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/cvs/deliantra/server/server/player.C
Revision: 1.75
Committed: Sat Dec 30 21:15:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.74: +15 -2 lines
Log Message:
get rid of annoying enter_exit (0)

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <pwd.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 player *
37 find_player (const char *plname)
38 {
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44 }
45
46 void
47 display_motd (const object *op)
48 {
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73 }
74
75 void
76 send_rules (const object *op)
77 {
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108 }
109
110 void
111 send_news (const object *op)
112 {
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157 }
158
159 /* This loads the first map an puts the player on it. */
160 static void
161 set_first_map (object *op)
162 {
163 strcpy (op->contr->maplevel, first_map_path);
164 op->x = -1;
165 op->y = -1;
166 }
167
168 void
169 player::enter_map ()
170 {
171 object *tmp = object::create ();
172
173 EXIT_PATH (tmp) = maplevel;
174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179 }
180
181 // connect the player with a specific client
182 // also changed, rationalises, and fixes some incorrect settings
183 void
184 player::connect (client *ns)
185 {
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate (1);
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 INVOKE_PLAYER (LOGIN, this);
261 }
262
263 void
264 player::disconnect ()
265 {
266 if (ob)
267 ob->deactivate (1);
268
269 //TODO: don't be so harsh and destroy :)
270 if (ns)
271 {
272 if (enable_save)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274
275 client *ns = this->ns;
276 ns->send_packet ("goodbye");
277 ns->flush ();
278 ns->pl = 0;
279 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 }
284 }
285
286 // the need for this function can be explained
287 // by load_object not returning the object
288 void
289 player::set_object (object *op)
290 {
291 ob = op;
292 ob->contr = this; /* this aren't yet in archetype */
293
294 ob->speed_left = 0.5;
295 ob->speed = 1.0;
296 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 set_first_map (ob);
301 enter_map ();
302
303 ob->roll_stats ();
304 }
305
306 player::player ()
307 {
308 /* There are some elements we want initialized to non zero value -
309 * we deal with that below this point.
310 */
311 outputs_sync = 16; /* Every 2 seconds */
312 outputs_count = 8; /* Keeps present behaviour */
313 unapply = unapply_nochoice;
314
315 assign (savebed_map, first_map_path); /* Init. respawn position */
316
317 gen_sp_armour = 10;
318 last_speed = -1;
319 shoottype = range_none;
320 bowtype = bow_normal;
321 petmode = pet_normal;
322 listening = 10;
323 usekeys = containers;
324 last_weapon_sp = -1;
325 peaceful = 1; /* default peaceful */
326 do_los = 1;
327
328 /* we need to clear these to -1 and not zero - otherwise,
329 * if a player quits and starts a new character, we wont
330 * send new values to the client, as things like exp start
331 * at zero.
332 */
333 for (int i = 0; i < NUM_SKILLS; i++)
334 last_skill_exp[i] = -1;
335
336 for (int i = 0; i < NROFATTACKS; i++)
337 last_resist[i] = -1;
338
339 last_stats.exp = -1;
340 last_weight = (uint32) - 1;
341 }
342
343 void
344 player::do_destroy ()
345 {
346 disconnect ();
347
348 save (false);
349 enable_save = false;
350
351 attachable::do_destroy ();
352
353 terminate_all_pets (ob);
354
355 if (first_player != this)
356 {
357 player *prev = first_player;
358
359 while (prev && prev->next && prev->next != this)
360 prev = prev->next;
361
362 if (prev->next != this)
363 {
364 LOG (llevError, "Free_player: Can't find previous player.\n");
365 abort ();
366 }
367
368 prev->next = next;
369 }
370 else
371 first_player = next;
372
373 if (ob)
374 {
375 ob->destroy_inv (false);
376 ob->destroy ();
377 }
378 }
379
380 player::~player ()
381 {
382 /* Clear item stack */
383 free (stack_items);
384 }
385
386 /* Tries to add player on the connection passed in ns.
387 * All we can really get in this is some settings like host and display
388 * mode.
389 */
390 player *
391 player::create ()
392 {
393 player *pl = new player;
394
395 pl->set_object (arch_to_object (get_player_archetype (0)));
396
397 return pl;
398 }
399
400 /*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405 archetype *
406 get_player_archetype (archetype *at)
407 {
408 archetype *start = at;
409
410 for (;;)
411 {
412 if (at == NULL || at->next == NULL)
413 at = first_archetype;
414 else
415 at = at->next;
416
417 if (at->clone.type == PLAYER)
418 return at;
419
420 if (at == start)
421 {
422 LOG (llevError, "No Player archetypes\n");
423 exit (-1);
424 }
425 }
426 }
427
428 object *
429 get_nearest_player (object *mon)
430 {
431 object *op = NULL;
432 objectlink *ol;
433 unsigned lastdist;
434 rv_vector rv;
435
436 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
437 {
438 /* We should not find free objects on this friendly list, but it
439 * does periodically happen. Given that, lets deal with it.
440 * While unlikely, it is possible the next object on the friendly
441 * list is also free, so encapsulate this in a while loop.
442 */
443 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
444 {
445 object *tmp = ol->ob;
446
447 /* Can't do much more other than log the fact, because the object
448 * itself will have been cleared.
449 */
450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
451 ol = ol->next;
452 remove_friendly_object (tmp);
453 if (!ol)
454 return op;
455 }
456
457 /* Remove special check for player from this. First, it looks to cause
458 * some crashes (ol->ob->contr not set properly?), but secondly, a more
459 * complicated method of state checking would be needed in any case -
460 * as it was, a clever player could type quit, and the function would
461 * skip them over while waiting for confirmation. Remove
462 * on_same_map check, as can_detect_enemy also does this
463 */
464 if (!can_detect_enemy (mon, ol->ob, &rv))
465 continue;
466
467 if (lastdist > rv.distance)
468 {
469 op = ol->ob;
470 lastdist = rv.distance;
471 }
472 }
473
474 for_all_players (pl)
475 if (can_detect_enemy (mon, pl->ob, &rv))
476 if (lastdist > rv.distance)
477 {
478 op = pl->ob;
479 lastdist = rv.distance;
480 }
481
482 #if 0
483 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
484 #endif
485 return op;
486 }
487
488 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
489 * result in a monster paths backtracking. It basically determines how large a
490 * detour a monster will take from the direction path when looking
491 * for a path to the player. The values are in the amount of direction
492 * the deviation is
493 */
494 #define DETOUR_AMOUNT 2
495
496 /* This is used to prevent infinite loops. Consider a case where the
497 * player is in a chamber (with gate closed), and monsters are outside.
498 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
499 * find a path into the chamber. This is a good thing, but since there
500 * is no real path, it will just keep circling the chamber for
501 * ever (this could be a nice effect for monsters, but not for the function
502 * to get stuck in. I think for the monsters, if max is reached and
503 * we return the first direction the creature could move would result in the
504 * circling behaviour. Unfortunately, this function is also used to determined
505 * if the creature should cast a spell, so returning a direction in that case
506 * is probably not a good thing.
507 */
508 #define MAX_SPACES 50
509
510 /*
511 * Returns the direction to the player, if valid. Returns 0 otherwise.
512 * modified to verify there is a path to the player. Does this by stepping towards
513 * player and if path is blocked then see if blockage is close enough to player that
514 * direction to player is changed (ie zig or zag). Continue zig zag until either
515 * reach player or path is blocked. Thus, will only return true if there is a free
516 * path to player. Though path may not be a straight line. Note that it will find
517 * player hiding along a corridor at right angles to the corridor with the monster.
