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/cvs/deliantra/server/server/player.C
Revision: 1.88
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.87: +1 -0 lines
Log Message:
added some copyrights

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <pwd.h>
27 #include <sproto.h>
28 #include <sounds.h>
29 #include <living.h>
30 #include <object.h>
31 #include <spells.h>
32 #include <skills.h>
33
34 #include <algorithm>
35 #include <functional>
36
37 player *
38 find_player (const char *plname)
39 {
40 for_all_players (pl)
41 if (pl->ob && !strcmp (query_name (pl->ob), plname))
42 return pl;
43
44 return 0;
45 }
46
47 void
48 display_motd (const object *op)
49 {
50 char buf[MAX_BUF];
51 char motd[HUGE_BUF];
52 FILE *fp;
53 int comp;
54 int size;
55
56 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
57 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
58 return;
59
60 motd[0] = '\0';
61 size = 0;
62
63 while (fgets (buf, MAX_BUF, fp))
64 {
65 if (*buf == '#')
66 continue;
67
68 strncat (motd + size, buf, HUGE_BUF - size);
69 size += strlen (buf);
70 }
71
72 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
73 close_and_delete (fp, comp);
74 }
75
76 void
77 send_rules (const object *op)
78 {
79 char buf[MAX_BUF];
80 char rules[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 rules[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp))
93 {
94 if (*buf == '#')
95 continue;
96
97 if (size + strlen (buf) >= HUGE_BUF)
98 {
99 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
100 break;
101 }
102
103 strncat (rules + size, buf, HUGE_BUF - size);
104 size += strlen (buf);
105 }
106
107 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
108 close_and_delete (fp, comp);
109 }
110
111 void
112 send_news (const object *op)
113 {
114 char buf[MAX_BUF];
115 char news[HUGE_BUF];
116 char subject[MAX_BUF];
117 FILE *fp;
118 int comp;
119 int size;
120
121 sprintf (buf, "%s/%s", settings.confdir, settings.news);
122 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
123 return;
124
125 news[0] = '\0';
126 subject[0] = '\0';
127 size = 0;
128
129 while (fgets (buf, MAX_BUF, fp) != NULL)
130 {
131 if (*buf == '#')
132 continue;
133
134 if (*buf == '%')
135 { /* send one news */
136 if (size > 0)
137 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
138 strcpy (subject, buf + 1);
139 strip_endline (subject);
140 size = 0;
141 news[0] = '\0';
142 }
143 else
144 {
145 if (size + strlen (buf) >= HUGE_BUF)
146 {
147 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
148 break;
149 }
150 strncat (news + size, buf, HUGE_BUF - size);
151 size += strlen (buf);
152 }
153 }
154
155 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
156 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
157 close_and_delete (fp, comp);
158 }
159
160 /* This loads the first map an puts the player on it. */
161 static void
162 set_first_map (object *op)
163 {
164 op->contr->maplevel = first_map_path;
165 op->x = -1;
166 op->y = -1;
167 }
168
169 void
170 player::enter_map ()
171 {
172 object *tmp = object::create ();
173
174 EXIT_PATH (tmp) = maplevel;
175 EXIT_X (tmp) = ob->x;
176 EXIT_Y (tmp) = ob->y;
177 ob->enter_exit (tmp);
178
179 tmp->destroy ();
180 }
181
182 // connect the player with a specific client
183 // also changed, rationalises, and fixes some incorrect settings
184 void
185 player::connect (client *ns)
186 {
187 this->ns = ns;
188 ns->pl = this;
189
190 next = first_player;
191 first_player = this;
192
193 ns->update_look = 0;
194 ns->look_position = 0;
195
196 clear_los (ob);
197
198 /* make sure he's a player -- needed because of class change. */
199 ob->type = PLAYER; // we are paranoid
200 ob->race = ob->arch->clone.race;
201
202 if (!legal_range (ob, shoottype))
203 shoottype = range_none;
204
205 ob->carrying = sum_weight (ob);
206 link_player_skills (ob);
207
208 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
209
210 assign (title, ob->arch->clone.name);
211
212 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
213 * from the class, and not race. I don't see any way to get the class information
214 * to then update this. I don't think this will actually break anything - anyone
215 * that can use armour should be able to use a shield. What this may 'break'
216 * are features new characters get, eg, if someone starts up with a Q, they
217 * should be able to use a shield. However, old Q's won't get that advantage.
218 */
219 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
220 SET_FLAG (ob, FLAG_USE_SHIELD);
221
222 /* if it's a dragon player, set the correct title here */
223 if (is_dragon_pl (ob))
224 {
225 object *tmp, *abil = 0, *skin = 0;
226
227 shstr_cmp dragon_ability_force ("dragon_ability_force");
228 shstr_cmp dragon_skin_force ("dragon_skin_force");
229
230 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 if (tmp->type == FORCE)
232 if (tmp->arch->name == dragon_ability_force)
233 abil = tmp;
234 else if (tmp->arch->name == dragon_skin_force)
235 skin = tmp;
236
237 set_dragon_name (ob, abil, skin);
238 }
239
240 CLEAR_FLAG (ob, FLAG_FRIENDLY);
241 add_friendly_object (ob);
242
243 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->update_stats ();
250 ns->floorbox_update ();
251
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 ob->activate_recursive ();
256 enter_map ();
257
258 send_rules (ob);
259 send_news (ob);
260 display_motd (ob);
261
262 INVOKE_PLAYER (CONNECT, this);
263 INVOKE_PLAYER (LOGIN, this);
264 }
265
266 void
267 player::disconnect ()
268 {
269 if (ob)
270 ob->deactivate_recursive ();
271
272 //TODO: don't be so harsh and destroy :)
273 if (ns)
274 {
275 if (enable_save)
276 {
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 save (true);
279 }
280
281 INVOKE_PLAYER (DISCONNECT, this);
282
283 client *ns = this->ns;
284 ns->send_packet ("goodbye");
285 ns->flush ();
286 ns->pl = 0;
287 this->ns = 0;
288
289 ns->destroy ();
290 destroy ();
291 }
292 }
293
294 // the need for this function can be explained
295 // by load_object not returning the object
296 void
297 player::set_object (object *op)
298 {
299 ob = op;
300 ob->contr = this; /* this aren't yet in archetype */
301
302 ob->speed_left = 0.5;
303 ob->speed = 1.0;
304 ob->direction = 5; /* So player faces south */
305 ob->stats.wc = 2;
306 ob->run_away = 25; /* Then we panick... */
307
308 ob->roll_stats ();
309 }
310
311 player::player ()
312 {
313 /* There are some elements we want initialised to non zero value -
314 * we deal with that below this point.
315 */
316 outputs_sync = 16; /* Every 2 seconds */
317 outputs_count = 8; /* Keeps present behaviour */
318 unapply = unapply_nochoice;
319
320 savebed_map = first_map_path; /* Init. respawn position */
321
322 gen_sp_armour = 10;
323 last_speed = -1;
324 shoottype = range_none;
325 bowtype = bow_normal;
326 petmode = pet_normal;
327 listening = 10;
328 usekeys = containers;
329 last_weapon_sp = -1;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332
333 /* we need to clear these to -1 and not zero - otherwise,
334 * if a player quits and starts a new character, we wont
335 * send new values to the client, as things like exp start
336 * at zero.
337 */
338 for (int i = 0; i < NUM_SKILLS; i++)
339 last_skill_exp[i] = -1;
340
341 for (int i = 0; i < NROFATTACKS; i++)
342 last_resist[i] = -1;
343
344 last_stats.exp = -1;
345 last_weight = (uint32) - 1;
346 }
347
348 void
349 player::do_destroy ()
350 {
351 disconnect ();
352
353 save (false);
354 enable_save = false;
355
356 attachable::do_destroy ();
357
358 terminate_all_pets (ob);
359
360 if (first_player != this)
361 {
362 player *prev = first_player;
363
364 while (prev && prev->next && prev->next != this)
365 prev = prev->next;
366
367 if (prev->next != this)
368 {
369 LOG (llevError, "Free_player: Can't find previous player.\n");
370 abort ();
371 }
372
373 prev->next = next;
374 }
375 else
376 first_player = next;
377
378 if (ob)
379 {
380 ob->destroy_inv (false);
381 ob->destroy ();
382 }
383 }
384
385 player::~player ()
386 {
387 /* Clear item stack */
388 free (stack_items);
389 }
390
391 /* Tries to add player on the connection passed in ns.
392 * All we can really get in this is some settings like host and display
393 * mode.
394 */
395 player *
396 player::create ()
397 {
398 player *pl = new player;
399
400 pl->set_object (arch_to_object (get_player_archetype (0)));
401 set_first_map (pl->ob);
402
403 return pl;
404 }
405
406 /*
407 * get_player_archetype() return next player archetype from archetype
408 * list. Not very efficient routine, but used only creating new players.
409 * Note: there MUST be at least one player archetype!
410 */
411 archetype *
412 get_player_archetype (archetype *at)
413 {
414 archetype *start = at;
415
416 for (;;)
417 {
418 if (at == NULL || at->next == NULL)
419 at = first_archetype;
420 else
421 at = at->next;
422
423 if (at->clone.type == PLAYER)
424 return at;
425
426 if (at == start)
427 {
428 LOG (llevError, "No Player archetypes\n");
429 exit (-1);
430 }
431 }
432 }
433
434 object *
435 get_nearest_player (object *mon)
436 {
437 object *op = NULL;
438 objectlink *ol;
439 unsigned lastdist;
440 rv_vector rv;
441
442 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
443 {
444 /* We should not find free objects on this friendly list, but it
445 * does periodically happen. Given that, lets deal with it.
446 * While unlikely, it is possible the next object on the friendly
447 * list is also free, so encapsulate this in a while loop.
448 */
449 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
450 {
451 object *tmp = ol->ob;
452
453 /* Can't do much more other than log the fact, because the object
454 * itself will have been cleared.
455 */
456 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
457 ol = ol->next;
458 remove_friendly_object (tmp);
459 if (!ol)
460 return op;
461 }
462
463 /* Remove special check for player from this. First, it looks to cause
464 * some crashes (ol->ob->contr not set properly?), but secondly, a more
465 * complicated method of state checking would be needed in any case -
466 * as it was, a clever player could type quit, and the function would
467 * skip them over while waiting for confirmation. Remove
468 * on_same_map check, as can_detect_enemy also does this
469 */
470 if (!can_detect_enemy (mon, ol->ob, &rv))
471 continue;
472
473 if (lastdist > rv.distance)
474 {
475 op = ol->ob;
476 lastdist = rv.distance;
477 }
478 }
479
480 for_all_players (pl)
481 if (can_detect_enemy (mon, pl->ob, &rv))
482 if (lastdist > rv.distance)
483 {
484 op = pl->ob;
485 lastdist = rv.distance;
486 }
487
488 #if 0
489 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
490 #endif
491 return op;
492 }
493
494 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
495 * result in a monster paths backtracking. It basically determines how large a
496 * detour a monster will take from the direction path when looking
497 * for a path to the player. The values are in the amount of direction
498 * the deviation is
499 */
500 #define DETOUR_AMOUNT 2
501
502 /* This is used to prevent infinite loops. Consider a case where the
503 * player is in a chamber (with gate closed), and monsters are outside.
