Crossfire Server, Trunk
player.cpp
Go to the documentation of this file.
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, 0) && 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, 0))
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];
1342  mapstruct *oldmap;
1343 
1344  oldmap = op->map;
1345 
1346  snprintf(mapname, MAX_BUF-1, "%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/%s/", settings.localdir, 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  else {
2107  /* Don't check for applied - monsters don't apply bows - in that way, they
2108  * don't need to switch back and forth between bows and weapons.
2109  */
2110  bow = object_find_by_type(op, BOW);
2111  if (!bow) {
2112  LOG(llevError, "Range: bow without activated bow (%s).\n", op->name);
2113  return 0;
2114  }
2115  }
2116  if (!bow->race || !bow->skill) {
2118  "Your %s is broken.",
2119  bow->name);
2120  return 0;
2121  }
2122 
2123  bowspeed = bow->stats.sp+get_dex_bonus(op->stats.Dex);
2124 
2125  /* penalize ROF for bestarrow */
2126  if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
2127  bowspeed -= get_dex_bonus(op->stats.Dex)+5;
2128  if (bowspeed < 1)
2129  bowspeed = 1;
2130 
2131  if (arrow == NULL) {
2132  arrow = find_arrow(op, bow->race);
2133  if (arrow == NULL) {
2134  if (op->type == PLAYER)
2137  "You have no %s left.",
2138  bow->race);
2139  /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
2140  else
2142  return 0;
2143  }
2144  }
2145  mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy);
2146  if (mflags&P_OUT_OF_MAP) {
2147  return 0;
2148  }
2149  if (GET_MAP_MOVE_BLOCK(m, sx, sy)&MOVE_FLY_LOW) {
2150  return 0;
2151  }
2152 
2153  /* this should not happen, but sometimes does */
2154  if (arrow->nrof == 0) {
2155  object_remove(arrow);
2157  return 0;
2158  }
2159 
2160  arrow = object_split(arrow, 1, NULL, 0);
2161  if (arrow == NULL) {
2163  "You have no %s left.",
2164  bow->race);
2165  return 0;
2166  }
2167  object_set_owner(arrow, op);
2168  if (arrow->skill)
2169  free_string(arrow->skill);
2170  arrow->skill = add_refcount(bow->skill);
2171 
2172  arrow->direction = dir;
2173 
2174  if (op->type == PLAYER) {
2175  op->speed_left = 0.01-(float)FABS(op->speed)*100/bowspeed;
2176  fix_object(op);
2177  }
2178 
2179  if (bow->anim_suffix != NULL)
2181 
2182 /* SET_ANIMATION(arrow, arrow->direction);*/
2183  object_update_turn_face(arrow);
2184  arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
2185  arrow->stats.hp = arrow->stats.dam;
2186  arrow->stats.grace = arrow->attacktype;
2187  if (arrow->slaying != NULL)
2188  arrow->spellarg = strdup_local(arrow->slaying);
2189 
2190  /* Note that this was different for monsters - they got their level
2191  * added to the damage. I think the strength bonus is more proper.
2192  */
2193 
2194  arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 0 : get_dam_bonus(op->stats.Str))
2195  +bow->stats.dam
2196  +bow->magic
2197  +arrow->magic;
2198 
2199  /* update the speed */
2200  arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 0 : get_dam_bonus(op->stats.Str))+bow->magic+arrow->magic)/5.0
2201  +(float)bow->stats.dam/7.0;
2202 
2203  if (arrow->speed < 1.0)
2204  arrow->speed = 1.0;
2205  object_update_speed(arrow);
2206  arrow->speed_left = 0;
2207 
2208  if (op->type == PLAYER) {
2209  /* we don't want overflows of wc (sint), so cap the value - mod and pl should be subtracted */
2210  int mod = bow->magic
2211  +arrow->magic
2212  +get_dex_bonus(op->stats.Dex)
2213  +get_thaco_bonus(op->stats.Str)
2214  +arrow->stats.wc
2215  +bow->stats.wc
2216  -wc_mod;
2217  int plmod = (op->chosen_skill ? op->chosen_skill->level : op->level);
2218  if (plmod+mod > 140)
2219  plmod = 140-mod;
2220  else if (plmod+mod < -100)
2221  plmod = -100-mod;
2222  arrow->stats.wc = 20-(int8_t)plmod-(int8_t)mod;
2223 
2224  arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
2225  } else {
2226  arrow->stats.wc = op->stats.wc
2227  -bow->magic
2228  -arrow->magic
2229  -arrow->stats.wc
2230  +wc_mod;
2231 
2232  arrow->level = op->level;
2233  }
2234  if (arrow->attacktype == AT_PHYSICAL)
2235  arrow->attacktype |= bow->attacktype;
2236  if (bow->slaying != NULL)
2237  arrow->slaying = add_string(bow->slaying);
2238 
2239  /* If move_type is ever changed, monster.c:monster_use_bow() needs to be changed too. */
2240  arrow->move_type = MOVE_FLY_LOW;
2241  arrow->move_on = MOVE_FLY_LOW|MOVE_WALK;
2242 
2243  tag = arrow->count;
2244  object_insert_in_map_at(arrow, m, op, 0, sx, sy);
2245 
2246  if (!object_was_destroyed(arrow, tag)) {
2247  play_sound_map(SOUND_TYPE_ITEM, arrow, arrow->direction, "fire");
2248  ob_process(arrow);
2249  }
2250 
2251  return 1;
2252 }
2253 
2264 static int similar_direction(int a, int b) {
2265  /* shortcut the obvious */
2266  if (a == b)
2267  return 1;
2268  /* Made this cleaner using modulus instead of a switch statement
2269  * We only needed the direction and the two adjacent to it
2270  * (8 is adjacent to 1 here) to return true, so a - 1, a, and a + 1
2271  * are the three directions that get "similar" affirmed.
2272  * -- Daniel Hawkins 2015-05-28
2273  */
2274  // The last one for the offset is added afterwards so we get
2275  // 1-8 instead of 0-7 (specifically, 0 becomes 8 without changing
2276  // the other values).
2277  if ((a % 8) + 1 == b || (a + 6 % 8) + 1 == b)
2278  return 1;
2279  return 0;
2280 }
2281 
2298 static int player_fire_bow(object *op, int dir) {
2299  int ret = 0, wcmod = 0;
2300 
2301  if (op->contr->bowtype == bow_bestarrow) {
2302  ret = fire_bow(op, pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
2303  } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) {
2304  if (!similar_direction(dir, op->contr->bowtype-bow_n+1))
2305  wcmod = -1;
2306  ret = fire_bow(op, NULL, op->contr->bowtype-bow_n+1, wcmod, op->x, op->y);
2307  } else if (op->contr->bowtype == bow_threewide) {
2308  ret = fire_bow(op, NULL, dir, 0, op->x, op->y);
2309  ret |= fire_bow(op, NULL, dir, -5, op->x+freearr_x[absdir(dir+2)], op->y+freearr_y[absdir(dir+2)]);
2310  ret |= fire_bow(op, NULL, dir, -5, op->x+freearr_x[absdir(dir-2)], op->y+freearr_y[absdir(dir-2)]);
2311  } else if (op->contr->bowtype == bow_spreadshot) {
2312  ret |= fire_bow(op, NULL, dir, 0, op->x, op->y);
2313  ret |= fire_bow(op, NULL, absdir(dir-1), -5, op->x, op->y);
2314  ret |= fire_bow(op, NULL, absdir(dir+1), -5, op->x, op->y);
2315  } else {
2316  /* Simple case */
2317  ret = fire_bow(op, NULL, dir, 0, op->x, op->y);
2318  }
2319  return ret;
2320 }
2321 
2334 static void fire_misc_object(object *op, int dir) {
2335  object *item;
2336  char name[MAX_BUF];
2337 
2338  item = op->contr->ranges[range_misc];
2339  if (!item) {
2341  "You have no range item readied.");
2342  return;
2343  }
2344  if (!item->inv) {
2345  LOG(llevError, "Object %s lacks a spell\n", item->name);
2346  return;
2347  }
2348  if (item->type == WAND) {
2349  if (item->stats.food <= 0) {
2350  play_sound_player_only(op->contr, SOUND_TYPE_ITEM, item, 0, "poof");
2353  "The %s goes poof.",
2354  name);
2355  return;
2356  }
2357  } else if (item->type == ROD) {
2358  if (item->stats.hp < SP_level_spellpoint_cost(item, item->inv, SPELL_HIGHEST)) {
2359  play_sound_player_only(op->contr, SOUND_TYPE_ITEM, item, 0, "poof");
2362  "The %s whines for a while, but nothing happens.",
2363  name);
2364  return;
2365  }
2366  }
2367 
2368  if (cast_spell(op, item, dir, item->inv, NULL)) {
2369  SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
2370  if (item->type == WAND) {
2372  } else if (item->type == ROD) {
2374  }
2375  }
2376 }
2377 
2386 void fire(object *op, int dir) {
2387 
2388  /* check for loss of invisiblity/hide */
2389  if (action_makes_visible(op))
2390  make_visible(op);
2391 
2392  switch (op->contr->shoottype) {
2393  case range_none:
2394  return;
2395 
2396  case range_bow:
2397  player_fire_bow(op, dir);
2398  return;
2399 
2400  case range_magic: /* Casting spells */
2401  cast_spell(op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL);
2402  return;
2403 
2404  case range_misc:
2405  fire_misc_object(op, dir);
2406  return;
2407 
2408  case range_golem: /* Control summoned monsters from scrolls */
2409  if (op->contr->ranges[range_golem] == NULL
2410  || op->contr->golem_count != op->contr->ranges[range_golem]->count) {
2411  op->contr->ranges[range_golem] = NULL;
2412  op->contr->shoottype = range_none;
2413  op->contr->golem_count = 0;
2414  } else
2415  pets_control_golem(op->contr->ranges[range_golem], dir);
2416  return;
2417 
2418  case range_skill:
2419  if (!op->chosen_skill) {
2420  if (op->type == PLAYER)
2422  "You have no applicable skill to use.");
2423  return;
2424  }
2425  (void)do_skill(op, op, op->chosen_skill, dir, NULL);
2426  return;
2427 
2428  case range_builder:
2429  apply_map_builder(op, dir);
2430  return;
2431 
2432  default:
2434  "Illegal shoot type.");
2435  return;
2436  }
2437 }
2438 
2458 object *find_key(object *pl, object *container, object *door) {
2459  object *tmp, *key;
2460 
2461  /* Should not happen, but sanity checking is never bad */
2462  if (container->inv == NULL)
2463  return NULL;
2464 
2465  /* First, lets try to find a key in the top level inventory */
2466  tmp = NULL;
2467  if (door->type == DOOR) {
2468  int flag = FLAG_UNPAID;
2469  tmp = object_find_by_type_without_flags(container, KEY, &flag, 1);
2470  }
2471  /* For sanity, we should really check door type, but other stuff
2472  * (like containers) can be locked with special keys
2473  */
2474  if (!tmp && door->slaying != NULL) {
2476  }
2477  /* No key found - lets search inventories now */
2478  /* If we find and use a key in an inventory, return at that time.