518 *
519 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
520 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
521 * down corriders.
522 * 2) I think the old code was broken if the first direction the monster
523 * should move was blocked - the code would store the first direction without
524 * verifying that the player can actually move in that direction. The new
525 * code does not store anything in firstdir until we have verified that the
526 * monster can in fact move one space in that direction.
527 * 3) I'm not sure how good this code will be for moving multipart monsters,
528 * since only simple checks to blocked are being called, which could mean the monster
529 * is blocking itself.
530 */
531 int
532 path_to_player (object *mon, object *pl, unsigned mindiff)
533 {
534 rv_vector rv;
535 sint16 x, y;
536 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
537 maptile *m, *lastmap;
538
539 get_rangevector (mon, pl, &rv, 0);
540
541 if (rv.distance < mindiff)
542 return 0;
543
544 x = mon->x;
545 y = mon->y;
546 m = mon->map;
547 dir = rv.direction;
548 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
549 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
550 /* If we can't solve it within the search distance, return now. */
551 if (diff > max)
552 return 0;
553 while (diff > 1 && max > 0)
554 {
555 lastx = x;
556 lasty = y;
557 lastmap = m;
558 x = lastx + freearr_x[dir];
559 y = lasty + freearr_y[dir];
560
561 mflags = get_map_flags (m, &m, x, y, &x, &y);
562 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
563
564 /* Space is blocked - try changing direction a little */
565 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
566 && (m == mon->map && blocked_link (mon, m, x, y))))
567 {
568 /* recalculate direction from last good location. Possible
569 * we were not traversing ideal location before.
570 */
571 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
572 if (rv.direction != dir)
573 {
574 /* OK - says direction should be different - lets reset the
575 * the values so it will try again.
576 */
577 x = lastx;
578 y = lasty;
579 m = lastmap;
580 dir = firstdir = rv.direction;
581 }
582 else
583 {
584 /* direct path is blocked - try taking a side step to
585 * either the left or right.
586 * Note increase the values in the loop below to be
587 * more than -1/1 respectively will mean the monster takes
588 * bigger detour. Have to be careful about these values getting
589 * too big (3 or maybe 4 or higher) as the monster may just try
590 * stepping back and forth
591 */
592 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
593 {
594 if (i == 0)
595 continue; /* already did this, so skip it */
596 /* Use lastdir here - otherwise,
597 * since the direction that the creature should move in
598 * may change, you could get infinite loops.
599 * ie, player is northwest, but monster can only
600 * move west, so it does that. It goes some distance,
601 * gets blocked, finds that it should move north,
602 * can't do that, but now finds it can move east, and
603 * gets back to its original point. lastdir contains
604 * the last direction the creature has successfully
605 * moved.
606 */
607
608 x = lastx + freearr_x[absdir (lastdir + i)];
609 y = lasty + freearr_y[absdir (lastdir + i)];
610 m = lastmap;
611 mflags = get_map_flags (m, &m, x, y, &x, &y);
612 if (mflags & P_OUT_OF_MAP)
613 continue;
614 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
615 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
616 continue;
617 if (mflags & P_BLOCKSVIEW)
618 continue;
619
620 if (m == mon->map && blocked_link (mon, m, x, y))
621 break;
622 }
623 /* go through entire loop without finding a valid
624 * sidestep to take - thus, no valid path.
625 */
626 if (i == (DETOUR_AMOUNT + 1))
627 return 0;
628 diff--;
629 lastdir = dir;
630 max--;
631 if (!firstdir)
632 firstdir = dir + i;
633 } /* else check alternate directions */
634 } /* if blocked */
635 else
636 {
637 /* we moved towards creature, so diff is less */
638 diff--;
639 max--;
640 lastdir = dir;
641 if (!firstdir)
642 firstdir = dir;
643 }
644 if (diff <= 1)
645 {
646 /* Recalculate diff (distance) because we may not have actually
647 * headed toward player for entire distance.
648 */
649 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
650 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
651 }
652 if (diff > max)
653 return 0;
654 }
655 /* If we reached the max, didn't find a direction in time */
656 if (!max)
657 return 0;
658
659 return firstdir;
660 }
661
662 void
663 give_initial_items (object *pl, treasurelist * items)
664 {
665 object *op, *next = NULL;
666
667 if (pl->randomitems != NULL)
668 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669
670 for (op = pl->inv; op; op = next)
671 {
672 next = op->below;
673
674 /* Forces get applied per default, unless they have the
675 * flag "neutral" set. Sorry but I can't think of a better way
676 */
677 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
678 SET_FLAG (op, FLAG_APPLIED);
679
680 /* we never give weapons/armour if these cannot be used
681 * by this player due to race restrictions
682 */
683 if (pl->type == PLAYER)
684 {
685 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
686 (op->type == ARMOUR || op->type == BOOTS ||
687 op->type == CLOAK || op->type == HELMET ||
688 op->type == SHIELD || op->type == GLOVES ||
689 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
690 {
691 op->destroy ();
692 continue;
693 }
694 }
695
696 /* This really needs to be better - we should really give
697 * a substitute spellbook. The problem is that we don't really
698 * have a good idea what to replace it with (need something like
699 * a first level treasurelist for each skill.)
700 * remove duplicate skills also
701 */
702 if (op->type == SPELLBOOK || op->type == SKILL)
703 {
704 object *tmp;
705
706 for (tmp = op->below; tmp; tmp = tmp->below)
707 if (tmp->type == op->type && tmp->name == op->name)
708 break;
709
710 if (tmp)
711 {
712 op->destroy ();
713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
714 continue;
715 }
716
717 if (op->nrof > 1)
718 op->nrof = 1;
719 }
720
721 if (op->type == SPELLBOOK && op->inv)
722 {
723 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 }
725
726 /* Give starting characters identified, uncursed, and undamned
727 * items. Just don't identify gold or silver, or it won't be
728 * merged properly.
729 */
730 if (need_identify (op))
731 {
732 SET_FLAG (op, FLAG_IDENTIFIED);
733 CLEAR_FLAG (op, FLAG_CURSED);
734 CLEAR_FLAG (op, FLAG_DAMNED);
735 }
736 if (op->type == SPELL)
737 {
738 op->destroy ();
739 continue;
740 }
741 else if (op->type == SKILL)
742 {
743 SET_FLAG (op, FLAG_CAN_USE_SKILL);
744 op->stats.exp = 0;
745 op->level = 1;
746 }
747 /* lock all 'normal items by default */
748 else
749 SET_FLAG (op, FLAG_INV_LOCKED);
750 } /* for loop of objects in player inv */
751
752 /* Need to set up the skill pointers */
753 link_player_skills (pl);
754 }
755
756 void
757 get_party_password (object *op, partylist *party)
758 {
759 if (party == NULL)
760 {
761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
762 return;
763 }
764
765 op->contr->write_buf[0] = '\0';
766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
767 op->contr->party_to_join = party;
768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
769 }
770
771 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
772 static int
773 roll_stat (void)
774 {
775 int a[4], i, j, k;
776
777 for (i = 0; i < 4; i++)
778 a[i] = (int) RANDOM () % 6 + 1;
779
780 for (i = 0, j = 0, k = 7; i < 4; i++)
781 if (a[i] < k)
782 k = a[i], j = i;
783
784 for (i = 0, k = 0; i < 4; i++)
785 if (i != j)
786 k += a[i];
787
788 return k;
789 }
790
791 void
792 object::roll_stats ()
793 {
794 int statsort [7];
795
796 for (;;)
797 {
798 int sum = 0;
799 for (int i = 7; i--; )
800 sum += statsort [i] = roll_stat ();
801
802 if (sum >= 82 && sum <= 116)
803 break;
804 }
805
806 // Sort the stats so that rerolling is easier...