504 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
505 * find a path into the chamber. This is a good thing, but since there
506 * is no real path, it will just keep circling the chamber for
507 * ever (this could be a nice effect for monsters, but not for the function
508 * to get stuck in. I think for the monsters, if max is reached and
509 * we return the first direction the creature could move would result in the
510 * circling behaviour. Unfortunately, this function is also used to determined
511 * if the creature should cast a spell, so returning a direction in that case
512 * is probably not a good thing.
513 */
514 #define MAX_SPACES 50
515
516 /*
517 * Returns the direction to the player, if valid. Returns 0 otherwise.
518 * modified to verify there is a path to the player. Does this by stepping towards
519 * player and if path is blocked then see if blockage is close enough to player that
520 * direction to player is changed (ie zig or zag). Continue zig zag until either
521 * reach player or path is blocked. Thus, will only return true if there is a free
522 * path to player. Though path may not be a straight line. Note that it will find
523 * player hiding along a corridor at right angles to the corridor with the monster.
524 *
525 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
526 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
527 * down corriders.
528 * 2) I think the old code was broken if the first direction the monster
529 * should move was blocked - the code would store the first direction without
530 * verifying that the player can actually move in that direction. The new
531 * code does not store anything in firstdir until we have verified that the
532 * monster can in fact move one space in that direction.
533 * 3) I'm not sure how good this code will be for moving multipart monsters,
534 * since only simple checks to blocked are being called, which could mean the monster
535 * is blocking itself.
536 */
537 int
538 path_to_player (object *mon, object *pl, unsigned mindiff)
539 {
540 rv_vector rv;
541 sint16 x, y;
542 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
543 maptile *m, *lastmap;
544
545 get_rangevector (mon, pl, &rv, 0);
546
547 if (rv.distance < mindiff)
548 return 0;
549
550 x = mon->x;
551 y = mon->y;
552 m = mon->map;
553 dir = rv.direction;
554 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
555 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
556 /* If we can't solve it within the search distance, return now. */
557 if (diff > max)
558 return 0;
559 while (diff > 1 && max > 0)
560 {
561 lastx = x;
562 lasty = y;
563 lastmap = m;
564 x = lastx + freearr_x[dir];
565 y = lasty + freearr_y[dir];
566
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
569
570 /* Space is blocked - try changing direction a little */
571 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
572 && (m == mon->map && blocked_link (mon, m, x, y))))
573 {
574 /* recalculate direction from last good location. Possible
575 * we were not traversing ideal location before.
576 */
577 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
578 if (rv.direction != dir)
579 {
580 /* OK - says direction should be different - lets reset the
581 * the values so it will try again.
582 */
583 x = lastx;
584 y = lasty;
585 m = lastmap;
586 dir = firstdir = rv.direction;
587 }
588 else
589 {
590 /* direct path is blocked - try taking a side step to
591 * either the left or right.
592 * Note increase the values in the loop below to be
593 * more than -1/1 respectively will mean the monster takes
594 * bigger detour. Have to be careful about these values getting
595 * too big (3 or maybe 4 or higher) as the monster may just try
596 * stepping back and forth
597 */
598 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
599 {
600 if (i == 0)
601 continue; /* already did this, so skip it */
602 /* Use lastdir here - otherwise,
603 * since the direction that the creature should move in
604 * may change, you could get infinite loops.
605 * ie, player is northwest, but monster can only
606 * move west, so it does that. It goes some distance,
607 * gets blocked, finds that it should move north,
608 * can't do that, but now finds it can move east, and
609 * gets back to its original point. lastdir contains
610 * the last direction the creature has successfully
611 * moved.
612 */
613
614 x = lastx + freearr_x[absdir (lastdir + i)];
615 y = lasty + freearr_y[absdir (lastdir + i)];
616 m = lastmap;
617 mflags = get_map_flags (m, &m, x, y, &x, &y);
618 if (mflags & P_OUT_OF_MAP)
619 continue;
620 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
621 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
622 continue;
623 if (mflags & P_BLOCKSVIEW)
624 continue;
625
626 if (m == mon->map && blocked_link (mon, m, x, y))
627 break;
628 }
629 /* go through entire loop without finding a valid
630 * sidestep to take - thus, no valid path.
631 */
632 if (i == (DETOUR_AMOUNT + 1))
633 return 0;
634 diff--;
635 lastdir = dir;
636 max--;
637 if (!firstdir)
638 firstdir = dir + i;
639 } /* else check alternate directions */
640 } /* if blocked */
641 else
642 {
643 /* we moved towards creature, so diff is less */
644 diff--;
645 max--;
646 lastdir = dir;
647 if (!firstdir)
648 firstdir = dir;
649 }
650 if (diff <= 1)
651 {
652 /* Recalculate diff (distance) because we may not have actually
653 * headed toward player for entire distance.
654 */
655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
656 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
657 }
658 if (diff > max)
659 return 0;
660 }
661 /* If we reached the max, didn't find a direction in time */
662 if (!max)
663 return 0;
664
665 return firstdir;
666 }
667
668 void
669 give_initial_items (object *pl, treasurelist * items)
670 {
671 object *op, *next = NULL;
672
673 if (pl->randomitems != NULL)
674 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
675
676 for (op = pl->inv; op; op = next)
677 {
678 next = op->below;
679
680 /* Forces get applied per default, unless they have the
681 * flag "neutral" set. Sorry but I can't think of a better way
682 */
683 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
684 SET_FLAG (op, FLAG_APPLIED);
685
686 /* we never give weapons/armour if these cannot be used
687 * by this player due to race restrictions
688 */
689 if (pl->type == PLAYER)
690 {
691 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
692 (op->type == ARMOUR || op->type == BOOTS ||
693 op->type == CLOAK || op->type == HELMET ||
694 op->type == SHIELD || op->type == GLOVES ||
695 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
696 {
697 op->destroy ();
698 continue;
699 }
700 }
701
702 /* This really needs to be better - we should really give
703 * a substitute spellbook. The problem is that we don't really
704 * have a good idea what to replace it with (need something like
705 * a first level treasurelist for each skill.)
706 * remove duplicate skills also
707 */
708 if (op->type == SPELLBOOK || op->type == SKILL)
709 {
710 object *tmp;
711
712 for (tmp = op->below; tmp; tmp = tmp->below)
713 if (tmp->type == op->type && tmp->name == op->name)
714 break;
715
716 if (tmp)
717 {
718 op->destroy ();
719 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
720 continue;
721 }
722
723 if (op->nrof > 1)
724 op->nrof = 1;
725 }
726
727 if (op->type == SPELLBOOK && op->inv)
728 {
729 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
730 }
731
732 /* Give starting characters identified, uncursed, and undamned
733 * items. Just don't identify gold or silver, or it won't be
734 * merged properly.
735 */
736 if (need_identify (op))
737 {
738 SET_FLAG (op, FLAG_IDENTIFIED);
739 CLEAR_FLAG (op, FLAG_CURSED);
740 CLEAR_FLAG (op, FLAG_DAMNED);
741 }
742 if (op->type == SPELL)
743 {
744 op->destroy ();
745 continue;
746 }
747 else if (op->type == SKILL)
748 {
749 SET_FLAG (op, FLAG_CAN_USE_SKILL);
750 op->stats.exp = 0;
751 op->level = 1;
752 }
753 /* lock all 'normal items by default */
754 else
755 SET_FLAG (op, FLAG_INV_LOCKED);
756 } /* for loop of objects in player inv */
757
758 /* Need to set up the skill pointers */
759 link_player_skills (pl);
760 }
761
762 void
763 get_party_password (object *op, partylist *party)
764 {
765 if (party == NULL)
766 {
767 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
768 return;
769 }
770
771 op->contr->write_buf[0] = '\0';
772 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
773 op->contr->party_to_join = party;
774 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
775 }
776
777 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
778 static int
779 roll_stat (void)
780 {
781 int a[4], i, j, k;
782
783 for (i = 0; i < 4; i++)
784 a[i] = (int) RANDOM () % 6 + 1;
785
786 for (i = 0, j = 0, k = 7; i < 4; i++)
787 if (a[i] < k)
788 k = a[i], j = i;
789
790 for (i = 0, k = 0; i < 4; i++)
791 if (i != j)
792 k += a[i];
793
794 return k;
795 }
796
797 void
798 object::roll_stats ()
799 {
800 int statsort [7];
801
802 for (;;)
803 {
804 int sum = 0;
805 for (int i = 7; i--; )
806 sum += statsort [i] = roll_stat ();
807
808 if (sum >= 82 && sum <= 116)
809 break;
810 }
811
812 // Sort the stats so that rerolling is easier...
813 std::sort (statsort, statsort + 7, std::greater<int>());
814
815 stats.Str = statsort[0];
816 stats.Dex = statsort[1];
817 stats.Con = statsort[2];
818 stats.Int = statsort[3];
819 stats.Wis = statsort[4];
820 stats.Pow = statsort[5];
821 stats.Cha = statsort[6];
822
823 stats.exp = 0;
824 stats.ac = 0;
825
826 stats.hp = stats.maxhp;
827 stats.sp = stats.maxsp;
828 stats.grace = stats.maxgrace;
829
830 if (contr)
831 {
832 contr->levhp[1] = 9;
833 contr->levsp[1] = 6;
834 contr->levgrace[1] = 3;
835
836 contr->orig_stats = stats;
837 }
838 }
839
840 void
841 object::swap_stats (int a, int b)
842 {
843 int tmp = get_attr_value (&contr->orig_stats, a);
844 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
845 set_attr_value (&contr->orig_stats, b, tmp);
846
847 stats.Str = contr->orig_stats.Str;
848 stats.Dex = contr->orig_stats.Dex;
849 stats.Con = contr->orig_stats.Con;
850 stats.Int = contr->orig_stats.Int;
851 stats.Wis = contr->orig_stats.Wis;
852 stats.Pow = contr->orig_stats.Pow;
853 stats.Cha = contr->orig_stats.Cha;
854
855 //TODO: the following code looks so borked and should, at the very least,
856 // be merged with the similar code in roll_stats
857 stats.ac = 0;
858
859 level = 1;
860 stats.exp = 0;
861 stats.ac = 0;
862
863 stats.hp = stats.maxhp;
864 stats.sp = stats.maxsp;
865 stats.grace = stats.maxgrace;
866
867 if (contr)
868 {
869 contr->levhp[1] = 9;
870 contr->levsp[1] = 6;
871 contr->levgrace[1] = 3;
872
873 contr->orig_stats = stats;
874 }
875 }
876
877 static void
878 start_info (object *op)
879 {
880 char buf[MAX_BUF];
881
882 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
883 new_draw_info (NDI_UNIQUE, 0, op, buf);
884 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
885 //new_draw_info (NDI_UNIQUE, 0, op, " ");
886 }
887
888 /* This function takes the key that is passed, and does the
889 * appropriate action with it (change race, or other things).
