizeof(buf), "~%s/%s/", settings.playerdir, op->name);
1630  for (mp = first_map; mp != NULL; mp = next) {
1631  next = mp->next;
1632  if (!strncmp(mp->path, buf, strlen(buf)))
1633  delete_map(mp);
1634  }
1635 
1636  delete_character(op->name);
1637 
1638  /* Remove player from account list and send back data if needed */
1639  if (op->contr->socket->account_chars != NULL) {
1640  account_char_remove(op->contr->socket->account_chars, op->name);
1641  account_char_save(op->contr->socket->account_chars);
1642  /* char information is reloaded in send_account_players below */
1643  account_char_free(op->contr->socket->account_chars);
1644  op->contr->socket->account_chars = NULL;
1645  account_remove_player(op->contr->socket->account_name, op->name);
1646  send_account_players(op->contr->socket);
1647  }
1648 
1649  play_again(op);
1650 }
1651 
1658 static void flee_player(object *op) {
1659  int dir, diff;
1660  rv_vector rv;
1661 
1662  if (op->stats.hp < 0) {
1663  LOG(llevDebug, "Fleeing player is dead.\n");
1665  return;
1666  }
1667 
1668  if (op->enemy == NULL) {
1669  LOG(llevDebug, "Fleeing player had no enemy.\n");
1671  return;
1672  }
1673 
1674  /* Seen some crashes here. Since we don't store an
1675  * op->enemy_count, it is possible that something destroys the
1676  * actual enemy, and the object is recycled.
1677  */
1678  if (op->enemy->map == NULL) {
1680  object_set_enemy(op, NULL);
1681  return;
1682  }
1683 
1684  if (!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1685  object_set_enemy(op, NULL);
1687  return;
1688  }
1689  if (!get_rangevector(op, op->enemy, &rv, 0)) {
1690  object_set_enemy(op, NULL);
1692  return;
1693  }
1694 
1695  dir = absdir(4+rv.direction);
1696  for (diff = 0; diff < 3; diff++) {
1697  int m = 1-(RANDOM()&2);
1698  if (move_ob(op, absdir(dir+diff*m), op)
1699  || (diff == 0 && move_ob(op, absdir(dir-diff*m), op))) {
1700  return;
1701  }
1702  }
1703  /* Cornered, get rid of scared */
1705  object_set_enemy(op, NULL);
1706 }
1707 
1717 int check_pick(object *op) {
1718  tag_t op_tag;
1719  int stop = 0;
1720  int j, k, wvratio, current_ratio;
1721  char putstring[128], tmpstr[16];
1722 
1723  /* if you're flying, you can't pick up anything */
1724  if (op->move_type&MOVE_FLYING)
1725  return 1;
1726  /* If not a player, don't check anything. */
1727  if (!op->contr) {
1728  return 1;
1729  }
1730 
1731  op_tag = op->count;
1732 
1734  if (object_was_destroyed(op, op_tag))
1735  return 0;
1736 
1737  if (!object_can_pick(op, tmp))
1738  continue;
1739 
1740  if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) {
1741  if (object_matches_string(op, tmp, op->contr->search_str))
1742  pick_up(op, tmp);
1743  continue;
1744  }
1745 
1746  /* high not bit set? We're using the old autopickup model */
1747  if (!(op->contr->mode&PU_NEWMODE)) {
1748  switch (op->contr->mode) {
1749  case 0:
1750  return 1; /* don't pick up */
1751 
1752  case 1:
1753  pick_up(op, tmp);
1754  return 1;
1755 
1756  case 2:
1757  pick_up(op, tmp);
1758  return 0;
1759 
1760  case 3:
1761  return 0; /* stop before pickup */
1762 
1763  case 4:
1764  pick_up(op, tmp);
1765  break;
1766 
1767  case 5:
1768  pick_up(op, tmp);
1769  stop = 1;
1770  break;
1771 
1772  case 6:
1775  pick_up(op, tmp);
1776  break;
1777 
1778  case 7:
1779  if (tmp->type == MONEY || tmp->type == GEM)
1780  pick_up(op, tmp);
1781  break;
1782 
1783  default:
1784  /* use value density */
1785  if (!QUERY_FLAG(tmp, FLAG_UNPAID)
1786  && (price_base(tmp)*100/(tmp->weight*MAX(tmp->nrof, 1))) >= op->contr->mode)
1787  pick_up(op, tmp);
1788  }
1789  } else { /* old model */
1790  /* NEW pickup handling */
1791  if (op->contr->mode&PU_DEBUG) {
1792  /* some debugging code to figure out item information */
1794  "item name: %s item type: %d weight/value: %d",
1795  tmp->name ? tmp->name : tmp->arch->name, tmp->type,
1796  (int)(price_base(tmp)*100/(tmp->weight*MAX(tmp->nrof, 1))));
1797 
1798 
1799  snprintf(putstring, sizeof(putstring), "...flags: ");
1800  for (k = 0; k < 4; k++) {
1801  for (j = 0; j < 32; j++) {
1802  if ((tmp->flags[k]>>j)&0x01) {
1803  snprintf(tmpstr, sizeof(tmpstr), "%d ", k*32+j);
1804  strcat(putstring, tmpstr);
1805  }
1806  }
1807  }
1809  putstring);
1810  }
1811  /* philosophy:
1812  * It's easy to grab an item type from a pile, as long as it's
1813  * generic. This takes no game-time. For more detailed pickups
1814  * and selections, select-items should be used. This is a
1815  * grab-as-you-run type mode that's really useful for arrows for
1816  * example.
1817  * The drawback: right now it has no frontend, so you need to
1818  * stick the bits you want into a calculator in hex mode and then
1819  * convert to decimal and then 'pickup <#>
1820  */
1821 
1822  /* the first two modes are exclusive: if NOTHING we return, if
1823  * STOP then we stop. All the rest are applied sequentially,
1824  * meaning if any test passes, the item gets picked up. */
1825 
1826  /* if mode is set to pick nothing up, return */
1827 
1828  if (op->contr->mode == PU_NOTHING)
1829  return 1;
1830 
1831  /* if mode is set to stop when encountering objects, return.
1832  * Take STOP before INHIBIT since it doesn't actually pick
1833  * anything up */
1834 
1835  if (op->contr->mode&PU_STOP)
1836  return 0;
1837 
1838  /* useful for going into stores and not losing your settings... */
1839  /* and for battles where you don't want to get loaded down while
1840  * fighting */
1841  if (op->contr->mode&PU_INHIBIT)
1842  return 1;
1843 
1844  /* prevent us from turning into auto-thieves :) */
1845  if (QUERY_FLAG(tmp, FLAG_UNPAID))
1846  continue;
1847 
1848  /* ignore known cursed objects */
1849  if (QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && op->contr->mode&PU_NOT_CURSED)
1850  continue;
1851 
1852  static int checks[] = {
1853  PU_FOOD,
1854  PU_DRINK,
1855  PU_FLESH,
1856  PU_POTION,
1857  PU_SPELLBOOK,
1859  PU_READABLES,
1861  PU_MAGICAL,
1862  PU_VALUABLES,
1863  PU_JEWELS,
1864  PU_BOW,
1865  PU_ARROW,
1866  PU_ARMOUR,
1867  PU_HELMET,
1868  PU_SHIELD,
1869  PU_BOOTS,
1870  PU_GLOVES,
1871  PU_CLOAK,
1874  PU_KEY,
1875  PU_CONTAINER,
1876  PU_CURSED,
1877  0
1878  };
1879  int found = 0;
1880  for (int m = 0; checks[m] != 0; m++) {
1881  if (op->contr->mode & checks[m] && object_matches_pickup_mode(tmp, checks[m])) {
1882  pick_up(op, tmp);
1883  found = 1;
1884  break;
1885  }
1886  }
1887  if (found) {
1888  continue;
1889  }
1890 
1891  /* any of the last 4 bits set means we use the ratio for value
1892  * pickups */
1893  if (op->contr->mode&PU_RATIO) {
1894  /* use value density to decide what else to grab.
1895  * >=7 was >= op->contr->mode
1896  * >=7 is the old standard setting. Now we take the last 4 bits
1897  * and multiply them by 5, giving 0..15*5== 5..75 */
1898  wvratio = (op->contr->mode&PU_RATIO)*5;
1899  current_ratio = price_base(tmp)*100/(tmp->weight*MAX(tmp->nrof, 1));
1900  if (current_ratio >= wvratio) {
1901  pick_up(op, tmp);
1902  continue;
1903  }
1904  }
1905  } /* the new pickup model */
1906  } FOR_BELOW_FINISH();
1907  return !stop;
1908 }
1909 
1922 static object *find_arrow(object *op, const char *type) {
1923  object *tmp = NULL;
1924 
1926  if (!tmp
1927  && inv->type == CONTAINER
1928  && inv->race == type
1930  tmp = find_arrow(inv, type);
1931  else if (inv->type == ARROW && inv->race == type)
1932  return inv;
1933  FOR_INV_FINISH();
1934  return tmp;
1935 }
1936 
1954 static object *find_better_arrow(object *op, object *target, const char *type, int *better) {
1955  object *tmp = NULL, *ntmp;
1956  int attacknum, attacktype, betterby = 0, i;
1957 
1958  if (!type)
1959  return NULL;
1960 
1961  FOR_INV_PREPARE(op, arrow) {
1962  if (arrow->type == CONTAINER
1963  && arrow->race == type
1964  && QUERY_FLAG(arrow, FLAG_APPLIED)) {
1965  i = 0;
1966  ntmp = find_better_arrow(arrow, target, type, &i);
1967  if (i > betterby) {
1968  tmp = ntmp;
1969  betterby = i;
1970  }
1971  } else if (arrow->type == ARROW && arrow->race == type) {
1972  /* always prefer assassination/slaying */
1973  if (target->race != NULL
1974  && arrow->slaying != NULL
1975  && strstr(arrow->slaying, target->race)) {
1976  if (arrow->attacktype&AT_DEATH) {
1977  if (better)
1978  *better = 100;
1979  return arrow;
1980  } else {
1981  tmp = arrow;
1982  betterby = (arrow->magic+arrow->stats.dam)*2;
1983  }
1984  } else {
1985  for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) {
1986  attacktype = 1<<attacknum;
1987  if ((arrow->attacktype&attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1988  if (((arrow->magic+arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1989  tmp = arrow;
1990  betterby = (arrow->magic+arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1991  }
1992  }
1993  if ((2+arrow->magic+arrow->stats.dam) > betterby) {
1994  tmp = arrow;
1995  betterby = 2+arrow->magic+arrow->stats.dam;
1996  }
1997  if (arrow->title && (1+arrow->magic+arrow->stats.dam) > betterby) {
1998  tmp = arrow;
1999  betterby = 1+arrow->magic+arrow->stats.dam;
2000  }
2001  }
2002  }
2003  } FOR_INV_FINISH();
2004  if (tmp == NULL)
2005  return find_arrow(op, type);
2006 
2007  if (better)
2008  *better = betterby;
2009  return tmp;
2010 }
2011 
2024 static object *pick_arrow_target(object *op, const char *type, int dir) {
2025  object *tmp = NULL;
2026  mapstruct *m;
2027  int i, mflags, found, number;
2028  int16_t x, y;
2029 
2030  if (op->map == NULL)
2031  return find_arrow(op, type);
2032 
2033  /* do a dex check */
2034  number = (die_roll(2, 40, op, PREFER_LOW)-2)/2;
2035  if (number > (op->stats.Dex+(op->chosen_skill ? op->chosen_skill->level : op->level)))
2036  return find_arrow(op, type);
2037 
2038  m = op->map;
2039  x = op->x;
2040  y = op->y;
2041 
2042  /* find the first target */
2043  for (i = 0, found = 0; i < 20; i++) {
2044  x += freearr_x[dir];
2045  y += freearr_y[dir];
2046  mflags = get_map_flags(m, &m, x, y, &x, &y);
2047  if (mflags&P_OUT_OF_MAP || mflags&P_BLOCKSVIEW) {
2048  tmp = NULL;
2049  break;
2050  } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
2051  /* This block presumes arrows and the like are MOVE_FLY_SLOW -
2052  * perhaps a bad assumption.
2053  */
2054  tmp = NULL;
2055  break;
2056  }
2057  if (mflags&P_IS_ALIVE) {
2058  FOR_MAP_PREPARE(m, x, y, tmp2)
2059  if (QUERY_FLAG(tmp2, FLAG_ALIVE)) {
2060  tmp = tmp2;
2061  found++;
2062  break;
2063  }
2064  FOR_MAP_FINISH();
2065  if (found)
2066  break;
2067  }
2068  }
2069  if (tmp == NULL)
2070  return find_arrow(op, type);
2071 
2072  return find_better_arrow(op, HEAD(tmp), type, NULL);
2073 }
2074 
2093 int fire_bow(object *op, object *arrow, int dir, int wc_mod, int16_t sx, int16_t sy) {
2094  object *bow;
2095  tag_t tag;
2096  int bowspeed, mflags;
2097  mapstruct *m;
2098 
2099  if (!dir) {
2101  "You can't shoot yourself!");
2102  return 0;
2103  }
2104  if (op->type == PLAYER) {
2105  bow = op->contr->ranges[range_bow];
2106  // Make sure the bow's skill is readied.
2107  // Otherwise, you can get wrong modifiers from unarmed attacks
2108  // because that ends up the readied skill.
2109  object *skill = find_skill_by_name(op, bow->skill);
2110  if (skill && change_skill(op, skill, 1) == 0) {
2112  "You cannot use %s without the skill %s", bow->name, bow->skill);
2113  return 0;
2114  }
2115  }
2116  else {
2117  /* Don't check for applied - monsters don't apply bows - in that way, they
2118  * don't need to switch back and forth between bows and weapons.
2119  */
2120  bow = object_find_by_type(op, BOW);
2121  if (!bow) {
2122  LOG(llevError, "Range: bow without activated bow (%s).\n", op->name);
2123  return 0;
2124  }
2125  }
2126  if (!bow->race || !bow->skill) {
2128  "Your %s is broken.",
2129  bow->name);
2130  return 0;
2131  }
2132 
2133  bowspeed = bow->stats.sp+get_dex_bonus(op->stats.Dex);
2134 
2135  /* penalize ROF for bestarrow */
2136  if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
2137  bowspeed -= get_dex_bonus(op->stats.Dex)+5;
2138  if (bowspeed < 1)
2139  bowspeed = 1;
2140 
2141  if (arrow == NULL) {
2142  arrow = find_arrow(op, bow->race);
2143  if (arrow == NULL) {
2144  if (op->type == PLAYER)
2147  "You have no %s left.",
2148  bow->race);
2149  /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
2150  else
2152  return 0;
2153  }
2154  }
2155  mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
2156  if (mflags&P_OUT_OF_MAP) {
2157  return 0;
2158  }
2159  if (GET_MAP_MOVE_BLOCK(m, sx, sy)&MOVE_FLY_LOW) {
2160  return 0;
2161  }
2162 
2163  /* this should not happen, but sometimes does */
2164  if (arrow->nrof == 0) {
2165  object_remove(arrow);
2167  return 0;
2168  }
2169 
2170  arrow = object_split(arrow, 1, NULL, 0);
2171  if (arrow == NULL) {
2173  "You have no %s left.",
2174  bow->race);
2175  return 0;
2176  }
2177  object_set_owner(arrow, op);
2178  if (arrow->skill)
2179  free_string(arrow->skill);
2180  arrow->skill = add_refcount(bow->skill);
2181 
2182  arrow->direction = dir;
2183 
2184  if (op->type == PLAYER) {
2185  op->speed_left = 0.01-(float)FABS(op->speed)*100/bowspeed;
2186  fix_object(op);
2187  }
2188 
2189  if (bow->anim_suffix != NULL)
2191 
2192 /* SET_ANIMATION(arrow, arrow->direction);*/
2193  object_update_turn_face(arrow);
2194  arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
2195  arrow->stats.hp = arrow->stats.dam;
2196  arrow->stats.grace = arrow->attacktype;
2197  if (arrow->slaying != NULL)
2198  arrow->spellarg = strdup_local(arrow->slaying);
2199 
2200  /* Note that this was different for monsters - they got their level
2201  * added to the damage. I think the strength bonus is more proper.