2479  * otherwise, if we search all the inventories and still don't find
2480  * a key, return
2481  */
2482  if (!tmp) {
2483  FOR_INV_PREPARE(container, tmp) {
2484  /* No reason to search empty containers */
2485  if (tmp->type == CONTAINER && tmp->inv) {
2486  key = find_key(pl, tmp, door);
2487  if (key != NULL)
2488  return key;
2489  }
2490  } FOR_INV_FINISH();
2491  return NULL;
2492  }
2493  /* We get down here if we have found a key. Now if its in a container,
2494  * see if we actually want to use it
2495  */
2496  if (pl != container) {
2497  /* Only let players use keys in containers */
2498  if (!pl->contr)
2499  return NULL;
2500  /* cases where this fails:
2501  * If we only search the player inventory, return now since we
2502  * are not in the players inventory.
2503  * If the container is not active, return now since only active
2504  * containers can be used.
2505  * If we only search keyrings and the container does not have
2506  * a race/isn't a keyring.
2507  * No checking for all containers - to fall through past here,
2508  * inv must have been an container and must have been active.
2509  *
2510  * Change the color so that the message doesn't disappear with
2511  * all the others.
2512  */
2513  if (pl->contr->usekeys == key_inventory
2514  || !QUERY_FLAG(container, FLAG_APPLIED)
2515  || (pl->contr->usekeys == keyrings && (!container->race || strcmp(container->race, "keys")))) {
2516  char name_tmp[MAX_BUF], name_cont[MAX_BUF];
2517 
2518  query_name(tmp, name_tmp, MAX_BUF);
2519  query_name(container, name_cont, MAX_BUF);
2522  "The %s in your %s vibrates as you approach the door",
2523  name_tmp, name_cont);
2524  return NULL;
2525  }
2526  }
2527  return tmp;
2528 }
2529 
2540 static int player_attack_door(object *op, object *door) {
2541  /* If its a door, try to find a use a key. If we do destroy the door,
2542  * might as well return immediately as there is nothing more to do -
2543  * otherwise, we fall through to the rest of the code.
2544  */
2545  object *key = find_key(op, op, door);
2546 
2547  assert(door->type == DOOR || door->type == LOCKED_DOOR);
2548 
2549  /* IF we found a key, do some extra work */
2550  if (key) {
2551  char name[HUGE_BUF];
2552 
2553  play_sound_map(SOUND_TYPE_GROUND, door, 0, "open");
2554  if (action_makes_visible(op))
2555  make_visible(op);
2556  if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2557  spring_trap(door->inv, op);
2558 
2562  "You open the door with the %s",
2563  name);
2564 
2565  if (door->type == DOOR)
2566  remove_door(door);
2567  else
2568  remove_locked_door(door); /* remove door without violence ;-) */
2569 
2570  /* Do this after we print the message */
2571  object_decrease_nrof_by_one(key); /* Use up one of the keys */
2572 
2573  return 1; /* Nothing more to do below */
2574 
2575  }
2576 
2577  if (door->type == LOCKED_DOOR) {
2578  /* Might as well return now - no other way to open this */
2580  door->msg);
2581  return 1;
2582  }
2583 
2584  if (door->type == DOOR && op->contr && !op->contr->run_on) {
2585  /* Player so try to pick the door */
2586  object *lock = find_skill_by_name(op, "lockpicking");
2587  if (lock) {
2588  /* Even if the lockpicking failed, don't go on moving, player should explicitely attack or run
2589  * to bash the door. */
2590  do_skill(op, op, lock, op->facing, NULL);
2591  return 1;
2592  }
2593  }
2594 
2595  return 0;
2596 }
2597 
2611 void move_player_attack(object *op, int dir) {
2612  object *mon, *tpl, *mon_owner;
2613  int16_t nx, ny;
2614  int on_battleground;
2615  mapstruct *m;
2616 
2617  if (op->contr->transport)
2618  tpl = op->contr->transport;
2619  else
2620  tpl = op;
2621  assert(tpl->map != NULL); // op must be on a map in order to move it
2622  nx = freearr_x[dir]+tpl->x;
2623  ny = freearr_y[dir]+tpl->y;
2624 
2625  on_battleground = op_on_battleground(tpl, NULL, NULL, NULL);
2626 
2627  // Temporarily store the map we are on before movement.
2628  mapstruct *bef = tpl->map;
2629 
2630  /* If braced, or can't move to the square, and it is not out of the
2631  * map, attack it. Note order of if statement is important - don't
2632  * want to be calling move_ob if braced, because move_ob will move the
2633  * player. This is a pretty nasty hack, because if we could
2634  * move to some space, it then means that if we are braced, we should
2635  * do nothing at all. As it is, if we are braced, we go through
2636  * quite a bit of processing. However, it probably is less than what
2637  * move_ob uses.
2638  */
2639  if ((op->contr->braced || !move_ob(tpl, dir, tpl)) && !out_of_map(tpl->map, nx, ny)) {
2640  if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2641  m = get_map_from_coord(tpl->map, &nx, &ny);
2642  if (!m)
2643  return; /* Don't think this should happen */
2644  } else
2645  m = tpl->map;
2646 
2647  if (GET_MAP_OB(m, nx, ny) == NULL) {
2648  /* LOG(llevError, "player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n");*/
2649  return;
2650  }
2651 
2652  mon = NULL;
2653  /* Go through all the objects, and find ones of interest. Only stop if
2654  * we find a monster - that is something we know we want to attack.
2655  * if its a door or barrel (can roll) see if there may be monsters
2656  * on the space
2657  */
2658  FOR_MAP_PREPARE(m, nx, ny, tmp) {
2659  if (tmp == op) {
2660  continue;
2661  }
2662  if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
2663  mon = tmp;
2664  /* Gros: Objects like (pass-through) doors are alive, but haven't
2665  * their monster flag set - so this is a good way attack real
2666  * monsters in priority.
2667  */
2668  if (QUERY_FLAG(tmp, FLAG_MONSTER))
2669  break;
2670  }
2671  if (tmp->type == LOCKED_DOOR || QUERY_FLAG(tmp, FLAG_CAN_ROLL))
2672  mon = tmp;
2673  } FOR_MAP_FINISH();
2674 
2675  if (mon == NULL) /* This happens anytime the player tries to move */
2676  return; /* into a wall */
2677 
2678  mon = HEAD(mon);
2679  if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2680  if (player_attack_door(op, mon))
2681  return;
2682 
2683  /* The following deals with possibly attacking peaceful
2684  * or friendly creatures. Basically, all players are considered
2685  * unaggressive. If the moving player has peaceful set, then the
2686  * object should be pushed instead of attacked. It is assumed that
2687  * if you are braced, you will not attack friends accidently,
2688  * and thus will not push them.
2689  */
2690 
2691  /* If the creature is a pet, push it even if the player is not
2692  * peaceful. Our assumption is the creature is a pet if the
2693  * player owns it and it is either friendly or unaggressive.
2694  */
2695  mon_owner = object_get_owner(mon);
2696  if ((op->type == PLAYER)
2697  && (mon_owner == op || (mon_owner != NULL && mon_owner->type == PLAYER && mon_owner->contr->party != NULL && mon_owner->contr->party == op->contr->party))
2699  /* If we're braced, we don't want to switch places with it */
2700  if (op->contr->braced)
2701  return;
2702  play_sound_map(SOUND_TYPE_LIVING, mon, dir, "push");
2703  (void)push_ob(mon, dir, op);
2704  if (op->contr->tmp_invis || op->hide)
2705  make_visible(op);
2706  return;
2707  }
2708 
2709  /* in certain circumstances, you shouldn't attack friendly
2710  * creatures. Note that if you are braced, you can't push
2711  * someone, but put it inside this loop so that you won't
2712  * attack them either.
2713  */
2714  if ((mon->type == PLAYER || mon->enemy != op)
2716  && (op->contr->peaceful && !on_battleground)) {
2717  if (!op->contr->braced) {
2718  play_sound_map(SOUND_TYPE_LIVING, mon, dir, "push");
2719  (void)push_ob(mon, dir, op);
2720  } else {
2722  "You withhold your attack");
2723  }
2724  if (op->contr->tmp_invis || op->hide)
2725  make_visible(op);
2726  }
2727 
2728  /* If the object is a boulder or other rollable object, then
2729  * roll it if not braced. You can't roll it if you are braced.
2730  */
2731  else if (QUERY_FLAG(mon, FLAG_CAN_ROLL) && (!op->contr->braced)) {
2732  recursive_roll(mon, dir, op);
2733  if (action_makes_visible(op))
2734  make_visible(op);
2735 
2736  /* Any generic living creature. Including things like doors.
2737  * Way it works is like this: First, it must have some hit points
2738  * and be living. Then, it must be one of the following:
2739  * 1) Not a player, 2) A player, but of a different party. Note
2740  * that party_number -1 is no party, so attacks can still happen.
2741  */
2742  } else if ((mon->stats.hp >= 0)
2744  && ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) {
2745  /* If the player hasn't hit something this tick, and does
2746  * so, give them speed boost based on weapon speed. Doing
2747  * it here is better than process_players2, which basically
2748  * incurred a 1 tick offset.
2749  */
2750  if (op->weapon_speed_left < 0) {
2751  op->speed_left = -0.01;
2752  return;
2753  }
2754  op->weapon_speed_left -= 1.0;
2755 
2756  skill_attack(mon, op, 0, NULL, NULL);
2757 
2758  /* If attacking another player, that player gets automatic
2759  * hitback, and doesn't loose luck either.
2760  * Disable hitback on the battleground or if the target is
2761  * the wiz.
