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Revision: 1.72
Committed: Wed Dec 27 15:04:39 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.71: +15 -14 lines
Log Message:
restore log out logging, reduced command queue length to 3

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