807 std::sort (statsort, statsort + 7, std::greater<int>());
808
809 stats.Str = statsort[0];
810 stats.Dex = statsort[1];
811 stats.Con = statsort[2];
812 stats.Int = statsort[3];
813 stats.Wis = statsort[4];
814 stats.Pow = statsort[5];
815 stats.Cha = statsort[6];
816
817 stats.exp = 0;
818 stats.ac = 0;
819
820 stats.hp = stats.maxhp;
821 stats.sp = stats.maxsp;
822 stats.grace = stats.maxgrace;
823
824 if (contr)
825 {
826 contr->levhp[1] = 9;
827 contr->levsp[1] = 6;
828 contr->levgrace[1] = 3;
829
830 contr->orig_stats = stats;
831 }
832 }
833
834 void
835 object::swap_stats (int a, int b)
836 {
837 int tmp = get_attr_value (&contr->orig_stats, a);
838 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
839 set_attr_value (&contr->orig_stats, b, tmp);
840
841 stats.Str = contr->orig_stats.Str;
842 stats.Dex = contr->orig_stats.Dex;
843 stats.Con = contr->orig_stats.Con;
844 stats.Int = contr->orig_stats.Int;
845 stats.Wis = contr->orig_stats.Wis;
846 stats.Pow = contr->orig_stats.Pow;
847 stats.Cha = contr->orig_stats.Cha;
848
849 //TODO: the following code looks so borked and should, at the very least,
850 // be merged with the similar code in roll_stats
851 stats.ac = 0;
852
853 level = 1;
854 stats.exp = 0;
855 stats.ac = 0;
856
857 stats.hp = stats.maxhp;
858 stats.sp = stats.maxsp;
859 stats.grace = stats.maxgrace;
860
861 if (contr)
862 {
863 contr->levhp[1] = 9;
864 contr->levsp[1] = 6;
865 contr->levgrace[1] = 3;
866
867 contr->orig_stats = stats;
868 }
869 }
870
871 static void
872 start_info (object *op)
873 {
874 char buf[MAX_BUF];
875
876 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
877 new_draw_info (NDI_UNIQUE, 0, op, buf);
878 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
879 //new_draw_info (NDI_UNIQUE, 0, op, " ");
880 }
881
882 /* This function takes the key that is passed, and does the
883 * appropriate action with it (change race, or other things).
884 * The function name is for historical reasons - now we have
885 * separate race and class; this actually changes the RACE,
886 * not the class.
887 */
888 int
889 key_change_class (object *op, char key)
890 {
891 int tmp_loop;
892
893 if (key == 'd' || key == 'D')
894 {
895 char buf[MAX_BUF];
896
897 /* this must before then initial items are given */
898 esrv_new_player (op->contr, op->weight + op->carrying);
899
900 treasurelist *tl = find_treasurelist ("starting_wealth");
901 if (tl)
902 create_treasure (tl, op, 0, 0, 0);
903
904 INVOKE_PLAYER (BIRTH, op->contr);
905 INVOKE_PLAYER (LOGIN, op->contr);
906
907 op->contr->ns->state = ST_PLAYING;
908
909 if (op->msg)
910 op->msg = NULL;
911
912 /* We create this now because some of the unique maps will need it
913 * to save here.
914 */
915 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
916 make_path_to_file (buf);
917
918 #ifdef AUTOSAVE
919 op->contr->last_save_tick = pticks;
920 #endif
921 start_info (op);
922 CLEAR_FLAG (op, FLAG_WIZ);
923 give_initial_items (op, op->randomitems);
924 link_player_skills (op);
925 esrv_send_inventory (op, op);
926 op->update_stats ();
927
928 /* This moves the player to a different start map, if there
929 * is one for this race
930 */
931 if (*first_map_ext_path)
932 {
933 object *tmp;
934 char mapname[MAX_BUF];
935
936 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
937 tmp = object::create ();
938 EXIT_PATH (tmp) = mapname;
939 EXIT_X (tmp) = op->x;
940 EXIT_Y (tmp) = op->y;
941 op->enter_exit (tmp); /* we don't really care if it succeeded;
942 * if the map isn't there, then stay on the
943 * default initial map */
944 tmp->destroy ();
945 }
946 else
947 LOG (llevDebug, "first_map_ext_path not set\n");
948
949 return 0;
950 }
951
952 /* Following actually changes the race - this is the default command
953 * if we don't match with one of the options above.
954 */
955
956 tmp_loop = 0;
957 while (!tmp_loop)
958 {
959 shstr name = op->name;
960 int x = op->x, y = op->y;
961
962 op->remove_statbonus ();
963 op->remove ();
964 op->arch = get_player_archetype (op->arch);
965 op->arch->clone.copy_to (op);
966 op->instantiate ();
967 op->stats = op->contr->orig_stats;
968 op->name = op->name_pl = name;
969 op->x = x;
970 op->y = y;
971 SET_ANIMATION (op, 2); /* So player faces south */
972 insert_ob_in_map (op, op->map, op, 0);
973 assign (op->contr->title, op->arch->clone.name);
974 op->add_statbonus ();
975 tmp_loop = allowed_class (op);
976 }
977
978 update_object (op, UP_OBJ_FACE);
979 esrv_update_item (UPD_FACE, op, op);
980 op->update_stats ();
981 op->stats.hp = op->stats.maxhp;
982 op->stats.sp = op->stats.maxsp;
983 op->stats.grace = 0;
984
985 if (op->msg)
986 new_draw_info (NDI_BLUE, 0, op, op->msg);
987
988 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
989 return 0;
990 }
991
992 int
993 key_confirm_quit (object *op, char key)
994 {
995 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
996 {
997 op->contr->ns->state = ST_PLAYING;
998 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
999 return 1;
1000 }
1001
1002 INVOKE_PLAYER (LOGOUT, op->contr);
1003 INVOKE_PLAYER (QUIT, op->contr);
1004
1005 op->contr->enable_save = false;
1006
1007 terminate_all_pets (op);
1008 op->remove ();
1009 op->direction = 0;
1010 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1011
1012 strcpy (op->contr->killer, "quit");
1013 check_score (op);
1014 op->contr->party = 0;
1015 op->contr->own_title[0] = '\0';
1016 op->contr->destroy ();
1017
1018 return 1;
1019 }
1020
1021 void
1022 flee_player (object *op)
1023 {
1024 int dir, diff;
1025 rv_vector rv;
1026
1027 if (op->stats.hp < 0)
1028 {
1029 LOG (llevDebug, "Fleeing player is dead.\n");
1030 CLEAR_FLAG (op, FLAG_SCARED);
1031 return;
1032 }
1033
1034 if (op->enemy == NULL)
1035 {
1036 LOG (llevDebug, "Fleeing player had no enemy.\n");
1037 CLEAR_FLAG (op, FLAG_SCARED);
1038 return;
1039 }
1040
1041 /* Seen some crashes here. Since we don't store an
1042 * op->enemy_count, it is possible that something destroys the
1043 * actual enemy, and the object is recycled.
