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/cvs/deliantra/server/server/player.C
Revision: 1.86
Committed: Thu Jan 4 19:28:38 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.85: +1 -0 lines
Log Message:
fix quit to actually delete the directory, should all be moved to perl

File Contents

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