2202  */
2203 
2204  arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 0 : get_dam_bonus(op->stats.Str))
2205  +bow->stats.dam
2206  +bow->magic
2207  +arrow->magic;
2208 
2209  /* update the speed */
2210  arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 0 : get_dam_bonus(op->stats.Str))+bow->magic+arrow->magic)/5.0
2211  +(float)bow->stats.dam/7.0;
2212 
2213  if (arrow->speed < 1.0)
2214  arrow->speed = 1.0;
2215  object_update_speed(arrow);
2216  arrow->speed_left = 0;
2217 
2218  if (op->type == PLAYER) {
2219  /* we don't want overflows of wc (sint), so cap the value - mod and pl should be subtracted */
2220  int mod = bow->magic
2221  +arrow->magic
2222  +get_dex_bonus(op->stats.Dex)
2223  +get_thaco_bonus(op->stats.Str)
2224  +arrow->stats.wc
2225  +bow->stats.wc
2226  -wc_mod;
2227  int plmod = (op->chosen_skill ? op->chosen_skill->level : op->level);
2228  if (plmod+mod > 140)
2229  plmod = 140-mod;
2230  else if (plmod+mod < -100)
2231  plmod = -100-mod;
2232  arrow->stats.wc = 20-(int8_t)plmod-(int8_t)mod;
2233 
2234  arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
2235  } else {
2236  arrow->stats.wc = op->stats.wc
2237  -bow->magic
2238  -arrow->magic
2239  -arrow->stats.wc
2240  +wc_mod;
2241 
2242  arrow->level = op->level;
2243  }
2244  if (arrow->attacktype == AT_PHYSICAL)
2245  arrow->attacktype |= bow->attacktype;
2246  if (bow->slaying != NULL)
2247  arrow->slaying = add_string(bow->slaying);
2248 
2249  /* If move_type is ever changed, monster.c:monster_use_bow() needs to be changed too. */
2250  arrow->move_type = MOVE_FLY_LOW;
2251  arrow->move_on = MOVE_FLY_LOW|MOVE_WALK;
2252 
2253  tag = arrow->count;
2254  object_insert_in_map_at(arrow, m, op, 0, sx, sy);
2255 
2256  if (!object_was_destroyed(arrow, tag)) {
2257  play_sound_map(SOUND_TYPE_ITEM, arrow, arrow->direction, "fire");
2258  ob_process(arrow);
2259  }
2260 
2261  return 1;
2262 }
2263 
2274 static int similar_direction(int a, int b) {
2275  /* shortcut the obvious */
2276  if (a == b)
2277  return 1;
2278  /* Made this cleaner using modulus instead of a switch statement
2279  * We only needed the direction and the two adjacent to it
2280  * (8 is adjacent to 1 here) to return true, so a - 1, a, and a + 1
2281  * are the three directions that get "similar" affirmed.
2282  * -- Neila Hawkins 2015-05-28
2283  */
2284  // The last one for the offset is added afterwards so we get
2285  // 1-8 instead of 0-7 (specifically, 0 becomes 8 without changing
2286  // the other values).
2287  if ((a % 8) + 1 == b || (a + 6 % 8) + 1 == b)
2288  return 1;
2289  return 0;
2290 }
2291 
2308 static int player_fire_bow(object *op, int dir) {
2309  int ret = 0, wcmod = 0;
2310 
2311  if (op->contr->bowtype == bow_bestarrow) {
2312  ret = fire_bow(op, pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
2313  } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
2314  if (!similar_direction(dir, op->contr->bowtype-bow_n+1))
2315  wcmod = -1;
2316  ret = fire_bow(op, NULL, op->contr->bowtype-bow_n+1, wcmod, op->x, op->y);
2317  } else if (op->contr->bowtype == bow_threewide) {
2318  ret = fire_bow(op, NULL, dir, 0, op->x, op->y);
2319  ret |= fire_bow(op, NULL, dir, -5, op->x+freearr_x[absdir(dir+2)], op->y+freearr_y[absdir(dir+2)]);
2320  ret |= fire_bow(op, NULL, dir, -5, op->x+freearr_x[absdir(dir-2)], op->y+freearr_y[absdir(dir-2)]);
2321  } else if (op->contr->bowtype == bow_spreadshot) {
2322  ret |= fire_bow(op, NULL, dir, 0, op->x, op->y);
2323  ret |= fire_bow(op, NULL, absdir(dir-1), -5, op->x, op->y);
2324  ret |= fire_bow(op, NULL, absdir(dir+1), -5, op->x, op->y);
2325  } else {
2326  /* Simple case */
2327  ret = fire_bow(op, NULL, dir, 0, op->x, op->y);
2328  }
2329  return ret;
2330 }
2331 
2344 static void fire_misc_object(object *op, int dir) {
2345  object *item;
2346  char name[MAX_BUF];
2347 
2348  item = op->contr->ranges[range_misc];
2349  if (!item) {
2351  "You have no range item readied.");
2352  return;
2353  }
2354  if (!item->inv) {
2355  LOG(llevError, "Object %s lacks a spell\n", item->name);
2356  return;
2357  }
2358  if (item->type == WAND) {
2359  if (item->stats.food <= 0) {
2360  play_sound_player_only(op->contr, SOUND_TYPE_ITEM, item, 0, "poof");
2363  "The %s goes poof.",
2364  name);
2365  return;
2366  }
2367  } else if (item->type == ROD) {
2368  if (item->stats.hp < SP_level_spellpoint_cost(item, item->inv, SPELL_HIGHEST)) {
2369  play_sound_player_only(op->contr, SOUND_TYPE_ITEM, item, 0, "poof");
2372  "The %s whines for a while, but nothing happens.",
2373  name);
2374  return;
2375  }
2376  }
2377 
2378  if (cast_spell(op, item, dir, item->inv, NULL)) {
2379  SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
2380  if (item->type == WAND) {
2382  } else if (item->type == ROD) {
2384  }
2385  }
2386 }
2387 
2396 void fire(object *op, int dir) {
2397 
2398  /* check for loss of invisiblity/hide */
2399  if (action_makes_visible(op))
2400  make_visible(op);
2401 
2402  switch (op->contr->shoottype) {
2403  case range_none:
2404  return;
2405 
2406  case range_bow:
2407  player_fire_bow(op, dir);
2408  return;
2409 
2410  case range_magic: /* Casting spells */
2411  cast_spell(op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL);
2412  return;
2413 
2414  case range_misc:
2415  fire_misc_object(op, dir);
2416  return;
2417 
2418  case range_golem: /* Control summoned monsters from scrolls */
2419  if (op->contr->ranges[range_golem] == NULL
2420  || op->contr->golem_count != op->contr->ranges[range_golem]->count) {
2421  op->contr->ranges[range_golem] = NULL;
2422  op->contr->shoottype = range_none;
2423  op->contr->golem_count = 0;
2424  } else
2425  pets_control_golem(op->contr->ranges[range_golem], dir);
2426  return;
2427 
2428  case range_skill:
2429  if (!op->chosen_skill) {
2430  if (op->type == PLAYER)
2432  "You have no applicable skill to use.");
2433  return;
2434  }
2435  (void)do_skill(op, op, op->chosen_skill, dir, NULL);
2436  return;
2437 
2438  case range_builder:
2439  apply_map_builder(op, dir);
2440  return;
2441 
2442  default:
2444  "Illegal shoot type.");
2445  return;
2446  }
2447 }
2448 
2468 object *find_key(object *pl, object *container, object *door) {
2469  object *tmp, *key;
2470 
2471  /* Should not happen, but sanity checking is never bad */
2472  if (container->inv == NULL)
2473  return NULL;
2474 
2475  /* First, lets try to find a key in the top level inventory */
2476  tmp = NULL;
2477  if (door->type == DOOR) {
2478  int flag = FLAG_UNPAID;
2479  tmp = object_find_by_type_without_flags(container, KEY, &flag, 1);
2480  }
2481  /* For sanity, we should really check door type, but other stuff
2482  * (like containers) can be locked with special keys
2483  */
2484  if (!tmp && door->slaying != NULL) {
2486  }
2487  /* No key found - lets search inventories now */
2488  /* If we find and use a key in an inventory, return at that time.
2489  * otherwise, if we search all the inventories and still don't find
2490  * a key, return
2491  */
2492  if (!tmp) {
2493  FOR_INV_PREPARE(container, tmp) {
2494  /* No reason to search empty containers */
2495  if (tmp->type == CONTAINER && tmp->inv) {
2496  key = find_key(pl, tmp, door);
2497  if (key != NULL)
2498  return key;
2499  }
2500  } FOR_INV_FINISH();
2501  return NULL;
2502  }
2503  /* We get down here if we have found a key. Now if its in a container,
2504  * see if we actually want to use it
2505  */
2506  if (pl != container) {
2507  /* Only let players use keys in containers */
2508  if (!pl->contr)
2509  return NULL;
2510  /* cases where this fails:
2511  * If we only search the player inventory, return now since we
2512  * are not in the players inventory.
2513  * If the container is not active, return now since only active
2514  * containers can be used.
2515  * If we only search keyrings and the container does not have
2516  * a race/isn't a keyring.
2517  * No checking for all containers - to fall through past here,
2518  * inv must have been an container and must have been active.
2519  *
2520  * Change the color so that the message doesn't disappear with
2521  * all the others.
2522  */
2523  if (pl->contr->usekeys == key_inventory
2524  || !QUERY_FLAG(container, FLAG_APPLIED)
2525  || (pl->contr->usekeys == keyrings && (!container->race || strcmp(container->race, "keys")))) {
2526  char name_tmp[MAX_BUF], name_cont[MAX_BUF];
2527 
2528  query_name(tmp, name_tmp, MAX_BUF);
2529  query_name(container, name_cont, MAX_BUF);
2532  "The %s in your %s vibrates as you approach the door",
2533  name_tmp, name_cont);
2534  return NULL;
2535  }
2536  }
2537  return tmp;
2538 }
2539 
2550 static int player_attack_door(object *op, object *door) {
2551  /* If its a door, try to find a use a key. If we do destroy the door,
2552  * might as well return immediately as there is nothing more to do -
2553  * otherwise, we fall through to the rest of the code.
2554  */
2555  object *key = find_key(op, op, door);
2556 
2557  assert(door->type == DOOR || door->type == LOCKED_DOOR);
2558 
2559  /* IF we found a key, do some extra work */
2560  if (key) {
2561  char name[HUGE_BUF];
2562 
2563  play_sound_map(SOUND_TYPE_GROUND, door, 0, "open");
2564  if (action_makes_visible(op))
2565  make_visible(op);
2566  if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2567  spring_trap(door->inv, op);
2568 
2572  "You open the door with the %s",
2573  name);
2574 
2575  if (door->type == DOOR)
2576  remove_door(door);
2577  else
2578  remove_locked_door(door); /* remove door without violence ;-) */
2579 
2580  /* Do this after we print the message */
2581  object_decrease_nrof_by_one(key); /* Use up one of the keys */
2582 
2583  return 1; /* Nothing more to do below */
2584 
2585  }
2586 
2587  if (door->type == LOCKED_DOOR) {
2588  /* Might as well return now - no other way to open this */
2589  if (door->msg && *door->msg) {
2591  door->msg);
2592  }
2593  return 1;
2594  }
2595 
2596  if (door->type == DOOR && op->contr && !op->contr->run_on) {
2597  /* Player so try to pick the door */
2598  object *lock = find_skill_by_name(op, "lockpicking");
2599  if (lock) {
2600  /* Even if the lockpicking failed, don't go on moving, player should explicitely attack or run
2601  * to bash the door. */
2602  do_skill(op, op, lock, op->facing, NULL);
2603  return 1;
2604  }
2605  }
2606 
2607  return 0;
2608 }
2609 
2623 void move_player_attack(object *op, int dir) {
2624  object *mon, *tpl, *mon_owner;
2625  int16_t nx, ny;
2626  int on_battleground;
2627  mapstruct *m;
2628 
2629  if (op->contr->transport)
2630  tpl = op->contr->transport;
2631  else
2632  tpl = op;
2633  assert(tpl->map != NULL); // op must be on a map in order to move it
2634  nx = freearr_x[dir]+tpl->x;
2635  ny = freearr_y[dir]+tpl->y;
2636 
2637  on_battleground = op_on_battleground(tpl, NULL, NULL, NULL);
2638 
2639  // Temporarily store the map we are on before movement.
2640  mapstruct *bef = tpl->map;
2641 
2642  /* If braced, or can't move to the square, and it is not out of the
2643  * map, attack it. Note order of if statement is important - don't
2644  * want to be calling move_ob if braced, because move_ob will move the
2645  * player. This is a pretty nasty hack, because if we could
2646  * move to some space, it then means that if we are braced, we should
2647  * do nothing at all. As it is, if we are braced, we go through
2648  * quite a bit of processing. However, it probably is less than what
2649  * move_ob uses.
2650  */
2651  if ((op->contr->braced || !move_ob(tpl, dir, tpl)) && !out_of_map(tpl->map, nx, ny)) {
2652  if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2653  m = get_map_from_coord(tpl->map, &nx, &ny);
2654  if (!m)
2655  return; /* Don't think this should happen */
2656  } else
2657  m = tpl->map;
2658 
2659  if (GET_MAP_OB(m, nx, ny) == NULL) {
2660  /* LOG(llevError, "player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n");*/
2661  return;
2662  }
2663 
2664  mon = NULL;
2665  /* Go through all the objects, and find ones of interest. Only stop if
2666  * we find a monster - that is something we know we want to attack.
2667  * if its a door or barrel (can roll) see if there may be monsters
2668  * on the space
2669  */
2670  FOR_MAP_PREPARE(m, nx, ny, tmp) {
2671  if (tmp == op) {
2672  continue;
2673  }
2674  if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
2675  mon = tmp;
2676  /* Gros: Objects like (pass-through) doors are alive, but haven't
2677  * their monster flag set - so this is a good way attack real
2678  * monsters in priority.
2679  */
2680  if (QUERY_FLAG(tmp, FLAG_MONSTER))
2681  break;
2682  }
2683  if (tmp->type == LOCKED_DOOR || QUERY_FLAG(tmp, FLAG_CAN_ROLL))
2684  mon = tmp;
2685  } FOR_MAP_FINISH();
2686 
2687  if (mon == NULL) /* This happens anytime the player tries to move */
2688  return; /* into a wall */
2689 
2690  mon = HEAD(mon);
2691  if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2692  if (player_attack_door(op, mon))
2693  return;
2694 
2695  /* The following deals with possibly attacking peaceful
2696  * or friendly creatures. Basically, all players are considered
2697  * unaggressive. If the moving player has peaceful set, then the
2698  * object should be pushed instead of attacked. It is assumed that
2699  * if you are braced, you will not attack friends accidently,
2700  * and thus will not push them.
2701  */
2702 
2703  /* If the creature is a pet, push it even if the player is not
2704  * peaceful. Our assumption is the creature is a pet if the
2705  * player owns it and it is either friendly or unaggressive.
2706  */
2707  mon_owner = object_get_owner(mon);
2708  if ((op->type == PLAYER)
2709  && (mon_owner == op || (mon_owner != NULL && mon_owner->type == PLAYER && mon_owner->contr->party != NULL && mon_owner->contr->party == op->contr->party))
2711  /* If we're braced, we don't want to switch places with it */
2712  if (op->contr->braced)
2713  return;
2714  play_sound_map(SOUND_TYPE_LIVING, mon, dir, "push");
2715  (void)push_ob(mon, dir, op);
2716  if (op->contr->tmp_invis || op->hide)
2717  make_visible(op);
2718  return;
2719  }
2720 
2721  /* in certain circumstances, you shouldn't attack friendly
2722  * creatures. Note that if you are braced, you can't push
2723  * someone, but put it inside this loop so that you won't
2724  * attack them either.
2725  */
2726  if ((mon->type == PLAYER || mon->enemy != op)
2728  && (op->contr->peaceful && !on_battleground)) {
2729  if (!op->contr->braced) {
2730  play_sound_map(SOUND_TYPE_LIVING, mon, dir, "push");
2731  (void)push_ob(mon, dir, op);
2732  } else {
2734  "You withhold your attack");
2735  }
2736  if (op->contr->tmp_invis || op->hide)
2737  make_visible(op);
2738  }
2739 
2740  /* If the object is a boulder or other rollable object, then
2741  * roll it if not braced. You can't roll it if you are braced.
2742  */
2743  else if (QUERY_FLAG(mon, FLAG_CAN_ROLL) && (!op->contr->braced)) {
2744  recursive_roll(mon, dir, op);
2745  if (action_makes_visible(op))
2746  make_visible(op);
2747 
2748  /* Any generic living creature. Including things like doors.