890 * The function name is for historical reasons - now we have
891 * separate race and class; this actually changes the RACE,
892 * not the class.
893 */
894 int
895 key_change_class (object *op, char key)
896 {
897 int tmp_loop;
898
899 if (key == 'd' || key == 'D')
900 {
901 char buf[MAX_BUF];
902
903 /* this must before then initial items are given */
904 esrv_new_player (op->contr, op->weight + op->carrying);
905
906 treasurelist *tl = find_treasurelist ("starting_wealth");
907 if (tl)
908 create_treasure (tl, op, 0, 0, 0);
909
910 INVOKE_PLAYER (BIRTH, op->contr);
911 INVOKE_PLAYER (LOGIN, op->contr);
912
913 op->contr->ns->state = ST_PLAYING;
914
915 if (op->msg)
916 op->msg = NULL;
917
918 /* We create this now because some of the unique maps will need it
919 * to save here.
920 */
921 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
922 make_path_to_file (buf);
923
924 #ifdef AUTOSAVE
925 op->contr->last_save_tick = pticks;
926 #endif
927 start_info (op);
928 CLEAR_FLAG (op, FLAG_WIZ);
929 give_initial_items (op, op->randomitems);
930 link_player_skills (op);
931 esrv_send_inventory (op, op);
932 op->update_stats ();
933
934 /* This moves the player to a different start map, if there
935 * is one for this race
936 */
937 if (*first_map_ext_path)
938 {
939 object *tmp;
940 char mapname[MAX_BUF];
941
942 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
943 tmp = object::create ();
944 EXIT_PATH (tmp) = mapname;
945 EXIT_X (tmp) = op->x;
946 EXIT_Y (tmp) = op->y;
947 op->enter_exit (tmp); /* we don't really care if it succeeded;
948 * if the map isn't there, then stay on the
949 * default initial map */
950 tmp->destroy ();
951 }
952 else
953 LOG (llevDebug, "first_map_ext_path not set\n");
954
955 return 0;
956 }
957
958 /* Following actually changes the race - this is the default command
959 * if we don't match with one of the options above.
960 */
961
962 tmp_loop = 0;
963 while (!tmp_loop)
964 {
965 shstr name = op->name;
966 int x = op->x, y = op->y;
967
968 op->remove_statbonus ();
969 op->remove ();
970 op->arch = get_player_archetype (op->arch);
971 op->arch->clone.copy_to (op);
972 op->instantiate ();
973 op->stats = op->contr->orig_stats;
974 op->name = op->name_pl = name;
975 op->x = x;
976 op->y = y;
977 SET_ANIMATION (op, 2); /* So player faces south */
978 insert_ob_in_map (op, op->map, op, 0);
979 assign (op->contr->title, op->arch->clone.name);
980 op->add_statbonus ();
981 tmp_loop = allowed_class (op);
982 }
983
984 update_object (op, UP_OBJ_FACE);
985 esrv_update_item (UPD_FACE, op, op);
986 op->update_stats ();
987 op->stats.hp = op->stats.maxhp;
988 op->stats.sp = op->stats.maxsp;
989 op->stats.grace = 0;
990
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993
994 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
995 return 0;
996 }
997
998 int
999 key_confirm_quit (object *op, char key)
1000 {
1001 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1002 {
1003 op->contr->ns->state = ST_PLAYING;
1004 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1005 return 1;
1006 }
1007
1008 INVOKE_PLAYER (LOGOUT, op->contr);
1009 INVOKE_PLAYER (QUIT, op->contr);
1010
1011 op->contr->enable_save = false;
1012 delete_character (op->name);
1013
1014 terminate_all_pets (op);
1015 op->remove ();
1016 op->direction = 0;
1017 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1018
1019 strcpy (op->contr->killer, "quit");
1020 check_score (op);
1021 op->contr->party = 0;
1022 op->contr->own_title[0] = '\0';
1023 op->contr->destroy ();
1024
1025 return 1;
1026 }
1027
1028 void
1029 flee_player (object *op)
1030 {
1031 int dir, diff;
1032 rv_vector rv;
1033
1034 if (op->stats.hp < 0)
1035 {
1036 LOG (llevDebug, "Fleeing player is dead.\n");
1037 CLEAR_FLAG (op, FLAG_SCARED);
1038 return;
1039 }
1040
1041 if (op->enemy == NULL)
1042 {
1043 LOG (llevDebug, "Fleeing player had no enemy.\n");
1044 CLEAR_FLAG (op, FLAG_SCARED);
1045 return;
1046 }
1047
1048 /* Seen some crashes here. Since we don't store an
1049 * op->enemy_count, it is possible that something destroys the
1050 * actual enemy, and the object is recycled.
1051 */
1052 if (op->enemy->map == NULL)
1053 {
1054 CLEAR_FLAG (op, FLAG_SCARED);
1055 op->enemy = NULL;
1056 return;
1057 }
1058
1059 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1060 {
1061 op->enemy = NULL;
1062 CLEAR_FLAG (op, FLAG_SCARED);
1063 return;
1064 }
1065
1066 get_rangevector (op, op->enemy, &rv, 0);
1067
1068 dir = absdir (4 + rv.direction);
1069 for (diff = 0; diff < 3; diff++)
1070 {
1071 int m = 1 - (RANDOM () & 2);
1072
1073 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1074 return;
1075 }
1076
1077 /* Cornered, get rid of scared */
1078 CLEAR_FLAG (op, FLAG_SCARED);
1079 op->enemy = NULL;
1080 }
1081
1082
1083 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1084 * IT returns 1 if the player should keep on moving, 0 if he should
1085 * stop.
1086 */
1087 int
1088 check_pick (object *op)
1089 {
1090 object *tmp, *next;
1091 int stop = 0;
1092 int j, k, wvratio;
1093 char putstring[128], tmpstr[16];
1094
1095 /* if you're flying, you cna't pick up anything */
1096 if (op->move_type & MOVE_FLYING)
1097 return 1;
1098
1099 next = op->below;
1100
1101 /* loop while there are items on the floor that are not marked as
1102 * destroyed */
1103 while (next && !next->destroyed ())
1104 {
1105 tmp = next;
1106 next = tmp->below;
1107
1108 if (op->destroyed ())
1109 return 0;
1110
1111 if (!can_pick (op, tmp))
1112 continue;
1113
1114 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1115 {
1116 if (item_matched_string (op, tmp, op->contr->search_str))
1117 pick_up (op, tmp);
1118 continue;
1119 }
1120
1121 /* high not bit set? We're using the old autopickup model */
1122 if (!(op->contr->mode & PU_NEWMODE))
1123 {
1124 switch (op->contr->mode)
1125 {
1126 case 0:
1127 return 1; /* don't pick up */
1128 case 1:
1129 pick_up (op, tmp);
1130 return 1;
1131 case 2:
1132 pick_up (op, tmp);
1133 return 0;
1134 case 3:
1135 return 0; /* stop before pickup */
1136 case 4:
1137 pick_up (op, tmp);
1138 break;
1139 case 5:
1140 pick_up (op, tmp);
1141 stop = 1;
1142 break;
1143 case 6:
1144 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1145 pick_up (op, tmp);
1146 break;
1147
1148 case 7:
1149 if (tmp->type == MONEY || tmp->type == GEM)
1150 pick_up (op, tmp);
1151 break;
1152
1153 default:
1154 /* use value density */
1155 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1156 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1157 pick_up (op, tmp);
1158 }
1159 }
1160 else
1161 { /* old model */
1162 /* NEW pickup handling */
1163 if (op->contr->mode & PU_DEBUG)
1164 {
1165 /* some debugging code to figure out item information */
1166 if (tmp->name != NULL)
1167 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1168 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1169 else
1170 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1171 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1172
1173 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1174 }
1175
1176 /* philosophy:
1177 * It's easy to grab an item type from a pile, as long as it's
1178 * generic. This takes no game-time. For more detailed pickups
1179 * and selections, select-items should be used. This is a
1180 * grab-as-you-run type mode that's really useful for arrows for
1181 * example.