1044 */
1045 if (op->enemy->map == NULL)
1046 {
1047 CLEAR_FLAG (op, FLAG_SCARED);
1048 op->enemy = NULL;
1049 return;
1050 }
1051
1052 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1053 {
1054 op->enemy = NULL;
1055 CLEAR_FLAG (op, FLAG_SCARED);
1056 return;
1057 }
1058
1059 get_rangevector (op, op->enemy, &rv, 0);
1060
1061 dir = absdir (4 + rv.direction);
1062 for (diff = 0; diff < 3; diff++)
1063 {
1064 int m = 1 - (RANDOM () & 2);
1065
1066 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1067 return;
1068 }
1069
1070 /* Cornered, get rid of scared */
1071 CLEAR_FLAG (op, FLAG_SCARED);
1072 op->enemy = NULL;
1073 }
1074
1075
1076 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1077 * IT returns 1 if the player should keep on moving, 0 if he should
1078 * stop.
1079 */
1080 int
1081 check_pick (object *op)
1082 {
1083 object *tmp, *next;
1084 int stop = 0;
1085 int j, k, wvratio;
1086 char putstring[128], tmpstr[16];
1087
1088 /* if you're flying, you cna't pick up anything */
1089 if (op->move_type & MOVE_FLYING)
1090 return 1;
1091
1092 next = op->below;
1093
1094 /* loop while there are items on the floor that are not marked as
1095 * destroyed */
1096 while (next && !next->destroyed ())
1097 {
1098 tmp = next;
1099 next = tmp->below;
1100
1101 if (op->destroyed ())
1102 return 0;
1103
1104 if (!can_pick (op, tmp))
1105 continue;
1106
1107 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1108 {
1109 if (item_matched_string (op, tmp, op->contr->search_str))
1110 pick_up (op, tmp);
1111 continue;
1112 }
1113
1114 /* high not bit set? We're using the old autopickup model */
1115 if (!(op->contr->mode & PU_NEWMODE))
1116 {
1117 switch (op->contr->mode)
1118 {
1119 case 0:
1120 return 1; /* don't pick up */
1121 case 1:
1122 pick_up (op, tmp);
1123 return 1;
1124 case 2:
1125 pick_up (op, tmp);
1126 return 0;
1127 case 3:
1128 return 0; /* stop before pickup */
1129 case 4:
1130 pick_up (op, tmp);
1131 break;
1132 case 5:
1133 pick_up (op, tmp);
1134 stop = 1;
1135 break;
1136 case 6:
1137 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1138 pick_up (op, tmp);
1139 break;
1140
1141 case 7:
1142 if (tmp->type == MONEY || tmp->type == GEM)
1143 pick_up (op, tmp);
1144 break;
1145
1146 default:
1147 /* use value density */
1148 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1149 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1150 pick_up (op, tmp);
1151 }
1152 }
1153 else
1154 { /* old model */
1155 /* NEW pickup handling */
1156 if (op->contr->mode & PU_DEBUG)
1157 {
1158 /* some debugging code to figure out item information */
1159 if (tmp->name != NULL)
1160 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1161 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1162 else
1163 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1164 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1165
1166 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1167 }
1168
1169 /* philosophy:
1170 * It's easy to grab an item type from a pile, as long as it's
1171 * generic. This takes no game-time. For more detailed pickups
1172 * and selections, select-items should be used. This is a
1173 * grab-as-you-run type mode that's really useful for arrows for
1174 * example.
1175 * The drawback: right now it has no frontend, so you need to
1176 * stick the bits you want into a calculator in hex mode and then
1177 * convert to decimal and then 'pickup <#>
1178 */
1179
1180 /* the first two modes are exclusive: if NOTHING we return, if
1181 * STOP then we stop. All the rest are applied sequentially,
1182 * meaning if any test passes, the item gets picked up. */
1183
1184 /* if mode is set to pick nothing up, return */
1185
1186 if (op->contr->mode & PU_NOTHING)
1187 return 1;
1188
1189 /* if mode is set to stop when encountering objects, return */
1190 /* take STOP before INHIBIT since it doesn't actually pick
1191 * anything up */
1192
1193 if (op->contr->mode & PU_STOP)
1194 return 0;
1195
1196 /* useful for going into stores and not losing your settings... */
1197 /* and for battles wher you don't want to get loaded down while
1198 * fighting */
1199 if (op->contr->mode & PU_INHIBIT)
1200 return 1;
1201
1202 /* prevent us from turning into auto-thieves :) */
1203 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1204 continue;
1205
1206 /* ignore known cursed objects */
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1208 continue;
1209
1210 /* all food and drink if desired */
1211 /* question: don't pick up known-poisonous stuff? */
1212 if (op->contr->mode & PU_FOOD)
1213 if (tmp->type == FOOD)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 if (op->contr->mode & PU_DRINK)
1220 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_POTION)
1227 if (tmp->type == POTION)
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232
1233 /* spellbooks, skillscrolls and normal books/scrolls */
1234 if (op->contr->mode & PU_SPELLBOOK)
1235 if (tmp->type == SPELLBOOK)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 if (op->contr->mode & PU_SKILLSCROLL)
1242 if (tmp->type == SKILLSCROLL)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_READABLES)
1249 if (tmp->type == BOOK || tmp->type == SCROLL)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* wands/staves/rods/horns */
1256 if (op->contr->mode & PU_MAGIC_DEVICE)
1257 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 /* pick up all magical items */
1264 if (op->contr->mode & PU_MAGICAL)
1265 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 if (op->contr->mode & PU_VALUABLES)
1272 {
1273 if (tmp->type == MONEY || tmp->type == GEM)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278 }
1279
1280 /* rings & amulets - talismans seems to be typed AMULET */
1281 if (op->contr->mode & PU_JEWELS)
1282 if (tmp->type == RING || tmp->type == AMULET)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 /* we don't forget dragon food */
1289 if (op->contr->mode & PU_FLESH)
1290 if (tmp->type == FLESH)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 /* bows and arrows. Bows are good for selling! */
1297 if (op->contr->mode & PU_BOW)
1298 if (tmp->type == BOW)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 if (op->contr->mode & PU_ARROW)
1305 if (tmp->type == ARROW)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* all kinds of armor etc. */
1312 if (op->contr->mode & PU_ARMOUR)
1313 if (tmp->type == ARMOUR)
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 if (op->contr->mode & PU_HELMET)
1320 if (tmp->type == HELMET)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325
1326 if (op->contr->mode & PU_SHIELD)
1327 if (tmp->type == SHIELD)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 if (op->contr->mode & PU_BOOTS)
1334 if (tmp->type == BOOTS)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 if (op->contr->mode & PU_GLOVES)
1341 if (tmp->type == GLOVES)
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 if (op->contr->mode & PU_CLOAK)
1348 if (tmp->type == CLOAK)
1349 {
1350 pick_up (op, tmp);
1351 continue;
1352 }
1353
1354 /* hoping to catch throwing daggers here */
1355 if (op->contr->mode & PU_MISSILEWEAPON)
1356 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1357 {
1358 pick_up (op, tmp);
1359 continue;
1360 }
1361
1362 /* careful: chairs and tables are weapons! */
1363 if (op->contr->mode & PU_ALLWEAPON)
1364 {
1365 if (tmp->type == WEAPON && tmp->name != NULL)
1366 {
1367 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1369 {
1370 pick_up (op, tmp);
1371 continue;
1372 }
1373 }
1374
1375 if (tmp->type == WEAPON && tmp->name == NULL)
1376 {
1377 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1378 {
1379 pick_up (op, tmp);
1380 continue;
1381 }
1382 }
1383 }
1384
1385 /* misc stuff that's useful */
1386 if (op->contr->mode & PU_KEY)
1387 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1388 {
1389 pick_up (op, tmp);
1390 continue;
1391 }
1392
1393 /* any of the last 4 bits set means we use the ratio for value
1394 * pickups */
1395 if (op->contr->mode & PU_RATIO)
1396 {
1397 /* use value density to decide what else to grab */
1398 /* >=7 was >= op->contr->mode */
1399 /* >=7 is the old standard setting. Now we take the last 4 bits
1400 * and multiply them by 5, giving 0..15*5== 5..75 */
1401 wvratio = (op->contr->mode & PU_RATIO) * 5;
1402 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1403 {
1404 pick_up (op, tmp);
1405 #if 0
1406 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1407 if (tmp->name != NULL)
1408 {
1409 fprintf (stderr, "%s", tmp->name);
1410 }
1411 else
1412 fprintf (stderr, "%s", tmp->arch->name);
1413 fprintf (stderr, ",%d] = ", tmp->type);
1414 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1415 #endif
1416 continue;
1417 }
1418 }
1419 } /* the new pickup model */
1420 }
1421
1422 return !stop;
1423 }
1424
1425 /*
1426 * Find an arrow in the inventory and after that
1427 * in the right type container (quiver). Pointer to the
1428 * found object is returned.