2749  * Way it works is like this: First, it must have some hit points
2750  * and be living. Then, it must be one of the following:
2751  * 1) Not a player, 2) A player, but of a different party. Note
2752  * that party_number -1 is no party, so attacks can still happen.
2753  */
2754  } else if ((mon->stats.hp >= 0)
2756  && ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) {
2757  /* If the player hasn't hit something this tick, and does
2758  * so, give them speed boost based on weapon speed. Doing
2759  * it here is better than process_players2, which basically
2760  * incurred a 1 tick offset.
2761  */
2762  if (op->weapon_speed_left < 0) {
2763  op->speed_left = -0.01;
2764  return;
2765  }
2766  op->weapon_speed_left -= 1.0;
2767 
2768  skill_attack(mon, op, 0, NULL, NULL);
2769 
2770  /* If attacking another player, that player gets automatic
2771  * hitback, and doesn't loose luck either.
2772  * Disable hitback on the battleground or if the target is
2773  * the wiz.
2774  */
2775  if (mon->type == PLAYER
2776  && mon->stats.hp >= 0
2777  && !mon->contr->has_hit
2778  && !on_battleground
2779  && !QUERY_FLAG(mon, FLAG_WIZ)) {
2780  short luck = mon->stats.luck;
2781  mon->contr->has_hit = 1;
2782  skill_attack(op, mon, 0, NULL, NULL);
2783  mon->stats.luck = luck;
2784  }
2785  if (action_makes_visible(op))
2786  make_visible(op);
2787  }
2788  } /* if player should attack something */
2789  else if (bef != tpl->map) {
2790  player_map_change_common(op, bef, tpl->map);
2791  }
2792 }
2793 
2800 static void update_transport_block(object *transport, int dir) {
2801  object *part;
2802  int sx, sy, x, y;
2803 
2804  object_get_multi_size(transport, &sx, &sy, NULL, NULL);
2805  assert(sx == sy);
2806 
2807  if (dir == 1 || dir == 5) {
2808  part = transport;
2809  for (y = 0; y <= sy; y++) {
2810  for (x = 0; x < sx; x++) {
2811  part->move_type = transport->move_type;
2812  part = part->more;
2813  }
2814  part->move_type = 0;
2815  part = part->more;
2816  }
2817  } else if (dir == 3 || dir == 7) {
2818  part = transport;
2819  for (y = 0; y < sy; y++) {
2820  for (x = 0; x <= sx; x++) {
2821  part->move_type = transport->move_type;
2822  part = part->more;
2823  }
2824  }
2825  while (part) {
2826  part->move_type = 0;
2827  part = part->more;
2828  }
2829  } else {
2830  for (part = transport; part; part = part->more) {
2831  part->move_type = transport->move_type;
2832  }
2833  }
2834 }
2835 
2845 static int turn_one_transport(object *transport, object *captain, int dir) {
2846  int x, y, scroll_dir = 0;
2847 
2848  assert(transport->type == TRANSPORT);
2849 
2850  x = transport->x;
2851  y = transport->y;
2852 
2853  if (transport->direction == 1 && dir == 8) {
2854  x--;
2855  } else if (transport->direction == 2 && dir == 3) {
2856  y++;
2857  } else if (transport->direction == 3 && dir == 2) {
2858  y--;
2859  } else if (transport->direction == 5 && dir == 6) {
2860  x--;
2861  } else if (transport->direction == 6 && dir == 5) {
2862  x++;
2863  } else if (transport->direction == 7 && dir == 8) {
2864  y--;
2865  } else if (transport->direction == 8 && dir == 7) {
2866  y++;
2867  } else if (transport->direction == 8 && dir == 1) {
2868  x++;
2869  }
2870 
2871  update_transport_block(transport, dir);
2872  object_remove(transport);
2873  if (ob_blocked(transport, transport->map, x, y)) {
2874  update_transport_block(transport, transport->direction);
2875  object_insert_in_map_at(transport, transport->map, NULL, 0, x, y);
2876  return 2;
2877  }
2878 
2879  if (x != transport->x || y != transport->y) {
2880 /* assert(scroll_dir != 0);*/
2881 
2882  FOR_INV_PREPARE(transport, pl) {
2883  if (pl->type == PLAYER) {
2884  pl->contr->do_los = 1;
2885  pl->map = transport->map;
2886  pl->x = x;
2887  pl->y = y;
2888  esrv_map_scroll(pl->contr->socket, freearr_x[scroll_dir], freearr_y[scroll_dir]);
2889  pl->contr->socket->update_look = 1;
2890  pl->contr->socket->look_position = 0;
2891  }
2892  } FOR_INV_FINISH();
2893  }
2894 
2895  object_insert_in_map_at(transport, transport->map, NULL, 0, x, y);
2896  transport->direction = dir;
2897  transport->facing = dir;
2898  animate_object(transport, dir);
2899  captain->direction = dir;
2900  return 1;
2901 }
2902 
2915 static int turn_transport(object *transport, object *captain, int dir) {
2916  assert(transport->type == TRANSPORT);
2917 
2918  if (object_value_set(transport, "turnable_transport") == false) {
2919  transport->direction = dir;
2920  transport->facing = dir;
2921  if (QUERY_FLAG(transport, FLAG_ANIMATE)) {
2922  animate_object(transport, dir);
2923  }
2924  captain->direction = dir;
2925  return 0;
2926  }
2927 
2928  if (transport->direction == dir)
2929  return 0;
2930 
2931  if (absdir(transport->direction-dir) > 2)
2932  return turn_one_transport(transport, captain, absdir(transport->direction+1));
2933  else
2934  return turn_one_transport(transport, captain, absdir(transport->direction-1));
2935 }
2936 
2948 int move_player(object *op, int dir) {
2949  object *transport = op->contr->transport; //< Transport player is in
2950 
2951  if (!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2952  return 0;
2953 
2954  /* Sanity check: make sure dir is valid */
2955  if ((dir < 0) || (dir >= 9)) {
2956  LOG(llevError, "move_player: invalid direction %d\n", dir);
2957  return 0;
2958  }
2959 
2960  if (QUERY_FLAG(op, FLAG_CONFUSED) && dir)
2961  dir = get_randomized_dir(dir);
2962 
2963  op->facing = dir;
2964 
2965  if (transport) {
2966  /* transport->contr is set up for the person in charge of the boat.
2967  * if that isn't this person, he can't steer it, etc
2968  */
2969  if (transport->contr != op->contr)
2970  return 0;
2971 
2972  /* Transport is out of movement. But update dir so it at least
2973  * will point in the same direction if player is running.
2974  */
2975  if (transport->speed_left < 0.0) {
2976  return 0;
2977  }
2978  /* Remove transport speed. Give player just a little speed -
2979  * enough so that they will get an action again quickly.
2980  */
2981  transport->speed_left -= 1.0;
2982  if (op->speed_left < 0.0)
2983  op->speed_left = -0.01;
2984 
2985  int turn = turn_transport(transport, op, dir);
2986  if (turn != 0)
2987  return 0;
2988  } else {
2989  if (op->hide) {
2990  do_hidden_move(op);
2991  }
2992 
2993  /* it is important to change the animation now, as fire or move_player_attack can start a compound animation,
2994  * and leave us with state = 0, which we don't want to change again. */
2995  op->state++; /* player moved, so change animation. */
2996  animate_object(op, op->facing);
2997  }
2998 
2999  if (op->contr->fire_on) {
3000  fire(op, dir);
3001  } else
3002  move_player_attack(op, dir);
3003 
3004  int pick = check_pick(op);
3005 
3006  /* Add special check for newcs players and fire on - this way, the
3007  * server can handle repeat firing.
3008  */
3009  if (op->contr->fire_on || (op->contr->run_on && pick != 0)) {
3010  op->direction = dir;
3011  } else {
3012  op->direction = 0;
3013  }
3014  return 0;
3015 }
3016 
3027 int face_player(object *op, int dir) {
3028  object *transport = op->contr->transport; //< Transport player is in
3029 
3030  if (!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
3031  return 0;
3032 
3033  /* Sanity check: make sure dir is valid */
3034  if ((dir < 0) || (dir >= 9)) {
3035  LOG(llevError, "move_player: invalid direction %d\n", dir);
3036  return 0;
3037  }
3038 
3039  if (QUERY_FLAG(op, FLAG_CONFUSED) && dir)
3040  dir = get_randomized_dir(dir);
3041 
3042  op->facing = dir;
3043 
3044  if (transport) {
3045  /* transport->contr is set up for the person in charge of the boat.
3046  * if that isn't this person, he can't steer it, etc
3047  */
3048  if (transport->contr != op->contr)
3049  return 0;
3050 
3051  turn_transport(transport, op, dir);
3052  } else {
3053  if (op->hide) {
3054  do_hidden_move(op);
3055  }
3056 
3057  /* it is important to change the animation now, as fire or move_player_attack can start a compound animation,
3058  * and leave us with state = 0, which we don't want to change again. */
3059  op->state++; /* player moved, so change animation. */
3060  animate_object(op, op->facing);
3061  }
3062 
3063  /* Add special check for newcs players and fire on - this way, the
3064  * server can handle repeat firing.
3065  */
3066  if (op->contr->fire_on || op->contr->run_on) {
3067  op->direction = dir;
3068  } else {
3069  op->direction = 0;
3070  }
3071  return 0;
3072 }
3073 
3086 int handle_newcs_player(object *op) {
3087  if (op->contr->hidden) {
3088  op->invisible = 1000;
3089  /* the socket code flashes the player visible/invisible
3090  * depending on the value if invisible, so we need to
3091  * alternate it here for it to work correctly.
3092  */
3093  if (pticks&2)
3094  op->invisible--;
3095  } else if (op->invisible && !(QUERY_FLAG(op, FLAG_MAKE_INVIS))) {
3096  op->invisible--;
3097  if (!op->invisible) {
3098  make_visible(op);
3100  "Your invisibility spell runs out.");
3101  }
3102  }
3103 
3104  if (QUERY_FLAG(op, FLAG_SCARED)) {
3105  flee_player(op);
3106  /* If player is still scared, that is his action for this tick */
3107  if (QUERY_FLAG(op, FLAG_SCARED)) {
3108  op->speed_left--;
3109  return 0;
3110  }
3111  }
3112 
3113  /* I've been seeing crashes where the golem has been destroyed, but
3114  * the player object still points to the defunct golem. The code that
3115  * destroys the golem looks correct, and it doesn't always happen, so
3116  * put this in a a workaround to clean up the golem pointer.
3117  */
3118  if (op->contr->ranges[range_golem]
3119  && ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
3120  op->contr->ranges[range_golem] = NULL;
3121  op->contr->golem_count = 0;
3122  }
3123 
3124  /*
3125  * If the player has been paralyzed, we unmark the flag and give a message to the player
3126  */
3127  if (QUERY_FLAG(op, FLAG_PARALYZED)) {
3129  // TODO: Is this check necessary? We are in player.c, after all.
3130  if (op->type == PLAYER)
3131  {
3133  "You can stretch your stiff joints once more.");
3134  }
3135  }
3136 
3137  if (op->direction && (op->contr->run_on || op->contr->fire_on)) {
3138  /* All move commands take 1 tick, at least for now */
3139  op->speed_left--;
3140 
3141  /* Instead of all the stuff below, let move_player take care
3142  * of it. Also, some of the skill stuff is only put in
3143  * there, as well as the confusion stuff.
3144  */
3145  move_player(op, op->direction);
3146  if (op->speed_left > 0)
3147  return 1;
3148  else
3149  return 0;
3150  }
3151  return 0;
3152 }
3153 
3164 static int save_life(object *op) {
3165  object *tmp;
3166 
3167  if (!QUERY_FLAG(op, FLAG_LIFESAVE))
3168  return 0;
3169 
3171  if (tmp != NULL) {
3172  char name[MAX_BUF];
3173 
3175  play_sound_map(SOUND_TYPE_ITEM, tmp, 0, "evaporate");
3177  "Your %s vibrates violently, then evaporates.",
3178  name);
3179  object_remove(tmp);
3182  if (op->stats.hp < 0)
3183  op->stats.hp = op->stats.maxhp;
3184  if (op->stats.food < 0)
3185  op->stats.food = MAX_FOOD;
3186  fix_object(op);
3187  return 1;
3188  }
3189  LOG(llevError, "Error: LIFESAVE set without applied object.\n");
3191  enter_player_savebed(op); /* bring him home. */
3192  return 0;
3193 }
3194 
3207 void remove_unpaid_objects(object *op, object *env, int free_items) {
3209  if (QUERY_FLAG(op, FLAG_UNPAID)) {
3210  object_remove(op);
3211  if (free_items)
3213  else
3214  object_insert_in_map_at(op, env->map, NULL, 0, env->x, env->y);
3215  } else if (op->inv)
3216  remove_unpaid_objects(op->inv, env, free_items);
3218 }
3219 
3237 static const char *gravestone_text(object *op, char *buf2, int len) {
3238  char buf[MAX_BUF];
3239  time_t now = time(NULL);
3240 
3241  strncpy(buf2, " R.I.P.\n\n", len);
3242  if (op->type == PLAYER)
3243  snprintf(buf, sizeof(buf), "%s the %s\n", op->name, op->contr->title);
3244  else
3245  snprintf(buf, sizeof(buf), "%s\n", op->name);
3246  strncat(buf2, " ", 20-strlen(buf)/2);
3247  strncat(buf2, buf, len-strlen(buf2)-1);
3248  if (op->type == PLAYER)
3249  snprintf(buf, sizeof(buf), "who was in level %d when killed\n", op->level);
3250  else
3251  snprintf(buf, sizeof(buf), "who was in level %d when died.\n\n", op->level);
3252  strncat(buf2, " ", 20-strlen(buf)/2);
3253  strncat(buf2, buf, len-strlen(buf2)-1);
3254  if (op->type == PLAYER) {
3255  snprintf(buf, sizeof(buf), "by %s.\n\n", op->contr->killer);
3256  strncat(buf2, " ", 21-strlen(buf)/2);
3257  strncat(buf2, buf, len-strlen(buf2)-1);
3258  }
3259  strftime(buf, MAX_BUF, "%b %d %Y\n", localtime(&now));
3260  strncat(buf2, " ", 20-strlen(buf)/2);
3261  strncat(buf2, buf, len-strlen(buf2)-1);
3262  return buf2;
3263 }
3264 
3265 static bool starving(object *op) {
3266  return op->stats.food <= 0;
3267 }
3268 
3276 void do_some_living(object *op) {
3277  int last_food = op->stats.food;
3278  int gen_hp, gen_sp, gen_grace;
3279  int rate_hp = 1200;
3280  int rate_sp = 2500;
3281  int rate_grace = 2000;
3282 
3283  if (op->contr->state == ST_PLAYING) {
3284  /* these next three if clauses make it possible to SLOW DOWN
3285  hp/grace/spellpoint regeneration. */
3286  if (op->contr->gen_hp >= 0)
3287  gen_hp = (op->contr->gen_hp+1)*op->stats.maxhp;
3288  else {
3289  gen_hp = op->stats.maxhp;
3290  rate_hp -= rate_hp/2*op->contr->gen_hp;
3291  }
3292  if (op->contr->gen_sp >= 0)
3293  gen_sp = (op->contr->gen_sp+1)*op->stats.maxsp;
3294  else {
3295  gen_sp = op->stats.maxsp;
3296  rate_sp -= rate_sp/2*op->contr->gen_sp;
3297  }
3298  if (op->contr->gen_grace >= 0)
3299  gen_grace = (op->contr->gen_grace+1)*op->stats.maxgrace;
3300  else {
3301  gen_grace = op->stats.maxgrace;
3302  rate_grace -= rate_grace/2*op->contr->gen_grace;
3303  }
3304 
3305  /* Regenerate Spell Points */
3306  if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) {
3307  gen_sp = gen_sp*10/MAX(op->contr->gen_sp_armour, 10);
3308  if (op->stats.sp < op->stats.maxsp) {
3309  op->stats.sp++;
3310  /* dms do not consume food */
3311  if (!QUERY_FLAG(op, FLAG_WIZ)) {
3312  op->stats.food--;
3313  if (op->contr->digestion < 0)
3314  op->stats.food += op->contr->digestion;
3315  else if (op->contr->digestion > 0
3316  && random_roll(0, op->contr->digestion, op, PREFER_HIGH))
3317  op->stats.food = last_food;
3318  }
3319  }
3320  op->last_sp = rate_sp/(MAX(gen_sp, 20)+10);
3321  }
3322 
3323  /* Regenerate Grace */
3324  /* I altered this a little - maximum grace is only achieved through prayer -b.t.*/
3325  if (--op->last_grace < 0) {
3326  if (op->stats.grace < op->stats.maxgrace/2)
3327  op->stats.grace++; /* no penalty in food for regaining grace */
3328  op->last_grace = rate_grace/(MAX(gen_grace, 20)+10);
3329  /* wearing stuff doesn't detract from grace generation. */
3330  }
3331 
3332  /* Regenerate Hit Points (unless you are a wraith player) */
3333  if (--op->last_heal < 0 && !is_wraith_pl(op) && !starving(op)) {
3334  if (op->stats.hp < op->stats.maxhp) {
3335  op->stats.hp++;
3336  /* dms do not consume food */
3337  if (!QUERY_FLAG(op, FLAG_WIZ)) {
3338  op->stats.food--;
3339  if (op->contr->digestion < 0)
3340  op->stats.food += op->contr->digestion;
3341  else if (op->contr->digestion > 0
3342  && random_roll(0, op->contr->digestion, op, PREFER_HIGH))
3343  op->stats.food = last_food;
3344  }
3345  }
3346  op->last_heal = rate_hp/(MAX(gen_hp, 20)+10);
3347  }
3348 
3349  /* Digestion */
3350  if (--op->last_eat < 0) {
3351  int bonus = MAX(op->contr->digestion, 0);
3352  int penalty = MAX(-op->contr->digestion, 0);
3353  if (op->contr->gen_hp > 0)
3354  op->last_eat = 25*(1+bonus)/(op->contr->gen_hp+penalty+1);
3355  else
3356  op->last_eat = 25*(1+bonus)/(penalty+1);
3357  /* dms do not consume food */
3358  if (!QUERY_FLAG(op, FLAG_WIZ))
3359  op->stats.food--;
3360  }
3361  }
3362 
3363  // Grab a bite of food if able, starving, and still alive.