1182 * The drawback: right now it has no frontend, so you need to
1183 * stick the bits you want into a calculator in hex mode and then
1184 * convert to decimal and then 'pickup <#>
1185 */
1186
1187 /* the first two modes are exclusive: if NOTHING we return, if
1188 * STOP then we stop. All the rest are applied sequentially,
1189 * meaning if any test passes, the item gets picked up. */
1190
1191 /* if mode is set to pick nothing up, return */
1192
1193 if (op->contr->mode & PU_NOTHING)
1194 return 1;
1195
1196 /* if mode is set to stop when encountering objects, return */
1197 /* take STOP before INHIBIT since it doesn't actually pick
1198 * anything up */
1199
1200 if (op->contr->mode & PU_STOP)
1201 return 0;
1202
1203 /* useful for going into stores and not losing your settings... */
1204 /* and for battles wher you don't want to get loaded down while
1205 * fighting */
1206 if (op->contr->mode & PU_INHIBIT)
1207 return 1;
1208
1209 /* prevent us from turning into auto-thieves :) */
1210 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1211 continue;
1212
1213 /* ignore known cursed objects */
1214 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1215 continue;
1216
1217 /* all food and drink if desired */
1218 /* question: don't pick up known-poisonous stuff? */
1219 if (op->contr->mode & PU_FOOD)
1220 if (tmp->type == FOOD)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_DRINK)
1227 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232
1233 if (op->contr->mode & PU_POTION)
1234 if (tmp->type == POTION)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* spellbooks, skillscrolls and normal books/scrolls */
1241 if (op->contr->mode & PU_SPELLBOOK)
1242 if (tmp->type == SPELLBOOK)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_SKILLSCROLL)
1249 if (tmp->type == SKILLSCROLL)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 if (op->contr->mode & PU_READABLES)
1256 if (tmp->type == BOOK || tmp->type == SCROLL)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* wands/staves/rods/horns */
1263 if (op->contr->mode & PU_MAGIC_DEVICE)
1264 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 /* pick up all magical items */
1271 if (op->contr->mode & PU_MAGICAL)
1272 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277
1278 if (op->contr->mode & PU_VALUABLES)
1279 {
1280 if (tmp->type == MONEY || tmp->type == GEM)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285 }
1286
1287 /* rings & amulets - talismans seems to be typed AMULET */
1288 if (op->contr->mode & PU_JEWELS)
1289 if (tmp->type == RING || tmp->type == AMULET)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* we don't forget dragon food */
1296 if (op->contr->mode & PU_FLESH)
1297 if (tmp->type == FLESH)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* bows and arrows. Bows are good for selling! */
1304 if (op->contr->mode & PU_BOW)
1305 if (tmp->type == BOW)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 if (op->contr->mode & PU_ARROW)
1312 if (tmp->type == ARROW)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 /* all kinds of armor etc. */
1319 if (op->contr->mode & PU_ARMOUR)
1320 if (tmp->type == ARMOUR)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325
1326 if (op->contr->mode & PU_HELMET)
1327 if (tmp->type == HELMET)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 if (op->contr->mode & PU_SHIELD)
1334 if (tmp->type == SHIELD)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 if (op->contr->mode & PU_BOOTS)
1341 if (tmp->type == BOOTS)
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 if (op->contr->mode & PU_GLOVES)
1348 if (tmp->type == GLOVES)
1349 {
1350 pick_up (op, tmp);
1351 continue;
1352 }
1353
1354 if (op->contr->mode & PU_CLOAK)
1355 if (tmp->type == CLOAK)
1356 {
1357 pick_up (op, tmp);
1358 continue;
1359 }
1360
1361 /* hoping to catch throwing daggers here */
1362 if (op->contr->mode & PU_MISSILEWEAPON)
1363 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1364 {
1365 pick_up (op, tmp);
1366 continue;
1367 }
1368
1369 /* careful: chairs and tables are weapons! */
1370 if (op->contr->mode & PU_ALLWEAPON)
1371 {
1372 if (tmp->type == WEAPON && tmp->name != NULL)
1373 {
1374 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1375 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380 }
1381
1382 if (tmp->type == WEAPON && tmp->name == NULL)
1383 {
1384 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1385 {
1386 pick_up (op, tmp);
1387 continue;
1388 }
1389 }
1390 }
1391
1392 /* misc stuff that's useful */
1393 if (op->contr->mode & PU_KEY)
1394 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1395 {
1396 pick_up (op, tmp);
1397 continue;
1398 }
1399
1400 /* any of the last 4 bits set means we use the ratio for value
1401 * pickups */
1402 if (op->contr->mode & PU_RATIO)
1403 {
1404 /* use value density to decide what else to grab */
1405 /* >=7 was >= op->contr->mode */
1406 /* >=7 is the old standard setting. Now we take the last 4 bits
1407 * and multiply them by 5, giving 0..15*5== 5..75 */
1408 wvratio = (op->contr->mode & PU_RATIO) * 5;
1409 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1410 {
1411 pick_up (op, tmp);
1412 #if 0
1413 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1414 if (tmp->name != NULL)
1415 {
1416 fprintf (stderr, "%s", tmp->name);
1417 }
1418 else
1419 fprintf (stderr, "%s", tmp->arch->name);
1420 fprintf (stderr, ",%d] = ", tmp->type);
1421 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1422 #endif
1423 continue;
1424 }
1425 }
1426 } /* the new pickup model */
1427 }
1428
1429 return !stop;
1430 }
1431
1432 /*
1433 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the
1435 * found object is returned.
1436 */
1437 object *
1438 find_arrow (object *op, const char *type)
1439 {
1440 object *tmp = NULL;
1441
1442 for (op = op->inv; op; op = op->below)
1443 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1444 tmp = find_arrow (op, type);
1445 else if (op->type == ARROW && op->race == type)
1446 return op;
1447 return tmp;
1448 }
1449
1450 /*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */
1456
1457 object *
1458 find_better_arrow (object *op, object *target, const char *type, int *better)
1459 {
1460 object *tmp = NULL, *arrow, *ntmp;
1461 int attacknum, attacktype, betterby = 0, i;
1462
1463 if (!type)
1464 return NULL;
1465
1466 for (arrow = op->inv; arrow; arrow = arrow->below)
1467 {
1468 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1469 {
1470 i = 0;
1471 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby)
1473 {
1474 tmp = ntmp;
1475 betterby = i;
1476 }
1477 }
1478 else if (arrow->type == ARROW && arrow->race == type)
1479 {
1480 /* allways prefer assasination/slaying */
1481 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1482 {
1483 if (arrow->attacktype & AT_DEATH)
1484 {
1485 *better = 100;
1486 return arrow;
1487 }
1488 else
1489 {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam) * 2;
1492 }
1493 }
1494 else
1495 {
1496 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1497 {
1498 attacktype = 1 << attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1501 {
1502 tmp = arrow;
1503 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1504 }
1505 }
1506 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1507 {
1508 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 {
1513 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 }
1516 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL)
1520 return find_arrow (op, type);
1521
1522 *better = betterby;
1523 return tmp;
1524 }
1525
1526 /* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter
1529 * type = bow->race
1530 * dir = fire direction
1531 */
1532
1533 object *
1534 pick_arrow_target (object *op, const char *type, int dir)
1535 {
1536 object *tmp = NULL;
1537 maptile *m;
1538 int i, mflags, found, number;
1539 sint16 x, y;
1540
1541 if (op->map == NULL)
1542 return find_arrow (op, type);
1543
1544 /* do a dex check */
1545 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow (op, type);
1548
1549 m = op->map;
1550 x = op->x;
1551 y = op->y;
1552
1553 /* find the first target */
1554 for (i = 0, found = 0; i < 20; i++)
1555 {
1556 x += freearr_x[dir];
1557 y += freearr_y[dir];
1558 mflags = get_map_flags (m, &m, x, y, &x, &y);
1559 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1560 {
1561 tmp = NULL;
1562 break;
1563 }
1564 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1565 {
1566 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1567 * perhaps a bad assumption.
1568 */
1569 tmp = NULL;
1570 break;
1571 }
1572 if (mflags & P_IS_ALIVE)
1573 {
1574 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1575 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1576 {
1577 found++;
1578 break;
1579 }
1580 if (found)
1581 break;
1582 }
1583 }
1584 if (tmp == NULL)
1585 return find_arrow (op, type);
1586
1587 if (tmp->head)
1588 tmp = tmp->head;
1589
1590 return find_better_arrow (op, tmp, type, &i);
1591 }
1592
1593 /*
1594 * Creature fires a bow - op can be monster or player. Returns
1595 * 1 if bow was actually fired, 0 otherwise.
1596 * op is the object firing the bow.
1597 * part is for multipart creatures - the part firing the bow.
1598 * dir is the direction of fire.
1599 * wc_mod is any special modifier to give (used in special player fire modes)
1600 * sx, sy are coordinates to fire arrow from - also used in some of the special
1601 * player fire modes.
1602 */
1603 int
1604 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1605 {
1606 object *left, *bow;
1607 int bowspeed, mflags;
1608 maptile *m;
1609
1610 if (!dir)
1611 {
1612 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1613 return 0;
1614 }
1615
1616 if (op->type == PLAYER)
1617 bow = op->contr->ranges[range_bow];
1618 else
1619 {
1620 for (bow = op->inv; bow; bow = bow->below)
1621 /* Don't check for applied - monsters don't apply bows - in that way, they
1622 * don't need to switch back and forth between bows and weapons.
1623 */
1624 if (bow->type == BOW)
1625 break;
1626
1627 if (!bow)
1628 {
1629 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1630 return 0;
1631 }
1632 }
1633
1634 if (!bow->race || !bow->skill)
1635 {
1636 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1637 return 0;
1638 }
1639
1640 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1641
1642 /* penalize ROF for bestarrow */
1643 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1644 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1645
1646 if (bowspeed < 1)
1647 bowspeed = 1;
1648
1649 if (arrow == NULL)
1650 {
1651 if ((arrow = find_arrow (op, bow->race)) == NULL)
1652 {
1653 if (op->type == PLAYER)
1654 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1655 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1656 else
1657 CLEAR_FLAG (op, FLAG_READY_BOW);
1658 return 0;
1659 }
1660 }
1661
1662 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1663 if (mflags & P_OUT_OF_MAP)
1664 return 0;
1665
1666 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1667 {
1668 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1669 return 0;
1670 }
1671
1672 /* this should not happen, but sometimes does */
1673 if (arrow->nrof == 0)
1674 {
1675 arrow->destroy ();
1676 return 0;
1677 }
1678
1679 left = arrow; /* these are arrows left to the player */
1680 arrow = get_split_ob (arrow, 1);
1681 if (!arrow)
1682 {
1683 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1684 return 0;
1685 }
1686
1687 arrow->set_owner (op);
1688 arrow->skill = bow->skill;
1689 arrow->direction = dir;
1690
1691 if (op->type == PLAYER)
1692 {
1693 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1694 op->update_stats ();
1695 }
1696
1697 SET_ANIMATION (arrow, arrow->direction);
1698 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1699 arrow->stats.hp = arrow->stats.dam;
1700 arrow->stats.grace = arrow->attacktype;
1701 if (arrow->slaying != NULL)
1702 arrow->spellarg = strdup (arrow->slaying);
1703
1704 /* Note that this was different for monsters - they got their level
1705 * added to the damage. I think the strength bonus is more proper.
1706 */
1707
1708 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1709
1710 /* update the speed */
1711 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1712 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1713
1714 arrow->set_speed (max (arrow->speed, 1.0));
1715 arrow->speed_left = 0;
1716
1717 if (op->type == PLAYER)
1718 {
1719 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1720 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1721 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1722
1723 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1724 }
1725 else
1726 {
1727 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1728 arrow->level = op->level;
1729 }
1730
1731 if (arrow->attacktype == AT_PHYSICAL)
1732 arrow->attacktype |= bow->attacktype;
1733
1734 if (bow->slaying)
1735 arrow->slaying = bow->slaying;
1736
1737 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739
1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1741 m->insert (arrow, sx, sy, op);
1742
1743 if (!arrow->destroyed ())
1744 move_arrow (arrow);
1745
1746 if (op->type == PLAYER)
1747 {
1748 if (left->destroyed ())
1749 esrv_del_item (op->contr, left->count);
1750 else
1751 esrv_send_item (op, left);
1752 }
1753
1754 return 1;
1755 }
1756
1757 /* Special fire code for players - this takes into
1758 * account the special fire modes players can have
1759 * but monsters can't. Putting that code here
1760 * makes the fire_bow code much cleaner.
1761 * this function should only be called if 'op' is a player,
1762 * hence the function name.
1763 */
1764 int
1765 player_fire_bow (object *op, int dir)
1766 {
1767 int ret = 0, wcmod = 0;
1768
1769 if (op->contr->bowtype == bow_bestarrow)
1770 {
1771 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1772 }
1773 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1774 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1;
1777
1778 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1779 }
1780 else if (op->contr->bowtype == bow_threewide)
1781 {
1782 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1783 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1784 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1785 }
1786 else if (op->contr->bowtype == bow_spreadshot)
1787 {
1788 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1789 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1790 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1791
1792 }
1793 else
1794 {
1795 /* Simple case */
1796 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1797 }
1798 return ret;
1799 }
1800
1801
1802 /* Fires a misc (wand/rod/horn) object in 'dir'.
