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/cvs/deliantra/server/server/player.C
Revision: 1.76
Committed: Sun Dec 31 17:17:23 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.75: +3 -5 lines
Log Message:
many minor changes everywhere, random maps crash sometimes but design is in place

File Contents

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