3364  if (op->contr->state == ST_PLAYING && starving(op) && op->stats.hp >= 0) {
3365  if (is_wraith_pl(op))
3366  draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_REMOVE, "You feel a hunger for living flesh.");
3367  /* Only allow eat if not paralyzed. Otherwise our paralyzed player is "moving" to eat.
3368  * Neila Hawkins 2017-08-23
3369  */
3370  else if (!QUERY_FLAG(op, FLAG_PARALYZED)){
3371  object *flesh = NULL;
3372 
3373  FOR_INV_PREPARE(op, tmp) {
3374  if (!QUERY_FLAG(tmp, FLAG_UNPAID)) {
3375  if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) {
3377  "You blindly grab for a bite of food.");
3378  apply_manual(op, tmp, 0);
3379  if (op->stats.food >= 0 || op->stats.hp < 0)
3380  break;
3381  } else if (tmp->type == FLESH)
3382  flesh = tmp;
3383  } /* End if paid for object */
3384  } FOR_INV_FINISH(); /* end of for loop */
3385  /* If player is still starving, it means they don't have any food, so
3386  * eat flesh instead.
3387  */
3388  if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) {
3390  "You blindly grab for a bite of food.");
3391  apply_manual(op, flesh, 0);
3392  }
3393  } /* end not wraith and not paralyzed */
3394  else { // Print a message for when the player is starving and paralyzed
3395  draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_REMOVE, "Your stomach rumbles, but you can't reach your food.");
3396  } /* end not wraith and is paralyzed */
3397  } /* end if player is starving */
3398 
3399  // Prevent food from going negative, then deal constant hunger damage.
3400  if (starving(op)) {
3401  op->stats.food = 0;
3402  op->stats.hp -= 1;
3403  }
3404 
3405  if (!op->contr->state && !QUERY_FLAG(op, FLAG_WIZ) && (op->stats.hp <= 0))
3406  kill_player(op, NULL);
3407 }
3408 
3415 static void loot_object(object *op) {
3416  object *tmp2;
3417 
3418  if (op->container) { /* close open sack first */
3419  apply_container(op, op->container, AP_NULL);
3420  }
3421 
3422  FOR_INV_PREPARE(op, tmp) {
3423  if (tmp->invisible)
3424  continue;
3425  object_remove(tmp);
3426  tmp->x = op->x,
3427  tmp->y = op->y;
3428  if (tmp->type == CONTAINER) { /* empty container to ground */
3429  loot_object(tmp);
3430  }
3431  if (!QUERY_FLAG(tmp, FLAG_UNIQUE)
3433  if (tmp->nrof > 1) {
3434  tmp2 = object_split(tmp, 1+RANDOM()%(tmp->nrof-1), NULL, 0);
3436  object_insert_in_map_at(tmp, op->map, NULL, 0, op->x, op->y);
3437  } else
3439  } else
3440  object_insert_in_map_at(tmp, op->map, NULL, 0, op->x, op->y);
3441  } FOR_INV_FINISH();
3442 }
3443 
3454 static void restore_player(object *op) {
3455  object *tmp;
3456  archetype *at = find_archetype("poisoning");
3457  if (at != NULL) {
3458  tmp = arch_present_in_ob(at, op);
3459  if (tmp) {
3460  object_remove(tmp);
3463  "Your body feels cleansed");
3464  }
3465  }
3466 
3467  at = find_archetype("confusion");
3468  if (at != NULL) {
3469  tmp = arch_present_in_ob(at, op);
3470  if (tmp) {
3471  object_remove(tmp);
3474  "Your mind feels clearer");
3475  }
3476  }
3477 
3478  cure_disease(op, NULL, NULL); /* remove any disease */
3479 }
3480 
3492 void kill_player(object *op, const object *killer) {
3493  char buf[MAX_BUF];
3494  int x, y;
3495  object *tmp;
3496  archetype *trophy = NULL;
3497 
3498  /* Don't die if the player's life can be saved. */
3499  if (save_life(op)) {
3500  return;
3501  }
3502 
3503  /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
3504  * in cities ONLY!!! It is very important that this doesn't get abused.
3505  * Look at op_on_battleground() for more info --AndreasV
3506  */
3507  if (op_on_battleground(op, &x, &y, &trophy)) {
3508  assert(trophy != NULL);
3510  "You have been defeated in combat!\n"
3511  "Local medics have saved your life...");
3512 
3513  /* restore player */
3514  restore_player(op);
3515 
3516  op->stats.hp = op->stats.maxhp;
3517  if (op->stats.food <= 0)
3518  op->stats.food = MAX_FOOD;
3519 
3520  /* create a bodypart-trophy to make the winner happy */
3521  tmp = arch_to_object(trophy);
3522  if (tmp != NULL) {
3523  snprintf(buf, sizeof(buf), "%s's %s", op->name, tmp->name);
3524  tmp->name = add_string(buf);
3525 
3526  snprintf(buf, sizeof(buf),
3527  "This %s was %s %s the %s, who was defeated at level %d by %s.\n",
3528  tmp->name, tmp->type == FLESH ? "cut off" : "taken from",
3529  op->name, op->contr->title,
3530  (int)(op->level), op->contr->killer);
3531 
3533  tmp->type = 0;
3534  tmp->value = 0;
3535  tmp->material = 0;
3536  tmp->materialname = NULL;
3537  object_insert_in_map_at(tmp, op->map, op, 0, op->x, op->y);
3538  }
3539 
3540  /* teleport defeated player to new destination*/
3541  transfer_ob(op, x, y, 0, NULL);
3542  op->contr->braced = 0;
3543  return;
3544  }
3545 
3546  if (events_execute_object_event(op, EVENT_DEATH, NULL, NULL, NULL, SCRIPT_FIX_ALL) != 0)
3547  return;
3548 
3550  if (starving(op)) {
3551  snprintf(buf, sizeof(buf), "%s starved to death.", op->name);
3552  strcpy(op->contr->killer, "starvation");
3553  } else {
3554  snprintf(buf, sizeof(buf), "%s died.", op->name);
3555  }
3556  play_sound_player_only(op->contr, SOUND_TYPE_LIVING, op, 0, "death");
3557 
3558  if (settings.not_permadeth == TRUE) {
3560  } else {
3562  }
3563 }
3564 
3573 static void kill_player_not_permadeath(object *op) {
3574  int num_stats_lose;
3575  int will_kill_again;
3576  int lost_a_stat;
3577  int z;
3578  object *tmp;
3579  char buf[MAX_BUF];
3580  archetype *at;
3581 
3582  /* Basically two ways to go - remove a stat permanently, or just
3583  * make it depletion. This bunch of code deals with that aspect
3584  * of death.
3585  */
3587  /* If stat loss is permanent, lose one stat only. */
3588  /* Lower level chars don't lose as many stats because they suffer
3589  more if they do. */
3590  /* Higher level characters can afford things such as potions of
3591  restoration, or better, stat potions. So we slug them that
3592  little bit harder. */
3593  /* GD */
3595  num_stats_lose = 1;
3596  else
3597  num_stats_lose = 1+op->level/BALSL_NUMBER_LOSSES_RATIO;
3598  } else {
3599  num_stats_lose = 1;
3600  }
3601  lost_a_stat = 0;
3602 
3603  for (z = 0; z < num_stats_lose; z++) {
3605  int i;
3606 
3607  /* Pick a random stat and take a point off it. Tell the player
3608  * what he lost.
3609  */
3610  i = RANDOM()%7;
3611  change_attr_value(&(op->stats), i, -1);
3613  change_attr_value(&(op->contr->orig_stats), i, -1);
3614  check_stat_bounds(&(op->contr->orig_stats), MIN_STAT, settings.max_stat);
3617  lose_msg[i]);
3618  lost_a_stat = 1;
3619  } else {
3620  /* deplete a stat */
3622  if (deparch == NULL) {
3623  continue;
3624  }
3625  object *dep;
3626  int lose_this_stat;
3627  int i;
3628 
3629  i = RANDOM()%7;
3630  dep = arch_present_in_ob(deparch, op);
3631  if (!dep) {
3632  dep = arch_to_object(deparch);
3633  object_insert_in_ob(dep, op);
3634  }
3635  lose_this_stat = 1;
3637  int this_stat;
3638 
3639  /* GD */
3640  /* Get the stat that we're about to deplete. */
3641  this_stat = get_attr_value(&(dep->stats), i);
3642  if (this_stat < 0) {
3643  int loss_chance = 1+op->level/BALSL_LOSS_CHANCE_RATIO;
3644  int keep_chance = this_stat*this_stat;
3645  /* Yes, I am paranoid. Sue me. */
3646  if (keep_chance < 1)
3647  keep_chance = 1;
3648 
3649  /* There is a maximum depletion total per level. */
3650  if (this_stat < -1-op->level/BALSL_MAX_LOSS_RATIO) {
3651  lose_this_stat = 0;
3652  /* Take loss chance vs keep chance to see if we
3653  retain the stat. */
3654  } else {
3655  if (random_roll(0, loss_chance+keep_chance-1, op, PREFER_LOW) < keep_chance)
3656  lose_this_stat = 0;
3657  /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", this_stat, keep_chance, loss_chance, lose_this_stat ? "LOSE" : "KEEP"); */
3658  }
3659  }
3660  }
3661 
3662  if (lose_this_stat) {
3663  int this_stat;
3664 
3665  this_stat = get_attr_value(&(dep->stats), i);
3666  /* We could try to do something clever like find another
3667  * stat to reduce if this fails. But chances are, if
3668  * stats have been depleted to -50, all are pretty low
3669  * and should be roughly the same, so it shouldn't make a
3670  * difference.
3671  */
3672  if (this_stat >= -50) {
3673  change_attr_value(&(dep->stats), i, -1);
3674  SET_FLAG(dep, FLAG_APPLIED);
3676  drain_msg[i]);
3677  fix_object(op);
3678  lost_a_stat = 1;
3679  }
3680  }
3681  }
3682  }
3683  /* If no stat lost, tell the player. */
3684  if (!lost_a_stat) {
3685  /* determine_god() seems to not work sometimes... why is this? Should I be using something else? GD */
3686  const char *god = determine_god(op);
3687 
3688  if (god && (strcmp(god, "none")))
3691  "For a brief moment you feel the holy presence of %s protecting you",
3692  god);
3693  else
3696  "For a brief moment you feel a holy presence protecting you.");
3697  }
3698 
3699  /* Put a gravestone up where the character 'almost' died. List the
3700  * exp loss on the stone.
3701  */
3702  at = find_archetype("gravestone");
3703  if (at != NULL) {
3704  tmp = arch_to_object(at);
3705  snprintf(buf, sizeof(buf), "%s's gravestone", op->name);
3706  FREE_AND_COPY(tmp->name, buf);
3707  snprintf(buf, sizeof(buf), "%s's gravestones", op->name);
3708  FREE_AND_COPY(tmp->name_pl, buf);
3709  snprintf(buf, sizeof(buf), "RIP\nHere rests the hero %s the %s,\n"
3710  "who was killed\n"
3711  "by %s.\n",
3712  op->name, op->contr->title,
3713  op->contr->killer);
3715  object_insert_in_map_at(tmp, op->map, NULL, 0, op->x, op->y);
3716  }
3717 
3718  /* restore player: remove any poisoning, disease and confusion the
3719  * character may be suffering.*/
3720  restore_player(op);
3721 
3722  /* Subtract the experience points, if we died cause of food, give
3723  * us food, and reset HP's...
3724  */
3726  if (op->stats.food < 100)
3727  op->stats.food = 900;
3728  op->stats.hp = op->stats.maxhp;
3729  op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
3730  op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
3731 
3732  /* Check to see if the player is in a shop. IF so, then check to see if
3733  * the player has any unpaid items. If so, remove them and put them back
3734  * in the map.
3735  *
3736  * If they are not in a shop, just free the unpaid items instead of
3737  * putting them back on map.
3738  */
3739  if (shop_contains(op))
3740  remove_unpaid_objects(op->inv, op, 0);
3741  else
3742  remove_unpaid_objects(op->inv, op, 1);
3743 
3744  /* Move player to his current respawn-position (usually last savebed) */
3746 
3747  /* Save the player before inserting the force to reduce chance of abuse. */
3748  op->contr->braced = 0;
3749  /* don't pick up in apartment */
3750  if (op->contr->mode & PU_NEWMODE) {
3751  op->contr->mode = op->contr->mode | PU_INHIBIT;
3752  esrv_send_pickup(op->contr);
3753  } else {
3754  op->contr->mode = 0;
3755  }
3756  if ( op->contr->search_str[0] ) command_search_items(op,NULL); /* turn off search-items */
3757  save_player(op, 1);
3758 
3759  /* it is possible that the player has blown something up
3760  * at his savebed location, and that can have long lasting
3761  * spell effects. So first see if there is a spell effect
3762  * on the space that might harm the player.