1803 * Broken apart from 'fire' to keep it more readable.
1804 */
1805 void
1806 fire_misc_object (object *op, int dir)
1807 {
1808 object *item;
1809
1810 if (!op->contr->ranges[range_misc])
1811 {
1812 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1813 return;
1814 }
1815
1816 item = op->contr->ranges[range_misc];
1817 if (!item->inv)
1818 {
1819 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1820 return;
1821 }
1822 if (item->type == WAND)
1823 {
1824 if (item->stats.food <= 0)
1825 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1827 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1828 return;
1829 }
1830 }
1831 else if (item->type == ROD || item->type == HORN)
1832 {
1833 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1834 {
1835 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1836 if (item->type == ROD)
1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1838 else
1839 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1840 return;
1841 }
1842 }
1843
1844 if (cast_spell (op, item, dir, item->inv, NULL))
1845 {
1846 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1847 if (item->type == WAND)
1848 {
1849 if (!(--item->stats.food))
1850 {
1851 object *tmp;
1852
1853 if (item->arch)
1854 {
1855 CLEAR_FLAG (item, FLAG_ANIMATE);
1856 item->face = item->arch->clone.face;
1857 item->set_speed (0);
1858 }
1859
1860 if ((tmp = item->in_player ()))
1861 esrv_update_item (UPD_ANIM, tmp, item);
1862 }
1863 }
1864 else if (item->type == ROD || item->type == HORN)
1865 drain_rod_charge (item);
1866 }
1867 }
1868
1869 /* Received a fire command for the player - go and do it.
1870 */
1871 void
1872 fire (object *op, int dir)
1873 {
1874 int spellcost = 0;
1875
1876 /* check for loss of invisiblity/hide */
1877 if (action_makes_visible (op))
1878 make_visible (op);
1879
1880 switch (op->contr->shoottype)
1881 {
1882 case range_none:
1883 return;
1884
1885 case range_bow:
1886 player_fire_bow (op, dir);
1887 return;
1888
1889 case range_magic: /* Casting spells */
1890 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1891 return;
1892
1893 case range_misc:
1894 fire_misc_object (op, dir);
1895 return;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return;
1922 }
1923 }
1924
1925
1926
1927 /* find_key
1928 * We try to find a key for the door as passed. If we find a key
1929 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic
1931 * for both is the same - just the specific key is different.
1932 * pl is the player,
1933 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers.
1936 */
1937
1938 object *
1939 find_key (object *pl, object *container, object *door)
1940 {
1941 object *tmp, *key;
1942
1943 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL)
1945 return NULL;
1946
1947 /* First, lets try to find a key in the top level inventory */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1949 {
1950 if (door->type == DOOR && tmp->type == KEY)
1951 break;
1952 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys
1954 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break;
1957 }
1958 /* No key found - lets search inventories now */
1959 /* If we find and use a key in an inventory, return at that time.
1960 * otherwise, if we search all the inventories and still don't find
1961 * a key, return
1962 */
1963 if (!tmp)
1964 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1966 {
1967 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv)
1969 {
1970 if ((key = find_key (pl, tmp, door)) != NULL)
1971 return key;
1972 }
1973 }
1974 if (!tmp)
1975 return NULL;
1976 }
1977 /* We get down here if we have found a key. Now if its in a container,
1978 * see if we actually want to use it
1979 */
1980 if (pl != container)
1981 {
1982 /* Only let players use keys in containers */
1983 if (!pl->contr)
1984 return NULL;
1985 /* cases where this fails:
1986 * If we only search the player inventory, return now since we
1987 * are not in the players inventory.
1988 * If the container is not active, return now since only active
1989 * containers can be used.
1990 * If we only search keyrings and the container does not have
1991 * a race/isn't a keyring.
1992 * No checking for all containers - to fall through past here,
1993 * inv must have been an container and must have been active.
1994 *
1995 * Change the color so that the message doesn't disappear with
1996 * all the others.
1997 */
1998 if (pl->contr->usekeys == key_inventory ||
1999 !QUERY_FLAG (container, FLAG_APPLIED) ||
2000 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
2001 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2004 return NULL;
2005 }
2006 }
2007 return tmp;
2008 }
2009
2010 /* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key
2012 * such that the caller should not do anything more,
2013 * 0 otherwise
2014 */
2015 static int
2016 player_attack_door (object *op, object *door)
2017 {
2018 /* If its a door, try to find a use a key. If we do destroy the door,
2019 * might as well return immediately as there is nothing more to do -
2020 * otherwise, we fall through to the rest of the code.
2021 */
2022 object *key = find_key (op, op, door);
2023
2024 /* IF we found a key, do some extra work */
2025 if (key)
2026 {
2027 object *container = key->env;
2028
2029 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2030 if (action_makes_visible (op))
2031 make_visible (op);
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op);
2034 if (door->type == DOOR)
2035 {
2036 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2037 }
2038 else if (door->type == LOCKED_DOOR)
2039 {
2040 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2041 remove_door2 (door); /* remove door without violence ;-) */
2042 }
2043 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */
2046 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container);
2048 return 1; /* Nothing more to do below */
2049 }
2050 else if (door->type == LOCKED_DOOR)
2051 {
2052 /* Might as well return now - no other way to open this */
2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2054 return 1;
2055 }
2056 return 0;
2057 }
2058
2059 /* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner.
2061 * When this is called, the players direction has been updated
2062 * (taking into account confusion.) The player is also actually
2063 * going to try and move (not fire weapons).
2064 */
2065 void
2066 move_player_attack (object *op, int dir)
2067 {
2068 object *tmp, *mon;
2069 sint16 nx, ny;
2070 int on_battleground;
2071 maptile *m;
2072
2073 nx = freearr_x[dir] + op->x;
2074 ny = freearr_y[dir] + op->y;
2075
2076 on_battleground = op_on_battleground (op, 0, 0);
2077
2078 /* If braced, or can't move to the square, and it is not out of the
2079 * map, attack it. Note order of if statement is important - don't
2080 * want to be calling move_ob if braced, because move_ob will move the
2081 * player. This is a pretty nasty hack, because if we could
2082 * move to some space, it then means that if we are braced, we should
2083 * do nothing at all. As it is, if we are braced, we go through
2084 * quite a bit of processing. However, it probably is less than what
2085 * move_ob uses.
2086 */
2087 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2088 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 {
2091 m = op->map->xy_find (nx, ny);
2092 if (!m)
2093 return; /* Don't think this should happen */
2094 }
2095 else
2096 m = op->map;
2097
2098 if (!(tmp = m->at (nx, ny).bot))
2099 return;
2100
2101 mon = 0;
2102 /* Go through all the objects, and find ones of interest. Only stop if
2103 * we find a monster - that is something we know we want to attack.
2104 * if its a door or barrel (can roll) see if there may be monsters
2105 * on the space
2106 */
2107 while (tmp)
2108 {
2109 if (tmp == op)
2110 {
2111 tmp = tmp->above;
2112 continue;
2113 }
2114
2115 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2116 {
2117 mon = tmp;
2118 break;
2119 }
2120
2121 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2122 mon = tmp;
2123
2124 tmp = tmp->above;
2125 }
2126
2127 if (!mon) /* This happens anytime the player tries to move */
2128 return; /* into a wall */
2129
2130 if (mon->head)
2131 mon = mon->head;
2132
2133 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2134 if (player_attack_door (op, mon))
2135 return;
2136
2137 /* The following deals with possibly attacking peaceful
2138 * or frienddly creatures. Basically, all players are considered
2139 * unaggressive. If the moving player has peaceful set, then the
2140 * object should be pushed instead of attacked. It is assumed that
2141 * if you are braced, you will not attack friends accidently,
2142 * and thus will not push them.
2143 */
2144
2145 /* If the creature is a pet, push it even if the player is not
2146 * peaceful. Our assumption is the creature is a pet if the
2147 * player owns it and it is either friendly or unagressive.
2148 */
2149 if ((op->type == PLAYER)
2150 #if COZY_SERVER
2151 &&
2152 ((mon->owner && mon->owner->contr
2153 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2154 #else
2155 && mon->owner == op
2156 #endif
2157 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2158 {
2159 /* If we're braced, we don't want to switch places with it */
2160 if (op->contr->braced)
2161 return;
2162
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2167
2168 return;
2169 }
2170
2171 /* in certain circumstances, you shouldn't attack friendly
2172 * creatures. Note that if you are braced, you can't push
2173 * someone, but put it inside this loop so that you won't
2174 * attack them either.
2175 */
2176 if ((mon->type == PLAYER || mon->enemy != op) &&
2177 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2178 #ifdef PROHIBIT_PLAYERKILL
2179 (op->contr->peaceful
2180 || (mon->type == PLAYER
2181 && mon->contr->
2182 peaceful)) &&
2183 #else
2184 op->contr->peaceful &&
2185 #endif
2186 !on_battleground))
2187 {
2188 if (!op->contr->braced)
2189 {
2190 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2191 push_ob (mon, dir, op);
2192 }
2193 else
2194 new_draw_info (0, 0, op, "You withhold your attack");
2195
2196 if (op->contr->tmp_invis || op->hide)
2197 make_visible (op);
2198 }
2199
2200 /* If the object is a boulder or other rollable object, then
2201 * roll it if not braced. You can't roll it if you are braced.
2202 */
2203 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2204 {
2205 recursive_roll (mon, dir, op);
2206 if (action_makes_visible (op))
2207 make_visible (op);
2208 }
2209
2210 /* Any generic living creature. Including things like doors.
2211 * Way it works is like this: First, it must have some hit points
2212 * and be living. Then, it must be one of the following:
2213 * 1) Not a player, 2) A player, but of a different party. Note
2214 * that party_number -1 is no party, so attacks can still happen.
2215 */
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 {
2219
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 {
2227 op->speed_left += op->speed / op->contr->weapon_sp;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231
2232 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247
2248 if (action_makes_visible (op))
2249 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252 }
2253
2254 int
2255 move_player (object *op, int dir)
2256 {
2257 int pick;
2258
2259 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0;
2261
2262 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9))
2264 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0;
2267 }
2268
2269 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272
2273 op->facing = dir;
2274
2275 if (op->hide)
2276 do_hidden_move (op);
2277
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ;
2280 else if (op->contr->fire_on)
2281 fire (op, dir);
2282 else
2283 {
2284 move_player_attack (op, dir);
2285 pick = check_pick (op);
2286 }
2287
2288 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing.
2290 */
2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2292 op->direction = dir;
2293 else
2294 op->direction = 0;
2295
2296 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities
2298 * for players.
2299 */
2300 animate_object (op, op->facing);
2301 return 0;
2302 }
2303
2304 /* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands.
2308 *
2309 * Returns true if there are more actions we can do.