2762  */
2763  if (mon->type == PLAYER
2764  && mon->stats.hp >= 0
2765  && !mon->contr->has_hit
2766  && !on_battleground
2767  && !QUERY_FLAG(mon, FLAG_WIZ)) {
2768  short luck = mon->stats.luck;
2769  mon->contr->has_hit = 1;
2770  skill_attack(op, mon, 0, NULL, NULL);
2771  mon->stats.luck = luck;
2772  }
2773  if (action_makes_visible(op))
2774  make_visible(op);
2775  }
2776  } /* if player should attack something */
2777  else if (bef != tpl->map) {
2778  player_map_change_common(op, bef, tpl->map);
2779  }
2780 }
2781 
2788 static void update_transport_block(object *transport, int dir) {
2789  object *part;
2790  int sx, sy, x, y;
2791 
2792  object_get_multi_size(transport, &sx, &sy, NULL, NULL);
2793  assert(sx == sy);
2794 
2795  if (dir == 1 || dir == 5) {
2796  part = transport;
2797  for (y = 0; y <= sy; y++) {
2798  for (x = 0; x < sx; x++) {
2799  part->move_type = transport->move_type;
2800  part = part->more;
2801  }
2802  part->move_type = 0;
2803  part = part->more;
2804  }
2805  } else if (dir == 3 || dir == 7) {
2806  part = transport;
2807  for (y = 0; y < sy; y++) {
2808  for (x = 0; x <= sx; x++) {
2809  part->move_type = transport->move_type;
2810  part = part->more;
2811  }
2812  }
2813  while (part) {
2814  part->move_type = 0;
2815  part = part->more;
2816  }
2817  } else {
2818  for (part = transport; part; part = part->more) {
2819  part->move_type = transport->move_type;
2820  }
2821  }
2822 }
2823 
2833 static int turn_one_transport(object *transport, object *captain, int dir) {
2834  int x, y, scroll_dir = 0;
2835 
2836  assert(transport->type == TRANSPORT);
2837 
2838  x = transport->x;
2839  y = transport->y;
2840 
2841  if (transport->direction == 1 && dir == 8) {
2842  x--;
2843  } else if (transport->direction == 2 && dir == 3) {
2844  y++;
2845  } else if (transport->direction == 3 && dir == 2) {
2846  y--;
2847  } else if (transport->direction == 5 && dir == 6) {
2848  x--;
2849  } else if (transport->direction == 6 && dir == 5) {
2850  x++;
2851  } else if (transport->direction == 7 && dir == 8) {
2852  y--;
2853  } else if (transport->direction == 8 && dir == 7) {
2854  y++;
2855  } else if (transport->direction == 8 && dir == 1) {
2856  x++;
2857  }
2858 
2859  update_transport_block(transport, dir);
2860  object_remove(transport);
2861  if (ob_blocked(transport, transport->map, x, y)) {
2862  update_transport_block(transport, transport->direction);
2863  object_insert_in_map_at(transport, transport->map, NULL, 0, x, y);
2864  return 2;
2865  }
2866 
2867  if (x != transport->x || y != transport->y) {
2868 /* assert(scroll_dir != 0);*/
2869 
2870  FOR_INV_PREPARE(transport, pl) {
2871  if (pl->type == PLAYER) {
2872  pl->contr->do_los = 1;
2873  pl->map = transport->map;
2874  pl->x = x;
2875  pl->y = y;
2876  esrv_map_scroll(pl->contr->socket, freearr_x[scroll_dir], freearr_y[scroll_dir]);
2877  pl->contr->socket->update_look = 1;
2878  pl->contr->socket->look_position = 0;
2879  }
2880  } FOR_INV_FINISH();
2881  }
2882 
2883  object_insert_in_map_at(transport, transport->map, NULL, 0, x, y);
2884  transport->direction = dir;
2885  transport->facing = dir;
2886  animate_object(transport, dir);
2887  captain->direction = dir;
2888  return 1;
2889 }
2890 
2903 static int turn_transport(object *transport, object *captain, int dir) {
2904  assert(transport->type == TRANSPORT);
2905 
2906  if (object_value_set(transport, "turnable_transport") == false) {
2907  transport->direction = dir;
2908  transport->facing = dir;
2909  if (QUERY_FLAG(transport, FLAG_ANIMATE)) {
2910  animate_object(transport, dir);
2911  }
2912  captain->direction = dir;
2913  return 0;
2914  }
2915 
2916  if (transport->direction == dir)
2917  return 0;
2918 
2919  if (absdir(transport->direction-dir) > 2)
2920  return turn_one_transport(transport, captain, absdir(transport->direction+1));
2921  else
2922  return turn_one_transport(transport, captain, absdir(transport->direction-1));
2923 }
2924 
2936 int move_player(object *op, int dir) {
2937  object *transport = op->contr->transport; //< Transport player is in
2938 
2939  if (!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2940  return 0;
2941 
2942  /* Sanity check: make sure dir is valid */
2943  if ((dir < 0) || (dir >= 9)) {
2944  LOG(llevError, "move_player: invalid direction %d\n", dir);
2945  return 0;
2946  }
2947 
2948  if (QUERY_FLAG(op, FLAG_CONFUSED) && dir)
2949  dir = get_randomized_dir(dir);
2950 
2951  op->facing = dir;
2952 
2953  if (transport) {
2954  /* transport->contr is set up for the person in charge of the boat.
2955  * if that isn't this person, he can't steer it, etc
2956  */
2957  if (transport->contr != op->contr)
2958  return 0;
2959 
2960  /* Transport is out of movement. But update dir so it at least
2961  * will point in the same direction if player is running.
2962  */
2963  if (transport->speed_left < 0.0) {
2964  return 0;
2965  }
2966  /* Remove transport speed. Give player just a little speed -
2967  * enough so that they will get an action again quickly.
2968  */
2969  transport->speed_left -= 1.0;
2970  if (op->speed_left < 0.0)
2971  op->speed_left = -0.01;
2972 
2973  int turn = turn_transport(transport, op, dir);
2974  if (turn != 0)
2975  return 0;
2976  } else {
2977  if (op->hide) {
2978  do_hidden_move(op);
2979  }
2980 
2981  /* it is important to change the animation now, as fire or move_player_attack can start a compound animation,
2982  * and leave us with state = 0, which we don't want to change again. */
2983  op->state++; /* player moved, so change animation. */
2984  animate_object(op, op->facing);
2985  }
2986 
2987  if (op->contr->fire_on) {
2988  fire(op, dir);
2989  } else
2990  move_player_attack(op, dir);
2991 
2992  int pick = check_pick(op);
2993 
2994  /* Add special check for newcs players and fire on - this way, the
2995  * server can handle repeat firing.
2996  */
2997  if (op->contr->fire_on || (op->contr->run_on && pick != 0)) {
2998  op->direction = dir;
2999  } else {
3000  op->direction = 0;
3001  }
3002  return 0;
3003 }
3004 
3015 int face_player(object *op, int dir) {
3016  object *transport = op->contr->transport; //< Transport player is in
3017 
3018  if (!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
3019  return 0;
3020 
3021  /* Sanity check: make sure dir is valid */
3022  if ((dir < 0) || (dir >= 9)) {
3023  LOG(llevError, "move_player: invalid direction %d\n", dir);
3024  return 0;
3025  }
3026 
3027  if (QUERY_FLAG(op, FLAG_CONFUSED) && dir)
3028  dir = get_randomized_dir(dir);
3029 
3030  op->facing = dir;
3031 
3032  if (transport) {
3033  /* transport->contr is set up for the person in charge of the boat.
3034  * if that isn't this person, he can't steer it, etc
3035  */
3036  if (transport->contr != op->contr)
3037  return 0;
3038 
3039  turn_transport(transport, op, dir);
3040  } else {
3041  if (op->hide) {
3042  do_hidden_move(op);
3043  }
3044 
3045  /* it is important to change the animation now, as fire or move_player_attack can start a compound animation,
3046  * and leave us with state = 0, which we don't want to change again. */
3047  op->state++; /* player moved, so change animation. */
3048  animate_object(op, op->facing);
3049  }
3050 
3051  /* Add special check for newcs players and fire on - this way, the
3052  * server can handle repeat firing.
3053  */
3054  if (op->contr->fire_on || op->contr->run_on) {
3055  op->direction = dir;
3056  } else {
3057  op->direction = 0;
3058  }
3059  return 0;
3060 }
3061 
3074 int handle_newcs_player(object *op) {
3075  if (op->contr->hidden) {
3076  op->invisible = 1000;
3077  /* the socket code flashes the player visible/invisible
3078  * depending on the value if invisible, so we need to
3079  * alternate it here for it to work correctly.
3080  */
3081  if (pticks&2)
3082  op->invisible--;
3083  } else if (op->invisible && !(QUERY_FLAG(op, FLAG_MAKE_INVIS))) {
3084  op->invisible--;
3085  if (!op->invisible) {
3086  make_visible(op);
3088  "Your invisibility spell runs out.");
3089  }
3090  }
3091 
3092  if (QUERY_FLAG(op, FLAG_SCARED)) {
3093  flee_player(op);
3094  /* If player is still scared, that is his action for this tick */
3095  if (QUERY_FLAG(op, FLAG_SCARED)) {
3096  op->speed_left--;
3097  return 0;
3098  }
3099  }
3100 
3101  /* I've been seeing crashes where the golem has been destroyed, but
3102  * the player object still points to the defunct golem. The code that
3103  * destroys the golem looks correct, and it doesn't always happen, so
3104  * put this in a a workaround to clean up the golem pointer.
3105  */
3106  if (op->contr->ranges[range_golem]
3107  && ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
3108  op->contr->ranges[range_golem] = NULL;
3109  op->contr->golem_count = 0;
3110  }
3111 
3112  /*
3113  * If the player has been paralyzed, we unmark the flag and give a message to the player
3114  */
3115  if (QUERY_FLAG(op, FLAG_PARALYZED)) {
3117  // TODO: Is this check necessary? We are in player.c, after all.
3118  if (op->type == PLAYER)
3119  {
3121  "You can stretch your stiff joints once more.");
3122  }
3123  }
3124 
3125  if (op->direction && (op->contr->run_on || op->contr->fire_on)) {
3126  /* All move commands take 1 tick, at least for now */
3127  op->speed_left--;
3128 
3129  /* Instead of all the stuff below, let move_player take care
3130  * of it. Also, some of the skill stuff is only put in
3131  * there, as well as the confusion stuff.