3763  */
3764  will_kill_again = 0;
3765  FOR_MAP_PREPARE(op->map, op->x, op->y, tmp)
3766  if (tmp->type == SPELL_EFFECT)
3767  will_kill_again |= tmp->attacktype;
3768  FOR_MAP_FINISH();
3769  if (will_kill_again) {
3770  object *force;
3771  int at;
3772 
3774  /* 50 ticks should be enough time for the spell to abate */
3775  force->speed = 0.1;
3776  force->speed_left = -5.0;
3778  for (at = 0; at < NROFATTACKS; at++) {
3779  if (will_kill_again&(1<<at))
3780  force->resist[at] = 100;
3781  }
3783  fix_object(op);
3784  }
3785 
3786  /* Tell the player they have died */
3788  "YOU HAVE DIED.");
3789 }
3790 
3797 static void kill_player_permadeath(object *op) {
3798  char buf[MAX_BUF];
3799  char ac_buf[MAX_BUF];
3800  int x, y;
3801  mapstruct *map;
3802  object *tmp;
3803  archetype *at;
3804 
3805  /* save the map location for corpse, gravestone*/
3806  x = op->x;
3807  y = op->y;
3808  map = op->map;
3809 
3810  party_leave(op);
3811  if (settings.set_title == TRUE)
3812  player_set_own_title(op->contr, "");
3813 
3814  /* buf should be the kill message */
3816  buf);
3817  hiscore_check(op, 0);
3818  if (op->contr->ranges[range_golem] != NULL) {
3819  remove_friendly_object(op->contr->ranges[range_golem]);
3820  object_remove(op->contr->ranges[range_golem]);
3821  object_free_drop_inventory(op->contr->ranges[range_golem]);
3822  op->contr->ranges[range_golem] = NULL;
3823  op->contr->golem_count = 0;
3824  }
3825  loot_object(op); /* Remove some of the items for good */
3826  object_remove(op);
3827  op->direction = 0;
3828 
3829  if (!QUERY_FLAG(op, FLAG_WAS_WIZ) && op->stats.exp) {
3830  if (settings.resurrection == TRUE) {
3831  /* save playerfile sans equipment when player dies
3832  * -then save it as player.pl.dead so that future resurrection
3833  * -type spells will work on them nicely
3834  */
3835  op->stats.hp = op->stats.maxhp;
3836  op->stats.food = MAX_FOOD;
3837 
3838  /* set the location of where the person will reappear when */
3839  /* maybe resurrection code should fix map also */
3840  safe_strncpy(op->contr->maplevel, settings.emergency_mapname,
3841  sizeof(op->contr->maplevel));
3842  if (op->map != NULL)
3843  op->map = NULL;
3844  op->x = settings.emergency_x;
3845  op->y = settings.emergency_y;
3846  save_player(op, 0);
3847  op->map = map;
3848  /* please see resurrection.c: peterm */
3849  dead_player(op);
3850  } else {
3851  delete_character(op->name);
3852 
3853  /* Remove player from account list and send back data if needed */
3854  if (op->contr->socket->account_chars != NULL) {
3855  account_char_remove(op->contr->socket->account_chars, op->name);
3856  account_char_save(op->contr->socket->account_chars);
3857  /* char information is reloaded in send_account_players below */
3858  account_char_free(op->contr->socket->account_chars);
3859  op->contr->socket->account_chars = NULL;
3860  account_remove_player(op->contr->socket->account_name, op->name);
3861  send_account_players(op->contr->socket);
3862  }
3863  }
3864  }
3865  play_again(op);
3866 
3867  /* peterm: added to create a corpse at deathsite. */
3868  at = find_archetype("corpse_pl");
3869  if (at != NULL) {
3870  tmp = arch_to_object(at);
3871  snprintf(buf, sizeof(buf), "%s", op->name);
3872  FREE_AND_COPY(tmp->name, buf);
3873  FREE_AND_COPY(tmp->name_pl, buf);
3874  tmp->level = op->level;
3875  object_set_msg(tmp, gravestone_text(op, buf, sizeof(buf)));
3877  /*
3878  * Put the account name under slaying.
3879  * Does not seem to cause weird effects, but more testing may ensure this.
3880  */
3881  snprintf(ac_buf, sizeof(ac_buf), "%s", op->contr->socket->account_name);
3882  FREE_AND_COPY(tmp->slaying, ac_buf);
3883  object_insert_in_map_at(tmp, map, NULL, 0, x, y);
3884  }
3885 }
3886 
3894 void fix_weight(void) {
3895  player *pl;
3896 
3897  for (pl = first_player; pl != NULL; pl = pl->next) {
3898  int old = pl->ob->carrying, sum = object_sum_weight(pl->ob);
3899 
3900  if (old == sum)
3901  continue;
3902  fix_object(pl->ob);
3903  LOG(llevDebug, "Fixed inventory in %s (%d -> %d)\n", pl->ob->name, old, sum);
3904  }
3905 }
3906 
3910 void fix_luck(void) {
3911  player *pl;
3912 
3913  for (pl = first_player; pl != NULL; pl = pl->next)
3914  if (!pl->ob->contr->state)
3915  change_luck(pl->ob, 0);
3916 }
3917 
3918 
3931 void cast_dust(object *op, object *throw_ob, int dir) {
3932  object *skop, *spob;
3933 
3934  skop = find_skill_by_name(op, throw_ob->skill);
3935 
3936  /* casting POTION 'dusts' is really a use_magic_item skill */
3937  if (op->type == PLAYER && throw_ob->type == POTION && !skop) {
3938  LOG(llevError, "Player %s lacks critical skill use_magic_item!\n", op->name);
3939  return;
3940  }
3941  spob = throw_ob->inv;
3942  if (op->type == PLAYER && spob)
3944  "You cast %s.",
3945  spob->name);
3946 
3947  cast_spell(op, throw_ob, dir, spob, NULL);
3948 
3949  if (!QUERY_FLAG(throw_ob, FLAG_REMOVED))
3950  object_remove(throw_ob);
3951  object_free_drop_inventory(throw_ob);
3952 }
3953 
3960 void make_visible(object *op) {
3961  op->hide = 0;
3962  op->invisible = 0;
3963  if (op->type == PLAYER) {
3964  op->contr->tmp_invis = 0;
3965  if (op->contr->invis_race)
3966  FREE_AND_CLEAR_STR(op->contr->invis_race);
3967  }
3969 }
3970 
3979 int is_true_undead(object *op) {
3980  if (QUERY_FLAG(&op->arch->clone, FLAG_UNDEAD))
3981  return 1;
3982 
3983  return 0;
3984 }
3985 
3996 int hideability(object *ob) {
3997  int i, level = 0, mflag;
3998  int16_t x, y;
3999 
4000  if (!ob || !ob->map)
4001  return 0;
4002 
4003  /* so, on normal lighted maps, its hard to hide */
4004  level = ob->map->darkness-2;
4005 
4006  /* this also picks up whether the object is glowing.
4007  * If you carry a light on a non-dark map, its not
4008  * as bad as carrying a light on a pitch dark map
4009  */
4010  if (has_carried_lights(ob))
4011  level = -(10+(2*ob->map->darkness));
4012 
4013  /* scan through all nearby squares for terrain to hide in */
4014  for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x+freearr_x[i], y = ob->y+freearr_y[i]) {
4015  mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
4016  if (mflag&P_OUT_OF_MAP) {
4017  continue;
4018  }
4019  if (mflag&P_BLOCKSVIEW) /* something to hide near! */
4020  level += 2;
4021  else /* open terrain! */
4022  level -= 1;
4023  }
4024 
4025  return level;
4026 }
4027 
4037 void do_hidden_move(object *op) {
4038  int hide = 0, num = random_roll(0, 19, op, PREFER_LOW);
4039  object *skop;
4040 
4041  if (!op || !op->map)
4042  return;
4043 
4045 
4046  /* its *extremely *hard to run and sneak/hide at the same time! */
4047  if (op->type == PLAYER && op->contr->run_on) {
4048  if (!skop || num >= skop->level) {
4050  "You ran too much! You are no longer hidden!");
4051  make_visible(op);
4052  return;
4053  } else
4054  num += 20;
4055  }
4056  num += op->map->difficulty;
4057  hide = hideability(op); /* modify by terrain hidden level */
4058  num -= hide;
4059  if ((op->type == PLAYER && hide < -10)
4060  || ((op->invisible -= num) <= 0)) {
4061  make_visible(op);
4062  if (op->type == PLAYER)
4064  "You moved out of hiding! You are visible!");
4065  } else if (op->type == PLAYER && skop) {
4066  change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
4067  }
4068 }
4069 
4078 int stand_near_hostile(object *who) {
4079  int i, friendly = 0, player = 0, mflags;
4080  mapstruct *m;
4081  int16_t x, y;
4082 
4083  if (!who)
4084  return 0;
4085 
4086  if (who->type == PLAYER)
4087  player = 1;
4088  else
4089  friendly = QUERY_FLAG(who, FLAG_FRIENDLY);
4090 
4091  /* search adjacent squares */
4092  for (i = 1; i < 9; i++) {
4093  x = who->x+freearr_x[i];
4094  y = who->y+freearr_y[i];
4095  m = who->map;
4096  mflags = get_map_flags(m, &m, x, y, &x, &y);
4097  /* space must be blocked if there is a monster. If not
4098  * blocked, don't need to check this space.
4099  */
4100  if (mflags&P_OUT_OF_MAP)
4101  continue;
4103  continue;
4104 
4105  FOR_MAP_PREPARE(m, x, y, tmp) {
4106  if ((player || friendly)
4109  return 1;
4110  else if (tmp->type == PLAYER) {
4111  /*don't let a hidden DM prevent you from hiding*/
4112  if (!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
4113  return 1;
4114  }
4115  } FOR_MAP_FINISH();
4116  }
4117  return 0;
4118 }
4119 
4146 int player_can_view(object *pl, object *op) {
4147  rv_vector rv;
4148  int dx, dy;
4149 
4150  if (!pl || !op)
4151  return 0;
4152 
4153  if (pl->type != PLAYER) {
4154  LOG(llevError, "player_can_view() called for non-player object\n");
4155  return -1;
4156  }
4157 
4158  op = HEAD(op);
4159  if (!get_rangevector(pl, op, &rv, 0x1))
4160  return 0;
4161 
4162  /* starting with the 'head' part, lets loop
4163  * through the object and find if it has any
4164  * part that is in the los array but isnt on
4165  * a blocked los square.
4166  * we use the archetype to figure out offsets.
4167  */
4168  while (op) {
4169  dx = rv.distance_x+op->arch->clone.x;
4170  dy = rv.distance_y+op->arch->clone.y;
4171 
4172  /* only the viewable area the player sees is updated by LOS
4173  * code, so we need to restrict ourselves to that range of values
4174  * for any meaningful values.
4175  */
4176  if (FABS(dx) <= (pl->contr->socket->mapx/2)
4177  && FABS(dy) <= (pl->contr->socket->mapy/2)
4178  && !pl->contr->blocked_los[dx+(pl->contr->socket->mapx/2)][dy+(pl->contr->socket->mapy/2)])
4179  return 1;
4180  op = op->more;
4181  }
4182  return 0;
4183 }
4184 
4198 static int action_makes_visible(object *op) {
4199  if (op->invisible && QUERY_FLAG(op, FLAG_ALIVE)) {
4201  return 0;
4202 
4203  if (op->contr && op->contr->tmp_invis == 0)
4204  return 0;
4205 
4206  /* If monsters, they should become visible */
4207  if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
4209  "You become %s!",
4210  op->hide ? "unhidden" : "visible");
4211  return 1;
4212  }
4213  }
4214  return 0;
4215 }
4216 
4245 int op_on_battleground(object *op, int *x, int *y, archetype **trophy) {
4247  if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) {
4249  && strcmp(tmp->name, "battleground") == 0
4250  && tmp->type == BATTLEGROUND
4251  && EXIT_X(tmp)
4252  && EXIT_Y(tmp)) {
4253  /*before we assign the exit, check if this is a teambattle*/
4254  if (EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp)) {
4255  object *invtmp;
4256 
4258  if (invtmp != NULL) {
4259  if (x != NULL && y != NULL)
4260  *x = EXIT_ALT_X(tmp),
4261  *y = EXIT_ALT_Y(tmp);
4262  return 1;
4263  }
4264  }
4265  if (x != NULL && y != NULL)
4266  *x = EXIT_X(tmp),
4267  *y = EXIT_Y(tmp);
4268 
4269  /* If 'other_arch' is not specified, give a finger. */
4270  if (trophy != NULL) {
4271  if (tmp->other_arch) {
4272  *trophy = tmp->other_arch;
4273  } else {
4274  *trophy = find_archetype("finger");
4275  }
4276  }
4277  return 1;
4278  }
4279  }
4280  } FOR_BELOW_FINISH();
4281  /* If we got here, did not find a battleground */
4282  return 0;
4283 }
4284 
4295 void dragon_ability_gain(object *who, int atnr, int level) {
4296  treasurelist *trlist = NULL; /* treasurelist */
4297  treasure *tr; /* treasure */
4298  object *tmp, *skop; /* tmp. object */
4299  object *item; /* treasure object */
4300  char buf[MAX_BUF]; /* tmp. string buffer */
4301  int i = 0, j = 0;
4302 
4303  /* get the appropriate treasurelist */
4304  if (atnr == ATNR_FIRE)
4305  trlist = find_treasurelist("dragon_ability_fire");
4306  else if (atnr == ATNR_COLD)
4307  trlist = find_treasurelist("dragon_ability_cold");
4308  else if (atnr == ATNR_ELECTRICITY)
4309  trlist = find_treasurelist("dragon_ability_elec");
4310  else if (atnr == ATNR_POISON)
4311  trlist = find_treasurelist("dragon_ability_poison");
4312 
4313  if (trlist == NULL || who->type != PLAYER)
4314  return;
4315 
4316  // tr->magic is being used to define what level of the metabolism the ability is gained at.
4317  for (tr = trlist->items; tr != NULL && tr->magic != level; tr = tr->next)
4318  ;
4319  if (tr == NULL || tr->item == NULL) {
4320  /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
4321  return;
4322  }
4323 
4324  /* everything seems okay - now bring on the gift: */
4325  item = &(tr->item->clone);
4326 
4327  if (item->type == SPELL) {
4328  if (check_spell_known(who, item->name))
4329  return;
4330 
4333  "You gained the ability of %s",
4334  item->name);
4335  do_learn_spell(who, item, 0);
4336  return;
4337  }
4338 
4339  /* grant direct spell */
4340  if (item->type == SPELLBOOK) {
4341  if (!item->inv) {
4342  LOG(llevDebug, "dragon_ability_gain: Broken spellbook %s\n", item->name);
4343  return;
4344  }
4345  if (check_spell_known(who, item->inv->name))
4346  return;
4347  if (item->invisible) {
4350  "You gained the ability of %s",
4351  item->inv->name);
4352  do_learn_spell(who, item->inv, 0);
4353  return;
4354  }
4355  } else if (item->type == SKILL_TOOL && item->invisible) {
4356  if (item->subtype == SK_CLAWING && (skop = find_skill_by_name(who, item->skill)) != NULL) {
4357  /* should this perhaps be (skop->attackyp&item->attacktype) != item->attacktype ...
4358  * in this way, if the player is missing any of the attacktypes, he gets
4359  * them. As it is now, if the player has any that match the granted skill,
4360  * but not all of them, he gets nothing.
