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/cvs/deliantra/server/server/player.C
Revision: 1.61
Committed: Sat Dec 23 13:56:25 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.60: +10 -16 lines
Log Message:
an experiment

File Contents

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