2310 */
2311 int
2312 handle_newcs_player (object *op)
2313 {
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2336 flee_player (op);
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2340 op->speed_left--;
2341 return 0;
2342 }
2343 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352
2353 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here.
2356 */
2357 if (op->contr->ns->handle_command ())
2358 return 1;
2359
2360 if (op->speed_left > 0)
2361 {
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2366
2367 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff.
2370 */
2371 move_player (op, op->direction);
2372
2373 return op->speed_left > 0;
2374 }
2375 }
2376
2377 return 0;
2378 }
2379
2380 int
2381 save_life (object *op)
2382 {
2383 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2384 return 0;
2385
2386 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2387 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2388 {
2389 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2390 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2391
2392 if (op->contr)
2393 esrv_del_item (op->contr, tmp->count);
2394
2395 tmp->destroy ();
2396 CLEAR_FLAG (op, FLAG_LIFESAVE);
2397
2398 if (op->stats.hp < 0)
2399 op->stats.hp = op->stats.maxhp;
2400
2401 if (op->stats.food < 0)
2402 op->stats.food = 999;
2403
2404 op->update_stats ();
2405 return 1;
2406 }
2407
2408 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2409 CLEAR_FLAG (op, FLAG_LIFESAVE);
2410 enter_player_savebed (op); /* bring him home. */
2411 return 0;
2412 }
2413
2414 /* This goes throws the inventory and removes unpaid objects, and puts them
2415 * back in the map (location and map determined by values of env). This
2416 * function will descend into containers. op is the object to start the search
2417 * from.
2418 */
2419 void
2420 remove_unpaid_objects (object *op, object *env)
2421 {
2422 object *next;
2423
2424 while (op)
2425 {
2426 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2427
2428 if (QUERY_FLAG (op, FLAG_UNPAID))
2429 {
2430 if (env->type == PLAYER)
2431 esrv_del_item (env->contr, op->count);
2432
2433 op->insert_at (env);
2434 }
2435 else if (op->inv)
2436 remove_unpaid_objects (op->inv, env);
2437
2438 op = next;
2439 }
2440 }
2441
2442 /*
2443 * Returns pointer a static string containing gravestone text
2444 * Moved from apply.c to player.c - player.c is what
2445 * actually uses this function. player.c may not be quite the
2446 * best, a misc file for object actions is probably better,
2447 * but there isn't one in the server directory.
2448 */
2449 char *
2450 gravestone_text (object *op)
2451 {
2452 static char buf2[MAX_BUF];
2453 char buf[MAX_BUF];
2454 time_t now = time (NULL);
2455
2456 strcpy (buf2, " R.I.P.\n\n");
2457 if (op->type == PLAYER)
2458 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2459 else
2460 sprintf (buf, "%s\n", &op->name);
2461
2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2463 strcat (buf2, buf);
2464 if (op->type == PLAYER)
2465 sprintf (buf, "who was in level %d when killed\n", op->level);
2466 else
2467 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2468
2469 strncat (buf2, " ", 20 - strlen (buf) / 2);
2470 strcat (buf2, buf);
2471 if (op->type == PLAYER)
2472 {
2473 sprintf (buf, "by %s.\n\n", op->contr->killer);
2474 strncat (buf2, " ", 21 - strlen (buf) / 2);
2475 strcat (buf2, buf);
2476 }
2477
2478 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2479 strncat (buf2, " ", 20 - strlen (buf) / 2);
2480 strcat (buf2, buf);
2481
2482 return buf2;
2483 }
2484
2485 void
2486 do_some_living (object *op)
2487 {
2488 int last_food = op->stats.food;
2489 int gen_hp, gen_sp, gen_grace;
2490 int over_hp, over_sp, over_grace;
2491 int i;
2492 int rate_hp = 1200;
2493 int rate_sp = 2500;
2494 int rate_grace = 2000;
2495 const int max_hp = 1;
2496 const int max_sp = 1;
2497 const int max_grace = 1;
2498
2499 if (op->contr->outputs_sync)
2500 {
2501 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2502 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2503 flush_output_element (op, &op->contr->outputs[i]);
2504 }
2505
2506 if (op->contr->ns->state == ST_PLAYING)
2507 {
2508 /* these next three if clauses make it possible to SLOW DOWN
2509 hp/grace/spellpoint regeneration. */
2510 if (op->contr->gen_hp >= 0)
2511 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2512 else
2513 {
2514 gen_hp = op->stats.maxhp;
2515 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2516 }
2517
2518 if (op->contr->gen_sp >= 0)
2519 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2520 else
2521 {
2522 gen_sp = op->stats.maxsp;
2523 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2524 }
2525
2526 if (op->contr->gen_grace >= 0)
2527 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2528 else
2529 {
2530 gen_grace = op->stats.maxgrace;
2531 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2532 }
2533
2534 /* Regenerate Spell Points */
2535 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2536 {
2537 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2538 if (op->stats.sp < op->stats.maxsp)
2539 {
2540 op->stats.sp++;
2541 /* dms do not consume food */
2542 if (!QUERY_FLAG (op, FLAG_WIZ))
2543 {
2544 op->stats.food--;
2545 if (op->contr->digestion < 0)
2546 op->stats.food += op->contr->digestion;
2547 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2548 op->stats.food = last_food;
2549 }
2550 }
2551
2552 if (max_sp > 1)
2553 {
2554 over_sp = (gen_sp + 10) / rate_sp;
2555 if (over_sp > 0)
2556 {
2557 if (op->stats.sp < op->stats.maxsp)
2558 {
2559 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2560
2561 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2562 op->stats.sp--;
2563
2564 if (op->stats.sp > op->stats.maxsp)
2565 op->stats.sp = op->stats.maxsp;
2566 }
2567 op->last_sp = 0;
2568 }
2569 else
2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2571 }
2572 else
2573 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2574 }
2575
2576 /* Regenerate Grace */
2577 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2578 if (--op->last_grace < 0)
2579 {
2580 if (op->stats.grace < op->stats.maxgrace / 2)
2581 op->stats.grace++; /* no penalty in food for regaining grace */
2582
2583 if (max_grace > 1)
2584 {
2585 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2586 if (over_grace > 0)
2587 {
2588 op->stats.sp += over_grace
2589 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2590 op->last_grace = 0;
2591 }
2592 else
2593 {
2594 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2595 }
2596 }
2597 else
2598 {
2599 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2600 }
2601 /* wearing stuff doesn't detract from grace generation. */
2602 }
2603
2604 /* Regenerate Hit Points */
2605 if (--op->last_heal < 0)
2606 {
2607 if (op->stats.hp < op->stats.maxhp)
2608 {
2609 op->stats.hp++;
2610 /* dms do not consume food */
2611 if (!QUERY_FLAG (op, FLAG_WIZ))
2612 {
2613 op->stats.food--;
2614 if (op->contr->digestion < 0)
2615 op->stats.food += op->contr->digestion;
2616 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2617 op->stats.food = last_food;
2618 }
2619 }
2620
2621 if (max_hp > 1)
2622 {
2623 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2624 if (over_hp > 0)
2625 {
2626 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2627 op->last_heal = 0;
2628 }
2629 else
2630 {
2631 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2632 }
2633 }
2634 else
2635 {
2636 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2637 }
2638 }
2639
2640 /* Digestion */
2641 if (--op->last_eat < 0)
2642 {
2643 #ifdef COZY_SERVER
2644 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2645 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2646 #else
2647 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2648 #endif
2649
2650 if (op->contr->gen_hp > 0)
2651 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2652 else
2653 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2654
2655 /* dms do not consume food */
2656 if (!QUERY_FLAG (op, FLAG_WIZ))
2657 op->stats.food--;
2658 }
2659
2660 if (op->stats.food < 0 && op->stats.hp >= 0)
2661 {
2662 object *tmp, *flesh = 0;
2663
2664 for (tmp = op->inv; tmp; tmp = tmp->below)
2665 {
2666 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2667 {
2668 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2669 {
2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2671 manual_apply (op, tmp, 0);
2672 if (op->stats.food >= 0 || op->stats.hp < 0)
2673 break;
2674 }
2675 else if (tmp->type == FLESH)
2676 flesh = tmp;
2677 } /* End if paid for object */
2678 } /* end of for loop */
2679
2680 /* If player is still starving, it means they don't have any food, so
2681 * eat flesh instead.
2682 */
2683 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2684 {
2685 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2686 manual_apply (op, flesh, 0);
2687 }
2688 }
2689
2690 while (op->stats.food < 0 && op->stats.hp >= 0)
2691 op->stats.food++, op->stats.hp--;
2692
2693 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2694 kill_player (op);
2695 }
2696 }
2697
2698 /* If the player should die (lack of hp, food, etc), we call this.
2699 * op is the player in jeopardy. If the player can not be saved (not
2700 * permadeath, no lifesave), this will take care of removing the player
2701 * file.
2702 */
2703 void
2704 kill_player (object *op)
2705 {
2706 char buf[MAX_BUF];
2707 int x, y;
2708
2709 //int i;
2710 maptile *map; /* this is for resurrection */
2711
2712 /* int z;
2713 int num_stats_lose;
2714 int lost_a_stat;
2715 int lose_this_stat;
2716 int this_stat; */
2717 int will_kill_again;
2718 archetype *at;
2719 object *tmp;
2720
2721 if (save_life (op))
2722 return;
2723
2724
2725 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2726 * in cities ONLY!!! It is very important that this doesn't get abused.
2727 * Look at op_on_battleground() for more info --AndreasV
2728 */
2729 if (op_on_battleground (op, &x, &y))
2730 {
2731 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2733
2734 /* restore player */
2735 at = archetype::find ("poisoning");
2736 if (object *tmp = present_arch_in_ob (at, op))
2737 {
2738 tmp->destroy ();
2739 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2740 }
2741
2742 at = archetype::find ("confusion");
2743 if (object *tmp = present_arch_in_ob (at, op))
2744 {
2745 tmp->destroy ();
2746 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2747 }
2748
2749 cure_disease (op, 0); /* remove any disease */
2750 op->stats.hp = op->stats.maxhp;
2751 if (op->stats.food <= 0)
2752 op->stats.food = 999;
2753
2754 /* create a bodypart-trophy to make the winner happy */
2755 if (object *tmp = arch_to_object (archetype::find ("finger")))
2756 {
2757 sprintf (buf, "%s's finger", &op->name);
2758 tmp->name = buf;
2759 sprintf (buf, " This finger has been cut off %s\n"
2760 " the %s, when he was defeated at\n level %d by %s.\n",
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2762 tmp->msg = buf;
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2764 tmp->materialname = NULL;
2765 tmp->insert_at (op, tmp);
2766 }
2767
2768 /* teleport defeated player to new destination */
2769 transfer_ob (op, x, y, 0, NULL);
2770 op->contr->braced = 0;
2771 return;
2772 }
2773
2774 INVOKE_PLAYER (DEATH, op->contr);
2775
2776 command_kill_pets (op, 0);
2777
2778 if (op->stats.food < 0)
2779 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.food = 999;
2785 return;
2786 }
2787 sprintf (buf, "%s starved to death.", &op->name);
2788 strcpy (op->contr->killer, "starvation");
2789 }
2790 else
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.hp = op->stats.maxhp;
2797 return;
2798 }
2799 sprintf (buf, "%s died.", &op->name);
2800 }
2801
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803
2804 /* save the map location for corpse, gravestone */
2805 x = op->x;
2806 y = op->y;
2807 map = op->map;
2808
2809 /* NOT_PERMADEATH code. This basically brings the character back to
2810 * life if they are dead - it takes some exp and a random stat.