4361  */
4362  if (!(skop->attacktype&item->attacktype)) {
4363  /* Give new attacktype */
4364  skop->attacktype |= item->attacktype;
4365 
4366  /* always add physical if there's none */
4367  skop->attacktype |= AT_PHYSICAL;
4368 
4369  if (item->msg != NULL)
4372  item->msg);
4373 
4374  /* Give player new face */
4375  if (item->animation) {
4376  who->face = skop->face;
4377  who->animation = item->animation;
4378  who->anim_speed = item->anim_speed;
4379  who->last_anim = 0;
4380  who->state = 0;
4381  animate_object(who, who->direction);
4382  }
4383  }
4384  }
4385  } else if (item->type == FORCE) {
4386  /* forces in the treasurelist can alter the player's stats */
4387  object *skin;
4388 
4389  /* first get the dragon skin force */
4390  skin = object_find_by_arch_name(who, "dragon_skin_force");
4391  if (skin == NULL)
4392  return;
4393 
4394  /* adding new spellpath attunements */
4395  if (item->path_attuned > 0 && !(skin->path_attuned&item->path_attuned)) {
4396  skin->path_attuned |= item->path_attuned; /* add attunement to skin */
4397 
4398  /* print message */
4399  snprintf(buf, sizeof(buf), "You feel attuned to ");
4400  for (i = 0, j = 0; i < NRSPELLPATHS; i++) {
4401  if (item->path_attuned&(1<<i)) {
4402  if (j)
4403  strcat(buf, " and ");
4404  else
4405  j = 1;
4406  strcat(buf, spellpathnames[i]);
4407  }
4408  }
4409  strcat(buf, ".");
4412  buf);
4413  }
4414 
4415  /* evtl. adding flags: */
4416  if (QUERY_FLAG(item, FLAG_XRAYS))
4417  SET_FLAG(skin, FLAG_XRAYS);
4419  SET_FLAG(skin, FLAG_STEALTH);
4421  SET_FLAG(skin, FLAG_SEE_IN_DARK);
4422 
4423  /* print message if there is one */
4424  if (item->msg != NULL)
4427  item->msg);
4428  } else {
4429  /* generate misc. treasure */
4430  char name[HUGE_BUF];
4431 
4432  tmp = arch_to_object(tr->item);
4436  "You gained %s",
4437  name);
4439  if (who->type == PLAYER)
4441  }
4442 }
4443 
4454  int i;
4455 
4456  for (i = 0; i < static_cast<int>(range_size); i++) {
4457  if (pl->ranges[i] == ob) {
4458  pl->ranges[i] = NULL;
4459  if (pl->shoottype == i) {
4460  pl->shoottype = range_none;
4461  }
4462  }
4463  }
4464 }
4465 
4471 void player_set_state(player *pl, uint8_t state) {
4472 
4473  assert(pl);
4474  assert(state <= ST_CHANGE_PASSWORD_CONFIRM);
4475  pl->state = state;
4476 }
4477 
4485  SockList *sl;
4486  assert(pl);
4487  if (pl->delayed_buffers_used == pl->delayed_buffers_allocated) {
4488  pl->delayed_buffers_allocated += 5;
4489  pl->delayed_buffers = static_cast<SockList **>(realloc(pl->delayed_buffers, pl->delayed_buffers_allocated * sizeof(pl->delayed_buffers[0])));
4490  if (!pl->delayed_buffers) {
4491  LOG(llevError, "Unable to allocated %d delayed buffers, aborting\n", pl->delayed_buffers_allocated);
4493  }
4494  for (uint8_t s = pl->delayed_buffers_allocated - 5; s < pl->delayed_buffers_allocated; s++) {
4495  pl->delayed_buffers[s] = static_cast<SockList *>(calloc(1, sizeof(SockList)));
4496  }
4497  }
4498  sl = pl->delayed_buffers[pl->delayed_buffers_used];
4499  pl->delayed_buffers_used++;
4500  SockList_Init(sl);
4501  return sl;
4502 }
object_was_destroyed
#define object_was_destroyed(op, old_tag)
Definition: object.h:70
ADD_PLAYER_NO_STATS_ROLL
#define ADD_PLAYER_NO_STATS_ROLL
Definition: player.h:247
object_value_set
bool object_value_set(const object *op, const char *const key)
Definition: object.cpp:4372
op_on_battleground
int op_on_battleground(object *op, int *x, int *y, archetype **trophy)
Definition: player.cpp:4245
give.next
def next
Definition: give.py:44
GET_MAP_OB
#define GET_MAP_OB(M, X, Y)
Definition: map.h:170
MSG_TYPE_COMMAND_NEWPLAYER
#define MSG_TYPE_COMMAND_NEWPLAYER
Definition: newclient.h:539
do_skill
int do_skill(object *op, object *part, object *skill, int dir, const char *string)
Definition: skill_util.cpp:431
player::do_los
uint32_t do_los
Definition: player.h:141
apply_changes_to_player
void apply_changes_to_player(object *pl, object *change, int limit_stats)
Definition: apply.cpp:1672
living::exp
int64_t exp
Definition: living.h:47
UP_OBJ_FACE
#define UP_OBJ_FACE
Definition: object.h:533
check_pick
int check_pick(object *op)
Definition: player.cpp:1717
make_visible
void make_visible(object *op)
Definition: player.cpp:3960
PLAYER
@ PLAYER
Definition: object.h:112
PU_BOOTS
#define PU_BOOTS
Definition: define.h:125
object_get_owner
object * object_get_owner(object *op)
Definition: object.cpp:804
kill_player_permadeath
static void kill_player_permadeath(object *op)
Definition: player.cpp:3797
SockList_AddInt
void SockList_AddInt(SockList *sl, uint32_t data)
Definition: lowlevel.cpp:127
global.h
FLAG_NEUTRAL
#define FLAG_NEUTRAL
Definition: define.h:354
UPD_FACE
#define UPD_FACE
Definition: newclient.h:320
object_find_by_type_subtype
object * object_find_by_type_subtype(const object *who, int type, int subtype)
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first_player
player * first_player
Definition: init.cpp:106
settings
struct Settings settings
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SOUND_TYPE_ITEM
#define SOUND_TYPE_ITEM
Definition: newclient.h:338
bow_spreadshot
@ bow_spreadshot
Definition: player.h:44
object_update_turn_face
void object_update_turn_face(object *op)
Definition: object.cpp:1332
safe_strncpy
#define safe_strncpy
Definition: compat.h:27
FOR_MAP_FINISH
#define FOR_MAP_FINISH()
Definition: define.h:730
remove_friendly_object
void remove_friendly_object(object *op)
Definition: friend.cpp:52
pets_terminate_all
void pets_terminate_all(object *owner)
Definition: pets.cpp:225
bow_normal
@ bow_normal
Definition: player.h:42
face_player
int face_player(object *op, int dir)
Definition: player.cpp:3027
options
static struct Command_Line_Options options[]
Definition: init.cpp:376
ST_GET_PASSWORD
#define ST_GET_PASSWORD
Definition: define.h:547
MSG_TYPE_COMMAND_SUCCESS
#define MSG_TYPE_COMMAND_SUCCESS
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FLAG_CONFUSED
#define FLAG_CONFUSED
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player::unarmed_skill
const char * unarmed_skill
Definition: player.h:221
BOW
@ BOW
Definition: object.h:123
player_fire_bow
static int player_fire_bow(object *op, int dir)
Definition: player.cpp:2308
Settings::emergency_y
uint16_t emergency_y
Definition: global.h:300
kill_player
void kill_player(object *op, const object *killer)
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llevError
@ llevError
Definition: logger.h:11
FABS
#define FABS(x)
Definition: define.h:22
MOVE_ALL
#define MOVE_ALL
Definition: define.h:398
object::path_attuned
uint32_t path_attuned
Definition: object.h:353
command_search_items
void command_search_items(object *op, const char *params)
Definition: c_object.cpp:2479
WAND
@ WAND
Definition: object.h:225
range_bow
@ range_bow
Definition: player.h:31
get_player_archetype
static archetype * get_player_archetype(archetype *at)
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MSG_TYPE_ADMIN_PLAYER
#define MSG_TYPE_ADMIN_PLAYER
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LOG
void LOG(LogLevel logLevel, const char *format,...)
Definition: logger.cpp:58
FLAG_UNDEAD
#define FLAG_UNDEAD
Definition: define.h:270
SET_FLAG
#define SET_FLAG(xyz, p)
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bow_threewide
@ bow_threewide
Definition: player.h:43
FLESH
@ FLESH
Definition: object.h:192
monster_can_detect_enemy
int monster_can_detect_enemy(object *op, object *enemy, rv_vector *rv)
Definition: monster.cpp:2581
PU_ARROW
#define PU_ARROW
Definition: define.h:120
PU_NOT_CURSED
#define PU_NOT_CURSED
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player
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path_to_player
int path_to_player(object *mon, object *pl, unsigned mindiff)
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blocked_link
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strdup_local
#define strdup_local
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object::inv
object * inv
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Settings::resurrection
uint8_t resurrection
Definition: global.h:266
recursive_roll
void recursive_roll(object *op, int dir, object *pusher)
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safe_strcat
void safe_strcat(char *dest, const char *orig, size_t *curlen, size_t maxlen)
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diamondslots.x
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FLAG_STARTEQUIP
#define FLAG_STARTEQUIP
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char first_map_path[MAX_BUF]
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MSG_TYPE_SKILL
#define MSG_TYPE_SKILL
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QUERY_FLAG
#define QUERY_FLAG(xyz, p)
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treasurelist::items
treasure * items
Definition: treasure.h:92
Settings::set_title
uint8_t set_title
Definition: global.h:265
AssetsManager.h
remove_locked_door
void remove_locked_door(object *op)
Definition: time.cpp:64
spellpathnames
const char *const spellpathnames[NRSPELLPATHS]
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SK_CLAWING
@ SK_CLAWING
Definition: skills.h:50
ARCH_DEPLETION
#define ARCH_DEPLETION
Definition: object.h:590
NDI_GREEN
#define NDI_GREEN
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PU_INHIBIT
#define PU_INHIBIT
Definition: define.h:109
do_learn_spell
void do_learn_spell(object *op, object *spell, int special_prayer)
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ST_GET_NAME
#define ST_GET_NAME
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first_map_ext_path
char first_map_ext_path[MAX_BUF]
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esrv_new_player
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FLAG_SEE_IN_DARK
#define FLAG_SEE_IN_DARK
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Settings::not_permadeth
uint8_t not_permadeth
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price_base
uint64_t price_base(const object *obj)
Definition: shop.cpp:75
player_get_delayed_buffer
SockList * player_get_delayed_buffer(player *pl)
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get_friends_of
objectlink * get_friends_of(const object *owner)
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esrv_send_inventory
void esrv_send_inventory(object *pl, object *op)
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roll_again
void roll_again(object *op)
Definition: player.cpp:1141
find_player_socket
player * find_player_socket(const socket_struct *ns)
Definition: player.cpp:123
AT_PHYSICAL
#define AT_PHYSICAL
Definition: attack.h:76
object::arch
struct archetype * arch
Definition: object.h:424
cast_spell
int cast_spell(object *op, object *caster, int dir, object *spell_ob, char *stringarg)
Definition: spell_util.cpp:1424
find_better_arrow
static object * find_better_arrow(object *op, object *target, const char *type, int *better)
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disinfect.a
a
Definition: disinfect.py:13
absdir
int absdir(int d)
Definition: object.cpp:3710
player::no_shout
uint32_t no_shout
Definition: player.h:148
SockList_AddString
void SockList_AddString(SockList *sl, const char *data)
Definition: lowlevel.cpp:157
FOR_BELOW_PREPARE
#define FOR_BELOW_PREPARE(op_, it_)
Definition: define.h:704
object::speed
float speed
Definition: object.h:337
if
if(!(yy_init))
Definition: loader.cpp:36428
object_set_enemy
void object_set_enemy(object *op, object *enemy)
Definition: object.cpp:915
starving
static bool starving(object *op)
Definition: player.cpp:3265
GEM
@ GEM
Definition: object.h:172
FLAG_UNIQUE
#define FLAG_UNIQUE
Definition: define.h:287
MSG_TYPE_VICTIM_DIED
#define MSG_TYPE_VICTIM_DIED
Definition: newclient.h:659
EXIT_PATH
#define EXIT_PATH(xyz)
Definition: define.h:439
living::Dex
int8_t Dex
Definition: living.h:36
TRAP
@ TRAP
Definition: object.h:246
object::x
int16_t x
Definition: object.h:335
player::peaceful
uint32_t peaceful
Definition: player.h:146
player::ob
object * ob
Definition: player.h:177
turn_transport
static int turn_transport(object *transport, object *captain, int dir)
Definition: player.cpp:2915
spring_trap
void spring_trap(object *trap, object *victim)
Definition: rune.cpp:214
get_nearest_player
object * get_nearest_player(object *mon)
Definition: player.cpp:540
guildoracle.list
list
Definition: guildoracle.py:87
apply_map_builder
void apply_map_builder(object *pl, int dir)
Definition: build_map.cpp:960
object::speed_left
float speed_left
Definition: object.h:338
PREFER_LOW
#define PREFER_LOW
Definition: define.h:564
PU_FOOD
#define PU_FOOD
Definition: define.h:115
object::map
struct mapstruct * map
Definition: object.h:305
object::anim_suffix
sstring anim_suffix
Definition: object.h:324
arch_present_in_ob
object * arch_present_in_ob(const archetype *at, const object *op)
Definition: object.cpp:3218
object_set_owner
void object_set_owner(object *op, object *owner)
Definition: object.cpp:840
esrv_send_pickup
void esrv_send_pickup(player *pl)
Definition: request.cpp:1836
guildjoin.ob
ob
Definition: guildjoin.py:42
player::last_applied_stats
living last_applied_stats
Definition: player.h:172
PU_BOW
#define PU_BOW
Definition: define.h:118
MSG_TYPE_ATTRIBUTE
#define MSG_TYPE_ATTRIBUTE
Definition: newclient.h:408
GT_ONLY_GOOD
@ GT_ONLY_GOOD
Definition: treasure.h:34
fix_weight
void fix_weight(void)
Definition: player.cpp:3894
player_set_own_title
void player_set_own_title(struct player *pl, const char *title)
Definition: player.cpp:272
range_none
@ range_none
Definition: player.h:30
PU_MAGIC_DEVICE
#define PU_MAGIC_DEVICE
Definition: define.h:138
commongive.inv
inv
Definition: commongive.py:29
SET_ANIMATION
#define SET_ANIMATION(ob, newanim)
Definition: global.h:162
CHARISMA
@ CHARISMA
Definition: living.h:15
draw_ext_info_format
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...) PRINTF_ARGS(6
party_rejoin_if_exists
@ party_rejoin_if_exists
Definition: player.h:100
mon
object * mon
Definition: comet_perf.cpp:75
CS_QUERY_SINGLECHAR
#define CS_QUERY_SINGLECHAR
Definition: newclient.h:70
play_sound_player_only
void play_sound_player_only(player *pl, int8_t sound_type, object *emitter, int dir, const char *action)
Definition: sounds.cpp:51
allowed_class
int allowed_class(const object *op)
Definition: living.cpp:1650
SKILL
@ SKILL
Definition: object.h:148
object::direction
int8_t direction
Definition: object.h:344
play_sound_map
void play_sound_map(int8_t sound_type, object *emitter, int dir, const char *action)
Definition: sounds.cpp:113
object::count
tag_t count
Definition: object.h:307
flags
static const flag_definition flags[]
Definition: gridarta-types-convert.cpp:101
RUNE
@ RUNE
Definition: object.h:245
change_skill
int change_skill(object *who, object *new_skill, int flag)
Definition: skill_util.cpp:359
object_copy
void object_copy(const object *src_ob, object *dest_ob)
Definition: object.cpp:1192
FLAG_SCARED
#define FLAG_SCARED
Definition: define.h:271
player::savebed_map
char savebed_map[MAX_BUF]
Definition: player.h:110
Settings::roll_stat_points
uint8_t roll_stat_points