1429 */
1430 object *
1431 find_arrow (object *op, const char *type)
1432 {
1433 object *tmp = NULL;
1434
1435 for (op = op->inv; op; op = op->below)
1436 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1437 tmp = find_arrow (op, type);
1438 else if (op->type == ARROW && op->race == type)
1439 return op;
1440 return tmp;
1441 }
1442
1443 /*
1444 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1445 * against the target. A full test is not performed, simply a basic test
1446 * of resistances. The archer is making a quick guess at what he sees down
1447 * the hall. Failing that it does it's best to pick the highest plus arrow.
1448 */
1449
1450 object *
1451 find_better_arrow (object *op, object *target, const char *type, int *better)
1452 {
1453 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i;
1455
1456 if (!type)
1457 return NULL;
1458
1459 for (arrow = op->inv; arrow; arrow = arrow->below)
1460 {
1461 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1462 {
1463 i = 0;
1464 ntmp = find_better_arrow (arrow, target, type, &i);
1465 if (i > betterby)
1466 {
1467 tmp = ntmp;
1468 betterby = i;
1469 }
1470 }
1471 else if (arrow->type == ARROW && arrow->race == type)
1472 {
1473 /* allways prefer assasination/slaying */
1474 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1475 {
1476 if (arrow->attacktype & AT_DEATH)
1477 {
1478 *better = 100;
1479 return arrow;
1480 }
1481 else
1482 {
1483 tmp = arrow;
1484 betterby = (arrow->magic + arrow->stats.dam) * 2;
1485 }
1486 }
1487 else
1488 {
1489 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1490 {
1491 attacktype = 1 << attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1494 {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1497 }
1498 }
1499 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1500 {
1501 tmp = arrow;
1502 betterby = 2 + arrow->magic + arrow->stats.dam;
1503 }
1504 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1505 {
1506 tmp = arrow;
1507 betterby = 1 + arrow->magic + arrow->stats.dam;
1508 }
1509 }
1510 }
1511 }
1512 if (tmp == NULL && arrow == NULL)
1513 return find_arrow (op, type);
1514
1515 *better = betterby;
1516 return tmp;
1517 }
1518
1519 /* looks in a given direction, finds the first valid target, and calls
1520 * find_better_arrow to find a decent arrow to use.
1521 * op = the shooter
1522 * type = bow->race
1523 * dir = fire direction
1524 */
1525
1526 object *
1527 pick_arrow_target (object *op, const char *type, int dir)
1528 {
1529 object *tmp = NULL;
1530 maptile *m;
1531 int i, mflags, found, number;
1532 sint16 x, y;
1533
1534 if (op->map == NULL)
1535 return find_arrow (op, type);
1536
1537 /* do a dex check */
1538 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1539 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1540 return find_arrow (op, type);
1541
1542 m = op->map;
1543 x = op->x;
1544 y = op->y;
1545
1546 /* find the first target */
1547 for (i = 0, found = 0; i < 20; i++)
1548 {
1549 x += freearr_x[dir];
1550 y += freearr_y[dir];
1551 mflags = get_map_flags (m, &m, x, y, &x, &y);
1552 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1553 {
1554 tmp = NULL;
1555 break;
1556 }
1557 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1558 {
1559 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1560 * perhaps a bad assumption.
1561 */
1562 tmp = NULL;
1563 break;
1564 }
1565 if (mflags & P_IS_ALIVE)
1566 {
1567 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 {
1570 found++;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 }
1577 if (tmp == NULL)
1578 return find_arrow (op, type);
1579
1580 if (tmp->head)
1581 tmp = tmp->head;
1582
1583 return find_better_arrow (op, tmp, type, &i);
1584 }
1585
1586 /*
1587 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise.
1589 * op is the object firing the bow.
1590 * part is for multipart creatures - the part firing the bow.
1591 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes.
1595 */
1596 int
1597 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 {
1599 object *left, *bow;
1600 int bowspeed, mflags;
1601 maptile *m;
1602
1603 if (!dir)
1604 {
1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0;
1607 }
1608
1609 if (op->type == PLAYER)
1610 bow = op->contr->ranges[range_bow];
1611 else
1612 {
1613 for (bow = op->inv; bow; bow = bow->below)
1614 /* Don't check for applied - monsters don't apply bows - in that way, they
1615 * don't need to switch back and forth between bows and weapons.
1616 */
1617 if (bow->type == BOW)
1618 break;
1619
1620 if (!bow)
1621 {
1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623 return 0;
1624 }
1625 }
1626
1627 if (!bow->race || !bow->skill)
1628 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1630 return 0;
1631 }
1632
1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634
1635 /* penalize ROF for bestarrow */
1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1639 if (bowspeed < 1)
1640 bowspeed = 1;
1641
1642 if (arrow == NULL)
1643 {
1644 if ((arrow = find_arrow (op, bow->race)) == NULL)
1645 {
1646 if (op->type == PLAYER)
1647 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1648 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1649 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1651 return 0;
1652 }
1653 }
1654
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1656 if (mflags & P_OUT_OF_MAP)
1657 return 0;
1658
1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1660 {
1661 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1662 return 0;
1663 }
1664
1665 /* this should not happen, but sometimes does */
1666 if (arrow->nrof == 0)
1667 {
1668 arrow->destroy ();
1669 return 0;
1670 }
1671
1672 left = arrow; /* these are arrows left to the player */
1673 arrow = get_split_ob (arrow, 1);
1674 if (!arrow)
1675 {
1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1677 return 0;
1678 }
1679
1680 arrow->set_owner (op);
1681 arrow->skill = bow->skill;
1682 arrow->direction = dir;
1683
1684 if (op->type == PLAYER)
1685 {
1686 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1687 op->update_stats ();
1688 }
1689
1690 SET_ANIMATION (arrow, arrow->direction);
1691 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1692 arrow->stats.hp = arrow->stats.dam;
1693 arrow->stats.grace = arrow->attacktype;
1694 if (arrow->slaying != NULL)
1695 arrow->spellarg = strdup (arrow->slaying);
1696
1697 /* Note that this was different for monsters - they got their level
1698 * added to the damage. I think the strength bonus is more proper.