3132  */
3133  move_player(op, op->direction);
3134  if (op->speed_left > 0)
3135  return 1;
3136  else
3137  return 0;
3138  }
3139  return 0;
3140 }
3141 
3152 static int save_life(object *op) {
3153  object *tmp;
3154 
3155  if (!QUERY_FLAG(op, FLAG_LIFESAVE))
3156  return 0;
3157 
3159  if (tmp != NULL) {
3160  char name[MAX_BUF];
3161 
3163  play_sound_map(SOUND_TYPE_ITEM, tmp, 0, "evaporate");
3165  "Your %s vibrates violently, then evaporates.",
3166  name);
3167  object_remove(tmp);
3170  if (op->stats.hp < 0)
3171  op->stats.hp = op->stats.maxhp;
3172  if (op->stats.food < 0)
3173  op->stats.food = MAX_FOOD;
3174  fix_object(op);
3175  return 1;
3176  }
3177  LOG(llevError, "Error: LIFESAVE set without applied object.\n");
3179  enter_player_savebed(op); /* bring him home. */
3180  return 0;
3181 }
3182 
3195 void remove_unpaid_objects(object *op, object *env, int free_items) {
3197  if (QUERY_FLAG(op, FLAG_UNPAID)) {
3198  object_remove(op);
3199  if (free_items)
3201  else
3202  object_insert_in_map_at(op, env->map, NULL, 0, env->x, env->y);
3203  } else if (op->inv)
3204  remove_unpaid_objects(op->inv, env, free_items);
3206 }
3207 
3225 static const char *gravestone_text(object *op, char *buf2, int len) {
3226  char buf[MAX_BUF];
3227  time_t now = time(NULL);
3228 
3229  strncpy(buf2, " R.I.P.\n\n", len);
3230  if (op->type == PLAYER)
3231  snprintf(buf, sizeof(buf), "%s the %s\n", op->name, op->contr->title);
3232  else
3233  snprintf(buf, sizeof(buf), "%s\n", op->name);
3234  strncat(buf2, " ", 20-strlen(buf)/2);
3235  strncat(buf2, buf, len-strlen(buf2)-1);
3236  if (op->type == PLAYER)
3237  snprintf(buf, sizeof(buf), "who was in level %d when killed\n", op->level);
3238  else
3239  snprintf(buf, sizeof(buf), "who was in level %d when died.\n\n", op->level);
3240  strncat(buf2, " ", 20-strlen(buf)/2);
3241  strncat(buf2, buf, len-strlen(buf2)-1);
3242  if (op->type == PLAYER) {
3243  snprintf(buf, sizeof(buf), "by %s.\n\n", op->contr->killer);
3244  strncat(buf2, " ", 21-strlen(buf)/2);
3245  strncat(buf2, buf, len-strlen(buf2)-1);
3246  }
3247  strftime(buf, MAX_BUF, "%b %d %Y\n", localtime(&now));
3248  strncat(buf2, " ", 20-strlen(buf)/2);
3249  strncat(buf2, buf, len-strlen(buf2)-1);
3250  return buf2;
3251 }
3252 
3260 void do_some_living(object *op) {
3261  int last_food = op->stats.food;
3262  int gen_hp, gen_sp, gen_grace;
3263  int rate_hp = 1200;
3264  int rate_sp = 2500;
3265  int rate_grace = 2000;
3266 
3267  if (op->contr->state == ST_PLAYING) {
3268  /* these next three if clauses make it possible to SLOW DOWN
3269  hp/grace/spellpoint regeneration. */
3270  if (op->contr->gen_hp >= 0)
3271  gen_hp = (op->contr->gen_hp+1)*op->stats.maxhp;
3272  else {
3273  gen_hp = op->stats.maxhp;
3274  rate_hp -= rate_hp/2*op->contr->gen_hp;
3275  }
3276  if (op->contr->gen_sp >= 0)
3277  gen_sp = (op->contr->gen_sp+1)*op->stats.maxsp;
3278  else {
3279  gen_sp = op->stats.maxsp;
3280  rate_sp -= rate_sp/2*op->contr->gen_sp;
3281  }
3282  if (op->contr->gen_grace >= 0)
3283  gen_grace = (op->contr->gen_grace+1)*op->stats.maxgrace;
3284  else {
3285  gen_grace = op->stats.maxgrace;
3286  rate_grace -= rate_grace/2*op->contr->gen_grace;
3287  }
3288 
3289  /* Regenerate Spell Points */
3290  if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) {
3291  gen_sp = gen_sp*10/MAX(op->contr->gen_sp_armour, 10);
3292  if (op->stats.sp < op->stats.maxsp) {
3293  op->stats.sp++;
3294  /* dms do not consume food */
3295  if (!QUERY_FLAG(op, FLAG_WIZ)) {
3296  op->stats.food--;
3297  if (op->contr->digestion < 0)
3298  op->stats.food += op->contr->digestion;
3299  else if (op->contr->digestion > 0
3300  && random_roll(0, op->contr->digestion, op, PREFER_HIGH))
3301  op->stats.food = last_food;
3302  }
3303  }
3304  op->last_sp = rate_sp/(MAX(gen_sp, 20)+10);
3305  }
3306 
3307  /* Regenerate Grace */
3308  /* I altered this a little - maximum grace is only achieved through prayer -b.t.*/
3309  if (--op->last_grace < 0) {
3310  if (op->stats.grace < op->stats.maxgrace/2)
3311  op->stats.grace++; /* no penalty in food for regaining grace */
3312  op->last_grace = rate_grace/(MAX(gen_grace, 20)+10);
3313  /* wearing stuff doesn't detract from grace generation. */
3314  }
3315 
3316  /* Regenerate Hit Points (unless you are a wraith player) */
3317  if (--op->last_heal < 0 && !is_wraith_pl(op)) {
3318  if (op->stats.hp < op->stats.maxhp) {
3319  op->stats.hp++;
3320  /* dms do not consume food */
3321  if (!QUERY_FLAG(op, FLAG_WIZ)) {
3322  op->stats.food--;
3323  if (op->contr->digestion < 0)
3324  op->stats.food += op->contr->digestion;
3325  else if (op->contr->digestion > 0
3326  && random_roll(0, op->contr->digestion, op, PREFER_HIGH))
3327  op->stats.food = last_food;
3328  }
3329  }
3330  op->last_heal = rate_hp/(MAX(gen_hp, 20)+10);
3331  }
3332 
3333  /* Digestion */
3334  if (--op->last_eat < 0) {
3335  int bonus = MAX(op->contr->digestion, 0);
3336  int penalty = MAX(-op->contr->digestion, 0);
3337  if (op->contr->gen_hp > 0)
3338  op->last_eat = 25*(1+bonus)/(op->contr->gen_hp+penalty+1);
3339  else
3340  op->last_eat = 25*(1+bonus)/(penalty+1);
3341  /* dms do not consume food */
3342  if (!QUERY_FLAG(op, FLAG_WIZ))
3343  op->stats.food--;
3344  }
3345  }
3346 
3347  if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) {
3348  if (is_wraith_pl(op))
3349  draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_REMOVE, "You feel a hunger for living flesh.");
3350  /* Only allow eat if not paralyzed. Otherwise our paralyzed player is "moving" to eat.
3351  * Daniel Hawkins 2017-08-23
3352  */
3353  else if (!QUERY_FLAG(op, FLAG_PARALYZED)){
3354  object *flesh = NULL;
3355 
3356  FOR_INV_PREPARE(op, tmp) {
3357  if (!QUERY_FLAG(tmp, FLAG_UNPAID)) {
3358  if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) {
3360  "You blindly grab for a bite of food.");
3361  apply_manual(op, tmp, 0);
3362  if (op->stats.food >= 0 || op->stats.hp < 0)
3363  break;
3364  } else if (tmp->type == FLESH)
3365  flesh = tmp;
3366  } /* End if paid for object */
3367  } FOR_INV_FINISH(); /* end of for loop */
3368  /* If player is still starving, it means they don't have any food, so
3369  * eat flesh instead.
3370  */
3371  if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) {
3373  "You blindly grab for a bite of food.");
3374  apply_manual(op, flesh, 0);
3375  }
3376  } /* end not wraith and not paralyzed */
3377  else { // Print a message for when the player is starving and paralyzed
3378  draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_REMOVE, "Your stomach rumbles, but you can't reach your food.");
3379  } /* end not wraith and is paralyzed */
3380  } /* end if player is starving */
3381 
3382  if (op->stats.food < 0 && op->stats.hp > 0){
3383  // We know food < 0, so we want the absolute value of food
3384  int32_t adjust_by = MIN(-(op->stats.food), op->stats.hp);
3385  op->stats.food += adjust_by;
3386  op->stats.hp -= adjust_by;
3387  }
3388 
3389  if (!op->contr->state && !QUERY_FLAG(op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
3390  kill_player(op, NULL);
3391 }
3392 
3399 static void loot_object(object *op) {
3400  object *tmp2;
3401 
3402  if (op->container) { /* close open sack first */
3403  apply_container(op, op->container, AP_NULL);
3404  }
3405 
3406  FOR_INV_PREPARE(op, tmp) {
3407  if (tmp->invisible)
3408  continue;
3409  object_remove(tmp);
3410  tmp->x = op->x,
3411  tmp->y = op->y;
3412  if (tmp->type == CONTAINER) { /* empty container to ground */
3413  loot_object(tmp);
3414  }
3415  if (!QUERY_FLAG(tmp, FLAG_UNIQUE)
3417  if (tmp->nrof > 1) {
3418  tmp2 = object_split(tmp, 1+RANDOM()%(tmp->nrof-1), NULL, 0);
3420  object_insert_in_map_at(tmp, op->map, NULL, 0, op->x, op->y);
3421  } else
3423  } else
3424  object_insert_in_map_at(tmp, op->map, NULL, 0, op->x, op->y);
3425  } FOR_INV_FINISH();
3426 }
3427 
3438 static void restore_player(object *op) {
3439  object *tmp;
3440  archetype *at = find_archetype("poisoning");
3441  if (at != NULL) {
3442  tmp = arch_present_in_ob(at, op);
3443  if (tmp) {
3444  object_remove(tmp);
3447  "Your body feels cleansed");
3448  }
3449  }
3450 
3451  at = find_archetype("confusion");
3452  if (at != NULL) {
3453  tmp = arch_present_in_ob(at, op);
3454  if (tmp) {
3455  object_remove(tmp);
3458  "Your mind feels clearer");
3459  }
3460  }
3461 
3462  cure_disease(op, NULL, NULL); /* remove any disease */
3463 }
3464 
3476 void kill_player(object *op, const object *killer) {
3477  char buf[MAX_BUF];
3478  int x, y;
3479  object *tmp;
3480  archetype *trophy = NULL;
3481 
3482  /* Don't die if the player's life can be saved. */
3483  if (save_life(op)) {
3484  return;
3485  }
3486 
3487  /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
3488  * in cities ONLY!!! It is very important that this doesn't get abused.
3489  * Look at op_on_battleground() for more info --AndreasV
3490  */
3491  if (op_on_battleground(op, &x, &y, &trophy)) {
3492  assert(trophy != NULL);
3494  "You have been defeated in combat!\n"
3495  "Local medics have saved your life...");
3496 
3497  /* restore player */
3498  restore_player(op);
3499 
3500  op->stats.hp = op->stats.maxhp;
3501  if (op->stats.food <= 0)
3502  op->stats.food = MAX_FOOD;
3503 
3504  /* create a bodypart-trophy to make the winner happy */
3505  tmp = arch_to_object(trophy);
3506  if (tmp != NULL) {
3507  snprintf(buf, sizeof(buf), "%s's %s", op->name, tmp->name);
3508  tmp->name = add_string(buf);
3509 
3510  snprintf(buf, sizeof(buf),
3511  "This %s was %s %s the %s, who was defeated at level %d by %s.\n",
3512  tmp->name, tmp->type == FLESH ? "cut off" : "taken from",
3513  op->name, op->contr->title,
3514  (int)(op->level), op->contr->killer);
3515 
3517  tmp->type = 0;
3518  tmp->value = 0;
3519  tmp->material = 0;
3520  tmp->materialname = NULL;
3521  object_insert_in_map_at(tmp, op->map, op, 0, op->x, op->y);
3522  }
3523 
3524  /* teleport defeated player to new destination*/
3525  transfer_ob(op, x, y, 0, NULL);
3526  op->contr->braced = 0;
3527  return;
3528  }
3529 
3530  if (events_execute_object_event(op, EVENT_DEATH, NULL, NULL, NULL, SCRIPT_FIX_ALL) != 0)
3531  return;
3532 
3534  if (op->stats.food < 0) {
3535  snprintf(buf, sizeof(buf), "%s starved to death.", op->name);
3536  strcpy(op->contr->killer, "starvation");
3537  } else {
3538  snprintf(buf, sizeof(buf), "%s died.", op->name);
3539  }
3540  play_sound_player_only(op->contr, SOUND_TYPE_LIVING, op, 0, "death");
3541 
3542  if (settings.not_permadeth == TRUE) {
3544  } else {
3546  }
3547 }
3548 
3557 static void kill_player_not_permadeath(object *op) {
3558  int num_stats_lose;
3559  int will_kill_again;
3560  int lost_a_stat;
3561  int z;
3562  object *tmp;
3563  char buf[MAX_BUF];
3564  archetype *at;
3565 
3566  /* Basically two ways to go - remove a stat permanently, or just
3567  * make it depletion. This bunch of code deals with that aspect
3568  * of death.
3569  */
3571  /* If stat loss is permanent, lose one stat only. */
3572  /* Lower level chars don't lose as many stats because they suffer
3573  more if they do. */
3574  /* Higher level characters can afford things such as potions of
3575  restoration, or better, stat potions. So we slug them that
3576  little bit harder. */
3577  /* GD */
3579  num_stats_lose = 1;
3580  else
3581  num_stats_lose = 1+op->level/BALSL_NUMBER_LOSSES_RATIO;
3582  } else {
3583  num_stats_lose = 1;
3584  }
3585  lost_a_stat = 0;
3586 
3587  for (z = 0; z < num_stats_lose; z++) {
3589  int i;
3590 
3591  /* Pick a random stat and take a point off it. Tell the player
3592  * what he lost.