Definition: global.h:323
find_treasurelist
treasurelist * find_treasurelist(const char *name)
Definition: assets.cpp:249
fix_object
void fix_object(object *op)
Definition: living.cpp:1125
object_find_by_flag_applied
object * object_find_by_flag_applied(const object *who, int flag)
Definition: object.cpp:4225
Ice.tmp
int tmp
Definition: Ice.py:207
PU_MISSILEWEAPON
#define PU_MISSILEWEAPON
Definition: define.h:130
player_can_view
int player_can_view(object *pl, object *op)
Definition: player.cpp:4146
confirm_password
void confirm_password(object *op)
Definition: player.cpp:1006
NDI_NAVY
#define NDI_NAVY
Definition: newclient.h:247
player::last_stats
living last_stats
Definition: player.h:168
Settings::emergency_x
uint16_t emergency_x
Definition: global.h:300
get_name
void get_name(object *op)
Definition: player.cpp:881
SEE_LAST_ERROR
@ SEE_LAST_ERROR
Definition: define.h:52
TRANSPORT
@ TRANSPORT
Definition: object.h:113
SOUND_TYPE_LIVING
#define SOUND_TYPE_LIVING
Definition: newclient.h:336
socket_struct::inbuf
SockList inbuf
Definition: newserver.h:99
object::enemy
object * enemy
Definition: object.h:391
PU_FLESH
#define PU_FLESH
Definition: define.h:142
NROFATTACKS
#define NROFATTACKS
Definition: attack.h:17
PU_READABLES
#define PU_READABLES
Definition: define.h:137
BALSL_LOSS_CHANCE_RATIO
#define BALSL_LOSS_CHANCE_RATIO
Definition: config.h:142
send_account_players
void send_account_players(socket_struct *ns)
Definition: request.cpp:2059
skills.h
PU_POTION
#define PU_POTION
Definition: define.h:133
MSG_TYPE_COMMAND_ERROR
#define MSG_TYPE_COMMAND_ERROR
Definition: newclient.h:532
esrv_add_spells
void esrv_add_spells(player *pl, object *spell)
Definition: request.cpp:1950
range_golem
@ range_golem
Definition: player.h:34
partylist
Definition: party.h:10
FLAG_INV_LOCKED
#define FLAG_INV_LOCKED
Definition: define.h:329
apply_manual
int apply_manual(object *op, object *tmp, int aflag)
Definition: apply.cpp:597
mapstruct::path
char path[HUGE_BUF]
Definition: map.h:353
create_treasure
void create_treasure(treasurelist *t, object *op, int flag, int difficulty, int tries)
Definition: treasure.cpp:263
P_IS_ALIVE
#define P_IS_ALIVE
Definition: map.h:235
MSG_TYPE_MISC
#define MSG_TYPE_MISC
Definition: newclient.h:416
FLAG_APPLIED
#define FLAG_APPLIED
Definition: define.h:235
NDI_BLUE
#define NDI_BLUE
Definition: newclient.h:250
object::level
int16_t level
Definition: object.h:361
FLAG_STEALTH
#define FLAG_STEALTH
Definition: define.h:312
events_execute_object_event
int events_execute_object_event(object *op, int eventcode, object *activator, object *third, const char *message, int fix)
Definition: events.cpp:299
bow_bestarrow
@ bow_bestarrow
Definition: player.h:53
BALSL_MAX_LOSS_RATIO
#define BALSL_MAX_LOSS_RATIO
Definition: config.h:144
pticks
uint32_t pticks
Definition: time.cpp:47
GT_STARTEQUIP
@ GT_STARTEQUIP
Definition: treasure.h:33
buf
StringBuffer * buf
Definition: readable.cpp:1565
Moving_Fog.z
z
Definition: Moving_Fog.py:17
hiscore_check
void hiscore_check(object *op, int quiet)
Definition: hiscore.cpp:348
player::swap_first
int swap_first
Definition: player.h:166
getManager
AssetsManager * getManager()
Definition: assets.cpp:305
object_insert_in_ob
object * object_insert_in_ob(object *op, object *where)
Definition: object.cpp:2853
HUGE_BUF
#define HUGE_BUF
Definition: define.h:37
MSG_TYPE_VICTIM
#define MSG_TYPE_VICTIM
Definition: newclient.h:418
MSG_TYPE_COMMAND
#define MSG_TYPE_COMMAND
Definition: newclient.h:407
MAX
#define MAX(x, y)
Definition: compat.h:24
handle_newcs_player
int handle_newcs_player(object *op)
Definition: player.cpp:3086
WISDOM
@ WISDOM
Definition: living.h:14
AT_DEATH
#define AT_DEATH
Definition: attack.h:93
object::resist
int16_t resist[NROFATTACKS]
Definition: object.h:351
FLAG_NO_PICK
#define FLAG_NO_PICK
Definition: define.h:239
MSG_TYPE_SPELL_END
#define MSG_TYPE_SPELL_END
Definition: newclient.h:637
lose_msg
const char *const lose_msg[NUM_STATS]
Definition: living.cpp:172
player_set_state
void player_set_state(player *pl, uint8_t state)
Definition: player.cpp:4471
sword_of_souls.killer
killer
Definition: sword_of_souls.py:3
FOR_BELOW_FINISH
#define FOR_BELOW_FINISH()
Definition: define.h:711
MIN_STAT
#define MIN_STAT
Definition: define.h:33
FLAG_ALIVE
#define FLAG_ALIVE
Definition: define.h:230
add_statbonus
void add_statbonus(object *op)
Definition: living.cpp:868
MSG_TYPE_MOTD
#define MSG_TYPE_MOTD
Definition: newclient.h:404
range_builder
@ range_builder
Definition: player.h:36
esrv_send_item
void esrv_send_item(object *pl, object *op)
Definition: main.cpp:354
rv_vector::distance_y
int distance_y
Definition: map.h:371
short_stat_name
const char *const short_stat_name[NUM_STATS]
Definition: living.cpp:194
MSG_TYPE_COMMAND_DEBUG
#define MSG_TYPE_COMMAND_DEBUG
Definition: newclient.h:531
AP_NULL
#define AP_NULL
Definition: define.h:573
PU_GLOVES
#define PU_GLOVES
Definition: define.h:126
set_player_socket
void set_player_socket(player *p, socket_struct *ns)
Definition: player.cpp:413
remove_door
void remove_door(object *op)
Definition: time.cpp:38
object::y
int16_t y
Definition: object.h:335
PU_CONTAINER
#define PU_CONTAINER
Definition: define.h:143
m
static event_registration m
Definition: citylife.cpp:425
clear_los
void clear_los(player *pl)
Definition: los.cpp:270
rv_vector::distance_x
int distance_x
Definition: map.h:370
socket_struct::account_chars
Account_Chars * account_chars
Definition: newserver.h:127
autojail.who
who
Definition: autojail.py:3
MAP_IN_MEMORY
#define MAP_IN_MEMORY
Definition: map.h:126
Ns_Avail
@ Ns_Avail
Definition: newserver.h:65
object_free_drop_inventory
void object_free_drop_inventory(object *ob)
Definition: object.cpp:1560
turn_one_transport
static int turn_one_transport(object *transport, object *captain, int dir)
Definition: player.cpp:2845
object_update
void object_update(object *op, int action)
Definition: object.cpp:1434
object::contr
struct player * contr
Definition: object.h:284
get_party_password
int get_party_password(object *op, partylist *party)
Definition: player.cpp:1021
player_unready_range_ob
void player_unready_range_ob(player *pl, object *ob)
Definition: player.cpp:4453
PREFER_HIGH
#define PREFER_HIGH
Definition: define.h:563
EVENT_LOGIN
#define EVENT_LOGIN
Definition: events.h:44
disinfect.map
map
Definition: disinfect.py:4
object_decrease_nrof_by_one
#define object_decrease_nrof_by_one(xyz)
Definition: compat.h:32
MAX_SPACES
#define MAX_SPACES
Definition: player.cpp:618
POISON
@ POISON
Definition: object.h:118
PU_RATIO
#define PU_RATIO
Definition: define.h:113
Settings::balanced_stat_loss
uint8_t balanced_stat_loss
Definition: global.h:261
BALSL_NUMBER_LOSSES_RATIO
#define BALSL_NUMBER_LOSSES_RATIO
Definition: config.h:143
flee_player
static void flee_player(object *op)
Definition: player.cpp:1658
MSG_TYPE_ATTRIBUTE_STAT_LOSS
#define MSG_TYPE_ATTRIBUTE_STAT_LOSS
Definition: newclient.h:572
FLAG_WAS_WIZ
#define FLAG_WAS_WIZ
Definition: define.h:234
MSG_TYPE_ADMIN_NEWS
#define MSG_TYPE_ADMIN_NEWS
Definition: newclient.h:498
is_criminal
bool is_criminal(object *op)
Definition: player.cpp:312
player::last_speed
float last_speed
Definition: player.h:173
add_refcount
sstring add_refcount(sstring str)
Definition: shstr.cpp:210
check_race_and_class
int check_race_and_class(living *stats, archetype *race, archetype *opclass)
Definition: player.cpp:1429
enter_player_savebed
void enter_player_savebed(object *op)
Definition: server.cpp:142
PU_KEY
#define PU_KEY
Definition: define.h:128
determine_god
const char * determine_god(object *op)
Definition: gods.cpp:55
MSG_TYPE_ATTRIBUTE_RACE
#define MSG_TYPE_ATTRIBUTE_RACE
Definition: newclient.h:567
freearr_y
short freearr_y[SIZEOFFREE]
Definition: object.cpp:305
ST_CHANGE_PASSWORD_CONFIRM
#define ST_CHANGE_PASSWORD_CONFIRM
Definition: define.h:552
range_size
@ range_size
Definition: player.h:37
move_ob
int move_ob(object *op, int dir, object *originator)
Definition: move.cpp:58
MSG_TYPE_APPLY_SUCCESS
#define MSG_TYPE_APPLY_SUCCESS
Definition: newclient.h:606
query_name
void query_name(const object *op, char *buf, size_t size)
Definition: item.cpp:588
POTION
@ POTION
Definition: object.h:116
find_player_options
player * find_player_options(const char *plname, int options, const mapstruct *map)
Definition: player.cpp:70
do_hidden_move
void do_hidden_move(object *op)
Definition: player.cpp:4037
MOVE_WALK
#define MOVE_WALK
Definition: define.h:392
FLAG_KNOWN_CURSED
#define FLAG_KNOWN_CURSED
Definition: define.h:320
pick_arrow_target
static object * pick_arrow_target(object *op, const char *type, int dir)
Definition: player.cpp:2024
ST_PLAY_AGAIN
#define ST_PLAY_AGAIN
Definition: define.h:542
treasurelist
Definition: treasure.h:85
action_makes_visible
static int action_makes_visible(object *op)
Definition: player.cpp:4198
ADD_PLAYER_NO_MAP
#define ADD_PLAYER_NO_MAP
Definition: player.h:246
calc_skill_exp
int64_t calc_skill_exp(const object *who, const object *op, const object *skill)
Definition: skill_util.cpp:667
Settings::motd
const char * motd
Definition: global.h:278
account_char_free
void account_char_free(Account_Chars *chars)
Definition: account_char.cpp:345
archetype::clone
object clone
Definition: object.h:487
fire_misc_object
static void fire_misc_object(object *op, int dir)
Definition: player.cpp:2344
loot_object
static void loot_object(object *op)
Definition: player.cpp:3415
party_leave
void party_leave(object *op)
Definition: party.cpp:123
add_string
sstring add_string(const char *str)
Definition: shstr.cpp:124
account_remove_player
int account_remove_player(const char *account_name, const char *player_name)
Definition: account.cpp:475
apply_anim_suffix
void apply_anim_suffix(object *who, const char *suffix)
Definition: anim.cpp:150
first_map
mapstruct * first_map
Definition: init.cpp:107
FOR_OB_AND_BELOW_FINISH
#define FOR_OB_AND_BELOW_FINISH()
Definition: define.h:754
object_get_multi_size
void object_get_multi_size(const object *ob, int *sx, int *sy, int *hx, int *hy)
Definition: object.cpp:4740
HEAD
#define HEAD(op)
Definition: object.h:607
range_magic
@ range_magic
Definition: player.h:32
apply_container
int apply_container(object *op, object *sack, int aflags)
Definition: apply.cpp:222
similar_direction
static int similar_direction(int a, int b)
Definition: player.cpp:2274
ROD
@ ROD
Definition: object.h:114
CONTAINER
@ CONTAINER
Definition: object.h:236
enter_player_maplevel
void enter_player_maplevel(object *op)
Definition: server.cpp:682
object::move_type
MoveType move_type
Definition: object.h:436
query_short_name
void query_short_name(const object *op, char *buf, size_t size)
Definition: item.cpp:513
SockList_AddChar
void SockList_AddChar(SockList *sl, unsigned char c)
Definition: lowlevel.cpp:106
PU_STOP
#define PU_STOP
Definition: define.h:110
PU_VALUABLES
#define PU_VALUABLES
Definition: define.h:117
set_attr_value
void set_attr_value(living *stats, int attr, int8_t value)
Definition: living.cpp:218
FLAG_FREED
#define FLAG_FREED
Definition: define.h:233
delete_character
void delete_character(const char *name)
Definition: login.cpp:88
LOCKED_DOOR
@ LOCKED_DOOR
Definition: object.h:128
MSG_TYPE_ITEM
#define MSG_TYPE_ITEM
Definition: newclient.h:415
object::face
const Face * face
Definition: object.h:341
out_of_map
int out_of_map(mapstruct *m, int x, int y)
Definition: map.cpp:2297
player::last_character_flags
uint32_t last_character_flags
Definition: player.h:163
socket_struct::host
char * host
Definition: newserver.h:100
player::last_skill_exp
int64_t last_skill_exp[MAX_SKILLS]
Definition: player.h:154
SCRIPT_FIX_ALL
#define SCRIPT_FIX_ALL
Definition: global.h:389
MSG_TYPE_ATTACK
#define MSG_TYPE_ATTACK
Definition: newclient.h:412
FLAG_MAKE_INVIS
#define FLAG_MAKE_INVIS
Definition: define.h:328
Settings::rules
const char * rules
Definition: global.h:279
SPECIAL_KEY
@ SPECIAL_KEY
Definition: object.h:129
MOVE_FLYING
#define MOVE_FLYING
Definition: define.h:395
socket_struct::account_name
char * account_name
Definition: newserver.h:126
has_carried_lights
int has_carried_lights(const object *op)
Definition: los.cpp:346
POWER
@ POWER
Definition: living.h:17
object_update_speed
void object_update_speed(object *op)
Definition: object.cpp:1349
SPELL_HIGHEST
#define SPELL_HIGHEST
Definition: spells.h:60
FREE_AND_COPY
#define FREE_AND_COPY(sv, nv)
Definition: global.h:204
Settings::news
const char * news
Definition: global.h:280
Ice.b
b
Definition: Ice.py:48
EVENT_BORN
#define EVENT_BORN
Definition: events.h:39
guild_questpoints_apply.mapname
mapname
Definition: guild_questpoints_apply.py:8
object::type
uint8_t type
Definition: object.h:348
FLAG_DAMNED
#define FLAG_DAMNED
Definition: define.h:317
living::dam
int16_t dam
Definition: living.h:46
object::magic
int8_t magic
Definition: object.h:358
do_some_living
void do_some_living(object *op)
Definition: player.cpp:3276
bow_nw
@ bow_nw
Definition: player.h:52
treasure::item
struct archetype * item
Definition: treasure.h:64
FLAG_PARALYZED
#define FLAG_PARALYZED
Definition: define.h:371
Settings::stat_loss_on_death
uint8_t stat_loss_on_death
Definition: global.h:256
CFweardisguise.tag
tag
Definition: CFweardisguise.py:25
gravestone_text
static const char * gravestone_text(object *op, char *buf2, int len)
Definition: player.cpp:3237
FLAG_USE_SHIELD
#define FLAG_USE_SHIELD
Definition: define.h:237
hideability
int hideability(object *ob)
Definition: player.cpp:3996
leave
void leave(player *pl, int draw_exit)
Definition: server.cpp:1298
object_free
void object_free(object *ob, int flags)
Definition: object.cpp:1592
GET_MAP_MOVE_BLOCK
#define GET_MAP_MOVE_BLOCK(M, X, Y)
Definition: map.h:190
FOR_INV_FINISH
#define FOR_INV_FINISH()
Definition: define.h:677
find_player
player * find_player(const char *plname)
Definition: player.cpp:59
FLAG_CAN_ROLL
#define FLAG_CAN_ROLL
Definition: define.h:254
find_arrow
static object * find_arrow(object *op, const char *type)
Definition: player.cpp:1922
kill_player_not_permadeath
static void kill_player_not_permadeath(object *op)
Definition: player.cpp:3573
object::move_on
MoveType move_on
Definition: object.h:439
PU_SPELLBOOK
#define PU_SPELLBOOK
Definition: define.h:135
change_exp
void change_exp(object *op, int64_t exp, const char *skill_name, int flag)
Definition: living.cpp:2168
FLAG_UNAGGRESSIVE
#define FLAG_UNAGGRESSIVE
Definition: define.h:272
say.max
dictionary max
Definition: say.py:148
tag_t
uint32_t tag_t
Definition: object.h:14
archetype
Definition: object.h:483
display_motd
void display_motd(const object *op)
Definition: player.cpp:139
player::shoottype
rangetype shoottype
Definition: player.h:112
object_matches_string
int object_matches_string(object *pl, object *op, const char *name)
Definition: object.cpp:4570
PU_MELEEWEAPON
#define PU_MELEEWEAPON
Definition: define.h:131
ATNR_POISON
#define ATNR_POISON
Definition: attack.h:59
Settings::confdir
const char * confdir
Definition: global.h:247
FLAG_USE_WEAPON
#define FLAG_USE_WEAPON
Definition: define.h:296
sproto.h
drain_msg
const char *const drain_msg[NUM_STATS]
Definition: living.cpp:139
ARROW
@ ARROW
Definition: object.h:122
FLAG_NO_DROP
#define FLAG_NO_DROP