1699 */
1700
1701 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1702
1703 /* update the speed */
1704 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1705 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1706
1707 arrow->set_speed (max (arrow->speed, 1.0));
1708 arrow->speed_left = 0;
1709
1710 if (op->type == PLAYER)
1711 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 }
1718 else
1719 {
1720 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1721 arrow->level = op->level;
1722 }
1723
1724 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype;
1726
1727 if (bow->slaying)
1728 arrow->slaying = bow->slaying;
1729
1730 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732
1733 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 m->insert (arrow, sx, sy, op);
1735
1736 if (!arrow->destroyed ())
1737 move_arrow (arrow);
1738
1739 if (op->type == PLAYER)
1740 {
1741 if (left->destroyed ())
1742 esrv_del_item (op->contr, left->count);
1743 else
1744 esrv_send_item (op, left);
1745 }
1746
1747 return 1;
1748 }
1749
1750 /* Special fire code for players - this takes into
1751 * account the special fire modes players can have
1752 * but monsters can't. Putting that code here
1753 * makes the fire_bow code much cleaner.
1754 * this function should only be called if 'op' is a player,
1755 * hence the function name.
1756 */
1757 int
1758 player_fire_bow (object *op, int dir)
1759 {
1760 int ret = 0, wcmod = 0;
1761
1762 if (op->contr->bowtype == bow_bestarrow)
1763 {
1764 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1765 }
1766 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1767 {
1768 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1769 wcmod = -1;
1770
1771 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1772 }
1773 else if (op->contr->bowtype == bow_threewide)
1774 {
1775 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1776 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1777 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1778 }
1779 else if (op->contr->bowtype == bow_spreadshot)
1780 {
1781 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1782 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1783 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1784
1785 }
1786 else
1787 {
1788 /* Simple case */
1789 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1790 }
1791 return ret;
1792 }
1793
1794
1795 /* Fires a misc (wand/rod/horn) object in 'dir'.
1796 * Broken apart from 'fire' to keep it more readable.
1797 */
1798 void
1799 fire_misc_object (object *op, int dir)
1800 {
1801 object *item;
1802
1803 if (!op->contr->ranges[range_misc])
1804 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1806 return;
1807 }
1808
1809 item = op->contr->ranges[range_misc];
1810 if (!item->inv)
1811 {
1812 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1813 return;
1814 }
1815 if (item->type == WAND)
1816 {
1817 if (item->stats.food <= 0)
1818 {
1819 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1821 return;
1822 }
1823 }
1824 else if (item->type == ROD || item->type == HORN)
1825 {
1826 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1827 {
1828 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1829 if (item->type == ROD)
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1831 else
1832 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1833 return;
1834 }
1835 }
1836
1837 if (cast_spell (op, item, dir, item->inv, NULL))
1838 {
1839 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1840 if (item->type == WAND)
1841 {
1842 if (!(--item->stats.food))
1843 {
1844 object *tmp;
1845
1846 if (item->arch)
1847 {
1848 CLEAR_FLAG (item, FLAG_ANIMATE);
1849 item->face = item->arch->clone.face;
1850 item->set_speed (0);
1851 }
1852
1853 if ((tmp = item->in_player ()))
1854 esrv_update_item (UPD_ANIM, tmp, item);
1855 }
1856 }
1857 else if (item->type == ROD || item->type == HORN)
1858 drain_rod_charge (item);
1859 }
1860 }
1861
1862 /* Received a fire command for the player - go and do it.
1863 */
1864 void
1865 fire (object *op, int dir)
1866 {
1867 int spellcost = 0;
1868
1869 /* check for loss of invisiblity/hide */
1870 if (action_makes_visible (op))
1871 make_visible (op);
1872
1873 switch (op->contr->shoottype)
1874 {
1875 case range_none:
1876 return;
1877
1878 case range_bow:
1879 player_fire_bow (op, dir);
1880 return;
1881
1882 case range_magic: /* Casting spells */
1883 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1884 return;
1885
1886 case range_misc:
1887 fire_misc_object (op, dir);
1888 return;
1889
1890 case range_golem: /* Control summoned monsters from scrolls */
1891 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1892 {
1893 op->contr->ranges[range_golem] = 0;
1894 op->contr->shoottype = range_none;
1895 }
1896 else
1897 control_golem (op->contr->ranges[range_golem], dir);
1898 return;
1899
1900 case range_skill:
1901 if (!op->chosen_skill)
1902 {
1903 if (op->type == PLAYER)
1904 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1905 return;
1906 }
1907 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1908 return;
1909 case range_builder:
1910 apply_map_builder (op, dir);
1911 return;
1912 default:
1913 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1914 return;
1915 }
1916 }
1917
1918
1919
1920 /* find_key
1921 * We try to find a key for the door as passed. If we find a key
1922 * and successfully use it, we return the key, otherwise NULL
1923 * This function merges both normal and locked door, since the logic
1924 * for both is the same - just the specific key is different.
1925 * pl is the player,
1926 * inv is the objects inventory to searched
1927 * door is the door we are trying to match against.
1928 * This function can be called recursively to search containers.
1929 */
1930
1931 object *
1932 find_key (object *pl, object *container, object *door)
1933 {
1934 object *tmp, *key;
1935
1936 /* Should not happen, but sanity checking is never bad */
1937 if (container->inv == NULL)
1938 return NULL;
1939
1940 /* First, lets try to find a key in the top level inventory */
1941 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1942 {
1943 if (door->type == DOOR && tmp->type == KEY)
1944 break;
1945 /* For sanity, we should really check door type, but other stuff
1946 * (like containers) can be locked with special keys
1947 */
1948 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1949 break;
1950 }
1951 /* No key found - lets search inventories now */
1952 /* If we find and use a key in an inventory, return at that time.
1953 * otherwise, if we search all the inventories and still don't find
1954 * a key, return
1955 */
1956 if (!tmp)
1957 {
1958 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1959 {
1960 /* No reason to search empty containers */
1961 if (tmp->type == CONTAINER && tmp->inv)
1962 {
1963 if ((key = find_key (pl, tmp, door)) != NULL)
1964 return key;
1965 }
1966 }
1967 if (!tmp)
1968 return NULL;
1969 }
1970 /* We get down here if we have found a key. Now if its in a container,
1971 * see if we actually want to use it
1972 */
1973 if (pl != container)
1974 {
1975 /* Only let players use keys in containers */
1976 if (!pl->contr)
1977 return NULL;
1978 /* cases where this fails:
1979 * If we only search the player inventory, return now since we
1980 * are not in the players inventory.
1981 * If the container is not active, return now since only active
1982 * containers can be used.
1983 * If we only search keyrings and the container does not have
1984 * a race/isn't a keyring.
1985 * No checking for all containers - to fall through past here,
1986 * inv must have been an container and must have been active.
1987 *
1988 * Change the color so that the message doesn't disappear with
1989 * all the others.
1990 */
1991 if (pl->contr->usekeys == key_inventory ||
1992 !QUERY_FLAG (container, FLAG_APPLIED) ||
1993 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1994 {
1995 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1996 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1997 return NULL;
1998 }
1999 }
2000 return tmp;
2001 }
2002
2003 /* moved door processing out of move_player_attack.
2004 * returns 1 if player has opened the door with a key
2005 * such that the caller should not do anything more,
2006 * 0 otherwise
2007 */
2008 static int
2009 player_attack_door (object *op, object *door)
2010 {
2011 /* If its a door, try to find a use a key. If we do destroy the door,
2012 * might as well return immediately as there is nothing more to do -
2013 * otherwise, we fall through to the rest of the code.
