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/cvs/deliantra/server/server/player.C
Revision: 1.71
Committed: Wed Dec 27 09:28:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.70: +3 -7 lines
Log Message:
introduce for_all_maps

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