2811 * See the config.h file for a little more in depth detail about this.
2812 */
2813
2814 /* Basically two ways to go - remove a stat permanently, or just
2815 * make it depletion. This bunch of code deals with that aspect
2816 * of death.
2817 */
2818 #ifndef COZY_SERVER
2819 if (settings.balanced_stat_loss)
2820 {
2821 /* If stat loss is permanent, lose one stat only. */
2822 /* Lower level chars don't lose as many stats because they suffer
2823 more if they do. */
2824 /* Higher level characters can afford things such as potions of
2825 restoration, or better, stat potions. So we slug them that
2826 little bit harder. */
2827 /* GD */
2828 if (settings.stat_loss_on_death)
2829 num_stats_lose = 1;
2830 else
2831 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2832 }
2833 else
2834 num_stats_lose = 1;
2835
2836 lost_a_stat = 0;
2837
2838 for (z = 0; z < num_stats_lose; z++)
2839 {
2840 i = RANDOM () % NUM_STATS;
2841
2842 if (settings.stat_loss_on_death)
2843 {
2844 /* Pick a random stat and take a point off it. Tell the player
2845 * what he lost.
2846 */
2847 change_attr_value (&(op->stats), i, -1);
2848 check_stat_bounds (&(op->stats));
2849 change_attr_value (&(op->contr->orig_stats), i, -1);
2850 check_stat_bounds (&(op->contr->orig_stats));
2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2852 lost_a_stat = 1;
2853 }
2854 else
2855 {
2856 /* deplete a stat */
2857 archetype *deparch = archetype::find ("depletion");
2858 object *dep;
2859
2860 dep = present_arch_in_ob (deparch, op);
2861 if (!dep)
2862 {
2863 dep = arch_to_object (deparch);
2864 insert_ob_in_ob (dep, op);
2865 }
2866 lose_this_stat = 1;
2867 if (settings.balanced_stat_loss)
2868 {
2869 /* GD */
2870 /* Get the stat that we're about to deplete. */
2871 this_stat = get_attr_value (&(dep->stats), i);
2872 if (this_stat < 0)
2873 {
2874 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2875 int keep_chance = this_stat * this_stat;
2876
2877 /* Yes, I am paranoid. Sue me. */
2878 if (keep_chance < 1)
2879 keep_chance = 1;
2880
2881 /* There is a maximum depletion total per level. */
2882 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2883 {
2884 lose_this_stat = 0;
2885 /* Take loss chance vs keep chance to see if we
2886 retain the stat. */
2887 }
2888 else
2889 {
2890 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2891 lose_this_stat = 0;
2892 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2893 this_stat, keep_chance, loss_chance,
2894 lose_this_stat?"LOSE":"KEEP"); */
2895 }
2896 }
2897 }
2898
2899 if (lose_this_stat)
2900 {
2901 this_stat = get_attr_value (&(dep->stats), i);
2902 /* We could try to do something clever like find another
2903 * stat to reduce if this fails. But chances are, if
2904 * stats have been depleted to -50, all are pretty low
2905 * and should be roughly the same, so it shouldn't make a
2906 * difference.
2907 */
2908 if (this_stat >= -50)
2909 {
2910 change_attr_value (&(dep->stats), i, -1);
2911 SET_FLAG (dep, FLAG_APPLIED);
2912 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2913 op->update_stats ();
2914 lost_a_stat = 1;
2915 }
2916 }
2917 }
2918 }
2919 /* If no stat lost, tell the player. */
2920 if (!lost_a_stat)
2921 {
2922 /* determine_god() seems to not work sometimes... why is this?
2923 Should I be using something else? GD */
2924 const char *god = determine_god (op);
2925
2926 if (god && (strcmp (god, "none")))
2927 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2928 else
2929 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2930 }
2931 #else
2932 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2933 #endif
2934
2935 /* Put a gravestone up where the character 'almost' died. List the
2936 * exp loss on the stone.
2937 */
2938 tmp = arch_to_object (archetype::find ("gravestone"));
2939 sprintf (buf, "%s's gravestone", &op->name);
2940 tmp->name = buf;
2941 sprintf (buf, "%s's gravestones", &op->name);
2942 tmp->name_pl = buf;
2943 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2944 tmp->msg = buf;
2945 tmp->x = op->x, tmp->y = op->y;
2946 insert_ob_in_map (tmp, op->map, NULL, 0);
2947
2948 /**************************************/
2949 /* */
2950 /* Subtract the experience points, */
2951 /* if we died cause of food, give us */
2952 /* food, and reset HP's... */
2953 /* */
2954 /**************************************/
2955
2956 /* remove any poisoning and confusion the character may be suffering. */
2957 /* restore player */
2958 at = archetype::find ("poisoning");
2959 tmp = present_arch_in_ob (at, op);
2960
2961 if (tmp)
2962 {
2963 tmp->destroy ();
2964 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2965 }
2966
2967 at = archetype::find ("confusion");
2968 tmp = present_arch_in_ob (at, op);
2969 if (tmp)
2970 {
2971 tmp->destroy ();
2972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2973 }
2974
2975 cure_disease (op, 0); /* remove any disease */
2976
2977 /*add_exp(op, (op->stats.exp * -0.20)); */
2978 apply_death_exp_penalty (op);
2979 if (op->stats.food < 100)
2980 op->stats.food = 900;
2981 op->stats.hp = op->stats.maxhp;
2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2984
2985 /*
2986 * Check to see if the player is in a shop. IF so, then check to see if
2987 * the player has any unpaid items. If so, remove them and put them back
2988 * in the map.
2989 */
2990
2991 if (is_in_shop (op))
2992 remove_unpaid_objects (op->inv, op);
2993
2994 /****************************************/
2995 /* */
2996 /* Move player to his current respawn- */
2997 /* position (usually last savebed) */
2998 /* */
2999 /****************************************/
3000
3001 enter_player_savebed (op);
3002
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0;
3007 op->contr->save ();
3008
3009 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player.
3013 */
3014 will_kill_again = 0;
3015 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3016 if (tmp->type == SPELL_EFFECT)
3017 will_kill_again |= tmp->attacktype;
3018
3019 if (will_kill_again)
3020 {
3021 object *force;
3022 int at;
3023
3024 force = get_archetype (FORCE_NAME);
3025 /* 50 ticks should be enough time for the spell to abate */
3026 force->speed = 0.1;
3027 force->speed_left = -5.0;
3028 SET_FLAG (force, FLAG_APPLIED);
3029 for (at = 0; at < NROFATTACKS; at++)
3030 if (will_kill_again & (1 << at))
3031 force->resist[at] = 100;
3032
3033 insert_ob_in_ob (force, op);
3034 op->update_stats ();
3035
3036 }
3037
3038 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3039 }
3040
3041 void
3042 loot_object (object *op)
3043 { /* Grab and destroy some treasure */
3044 object *tmp, *tmp2, *next;
3045
3046 if (op->container)
3047 esrv_apply_container (op, op->container); /* close open sack first */
3048
3049 for (tmp = op->inv; tmp; tmp = next)
3050 {
3051 next = tmp->below;
3052
3053 if (tmp->invisible)
3054 continue;
3055
3056 tmp->remove ();
3057 tmp->x = op->x, tmp->y = op->y;
3058 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */
3060 loot_object (tmp);
3061 }
3062 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3063 {
3064 if (tmp->nrof > 1)
3065 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3067 tmp2->destroy ();
3068 insert_ob_in_map (tmp, op->map, NULL, 0);
3069 }
3070 else
3071 tmp->destroy ();
3072 }
3073 else
3074 insert_ob_in_map (tmp, op->map, NULL, 0);
3075 }
3076 }
3077
3078 /*
3079 * fix_weight(): Check recursively the weight of all players, and fix
3080 * what needs to be fixed. Refresh windows and fix speed if anything
3081 * was changed.
3082 */
3083
3084 void
3085 fix_weight (void)
3086 {
3087 for_all_players (pl)
3088 {
3089 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3090
3091 if (old == sum)
3092 continue;
3093 pl->ob->update_stats ();
3094 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3095 }
3096 }
3097
3098 void
3099 fix_luck (void)
3100 {
3101 for_all_players (pl)
3102 if (!pl->ob->contr->ns->state)
3103 pl->ob->change_luck (0);
3104 }
3105
3106 /* cast_dust() - handles op throwing objects of type 'DUST'.
3107 * This is much simpler in the new spell code - we basically
3108 * just treat this as any other spell casting object.
3109 */
3110 void
3111 cast_dust (object *op, object *throw_ob, int dir)
3112 {
3113 object *skop, *spob;
3114
3115 skop = find_skill_by_name (op, throw_ob->skill);
3116
3117 /* casting POTION 'dusts' is really a use_magic_item skill */
3118 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3119 {
3120 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3121 return;
3122 }
3123
3124 spob = throw_ob->inv;
3125
3126 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3127 // not pass NULL to cast_spell (which did indeed check itself, but
3128 // errors should be reported as early as possible IMHO)
3129 if (!spob)
3130 {
3131 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3132 return;
3133 }
3134
3135 if (op->type == PLAYER)
3136 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3137
3138 cast_spell (op, throw_ob, dir, spob, NULL);
3139
3140 throw_ob->destroy ();
3141 }
3142
3143 void
3144 make_visible (object *op)
3145 {
3146 op->hide = 0;
3147 op->invisible = 0;
3148 if (op->type == PLAYER)
3149 {
3150 op->contr->tmp_invis = 0;
3151 op->contr->invis_race = 0;
3152 }
3153 update_object (op, UP_OBJ_FACE);
3154 }
3155
3156 int
3157 is_true_undead (object *op)
3158 {
3159 object *tmp = NULL;
3160
3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3162 return 1;
3163
3164 return 0;
3165 }
3166
3167 /* look at the surrounding terrain to determine
3168 * the hideability of this object. Positive levels
3169 * indicate greater hideability.
3170 */
3171
3172 int
3173 hideability (object *ob)
3174 {
3175 int i, level = 0, mflag;
3176 sint16 x, y;
3177
3178 if (!ob || !ob->map)
3179 return 0;
3180
3181 /* so, on normal lighted maps, its hard to hide */
3182 level = ob->map->darkness - 2;
3183
3184 /* this also picks up whether the object is glowing.