3593  */
3594  i = RANDOM()%7;
3595  change_attr_value(&(op->stats), i, -1);
3597  change_attr_value(&(op->contr->orig_stats), i, -1);
3598  check_stat_bounds(&(op->contr->orig_stats), MIN_STAT, settings.max_stat);
3601  lose_msg[i]);
3602  lost_a_stat = 1;
3603  } else {
3604  /* deplete a stat */
3606  if (deparch == NULL) {
3607  continue;
3608  }
3609  object *dep;
3610  int lose_this_stat;
3611  int i;
3612 
3613  i = RANDOM()%7;
3614  dep = arch_present_in_ob(deparch, op);
3615  if (!dep) {
3616  dep = arch_to_object(deparch);
3617  object_insert_in_ob(dep, op);
3618  }
3619  lose_this_stat = 1;
3621  int this_stat;
3622 
3623  /* GD */
3624  /* Get the stat that we're about to deplete. */
3625  this_stat = get_attr_value(&(dep->stats), i);
3626  if (this_stat < 0) {
3627  int loss_chance = 1+op->level/BALSL_LOSS_CHANCE_RATIO;
3628  int keep_chance = this_stat*this_stat;
3629  /* Yes, I am paranoid. Sue me. */
3630  if (keep_chance < 1)
3631  keep_chance = 1;
3632 
3633  /* There is a maximum depletion total per level. */
3634  if (this_stat < -1-op->level/BALSL_MAX_LOSS_RATIO) {
3635  lose_this_stat = 0;
3636  /* Take loss chance vs keep chance to see if we
3637  retain the stat. */
3638  } else {
3639  if (random_roll(0, loss_chance+keep_chance-1, op, PREFER_LOW) < keep_chance)
3640  lose_this_stat = 0;
3641  /* 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"); */
3642  }
3643  }
3644  }
3645 
3646  if (lose_this_stat) {
3647  int this_stat;
3648 
3649  this_stat = get_attr_value(&(dep->stats), i);
3650  /* We could try to do something clever like find another
3651  * stat to reduce if this fails. But chances are, if
3652  * stats have been depleted to -50, all are pretty low
3653  * and should be roughly the same, so it shouldn't make a
3654  * difference.
3655  */
3656  if (this_stat >= -50) {
3657  change_attr_value(&(dep->stats), i, -1);
3658  SET_FLAG(dep, FLAG_APPLIED);
3660  drain_msg[i]);
3661  fix_object(op);
3662  lost_a_stat = 1;
3663  }
3664  }
3665  }
3666  }
3667  /* If no stat lost, tell the player. */
3668  if (!lost_a_stat) {
3669  /* determine_god() seems to not work sometimes... why is this? Should I be using something else? GD */
3670  const char *god = determine_god(op);
3671 
3672  if (god && (strcmp(god, "none")))
3675  "For a brief moment you feel the holy presence of %s protecting you",
3676  god);
3677  else
3680  "For a brief moment you feel a holy presence protecting you.");
3681  }
3682 
3683  /* Put a gravestone up where the character 'almost' died. List the
3684  * exp loss on the stone.
3685  */
3686  at = find_archetype("gravestone");
3687  if (at != NULL) {
3688  tmp = arch_to_object(at);
3689  snprintf(buf, sizeof(buf), "%s's gravestone", op->name);
3690  FREE_AND_COPY(tmp->name, buf);
3691  snprintf(buf, sizeof(buf), "%s's gravestones", op->name);
3692  FREE_AND_COPY(tmp->name_pl, buf);
3693  snprintf(buf, sizeof(buf), "RIP\nHere rests the hero %s the %s,\n"
3694  "who was killed\n"
3695  "by %s.\n",
3696  op->name, op->contr->title,
3697  op->contr->killer);
3699  object_insert_in_map_at(tmp, op->map, NULL, 0, op->x, op->y);
3700  }
3701 
3702  /* restore player: remove any poisoning, disease and confusion the
3703  * character may be suffering.*/
3704  restore_player(op);
3705 
3706  /* Subtract the experience points, if we died cause of food, give
3707  * us food, and reset HP's...
3708  */
3710  if (op->stats.food < 100)
3711  op->stats.food = 900;
3712  op->stats.hp = op->stats.maxhp;
3713  op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
3714  op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
3715 
3716  /* Check to see if the player is in a shop. IF so, then check to see if
3717  * the player has any unpaid items. If so, remove them and put them back
3718  * in the map.
3719  *
3720  * If they are not in a shop, just free the unpaid items instead of
3721  * putting them back on map.
3722  */
3723  if (shop_contains(op))
3724  remove_unpaid_objects(op->inv, op, 0);
3725  else
3726  remove_unpaid_objects(op->inv, op, 1);
3727 
3728  /* Move player to his current respawn-position (usually last savebed) */
3730 
3731  /* Save the player before inserting the force to reduce chance of abuse. */
3732  op->contr->braced = 0;
3733  /* don't pick up in apartment */
3734  if (op->contr->mode & PU_NEWMODE) {
3735  op->contr->mode = op->contr->mode | PU_INHIBIT;
3736  esrv_send_pickup(op->contr);
3737  } else {
3738  op->contr->mode = 0;
3739  }
3740  if ( op->contr->search_str[0] ) command_search_items(op,NULL); /* turn off search-items */
3741  save_player(op, 1);
3742 
3743  /* it is possible that the player has blown something up
3744  * at his savebed location, and that can have long lasting
3745  * spell effects. So first see if there is a spell effect
3746  * on the space that might harm the player.
3747  */
3748  will_kill_again = 0;
3749  FOR_MAP_PREPARE(op->map, op->x, op->y, tmp)
3750  if (tmp->type == SPELL_EFFECT)
3751  will_kill_again |= tmp->attacktype;
3752  FOR_MAP_FINISH();
3753  if (will_kill_again) {
3754  object *force;
3755  int at;
3756 
3758  /* 50 ticks should be enough time for the spell to abate */
3759  force->speed = 0.1;
3760  force->speed_left = -5.0;
3762  for (at = 0; at < NROFATTACKS; at++) {
3763  if (will_kill_again&(1<<at))
3764  force->resist[at] = 100;
3765  }
3767  fix_object(op);
3768  }
3769 
3770  /* Tell the player they have died */
3772  "YOU HAVE DIED.");
3773 }
3774 
3781 static void kill_player_permadeath(object *op) {
3782  char buf[MAX_BUF];
3783  char ac_buf[MAX_BUF];
3784  int x, y;
3785  mapstruct *map;
3786  object *tmp;
3787  archetype *at;
3788 
3789  /* save the map location for corpse, gravestone*/
3790  x = op->x;
3791  y = op->y;
3792  map = op->map;
3793 
3794  party_leave(op);
3795  if (settings.set_title == TRUE)
3796  player_set_own_title(op->contr, "");
3797 
3798  /* buf should be the kill message */
3800  buf);
3801  hiscore_check(op, 0);
3802  if (op->contr->ranges[range_golem] != NULL) {
3803  remove_friendly_object(op->contr->ranges[range_golem]);
3804  object_remove(op->contr->ranges[range_golem]);
3805  object_free_drop_inventory(op->contr->ranges[range_golem]);
3806  op->contr->ranges[range_golem] = NULL;
3807  op->contr->golem_count = 0;
3808  }
3809  loot_object(op); /* Remove some of the items for good */
3810  object_remove(op);
3811  op->direction = 0;
3812 
3813  if (!QUERY_FLAG(op, FLAG_WAS_WIZ) && op->stats.exp) {
3814  if (settings.resurrection == TRUE) {
3815  /* save playerfile sans equipment when player dies
3816  * -then save it as player.pl.dead so that future resurrection
3817  * -type spells will work on them nicely
3818  */
3819  op->stats.hp = op->stats.maxhp;
3820  op->stats.food = MAX_FOOD;
3821 
3822  /* set the location of where the person will reappear when */
3823  /* maybe resurrection code should fix map also */
3824  safe_strncpy(op->contr->maplevel, settings.emergency_mapname,
3825  sizeof(op->contr->maplevel));
3826  if (op->map != NULL)
3827  op->map = NULL;
3828  op->x = settings.emergency_x;
3829  op->y = settings.emergency_y;
3830  save_player(op, 0);
3831  op->map = map;
3832  /* please see resurrection.c: peterm */
3833  dead_player(op);
3834  } else {
3835  delete_character(op->name);
3836  }
3837  }
3838  play_again(op);
3839 
3840  /* peterm: added to create a corpse at deathsite. */
3841  at = find_archetype("corpse_pl");
3842  if (at != NULL) {
3843  tmp = arch_to_object(at);
3844  snprintf(buf, sizeof(buf), "%s", op->name);
3845  FREE_AND_COPY(tmp->name, buf);
3846  FREE_AND_COPY(tmp->name_pl, buf);
3847  tmp->level = op->level;
3848  object_set_msg(tmp, gravestone_text(op, buf, sizeof(buf)));
3850  /*
3851  * Put the account name under slaying.
3852  * Does not seem to cause weird effects, but more testing may ensure this.
3853  */
3854  snprintf(ac_buf, sizeof(ac_buf), "%s", op->contr->socket->account_name);
3855  FREE_AND_COPY(tmp->slaying, ac_buf);
3856  object_insert_in_map_at(tmp, map, NULL, 0, x, y);
3857  }
3858 }
3859 
3867 void fix_weight(void) {
3868  player *pl;
3869 
3870  for (pl = first_player; pl != NULL; pl = pl->next) {
3871  int old = pl->ob->carrying, sum = object_sum_weight(pl->ob);
3872 
3873  if (old == sum)
3874  continue;
3875  fix_object(pl->ob);
3876  LOG(llevDebug, "Fixed inventory in %s (%d -> %d)\n", pl->ob->name, old, sum);
3877  }
3878 }
3879 
3883 void fix_luck(void) {
3884  player *pl;
3885 
3886  for (pl = first_player; pl != NULL; pl = pl->next)
3887  if (!pl->ob->contr->state)
3888  change_luck(pl->ob, 0);
3889 }
3890 
3891 
3904 void cast_dust(object *op, object *throw_ob, int dir) {
3905  object *skop, *spob;
3906 
3907  skop = find_skill_by_name(op, throw_ob->skill);
3908 
3909  /* casting POTION 'dusts' is really a use_magic_item skill */
3910  if (op->type == PLAYER && throw_ob->type == POTION && !skop) {
3911  LOG(llevError, "Player %s lacks critical skill use_magic_item!\n", op->name);
3912  return;
3913  }
3914  spob = throw_ob->inv;
3915  if (op->type == PLAYER && spob)
3917  "You cast %s.",
3918  spob->name);
3919 
3920  cast_spell(op, throw_ob, dir, spob, NULL);
3921 
3922  if (!QUERY_FLAG(throw_ob, FLAG_REMOVED))
3923  object_remove(throw_ob);
3924  object_free_drop_inventory(throw_ob);
3925 }
3926 
3933 void make_visible(object *op) {
3934  op->hide = 0;
3935  op->invisible = 0;
3936  if (op->type == PLAYER) {
3937  op->contr->tmp_invis = 0;
3938  if (op->contr->invis_race)
3939  FREE_AND_CLEAR_STR(op->contr->invis_race);
3940  }
3942 }
3943 
3953 int is_true_undead(object *op) {
3954  if (QUERY_FLAG(&op->arch->clone, FLAG_UNDEAD))
3955  return 1;
3956 
3957  if (op->type == PLAYER) {
3958  FOR_INV_PREPARE(op, tmp) {
3959  if (tmp->type == 44 && tmp->stats.Wis)
3960  if (QUERY_FLAG(tmp, FLAG_UNDEAD))
3961  return 1;
3962  } FOR_INV_FINISH();
3963  }
3964  return 0;
3965 }
3966 
3977 int hideability(object *ob) {
3978  int i, level = 0, mflag;
3979  int16_t x, y;
3980 
3981  if (!ob || !ob->map)
3982  return 0;
3983 
3984  /* so, on normal lighted maps, its hard to hide */
3985  level = ob->map->darkness-2;
3986 
3987  /* this also picks up whether the object is glowing.