Definition: define.h:288
IS_SHIELD
#define IS_SHIELD(op)
Definition: define.h:170
living::sp
int16_t sp
Definition: living.h:42
MAX_SKILLS
#define MAX_SKILLS
Definition: skills.h:70
FIND_PLAYER_PARTIAL_NAME
#define FIND_PLAYER_PARTIAL_NAME
Definition: player.h:235
get_map_from_coord
mapstruct * get_map_from_coord(mapstruct *m, int16_t *x, int16_t *y)
Definition: map.cpp:2370
AC_PLAYER_STAT_NO_CHANGE
#define AC_PLAYER_STAT_NO_CHANGE
Definition: define.h:597
FLAG_CAN_USE_SKILL
#define FLAG_CAN_USE_SKILL
Definition: define.h:321
AssetsCollection::each
void each(std::function< void(T *)> op)
Definition: AssetsCollection.h:158
PU_MAGICAL
#define PU_MAGICAL
Definition: define.h:132
DETOUR_AMOUNT
#define DETOUR_AMOUNT
Definition: player.cpp:603
FOR_OB_AND_BELOW_PREPARE
#define FOR_OB_AND_BELOW_PREPARE(op_)
Definition: define.h:750
MSG_TYPE_SPELL
#define MSG_TYPE_SPELL
Definition: newclient.h:414
get_rangevector_from_mapcoord
int get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval)
Definition: map.cpp:2609
living::Int
int8_t Int
Definition: living.h:36
SP_level_spellpoint_cost
int16_t SP_level_spellpoint_cost(object *caster, object *spell, int flags)
Definition: spell_util.cpp:236
delete_map
void delete_map(mapstruct *m)
Definition: map.cpp:1696
random_roll
int random_roll(int min, int max, const object *op, int goodbad)
Definition: utils.cpp:42
MSG_SUBTYPE_NONE
#define MSG_SUBTYPE_NONE
Definition: newclient.h:423
object::race
sstring race
Definition: object.h:326
object::facing
int8_t facing
Definition: object.h:345
get_dam_bonus
int get_dam_bonus(int stat)
Definition: living.cpp:2378
DEXTERITY
@ DEXTERITY
Definition: living.h:12
SockList_Init
void SockList_Init(SockList *sl)
Definition: lowlevel.cpp:55
PU_HELMET
#define PU_HELMET
Definition: define.h:121
ob_blocked
int ob_blocked(const object *ob, mapstruct *m, int16_t x, int16_t y)
Definition: map.cpp:479
nlohmann::detail::void
j template void())
Definition: json.hpp:4099
receive_play_again
void receive_play_again(object *op, char key)
Definition: player.cpp:956
object_find_by_type_without_flags
object * object_find_by_type_without_flags(const object *who, int type, int *flags, int num_flags)
Definition: object.cpp:4000
object_insert_in_map_at
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
Definition: object.cpp:2100
living
Definition: living.h:35
treasure::next
treasure * next
Definition: treasure.h:69
FLAG_MONSTER
#define FLAG_MONSTER
Definition: define.h:245
fire
void fire(object *op, int dir)
Definition: player.cpp:2396
push_ob
int push_ob(object *who, int dir, object *pusher)
Definition: move.cpp:434
key_inventory
@ key_inventory
Definition: player.h:66
fatal
void fatal(enum fatal_error err)
Definition: utils.cpp:590
find_skill_by_name
object * find_skill_by_name(object *who, const char *name)
Definition: skill_util.cpp:211
player::last_skill_ob
object * last_skill_ob[MAX_SKILLS]
Definition: player.h:153
apply_death_exp_penalty
void apply_death_exp_penalty(object *op)
Definition: living.cpp:2233
get_dex_bonus
int get_dex_bonus(int stat)
Definition: living.cpp:2354
P_OUT_OF_MAP
#define P_OUT_OF_MAP
Definition: map.h:247
move_player_attack
void move_player_attack(object *op, int dir)
Definition: player.cpp:2623
AssetsManager::archetypes
Archetypes * archetypes()
Definition: AssetsManager.h:44
env
static std::shared_ptr< inja::Environment > env
Definition: mapper.cpp:2168
EXIT_X
#define EXIT_X(xyz)
Definition: define.h:441
MAX_BUF
#define MAX_BUF
Definition: define.h:35
player::last_weight
int32_t last_weight
Definition: player.h:158
Ns_Add
@ Ns_Add
Definition: newserver.h:66
player::listening
uint8_t listening
Definition: player.h:133
strlcpy
size_t strlcpy(char *dst, const char *src, size_t size)
Definition: porting.cpp:222
object_new
object * object_new(void)
Definition: object.cpp:1273
is_wraith_pl
int is_wraith_pl(object *op)
Definition: player.cpp:173
ADD_PLAYER_NEW
#define ADD_PLAYER_NEW
Definition: player.h:245
create_archetype
object * create_archetype(const char *name)
Definition: arch.cpp:278
IS_WEAPON
#define IS_WEAPON(op)
Definition: define.h:163
cast_dust
void cast_dust(object *op, object *throw_ob, int dir)
Definition: player.cpp:3931
free_string
void free_string(sstring str)
Definition: shstr.cpp:280
transfer_ob
int transfer_ob(object *op, int x, int y, int randomly, object *originator)
Definition: move.cpp:163
set_first_map
void set_first_map(object *op)
Definition: player.cpp:394
living::wc
int8_t wc
Definition: living.h:37
key_confirm_quit
void key_confirm_quit(object *op, char key)
Definition: player.cpp:1592
player::unapply
unapplymode unapply
Definition: player.h:121
offsetof
#define offsetof(type, member)
Definition: shstr.h:37
remove_unpaid_objects
void remove_unpaid_objects(object *op, object *env, int free_items)
Definition: player.cpp:3207
Settings::playerdir
const char * playerdir
Definition: global.h:250
RANDOM
#define RANDOM()
Definition: define.h:644
SockList_Term
void SockList_Term(SockList *sl)
Definition: lowlevel.cpp:65
SK_HIDING
@ SK_HIDING
Definition: skills.h:21
FREE_AND_CLEAR_STR
#define FREE_AND_CLEAR_STR(xyz)
Definition: global.h:198
MOVE_FLY_LOW
#define MOVE_FLY_LOW
Definition: define.h:393
EVENT_PLAYER_DEATH
#define EVENT_PLAYER_DEATH
Definition: events.h:53
dead_player
void dead_player(object *op)
Definition: resurrection.cpp:297
ATNR_FIRE
#define ATNR_FIRE
Definition: attack.h:51
player::gen_sp_armour
int16_t gen_sp_armour
Definition: player.h:128
MSG_TYPE_ITEM_ADD
#define MSG_TYPE_ITEM_ADD
Definition: newclient.h:646
is_valid_types_gen.found
found
Definition: is_valid_types_gen.py:39
MSG_TYPE_COMMAND_FAILURE
#define MSG_TYPE_COMMAND_FAILURE
Definition: newclient.h:534
FOR_MAP_PREPARE
#define FOR_MAP_PREPARE(map_, mx_, my_, it_)
Definition: define.h:723
key_change_class
void key_change_class(object *op, char key)
Definition: player.cpp:1289
FLAG_KNOWN_MAGICAL
#define FLAG_KNOWN_MAGICAL
Definition: define.h:319
stand_near_hostile
int stand_near_hostile(object *who)
Definition: player.cpp:4078
FIND_PLAYER_NO_HIDDEN_DM
#define FIND_PLAYER_NO_HIDDEN_DM
Definition: player.h:236
OUT_OF_REAL_MAP
#define OUT_OF_REAL_MAP(M, X, Y)
Definition: map.h:215
ST_PLAYING
#define ST_PLAYING
Definition: define.h:541
roll_stat
int roll_stat(void)
Definition: player.cpp:1038
living::Wis
int8_t Wis
Definition: living.h:36
get_nearest_criminal
object * get_nearest_criminal(object *mon)
Definition: player.cpp:583
range_misc
@ range_misc
Definition: player.h:33
FLAG_READY_SKILL
#define FLAG_READY_SKILL
Definition: define.h:333
FLAG_READY_BOW
#define FLAG_READY_BOW
Definition: define.h:299
sounds.h
FLAG_REMOVED
#define FLAG_REMOVED
Definition: define.h:232
ST_CHANGE_CLASS
#define ST_CHANGE_CLASS
Definition: define.h:544
treasure::magic
uint8_t magic
Definition: treasure.h:74
object_find_by_type_and_slaying
object * object_find_by_type_and_slaying(const object *who, int type, const char *slaying)
Definition: object.cpp:4154
FLAG_WIZ
#define FLAG_WIZ
Definition: define.h:231
Settings::emergency_mapname
char * emergency_mapname
Definition: global.h:299
NDI_UNIQUE
#define NDI_UNIQUE
Definition: newclient.h:265
object::slaying
sstring slaying
Definition: object.h:327
roll-o-matic.stop
def stop()
Definition: roll-o-matic.py:78
FLAG_FRIENDLY
#define FLAG_FRIENDLY
Definition: define.h:246
spells.h
EVENT_DEATH
#define EVENT_DEATH
Definition: events.h:25
object::name
sstring name
Definition: object.h:319
ob_process
method_ret ob_process(object *op)
Definition: ob_methods.cpp:67
PU_CLOAK
#define PU_CLOAK
Definition: define.h:127
BATTLEGROUND
@ BATTLEGROUND
Definition: object.h:168
MSG_TYPE_SKILL_FAILURE
#define MSG_TYPE_SKILL_FAILURE
Definition: newclient.h:593
pet_normal
@ pet_normal
Definition: player.h:58
player::has_hit
uint32_t has_hit
Definition: player.h:144
object_find_by_arch_name
object * object_find_by_arch_name(const object *who, const char *name)
Definition: object.cpp:4248
party_get_password
const char * party_get_password(const partylist *party)
Definition: party.cpp:232
get_thaco_bonus
int get_thaco_bonus(int stat)
Definition: living.cpp:2358
i18n_get_language_by_code
language_t i18n_get_language_by_code(const char *code)
Definition: languages.cpp:73
object_can_pick
int object_can_pick(const object *who, const object *item)
Definition: object.cpp:3863
players
std::vector< archetype * > players
Definition: player.cpp:493
add_friendly_object
void add_friendly_object(object *op)
Definition: friend.cpp:32
key_roll_stat
void key_roll_stat(object *op, char key)
Definition: player.cpp:1213
ST_CONFIRM_PASSWORD
#define ST_CONFIRM_PASSWORD
Definition: define.h:548
IS_ARMOR
#define IS_ARMOR(op)
Definition: define.h:166
unapply_nochoice
@ unapply_nochoice
Definition: player.h:76
get_map_flags
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny)
Definition: map.cpp:300
object_find_by_type
object * object_find_by_type(const object *who, int type)
Definition: object.cpp:3976
SOUND_TYPE_GROUND
#define SOUND_TYPE_GROUND
Definition: newclient.h:339
KEY
@ KEY
Definition: object.h:132
FLAG_USE_ARMOUR
#define FLAG_USE_ARMOUR
Definition: define.h:295
PU_JEWELS
#define PU_JEWELS
Definition: define.h:141
item
Definition: item.py:1
MSG_TYPE_ITEM_REMOVE
#define MSG_TYPE_ITEM_REMOVE
Definition: newclient.h:645
is_identifiable_type
int is_identifiable_type(const object *op)
Definition: item.cpp:1324
change_attr_value
void change_attr_value(living *stats, int attr, int8_t value)
Definition: living.cpp:264
mapstruct
Definition: map.h:313
enter_exit
void enter_exit(object *op, object *exit_ob)
Definition: server.cpp:727
check_spell_known
object * check_spell_known(object *op, const char *name)
Definition: spell_util.cpp:394
living::Cha
int8_t Cha
Definition: living.h:36
give.op
op
Definition: give.py:33
NDI_ALL
#define NDI_ALL
Definition: newclient.h:266
socket_struct::status
enum Sock_Status status
Definition: newserver.h:90
fire_bow
int fire_bow(object *op, object *arrow, int dir, int wc_mod, int16_t sx, int16_t sy)
Definition: player.cpp:2093
save_life
static int save_life(object *op)
Definition: player.cpp:3164
STRENGTH
@ STRENGTH
Definition: living.h:11
object::skill
sstring skill
Definition: object.h:329
animate_object
void animate_object(object *op, int dir)
Definition: anim.cpp:44
player::language
language_t language
Definition: player.h:220
find_archetype
archetype * find_archetype(const char *name)
Definition: assets.cpp:266
shop.h
object_split
object * object_split(object *orig_ob, uint32_t nr, char *err, size_t size)
Definition: object.cpp:2633
EXIT_ALT_X
#define EXIT_ALT_X(xyz)
Definition: define.h:443
MSG_TYPE_ATTRIBUTE_GOD
#define MSG_TYPE_ATTRIBUTE_GOD
Definition: newclient.h:578
dragon_ability_gain
void dragon_ability_gain(object *who, int atnr, int level)
Definition: player.cpp:4295
change_luck
void change_luck(object *op, int value)
Definition: living.cpp:796
restore_player
static void restore_player(object *op)
Definition: player.cpp:3454
PU_ARMOUR
#define PU_ARMOUR
Definition: define.h:123
object_set_msg
void object_set_msg(object *op, const char *msg)
Definition: object.cpp:4807
esrv_update_item
void esrv_update_item(int flags, object *pl, object *op)
Definition: main.cpp:359
did_make_save
int did_make_save(const object *op, int level, int bonus)
Definition: living.cpp:2282
send_rules
void send_rules(const object *op)
Definition: player.cpp:170
Settings::max_stat
uint8_t max_stat
Definition: global.h:324
SPELL_EFFECT
@ SPELL_EFFECT
Definition: object.h:220
object::msg
sstring msg
Definition: object.h:330
PU_NEWMODE
#define PU_NEWMODE
Definition: define.h:111
rv_vector
Definition: map.h:368
MSG_TYPE_ADMIN_RULES
#define MSG_TYPE_ADMIN_RULES
Definition: newclient.h:497
SKILL_TOOL
@ SKILL_TOOL
Definition: object.h:194
send_news
void send_news(const object *op)
Definition: player.cpp:206
EXIT_Y
#define EXIT_Y(xyz)
Definition: define.h:442
get_randomized_dir
int get_randomized_dir(int dir)
Definition: utils.cpp:412
diamondslots.y
y
Definition: diamondslots.py:16
FLAG_BEEN_APPLIED
#define FLAG_BEEN_APPLIED
Definition: define.h:323
assets.h
CLEAR_FLAG
#define CLEAR_FLAG(xyz, p)
Definition: define.h:225
NDI_BROWN
#define NDI_BROWN
Definition: newclient.h:256
AP_NOPRINT
#define AP_NOPRINT
Definition: define.h:585
EVENT_REMOVE
#define EVENT_REMOVE
Definition: events.h:54
SockList_ResetRead
void SockList_ResetRead(SockList *sl)
Definition: lowlevel.cpp:83
NDI_DK_ORANGE
#define NDI_DK_ORANGE
Definition: newclient.h:251
strip_endline
void strip_endline(char *buf)
Definition: utils.cpp:314
bow_n
@ bow_n
Definition: player.h:45
die_roll
int die_roll(int num, int size, const object *op, int goodbad)
Definition: utils.cpp:122
socket_struct::faces_sent
uint8_t * faces_sent
Definition: newserver.h:96
get_password
void get_password(object *op)
Definition: player.cpp:892
player::last_resist
int16_t last_resist[NROFATTACKS]
Definition: player.h:174
arch_to_object
object * arch_to_object(archetype *at)
Definition: arch.cpp:229
level
int level
Definition: readable.cpp:1563
get_rangevector
int get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags)
Definition: map.cpp:2541
player::party
partylist * party
Definition: player.h:203
keyrings
@ keyrings
Definition: player.h:67
castle_read.key
key
Definition: castle_read.py:64
play_again
void play_again(object *op)
Definition: player.cpp:903
get_player
player * get_player(player *p)
Definition: player.cpp:285
MSG_TYPE_ADMIN_LOGIN
#define MSG_TYPE_ADMIN_LOGIN
Definition: newclient.h:503
FLAG_ANIMATE
#define FLAG_ANIMATE
Definition: define.h:242
MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END
#define MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END
Definition: newclient.h:570
newclient.h
fix_luck
void fix_luck(void)
Definition: player.cpp:3910
save_player
int save_player(object *op, int flag)
Definition: login.cpp:230
ST_GET_PARTY_PASSWORD
#define ST_GET_PARTY_PASSWORD
Definition: define.h:549
draw_ext_info
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *message)
Definition: main.cpp:308
object_matches_pickup_mode
int object_matches_pickup_mode(const object *item, int mode)
Definition: c_object.cpp:656
FOOD
@ FOOD
Definition: object.h:117
object_remove
void object_remove(object *op)
Definition: object.cpp:1833
cure_disease
int cure_disease(object *sufferer, object *caster, sstring skill)
Definition: disease.cpp:685
DOOR
@ DOOR
Definition: object.h:131
object_sum_weight
signed long object_sum_weight(object *op)
Definition: object.cpp:568
FLAG_UNPAID
#define FLAG_UNPAID
Definition: define.h:236
FLAG_NO_STRENGTH
#define FLAG_NO_STRENGTH
Definition: define.h:306
PU_NOTHING
#define PU_NOTHING
Definition: define.h:106
OB_TYPE_MOVE_BLOCK
#define OB_TYPE_MOVE_BLOCK(ob1, type)
Definition: define.h:432
move_player
int move_player(object *op, int dir)
Definition: player.cpp:2948
remove_statbonus
void remove_statbonus(object *op)
Definition: living.cpp:845
MSG_TYPE_ATTACK_NOATTACK
#define MSG_TYPE_ATTACK_NOATTACK
Definition: newclient.h:621
object::spellarg
char * spellarg
Definition: object.h:421
make_path_to_file
void make_path_to_file(const char *filename)
Definition: porting.cpp:164
DRINK