3185 * If you carry a light on a non-dark map, its not
3186 * as bad as carrying a light on a pitch dark map */
3187 if (has_carried_lights (ob))
3188 level = -(10 + (2 * ob->map->darkness));
3189
3190 /* scan through all nearby squares for terrain to hide in */
3191 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3192 {
3193 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3194 if (mflag & P_OUT_OF_MAP)
3195 {
3196 continue;
3197 }
3198 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3199 level += 2;
3200 else /* open terrain! */
3201 level -= 1;
3202 }
3203
3204 #if 0
3205 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3206 #endif
3207 return level;
3208 }
3209
3210 /* For Hidden creatures - a chance of becoming 'unhidden'
3211 * every time they move - as we subtract off 'invisibility'
3212 * AND, for players, if they move into a ridiculously unhideable
3213 * spot (surrounded by clear terrain in broad daylight). -b.t.
3214 */
3215
3216 void
3217 do_hidden_move (object *op)
3218 {
3219 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3220 object *skop;
3221
3222 if (!op || !op->map)
3223 return;
3224
3225 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3226
3227 /* its *extremely* hard to run and sneak/hide at the same time! */
3228 if (op->type == PLAYER && op->contr->run_on)
3229 if (!skop || num >= skop->level)
3230 {
3231 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3232 make_visible (op);
3233 return;
3234 }
3235 else
3236 num += 20;
3237
3238 num += op->map->difficulty;
3239 hide = hideability (op); /* modify by terrain hidden level */
3240 num -= hide;
3241
3242 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3243 {
3244 make_visible (op);
3245 if (op->type == PLAYER)
3246 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3247 }
3248 else if (op->type == PLAYER && skop)
3249 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3250 }
3251
3252 /* determine if who is standing near a hostile creature. */
3253
3254 int
3255 stand_near_hostile (object *who)
3256 {
3257 object *tmp = NULL;
3258 int i, friendly = 0, player = 0, mflags;
3259 maptile *m;
3260 sint16 x, y;
3261
3262 if (!who)
3263 return 0;
3264
3265 if (who->type == PLAYER)
3266 player = 1;
3267
3268 else
3269 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3270
3271 /* search adjacent squares */
3272 for (i = 1; i < 9; i++)
3273 {
3274 x = who->x + freearr_x[i];
3275 y = who->y + freearr_y[i];
3276 m = who->map;
3277 mflags = get_map_flags (m, &m, x, y, &x, &y);
3278 /* space must be blocked if there is a monster. If not
3279 * blocked, don't need to check this space.
3280 */
3281 if (mflags & P_OUT_OF_MAP)
3282 continue;
3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3284 continue;
3285
3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3287 {
3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3289 return 1;
3290 else if (tmp->type == PLAYER)
3291 {
3292 /*don't let a hidden DM prevent you from hiding */
3293 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3294 return 1;
3295 }
3296 }
3297 }
3298 return 0;
3299 }
3300
3301 /* check the player los field for viewability of the
3302 * object op. This function works fine for monsters,
3303 * but we dont worry if the object isnt the top one in
3304 * a pile (say a coin under a table would return "viewable"
3305 * by this routine). Another question, should we be
3306 * concerned with the direction the player is looking
3307 * in? Realistically, most of use cant see stuff behind
3308 * our backs...on the other hand, does the "facing" direction
3309 * imply the way your head, or body is facing? Its possible
3310 * for them to differ. Sigh, this fctn could get a bit more complex.
3311 * -b.t.
3312 * This function is now map tiling safe.
3313 */
3314
3315 int
3316 player_can_view (object *pl, object *op)
3317 {
3318 rv_vector rv;
3319 int dx, dy;
3320
3321 if (pl->type != PLAYER)
3322 {
3323 LOG (llevError, "player_can_view() called for non-player object\n");
3324 return -1;
3325 }
3326
3327 if (!pl || !op)
3328 return 0;
3329
3330 op = op->head_ ();
3331
3332 get_rangevector (pl, op, &rv, 0x1);
3333
3334 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any
3336 * part that is in the los array but isnt on
3337 * a blocked los square.
3338 * we use the archetype to figure out offsets.
3339 */
3340 while (op)
3341 {
3342 dx = rv.distance_x + op->arch->clone.x;
3343 dy = rv.distance_y + op->arch->clone.y;
3344
3345 /* only the viewable area the player sees is updated by LOS
3346 * code, so we need to restrict ourselves to that range of values
3347 * for any meaningful values.
3348 */
3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3352 return 1;
3353 op = op->more;
3354 }
3355 return 0;
3356 }
3357
3358 /* routine for both players and monsters. We call this when
3359 * there is a possibility for our action distrubing our hiding
3360 * place or invisiblity spell. Artefact invisiblity is not
3361 * effected by this. If we arent invisible to begin with, we
3362 * return 0.
3363 */
3364 int
3365 action_makes_visible (object *op)
3366 {
3367
3368 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369 {
3370 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3371 return 0;
3372
3373 if (op->contr && op->contr->tmp_invis == 0)
3374 return 0;
3375
3376 /* If monsters, they should become visible */
3377 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3378 {
3379 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3380 return 1;
3381 }
3382 }
3383 return 0;
3384 }
3385
3386 /* op_on_battleground - checks if the given object op (usually
3387 * a player) is standing on a valid battleground-tile,
3388 * function returns TRUE/FALSE. If true x, y returns the battleground
3389 * -exit-coord. (and if x, y not NULL)
3390 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3391 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3392 * Default is to do the same as before, so only people wanting to have different points need worry about this
3393 */
3394 int
3395 op_on_battleground (object *op, int *x, int *y)
3396 {
3397 object *tmp;
3398
3399 /* A battleground-tile needs the following attributes to be valid:
3400 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3401 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3402 * and the exit-coordinates sp/hp must both be > 0.
3403 * => The intention here is to prevent abuse of the battleground-
3404 * feature (like pickable or hidden battleground tiles). */
3405 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3406 {
3407 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3408 {
3409 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3410 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3411 {
3412 /*before we assign the exit, check if this is a teambattle */
3413 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3414 {
3415 object *invtmp;
3416
3417 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3418 {
3419 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3420 {
3421 if (x != NULL && y != NULL)
3422 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3423 return 1;
3424 }
3425 }
3426 }
3427 if (x != NULL && y != NULL)
3428 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3429 return 1;
3430 }
3431 }
3432 }
3433 /* If we got here, did not find a battleground */
3434 return 0;
3435 }
3436
3437 /*
3438 * When a dragon-player gains a new stage of evolution,
3439 * he gets some treasure
3440 *
3441 * attributes:
3442 * object *who the dragon player
3443 * int atnr the attack-number of the ability focus
3444 * int level ability level
3445 */
3446 void
3447 dragon_ability_gain (object *who, int atnr, int level)
3448 {
3449 treasurelist *trlist = NULL; /* treasurelist */
3450 treasure *tr; /* treasure */
3451 object *tmp, *skop; /* tmp. object */
3452 object *item; /* treasure object */
3453 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0;
3455
3456 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire");
3459 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold");
3461 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec");
3463 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison");
3465
3466 if (trlist == NULL || who->type != PLAYER)
3467 return;
3468
3469 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3470
3471 if (!tr || !tr->item)
3472 {
3473 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3474 return;
3475 }
3476
3477 /* everything seems okay - now bring on the gift: */
3478 item = &(tr->item->clone);
3479
3480 if (item->type == SPELL)
3481 {
3482 if (check_spell_known (who, item->name))
3483 return;
3484
3485 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3486 do_learn_spell (who, item, 0);
3487 return;
3488 }
3489
3490 /* grant direct spell */
3491 if (item->type == SPELLBOOK)
3492 {
3493 if (!item->inv)
3494 {
3495 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3496 return;
3497 }
3498 if (check_spell_known (who, item->inv->name))
3499 return;
3500 if (item->invisible)
3501 {
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3503 do_learn_spell (who, item->inv, 0);
3504 return;
3505 }
3506 }
3507 else if (item->type == SKILL_TOOL && item->invisible)
3508 {
3509 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3510 {
3511
3512 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3513 * in this way, if the player is missing any of the attacktypes, he gets
3514 * them. As it is now, if the player has any that match the granted skill,
3515 * but not all of them, he gets nothing.
3516 */
3517 if (!(skop->attacktype & item->attacktype))
3518 {
3519 /* Give new attacktype */
3520 skop->attacktype |= item->attacktype;
3521
3522 /* always add physical if there's none */
3523 skop->attacktype |= AT_PHYSICAL;
3524
3525 if (item->msg != NULL)
3526 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3527
3528 /* Give player new face */
3529 if (item->animation_id)
3530 {
3531 who->face = skop->face;
3532 who->animation_id = item->animation_id;
3533 who->anim_speed = item->anim_speed;
3534 who->last_anim = 0;
3535 who->state = 0;
3536 animate_object (who, who->direction);
3537 }
3538 }
3539 }
3540 }
3541 else if (item->type == FORCE)
3542 {
3543 /* forces in the treasurelist can alter the player's stats */
3544 object *skin;
3545
3546 /* first get the dragon skin force */
3547 shstr_cmp dragon_skin_force ("dragon_skin_force");
3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3549 ;
3550
3551 if (!skin)
3552 return;
3553
3554 /* adding new spellpath attunements */
3555 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3556 {
3557 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3558
3559 /* print message */
3560 sprintf (buf, "You feel attuned to ");
3561 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3562 {
3563 if (item->path_attuned & (1 << i))
3564 {
3565 if (j)
3566 strcat (buf, " and ");
3567 else
3568 j = 1;
3569 strcat (buf, spellpathnames[i]);
3570 }
3571 }
3572 strcat (buf, ".");
3573 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3574 }
3575
3576 /* evtl. adding flags: */
3577 if (QUERY_FLAG (item, FLAG_XRAYS))
3578 SET_FLAG (skin, FLAG_XRAYS);
3579 if (QUERY_FLAG (item, FLAG_STEALTH))
3580 SET_FLAG (skin, FLAG_STEALTH);
3581 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3582 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3583
3584 /* print message if there is one */
3585 if (item->msg != NULL)
3586 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3587 }
3588 else
3589 {
3590 /* generate misc. treasure */
3591 tmp = arch_to_object (tr->item);
3592 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3593 tmp = insert_ob_in_ob (tmp, who);
3594 if (who->type == PLAYER)
3595 esrv_send_item (who, tmp);
3596 }
3597 }
3598
3599 /**
3600 * Unready an object for a player. This function does nothing if the object was
3601 * not readied.
3602 */
3603 void
3604 player_unready_range_ob (player *pl, object *ob)
3605 {
3606 rangetype i;
3607
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3609 {
3610 if (pl->ranges[i] == ob)
3611 {
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619 }