3988  * If you carry a light on a non-dark map, its not
3989  * as bad as carrying a light on a pitch dark map
3990  */
3991  if (has_carried_lights(ob))
3992  level = -(10+(2*ob->map->darkness));
3993 
3994  /* scan through all nearby squares for terrain to hide in */
3995  for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x+freearr_x[i], y = ob->y+freearr_y[i]) {
3996  mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL);
3997  if (mflag&P_OUT_OF_MAP) {
3998  continue;
3999  }
4000  if (mflag&P_BLOCKSVIEW) /* something to hide near! */
4001  level += 2;
4002  else /* open terrain! */
4003  level -= 1;
4004  }
4005 
4006  return level;
4007 }
4008 
4018 void do_hidden_move(object *op) {
4019  int hide = 0, num = random_roll(0, 19, op, PREFER_LOW);
4020  object *skop;
4021 
4022  if (!op || !op->map)
4023  return;
4024 
4026 
4027  /* its *extremely *hard to run and sneak/hide at the same time! */
4028  if (op->type == PLAYER && op->contr->run_on) {
4029  if (!skop || num >= skop->level) {
4031  "You ran too much! You are no longer hidden!");
4032  make_visible(op);
4033  return;
4034  } else
4035  num += 20;
4036  }
4037  num += op->map->difficulty;
4038  hide = hideability(op); /* modify by terrain hidden level */
4039  num -= hide;
4040  if ((op->type == PLAYER && hide < -10)
4041  || ((op->invisible -= num) <= 0)) {
4042  make_visible(op);
4043  if (op->type == PLAYER)
4045  "You moved out of hiding! You are visible!");
4046  } else if (op->type == PLAYER && skop) {
4047  change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0);
4048  }
4049 }
4050 
4059 int stand_near_hostile(object *who) {
4060  int i, friendly = 0, player = 0, mflags;
4061  mapstruct *m;
4062  int16_t x, y;
4063 
4064  if (!who)
4065  return 0;
4066 
4067  if (who->type == PLAYER)
4068  player = 1;
4069  else
4070  friendly = QUERY_FLAG(who, FLAG_FRIENDLY);
4071 
4072  /* search adjacent squares */
4073  for (i = 1; i < 9; i++) {
4074  x = who->x+freearr_x[i];
4075  y = who->y+freearr_y[i];
4076  m = who->map;
4077  mflags = get_map_flags(m, &m, x, y, &x, &y);
4078  /* space must be blocked if there is a monster. If not
4079  * blocked, don't need to check this space.
4080  */
4081  if (mflags&P_OUT_OF_MAP)
4082  continue;
4084  continue;
4085 
4086  FOR_MAP_PREPARE(m, x, y, tmp) {
4087  if ((player || friendly)
4090  return 1;
4091  else if (tmp->type == PLAYER) {
4092  /*don't let a hidden DM prevent you from hiding*/
4093  if (!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
4094  return 1;
4095  }
4096  } FOR_MAP_FINISH();
4097  }
4098  return 0;
4099 }
4100 
4127 int player_can_view(object *pl, object *op) {
4128  rv_vector rv;
4129  int dx, dy;
4130 
4131  if (!pl || !op)
4132  return 0;
4133 
4134  if (pl->type != PLAYER) {
4135  LOG(llevError, "player_can_view() called for non-player object\n");
4136  return -1;
4137  }
4138 
4139  op = HEAD(op);
4140  if (!get_rangevector(pl, op, &rv, 0x1))
4141  return 0;
4142 
4143  /* starting with the 'head' part, lets loop
4144  * through the object and find if it has any
4145  * part that is in the los array but isnt on
4146  * a blocked los square.
4147  * we use the archetype to figure out offsets.
4148  */
4149  while (op) {
4150  dx = rv.distance_x+op->arch->clone.x;
4151  dy = rv.distance_y+op->arch->clone.y;
4152 
4153  /* only the viewable area the player sees is updated by LOS
4154  * code, so we need to restrict ourselves to that range of values
4155  * for any meaningful values.
4156  */
4157  if (FABS(dx) <= (pl->contr->socket->mapx/2)
4158  && FABS(dy) <= (pl->contr->socket->mapy/2)
4159  && !pl->contr->blocked_los[dx+(pl->contr->socket->mapx/2)][dy+(pl->contr->socket->mapy/2)])
4160  return 1;
4161  op = op->more;
4162  }
4163  return 0;
4164 }
4165 
4179 static int action_makes_visible(object *op) {
4180  if (op->invisible && QUERY_FLAG(op, FLAG_ALIVE)) {
4182  return 0;
4183 
4184  if (op->contr && op->contr->tmp_invis == 0)
4185  return 0;
4186 
4187  /* If monsters, they should become visible */
4188  if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
4190  "You become %s!",
4191  op->hide ? "unhidden" : "visible");
4192  return 1;
4193  }
4194  }
4195  return 0;
4196 }
4197 
4226 int op_on_battleground(object *op, int *x, int *y, archetype **trophy) {
4228  if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) {
4230  && strcmp(tmp->name, "battleground") == 0
4231  && tmp->type == BATTLEGROUND
4232  && EXIT_X(tmp)
4233  && EXIT_Y(tmp)) {
4234  /*before we assign the exit, check if this is a teambattle*/
4235  if (EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp)) {
4236  object *invtmp;
4237 
4239  if (invtmp != NULL) {
4240  if (x != NULL && y != NULL)
4241  *x = EXIT_ALT_X(tmp),
4242  *y = EXIT_ALT_Y(tmp);
4243  return 1;
4244  }
4245  }
4246  if (x != NULL && y != NULL)
4247  *x = EXIT_X(tmp),
4248  *y = EXIT_Y(tmp);
4249 
4250  /* If 'other_arch' is not specified, give a finger. */
4251  if (trophy != NULL) {
4252  if (tmp->other_arch) {
4253  *trophy = tmp->other_arch;
4254  } else {
4255  *trophy = find_archetype("finger");
4256  }
4257  }
4258  return 1;
4259  }
4260  }
4261  } FOR_BELOW_FINISH();
4262  /* If we got here, did not find a battleground */
4263  return 0;
4264 }
4265 
4276 void dragon_ability_gain(object *who, int atnr, int level) {
4277  treasurelist *trlist = NULL; /* treasurelist */
4278  treasure *tr; /* treasure */
4279  object *tmp, *skop; /* tmp. object */
4280  object *item; /* treasure object */
4281  char buf[MAX_BUF]; /* tmp. string buffer */
4282  int i = 0, j = 0;
4283 
4284  /* get the appropriate treasurelist */
4285  if (atnr == ATNR_FIRE)
4286  trlist = find_treasurelist("dragon_ability_fire");
4287  else if (atnr == ATNR_COLD)
4288  trlist = find_treasurelist("dragon_ability_cold");
4289  else if (atnr == ATNR_ELECTRICITY)
4290  trlist = find_treasurelist("dragon_ability_elec");
4291  else if (atnr == ATNR_POISON)
4292  trlist = find_treasurelist("dragon_ability_poison");
4293 
4294  if (trlist == NULL || who->type != PLAYER)
4295  return;
4296 
4297  // tr->magic is being used to define what level of the metabolism the ability is gained at.
4298  for (tr = trlist->items; tr != NULL && tr->magic != level; tr = tr->next)
4299  ;
4300  if (tr == NULL || tr->item == NULL) {
4301  /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
4302  return;
4303  }
4304 
4305  /* everything seems okay - now bring on the gift: */
4306  item = &(tr->item->clone);
4307 
4308  if (item->type == SPELL) {
4309  if (check_spell_known(who, item->name))
4310  return;
4311 
4314  "You gained the ability of %s",
4315  item->name);
4316  do_learn_spell(who, item, 0);
4317  return;
4318  }
4319 
4320  /* grant direct spell */
4321  if (item->type == SPELLBOOK) {
4322  if (!item->inv) {
4323  LOG(llevDebug, "dragon_ability_gain: Broken spellbook %s\n", item->name);
4324  return;
4325  }
4326  if (check_spell_known(who, item->inv->name))
4327  return;
4328  if (item->invisible) {
4331  "You gained the ability of %s",
4332  item->inv->name);
4333  do_learn_spell(who, item->inv, 0);
4334  return;
4335  }
4336  } else if (item->type == SKILL_TOOL && item->invisible) {
4337  if (item->subtype == SK_CLAWING && (skop = find_skill_by_name(who, item->skill)) != NULL) {
4338  /* should this perhaps be (skop->attackyp&item->attacktype) != item->attacktype ...
4339  * in this way, if the player is missing any of the attacktypes, he gets
4340  * them. As it is now, if the player has any that match the granted skill,
4341  * but not all of them, he gets nothing.