2014 */
2015 object *key = find_key (op, op, door);
2016
2017 /* IF we found a key, do some extra work */
2018 if (key)
2019 {
2020 object *container = key->env;
2021
2022 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2023 if (action_makes_visible (op))
2024 make_visible (op);
2025 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2026 spring_trap (door->inv, op);
2027 if (door->type == DOOR)
2028 {
2029 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2030 }
2031 else if (door->type == LOCKED_DOOR)
2032 {
2033 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2034 remove_door2 (door); /* remove door without violence ;-) */
2035 }
2036 /* Do this after we print the message */
2037 decrease_ob (key); /* Use up one of the keys */
2038 /* Need to update the weight the container the key was in */
2039 if (container != op)
2040 esrv_update_item (UPD_WEIGHT, op, container);
2041 return 1; /* Nothing more to do below */
2042 }
2043 else if (door->type == LOCKED_DOOR)
2044 {
2045 /* Might as well return now - no other way to open this */
2046 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2047 return 1;
2048 }
2049 return 0;
2050 }
2051
2052 /* This function is just part of a breakup from move_player.
2053 * It should keep the code cleaner.
2054 * When this is called, the players direction has been updated
2055 * (taking into account confusion.) The player is also actually
2056 * going to try and move (not fire weapons).
2057 */
2058 void
2059 move_player_attack (object *op, int dir)
2060 {
2061 object *tmp, *mon;
2062 sint16 nx, ny;
2063 int on_battleground;
2064 maptile *m;
2065
2066 nx = freearr_x[dir] + op->x;
2067 ny = freearr_y[dir] + op->y;
2068
2069 on_battleground = op_on_battleground (op, 0, 0);
2070
2071 /* If braced, or can't move to the square, and it is not out of the
2072 * map, attack it. Note order of if statement is important - don't
2073 * want to be calling move_ob if braced, because move_ob will move the
2074 * player. This is a pretty nasty hack, because if we could
2075 * move to some space, it then means that if we are braced, we should
2076 * do nothing at all. As it is, if we are braced, we go through
2077 * quite a bit of processing. However, it probably is less than what
2078 * move_ob uses.
2079 */
2080 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2081 {
2082 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2083 {
2084 m = get_map_from_coord (op->map, &nx, &ny);
2085 if (!m)
2086 return; /* Don't think this should happen */
2087 }
2088 else
2089 m = op->map;
2090
2091 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2092 {
2093 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2094 return;
2095 }
2096
2097 mon = 0;
2098 /* Go through all the objects, and find ones of interest. Only stop if
2099 * we find a monster - that is something we know we want to attack.
2100 * if its a door or barrel (can roll) see if there may be monsters
2101 * on the space
2102 */
2103 while (tmp)
2104 {
2105 if (tmp == op)
2106 {
2107 tmp = tmp->above;
2108 continue;
2109 }
2110
2111 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2112 {
2113 mon = tmp;
2114 break;
2115 }
2116
2117 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2118 mon = tmp;
2119
2120 tmp = tmp->above;
2121 }
2122
2123 if (!mon) /* This happens anytime the player tries to move */
2124 return; /* into a wall */
2125
2126 if (mon->head)
2127 mon = mon->head;
2128
2129 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2130 if (player_attack_door (op, mon))
2131 return;
2132
2133 /* The following deals with possibly attacking peaceful
2134 * or frienddly creatures. Basically, all players are considered
2135 * unaggressive. If the moving player has peaceful set, then the
2136 * object should be pushed instead of attacked. It is assumed that
2137 * if you are braced, you will not attack friends accidently,
2138 * and thus will not push them.
2139 */
2140
2141 /* If the creature is a pet, push it even if the player is not
2142 * peaceful. Our assumption is the creature is a pet if the
2143 * player owns it and it is either friendly or unagressive.
2144 */
2145 if ((op->type == PLAYER)
2146 #if COZY_SERVER
2147 &&
2148 ((mon->owner && mon->owner->contr
2149 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2150 #else
2151 && mon->owner == op
2152 #endif
2153 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2154 {
2155 /* If we're braced, we don't want to switch places with it */
2156 if (op->contr->braced)
2157 return;
2158 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2159 (void) push_ob (mon, dir, op);
2160 if (op->contr->tmp_invis || op->hide)
2161 make_visible (op);
2162 return;
2163 }
2164
2165 /* in certain circumstances, you shouldn't attack friendly
2166 * creatures. Note that if you are braced, you can't push
2167 * someone, but put it inside this loop so that you won't
2168 * attack them either.
2169 */
2170 if ((mon->type == PLAYER || mon->enemy != op) &&
2171 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2172 #ifdef PROHIBIT_PLAYERKILL
2173 (op->contr->peaceful
2174 || (mon->type == PLAYER
2175 && mon->contr->
2176 peaceful)) &&
2177 #else
2178 op->contr->peaceful &&
2179 #endif
2180 !on_battleground))
2181 {
2182 if (!op->contr->braced)
2183 {
2184 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2185 (void) push_ob (mon, dir, op);
2186 }
2187 else
2188 new_draw_info (0, 0, op, "You withhold your attack");
2189
2190 if (op->contr->tmp_invis || op->hide)
2191 make_visible (op);
2192 }
2193
2194 /* If the object is a boulder or other rollable object, then
2195 * roll it if not braced. You can't roll it if you are braced.
2196 */
2197 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2198 {
2199 recursive_roll (mon, dir, op);
2200 if (action_makes_visible (op))
2201 make_visible (op);
2202 }
2203
2204 /* Any generic living creature. Including things like doors.
2205 * Way it works is like this: First, it must have some hit points
2206 * and be living. Then, it must be one of the following:
2207 * 1) Not a player, 2) A player, but of a different party. Note
2208 * that party_number -1 is no party, so attacks can still happen.
2209 */
2210
2211 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2212 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2213 {
2214
2215 /* If the player hasn't hit something this tick, and does
2216 * so, give them speed boost based on weapon speed. Doing
2217 * it here is better than process_players2, which basically
2218 * incurred a 1 tick offset.
2219 */
2220 if (!op->contr->has_hit)
2221 {
2222 op->speed_left += op->speed / op->contr->weapon_sp;
2223
2224 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2225 }
2226
2227 skill_attack (mon, op, 0, 0, 0);
2228
2229 /* If attacking another player, that player gets automatic
2230 * hitback, and doesn't loose luck either.
2231 * Disable hitback on the battleground or if the target is
2232 * the wiz.
2233 */
2234 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2235 {
2236 short luck = mon->stats.luck;
2237
2238 mon->contr->has_hit = 1;
2239 skill_attack (op, mon, 0, 0, 0);
2240 mon->stats.luck = luck;
2241 }
2242
2243 if (action_makes_visible (op))
2244 make_visible (op);
2245 }
2246 } /* if player should attack something */
2247 }
2248
2249 int
2250 move_player (object *op, int dir)
2251 {
2252 int pick;
2253
2254 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2255 return 0;
2256
2257 /* Sanity check: make sure dir is valid */
2258 if ((dir < 0) || (dir >= 9))
2259 {
2260 LOG (llevError, "move_player: invalid direction %d\n", dir);
2261 return 0;
2262 }
2263
2264 /* peterm: added following line */
2265 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2266 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2267
2268 op->facing = dir;
2269
2270 if (op->hide)
2271 do_hidden_move (op);
2272
2273 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2274 /*nop */ ;
2275 else if (op->contr->fire_on)
2276 fire (op, dir);
2277 else
2278 {
2279 move_player_attack (op, dir);
2280 pick = check_pick (op);
2281 }
2282
2283 /* Add special check for newcs players and fire on - this way, the
2284 * server can handle repeat firing.