4342  */
4343  if (!(skop->attacktype&item->attacktype)) {
4344  /* Give new attacktype */
4345  skop->attacktype |= item->attacktype;
4346 
4347  /* always add physical if there's none */
4348  skop->attacktype |= AT_PHYSICAL;
4349 
4350  if (item->msg != NULL)
4353  item->msg);
4354 
4355  /* Give player new face */
4356  if (item->animation) {
4357  who->face = skop->face;
4358  who->animation = item->animation;
4359  who->anim_speed = item->anim_speed;
4360  who->last_anim = 0;
4361  who->state = 0;
4362  animate_object(who, who->direction);
4363  }
4364  }
4365  }
4366  } else if (item->type == FORCE) {
4367  /* forces in the treasurelist can alter the player's stats */
4368  object *skin;
4369 
4370  /* first get the dragon skin force */
4371  skin = object_find_by_arch_name(who, "dragon_skin_force");
4372  if (skin == NULL)
4373  return;
4374 
4375  /* adding new spellpath attunements */
4376  if (item->path_attuned > 0 && !(skin->path_attuned&item->path_attuned)) {
4377  skin->path_attuned |= item->path_attuned; /* add attunement to skin */
4378 
4379  /* print message */
4380  snprintf(buf, sizeof(buf), "You feel attuned to ");
4381  for (i = 0, j = 0; i < NRSPELLPATHS; i++) {
4382  if (item->path_attuned&(1<<i)) {
4383  if (j)
4384  strcat(buf, " and ");
4385  else
4386  j = 1;
4387  strcat(buf, spellpathnames[i]);
4388  }
4389  }
4390  strcat(buf, ".");
4393  buf);
4394  }
4395 
4396  /* evtl. adding flags: */
4397  if (QUERY_FLAG(item, FLAG_XRAYS))
4398  SET_FLAG(skin, FLAG_XRAYS);
4400  SET_FLAG(skin, FLAG_STEALTH);
4402  SET_FLAG(skin, FLAG_SEE_IN_DARK);
4403 
4404  /* print message if there is one */
4405  if (item->msg != NULL)
4408  item->msg);
4409  } else {
4410  /* generate misc. treasure */
4411  char name[HUGE_BUF];
4412 
4413  tmp = arch_to_object(tr->item);
4417  "You gained %s",
4418  name);
4420  if (who->type == PLAYER)
4422  }
4423 }
4424 
4435  int i;
4436 
4437  for (i = 0; i < static_cast<int>(range_size); i++) {
4438  if (pl->ranges[i] == ob) {
4439  pl->ranges[i] = NULL;
4440  if (pl->shoottype == i) {
4441  pl->shoottype = range_none;
4442  }
4443  }
4444  }
4445 }
4446 
4452 void player_set_state(player *pl, uint8_t state) {
4453 
4454  assert(pl);
4455  assert(state <= ST_CHANGE_PASSWORD_CONFIRM);
4456  pl->state = state;
4457 }
4458 
4466  SockList *sl;
4467  assert(pl);
4468  if (pl->delayed_buffers_used == pl->delayed_buffers_allocated) {
4469  pl->delayed_buffers_allocated += 5;
4470  pl->delayed_buffers = static_cast<SockList **>(realloc(pl->delayed_buffers, pl->delayed_buffers_allocated * sizeof(pl->delayed_buffers[0])));
4471  if (!pl->delayed_buffers) {
4472  LOG(llevError, "Unable to allocated %d delayed buffers, aborting\n", pl->delayed_buffers_allocated);
4474  }
4475  for (uint8_t s = pl->delayed_buffers_allocated - 5; s < pl->delayed_buffers_allocated; s++) {
4476  pl->delayed_buffers[s] = static_cast<SockList *>(calloc(1, sizeof(SockList)));
4477  }
4478  }
4479  sl = pl->delayed_buffers[pl->delayed_buffers_used];
4480  pl->delayed_buffers_used++;
4481  SockList_Init(sl);
4482  return sl;
4483 }
object_was_destroyed
#define object_was_destroyed(op, old_tag)
Definition: object.h:68
ADD_PLAYER_NO_STATS_ROLL
#define ADD_PLAYER_NO_STATS_ROLL
Definition: player.h:246
object_value_set
bool object_value_set(const object *op, const char *const key)
Definition: object.cpp:4369
op_on_battleground
int op_on_battleground(object *op, int *x, int *y, archetype **trophy)
Definition: player.cpp:4226
give.next
def next
Definition: give.py:44
GET_MAP_OB
#define GET_MAP_OB(M, X, Y)
Definition: map.h:173
MSG_TYPE_COMMAND_NEWPLAYER
#define MSG_TYPE_COMMAND_NEWPLAYER
Definition: newclient.h:536
do_skill
int do_skill(object *op, object *part, object *skill, int dir, const char *string)
Definition: skill_util.cpp:422
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:1668
living::exp
int64_t exp
Definition: living.h:47
UP_OBJ_FACE
#define UP_OBJ_FACE
Definition: object.h:522
check_pick
int check_pick(object *op)
Definition: player.cpp:1717
make_visible
void make_visible(object *op)
Definition: player.cpp:3933
PLAYER
@ PLAYER
Definition: object.h:110
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:3781
SockList_AddInt
void SockList_AddInt(SockList *sl, uint32_t data)
Definition: lowlevel.cpp:124
global.h
FLAG_NEUTRAL
#define FLAG_NEUTRAL
Definition: define.h:354
UPD_FACE
#define UPD_FACE
Definition: newclient.h:317
object_find_by_type_subtype
object * object_find_by_type_subtype(const object *who, int type, int subtype)
Definition: object.cpp:4294
first_player
player * first_player
Definition: init.cpp:106
settings
struct Settings settings
Definition: init.cpp:138
SOUND_TYPE_ITEM
#define SOUND_TYPE_ITEM
Definition: newclient.h:335
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:3015
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
Definition: newclient.h:530
FLAG_CONFUSED
#define FLAG_CONFUSED
Definition: define.h:311
player::unarmed_skill
const char * unarmed_skill
Definition: player.h:220
BOW
@ BOW
Definition: object.h:121
player_fire_bow
static int player_fire_bow(object *op, int dir)
Definition: player.cpp:2298
Settings::emergency_y
uint16_t emergency_y
Definition: global.h:300
kill_player
void kill_player(object *op, const object *killer)
Definition: player.cpp:3476
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:351
command_search_items
void command_search_items(object *op, const char *params)
Definition: c_object.cpp:2331
WAND
@ WAND
Definition: object.h:223
range_bow
@ range_bow
Definition: player.h:31
get_player_archetype
static archetype * get_player_archetype(archetype *at)
Definition: player.cpp:505
MSG_TYPE_ADMIN_PLAYER
#define MSG_TYPE_ADMIN_PLAYER
Definition: newclient.h:496
LOG
void LOG(LogLevel logLevel, const char *format,...)
Definition: logger.cpp:51
FLAG_UNDEAD
#define FLAG_UNDEAD
Definition: define.h:270
SET_FLAG
#define SET_FLAG(xyz, p)
Definition: define.h:224
bow_threewide
@ bow_threewide
Definition: player.h:43
FLESH
@ FLESH
Definition: object.h:190
monster_can_detect_enemy
int monster_can_detect_enemy(object *op, object *enemy, rv_vector *rv)
Definition: monster.cpp:2579
PU_ARROW
#define PU_ARROW
Definition: define.h:120
PU_NOT_CURSED
#define PU_NOT_CURSED
Definition: define.h:140
player
Definition: player.h:105
path_to_player
int path_to_player(object *mon, object *pl, unsigned mindiff)
Definition: player.cpp:651
esrv_map_scroll
void esrv_map_scroll(socket_struct *ns, int dx, int dy)
Definition: request.cpp:1614
blocked_link
int blocked_link(object *ob, mapstruct *m, int16_t sx, int16_t sy)
Definition: map.cpp:345
strdup_local
#define strdup_local
Definition: compat.h:29
object::inv
object * inv
Definition: object.h:296
Settings::resurrection
uint8_t resurrection
Definition: global.h:266
recursive_roll
void recursive_roll(object *op, int dir, object *pusher)
Definition: move.cpp:293
safe_strcat
void safe_strcat(char *dest, const char *orig, size_t *curlen, size_t maxlen)
Definition: porting.cpp:202
diamondslots.x
x
Definition: diamondslots.py:15
FLAG_STARTEQUIP
#define FLAG_STARTEQUIP
Definition: define.h:268
first_map_path
char first_map_path[MAX_BUF]
Definition: init.cpp:120
MSG_TYPE_SKILL
#define MSG_TYPE_SKILL
Definition: newclient.h:407
QUERY_FLAG
#define QUERY_FLAG(xyz, p)
Definition: define.h:226
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]
Definition: init.cpp:238
SK_CLAWING
@ SK_CLAWING
Definition: skills.h:50
ARCH_DEPLETION
#define ARCH_DEPLETION
Definition: object.h:579
NDI_GREEN
#define NDI_GREEN
Definition: newclient.h:249
KEY
@ KEY
Definition: object.h:130
PU_INHIBIT
#define PU_INHIBIT
Definition: define.h:109
do_learn_spell
void do_learn_spell(object *op, object *spell, int special_prayer)
Definition: apply.cpp:484
socket_struct
Definition: newserver.h:89
ST_GET_NAME
#define ST_GET_NAME
Definition: define.h:546
first_map_ext_path
char first_map_ext_path[MAX_BUF]
Definition: init.cpp:121
esrv_new_player
void esrv_new_player(player *pl, uint32_t weight)
Definition: request.cpp:943
FLAG_SEE_IN_DARK
#define FLAG_SEE_IN_DARK
Definition: define.h:337
Settings::not_permadeth
uint8_t not_permadeth
Definition: global.h:262
price_base
uint64_t price_base(const object *obj)
Definition: shop.cpp:75
player_get_delayed_buffer
SockList * player_get_delayed_buffer(player *pl)
Definition: player.cpp:4465
get_friends_of
objectlink * get_friends_of(const object *owner)
Definition: friend.cpp:117
esrv_send_inventory
void esrv_send_inventory(object *pl, object *op)
Definition: item.cpp:316
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:420
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)
Definition: player.cpp:1954
disinfect.a
a
Definition: disinfect.py:13
absdir
int absdir(int d)
Definition: object.cpp:3707
player::no_shout
uint32_t no_shout
Definition: player.h:148
SockList_AddString
void SockList_AddString(SockList *sl, const char *data)
Definition: lowlevel.cpp:154
FOR_BELOW_PREPARE
#define FOR_BELOW_PREPARE(op_, it_)
Definition: define.h:704
object::speed
float speed
Definition: object.h:335
object_set_enemy
void object_set_enemy(object *op, object *enemy)
Definition: object.cpp:915
GEM
@ GEM
Definition: object.h:170
FLAG_UNIQUE
#define FLAG_UNIQUE
Definition: define.h:287
MSG_TYPE_VICTIM_DIED
#define MSG_TYPE_VICTIM_DIED
Definition: newclient.h:656
EXIT_PATH
#define EXIT_PATH(xyz)
Definition: define.h:439
living::Dex
int8_t Dex
Definition: living.h:36
TRAP
@ TRAP
Definition: object.h:244
object::x
int16_t x
Definition: object.h:333
player::peaceful
uint32_t peaceful
Definition: player.h:146
player::ob
object * ob
Definition: player.h:176
turn_transport
static int turn_transport(object *transport, object *captain, int dir)
Definition: player.cpp:2903
spring_trap
void spring_trap(object *trap, object *victim)
Definition: rune.cpp:205
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:336
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:303
object::anim_suffix
sstring anim_suffix
Definition: object.h:322
arch_present_in_ob
object * arch_present_in_ob(const archetype *at, const object *op)
Definition: object.cpp:3215
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:1741
guildjoin.ob
ob
Definition: guildjoin.py:42
player::last_applied_stats
living last_applied_stats
Definition: player.h:171
PU_BOW
#define PU_BOW
Definition: define.h:118
MSG_TYPE_ATTRIBUTE
#define MSG_TYPE_ATTRIBUTE
Definition: newclient.h:405
GT_ONLY_GOOD
@ GT_ONLY_GOOD
Definition: treasure.h:34
fix_weight
void fix_weight(void)
Definition: player.cpp:3867
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
MIN
#define MIN(x, y)
Definition: compat.h:21
CS_QUERY_SINGLECHAR
#define CS_QUERY_SINGLECHAR
Definition: newclient.h:67
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:146
object::direction
int8_t direction
Definition: object.h:342
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:305
flags
static const flag_definition flags[]
Definition: gridarta-types-convert.cpp:101
RUNE
@ RUNE
Definition: object.h:243
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:4222
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:4127
confirm_password
void confirm_password(object *op)
Definition: player.cpp:1006
NDI_NAVY
#define NDI_NAVY
Definition: newclient.h:244
player::last_stats
living last_stats
Definition: player.h:167
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:111
SOUND_TYPE_LIVING
#define SOUND_TYPE_LIVING
Definition: newclient.h:333
socket_struct::inbuf
SockList inbuf
Definition: newserver.h:99
object::enemy
object * enemy
Definition: object.h:389
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:1982
skills.h
PU_POTION
#define PU_POTION
Definition: define.h:133
MSG_TYPE_COMMAND_ERROR
#define MSG_TYPE_COMMAND_ERROR
Definition: newclient.h:529
esrv_add_spells
void esrv_add_spells(player *pl, object *spell)
Definition: request.cpp:1855
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:357
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:238
MSG_TYPE_MISC
#define MSG_TYPE_MISC
Definition: newclient.h:413
FLAG_APPLIED
#define FLAG_APPLIED
Definition: define.h:235
NDI_BLUE
#define NDI_BLUE
Definition: newclient.h:247
object::level
int16_t level
Definition: object.h:359
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:292
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:1551
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:165
getManager
AssetsManager * getManager()
Definition: assets.cpp:305
object_insert_in_ob
object * object_insert_in_ob(object *op, object *where)
Definition: object.cpp:2851
HUGE_BUF
#define HUGE_BUF
Definition: define.h:37
MSG_TYPE_VICTIM
#define MSG_TYPE_VICTIM
Definition: newclient.h:415
MSG_TYPE_COMMAND
#define MSG_TYPE_COMMAND
Definition: newclient.h:404
MAX
#define MAX(x, y)
Definition: compat.h:24
handle_newcs_player
int handle_newcs_player(object *op)
Definition: player.cpp:3074
WISDOM
@ WISDOM
Definition: living.h:14
AT_DEATH
#define AT_DEATH
Definition: attack.h:93
object::resist
int16_t resist[NROFATTACKS]
Definition: object.h:349
FLAG_NO_PICK
#define FLAG_NO_PICK
Definition: define.h:239
MSG_TYPE_SPELL_END
#define MSG_TYPE_SPELL_END
Definition: newclient.h:634
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:4452
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:401
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:375
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:528
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:333
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:252
rv_vector::distance_x
int distance_x
Definition: map.h:374
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:131
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:2833
object_update
void object_update(object *op, int action)
Definition: object.cpp:1434
object::contr
struct player * contr
Definition: object.h:282
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:4434
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:116
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:569
FLAG_WAS_WIZ
#define FLAG_WAS_WIZ
Definition: define.h:234
MSG_TYPE_ADMIN_NEWS
#define MSG_TYPE_ADMIN_NEWS
Definition: newclient.h:495
is_criminal
bool is_criminal(object *op)
Definition: player.cpp:312
player::last_speed
float last_speed
Definition: player.h:172
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:138
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:564
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:603
query_name
void query_name(const object *op, char *buf, size_t size)
Definition: item.cpp:585
POTION
@ POTION
Definition: object.h:114
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:4018
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:4179
ADD_PLAYER_NO_MAP
#define ADD_PLAYER_NO_MAP
Definition: player.h:245
calc_skill_exp
int64_t calc_skill_exp(const object *who, const object *op, const object *skill)
Definition: skill_util.cpp:658
account_char_free
void account_char_free(Account_Chars *chars)
Definition: account_char.cpp:345
archetype::clone
object clone
Definition: object.h:476
fire_misc_object
static void fire_misc_object(object *op, int dir)
Definition: player.cpp:2334
loot_object
static void loot_object(object *op)
Definition: player.cpp:3399
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:4737
HEAD
#define HEAD(op)
Definition: object.h:596
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:2264
ROD
@ ROD
Definition: object.h:112
CONTAINER
@ CONTAINER
Definition: object.h:234
enter_player_maplevel
void enter_player_maplevel(object *op)
Definition: server.cpp:687
object::move_type
MoveType move_type
Definition: object.h:432
query_short_name
void query_short_name(const object *op, char *buf, size_t size)
Definition: item.cpp:510
SockList_AddChar
void SockList_AddChar(SockList *sl, unsigned char c)
Definition: lowlevel.cpp:103
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
Settings::motd
char motd[MAX_BUF]
Definition: global.h:278
LOCKED_DOOR
@ LOCKED_DOOR
Definition: object.h:126
MSG_TYPE_ITEM
#define MSG_TYPE_ITEM
Definition: newclient.h:412
object::face
const Face * face
Definition: object.h:339
out_of_map
int out_of_map(mapstruct *m, int x, int y)
Definition: map.cpp:2320
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:388
MSG_TYPE_ATTACK
#define MSG_TYPE_ATTACK
Definition: newclient.h:409
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:127
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:315
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:346
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:356
do_some_living
void do_some_living(object *op)
Definition: player.cpp:3260
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:3225
FLAG_USE_SHIELD
#define FLAG_USE_SHIELD
Definition: define.h:237
hideability
int hideability(object *ob)
Definition: player.cpp:3977
leave
void leave(player *pl, int draw_exit)
Definition: server.cpp:1302
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:193
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:3557
object::move_on
MoveType move_on
Definition: object.h:435
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:2166
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:12
archetype
Definition: object.h:472
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:4567
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:120
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:234
get_map_from_coord
mapstruct * get_map_from_coord(mapstruct *m, int16_t *x, int16_t *y)
Definition: map.cpp:2393
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:411
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:1730
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:420
object::race
sstring race
Definition: object.h:324
object::facing
int8_t facing
Definition: object.h:343
get_dam_bonus
int get_dam_bonus(int stat)
Definition: living.cpp:2376
DEXTERITY
@ DEXTERITY
Definition: living.h:12
SockList_Init
void SockList_Init(SockList *sl)
Definition: lowlevel.cpp:52
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:488
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:3997
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:2098
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:2386
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:570
find_skill_by_name
object * find_skill_by_name(object *who, const char *name)
Definition: skill_util.cpp:202
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:2231
get_dex_bonus
int get_dex_bonus(int stat)
Definition: living.cpp:2352
P_OUT_OF_MAP
#define P_OUT_OF_MAP
Definition: map.h:250
move_player_attack
void move_player_attack(object *op, int dir)
Definition: player.cpp:2611
AssetsManager::archetypes
Archetypes * archetypes()
Definition: AssetsManager.h:44
env
static std::shared_ptr< inja::Environment > env
Definition: mapper.cpp:2165
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:244
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:3904
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:3195
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:62
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:643
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:531
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:4059
FIND_PLAYER_NO_HIDDEN_DM
#define FIND_PLAYER_NO_HIDDEN_DM
Definition: player.h:235
OUT_OF_REAL_MAP
#define OUT_OF_REAL_MAP(M, X, Y)
Definition: map.h:218
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:4151
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:262
object::slaying
sstring slaying
Definition: object.h:325
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:317
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:166
MSG_TYPE_SKILL_FAILURE
#define MSG_TYPE_SKILL_FAILURE
Definition: newclient.h:590
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:4245
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:2356
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:3860
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:301
object_find_by_type
object * object_find_by_type(const object *who, int type)
Definition: object.cpp:3973
SOUND_TYPE_GROUND
#define SOUND_TYPE_GROUND
Definition: newclient.h:336
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:642
is_identifiable_type
int is_identifiable_type(const object *op)
Definition: item.cpp:1312
change_attr_value
void change_attr_value(living *stats, int attr, int8_t value)
Definition: living.cpp:264
mapstruct
Definition: map.h:316
enter_exit
void enter_exit(object *op, object *exit_ob)
Definition: server.cpp:732
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:263
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:3152
STRENGTH
@ STRENGTH
Definition: living.h:11
object::skill
sstring skill
Definition: object.h:327
animate_object
void animate_object(object *op, int dir)
Definition: anim.cpp:44
player::language
language_t language
Definition: player.h:219
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:2631
EXIT_ALT_X
#define EXIT_ALT_X(xyz)
Definition: define.h:443
MSG_TYPE_ATTRIBUTE_GOD
#define MSG_TYPE_ATTRIBUTE_GOD
Definition: newclient.h:575
dragon_ability_gain
void dragon_ability_gain(object *who, int atnr, int level)
Definition: player.cpp:4276
change_luck
void change_luck(object *op, int value)
Definition: living.cpp:796
restore_player
static void restore_player(object *op)
Definition: player.cpp:3438
PU_ARMOUR
#define PU_ARMOUR
Definition: define.h:123
object_set_msg
void object_set_msg(object *op, const char *msg)
Definition: object.cpp:4804
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:2280
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:218
object::msg
sstring msg
Definition: object.h:328
PU_NEWMODE
#define PU_NEWMODE
Definition: define.h:111
rv_vector
Definition: map.h:372
MSG_TYPE_ADMIN_RULES
#define MSG_TYPE_ADMIN_RULES
Definition: newclient.h:494
SKILL_TOOL
@ SKILL_TOOL
Definition: object.h:192
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:253
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:80
guild_entry.x1
int x1
Definition: guild_entry.py:33
NDI_DK_ORANGE
#define NDI_DK_ORANGE
Definition: newclient.h:248
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:173
arch_to_object
object * arch_to_object(archetype *at)
Definition: arch.cpp:229
level
int level
Definition: readable.cpp:1549
get_rangevector
int get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags)
Definition: map.cpp:2553
player::party
partylist * party
Definition: player.h:202
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:500
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:567
newclient.h
fix_luck
void fix_luck(void)
Definition: player.cpp:3883
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:115
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:129
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
quest.state
state
Definition: quest.py:13
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:2936
remove_statbonus
void remove_statbonus(object *op)
Definition: living.cpp:845
MSG_TYPE_ATTACK_NOATTACK
#define MSG_TYPE_ATTACK_NOATTACK
Definition: newclient.h:618
object::spellarg
char * spellarg
Definition: object.h:417
make_path_to_file
void make_path_to_file(const char *filename)
Definition: porting.cpp:164
DRINK
@ DRINK
Definition: object.h:160
PU_CURSED
#define PU_CURSED
Definition: define.h:144
find_player_partial_name
player * find_player_partial_name(const char *plname)
Definition: player.cpp:114
roll_stats
void roll_stats(object *op)
Definition: player.cpp:1062
get_rangevector_from_mapcoord
int get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags)
Definition: map.cpp:2626
ATNR_COLD
#define ATNR_COLD
Definition: attack.h:53
object::nrof
uint32_t nrof
Definition: object.h:340
FLAG_XRAYS
#define FLAG_XRAYS
Definition: define.h:300
player::socket
socket_struct * socket
Definition: player.h:107
mapstruct::next
mapstruct * next
Definition: map.h:317
living::grace
int16_t grace
Definition: living.h:44
add_player
player * add_player(socket_struct *ns, int flags)
Definition: player.cpp:460
say.item
dictionary item
Definition: say.py:149
query_base_name
void query_base_name(const object *op, int plural, char *buf, size_t size)
Definition: item.cpp:686
Settings::search_items
uint8_t search_items
Definition: global.h:267
object::stats
living stats
Definition: object.h:376
treasure
Definition: treasure.h:63<