2285 */
2286 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2287 op->direction = dir;
2288 else
2289 op->direction = 0;
2290
2291 /* Update how the player looks. Use the facing, so direction may
2292 * get reset to zero. This allows for full animation capabilities
2293 * for players.
2294 */
2295 animate_object (op, op->facing);
2296 return 0;
2297 }
2298
2299 /* This is similar to handle_player, below, but is only used by the
2300 * new client/server stuff.
2301 * This is sort of special, in that the new client/server actually uses
2302 * the new speed values for commands.
2303 *
2304 * Returns true if there are more actions we can do.
2305 */
2306 int
2307 handle_newcs_player (object *op)
2308 {
2309 if (op->contr->hidden)
2310 {
2311 op->invisible = 1000;
2312 /* the socket code flashes the player visible/invisible
2313 * depending on the value of invisible, so we need to
2314 * alternate it here for it to work correctly.
2315 */
2316 if (pticks & 2)
2317 op->invisible--;
2318 }
2319 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2320 {
2321 op->invisible--;
2322 if (!op->invisible)
2323 {
2324 make_visible (op);
2325 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2326 }
2327 }
2328
2329 if (QUERY_FLAG (op, FLAG_SCARED))
2330 {
2331 flee_player (op);
2332 /* If player is still scared, that is his action for this tick */
2333 if (QUERY_FLAG (op, FLAG_SCARED))
2334 {
2335 op->speed_left--;
2336 return 0;
2337 }
2338 }
2339
2340 /* I've been seeing crashes where the golem has been destroyed, but
2341 * the player object still points to the defunct golem. The code that
2342 * destroys the golem looks correct, and it doesn't always happen, so
2343 * put this in a a workaround to clean up the golem pointer.
2344 */
2345 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2346 op->contr->ranges[range_golem] = 0;
2347
2348 /* call this here - we also will call this in do_ericserver, but
2349 * the players time has been increased when doericserver has been
2350 * called, so we recheck it here.
2351 */
2352 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2353 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2354 ;
2355
2356 if (op->speed_left < 0)
2357 return 0;
2358
2359 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2360 {
2361 /* All move commands take 1 tick, at least for now */
2362 op->speed_left--;
2363
2364 /* Instead of all the stuff below, let move_player take care
2365 * of it. Also, some of the skill stuff is only put in
2366 * there, as well as the confusion stuff.
2367 */
2368 move_player (op, op->direction);
2369 if (op->speed_left > 0)
2370 return 1;
2371 else
2372 return 0;
2373 }
2374
2375 return 0;
2376 }
2377
2378 int
2379 save_life (object *op)
2380 {
2381 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2382 return 0;
2383
2384 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2385 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2386 {
2387 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2388 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2389
2390 if (op->contr)
2391 esrv_del_item (op->contr, tmp->count);
2392
2393 tmp->destroy ();
2394 CLEAR_FLAG (op, FLAG_LIFESAVE);
2395
2396 if (op->stats.hp < 0)
2397 op->stats.hp = op->stats.maxhp;
2398
2399 if (op->stats.food < 0)
2400 op->stats.food = 999;
2401
2402 op->update_stats ();
2403 return 1;
2404 }
2405
2406 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2407 CLEAR_FLAG (op, FLAG_LIFESAVE);
2408 enter_player_savebed (op); /* bring him home. */
2409 return 0;
2410 }
2411
2412 /* This goes throws the inventory and removes unpaid objects, and puts them
2413 * back in the map (location and map determined by values of env). This
2414 * function will descend into containers. op is the object to start the search
2415 * from.
2416 */
2417 void
2418 remove_unpaid_objects (object *op, object *env)
2419 {
2420 object *next;
2421
2422 while (op)
2423 {
2424 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2425
2426 if (QUERY_FLAG (op, FLAG_UNPAID))
2427 {
2428 if (env->type == PLAYER)
2429 esrv_del_item (env->contr, op->count);
2430
2431 op->insert_at (env);
2432 }
2433 else if (op->inv)
2434 remove_unpaid_objects (op->inv, env);
2435
2436 op = next;
2437 }
2438 }
2439
2440 /*
2441 * Returns pointer a static string containing gravestone text
2442 * Moved from apply.c to player.c - player.c is what
2443 * actually uses this function. player.c may not be quite the
2444 * best, a misc file for object actions is probably better,
2445 * but there isn't one in the server directory.
2446 */
2447 char *
2448 gravestone_text (object *op)
2449 {
2450 static char buf2[MAX_BUF];
2451 char buf[MAX_BUF];
2452 time_t now = time (NULL);
2453
2454 strcpy (buf2, " R.I.P.\n\n");
2455 if (op->type == PLAYER)
2456 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2457 else
2458 sprintf (buf, "%s\n", &op->name);
2459
2460 strncat (buf2, " ", 20 - strlen (buf) / 2);
2461 strcat (buf2, buf);
2462 if (op->type == PLAYER)
2463 sprintf (buf, "who was in level %d when killed\n", op->level);
2464 else
2465 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2466
2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2468 strcat (buf2, buf);
2469 if (op->type == PLAYER)
2470 {
2471 sprintf (buf, "by %s.\n\n", op->contr->killer);
2472 strncat (buf2, " ", 21 - strlen (buf) / 2);
2473 strcat (buf2, buf);
2474 }
2475
2476 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2478 strcat (buf2, buf);
2479
2480 return buf2;
2481 }
2482
2483 void
2484 do_some_living (object *op)
2485 {
2486 int last_food = op->stats.food;
2487 int gen_hp, gen_sp, gen_grace;
2488 int over_hp, over_sp, over_grace;
2489 int i;
2490 int rate_hp = 1200;
2491 int rate_sp = 2500;
2492 int rate_grace = 2000;
2493 const int max_hp = 1;
2494 const int max_sp = 1;
2495 const int max_grace = 1;
2496
2497 if (op->contr->outputs_sync)
2498 {
2499 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2500 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2501 flush_output_element (op, &op->contr->outputs[i]);
2502 }
2503
2504 if (op->contr->ns->state == ST_PLAYING)
2505 {
2506 /* these next three if clauses make it possible to SLOW DOWN
2507 hp/grace/spellpoint regeneration. */
2508 if (op->contr->gen_hp >= 0)
2509 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2510 else
2511 {
2512 gen_hp = op->stats.maxhp;
2513 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2514 }
2515
2516 if (op->contr->gen_sp >= 0)
2517 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2518 else
2519 {
2520 gen_sp = op->stats.maxsp;
2521 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2522 }
2523
2524 if (op->contr->gen_grace >= 0)
2525 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2526 else
2527 {
2528 gen_grace = op->stats.maxgrace;
2529 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2530 }
2531
2532 /* Regenerate Spell Points */
2533 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2534 {
2535 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 if (op->stats.sp < op->stats.maxsp)
2537 {
2538 op->stats.sp++;
2539 /* dms do not consume food */
2540 if (!QUERY_FLAG (op, FLAG_WIZ))
2541 {
2542 op->stats.food--;
2543 if (op->contr->digestion < 0)
2544 op->stats.food += op->contr->digestion;
2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546 op->stats.food = last_food;
2547 }
2548 }
2549
2550 if (max_sp > 1)
2551 {
2552 over_sp = (gen_sp + 10) / rate_sp;
2553 if (over_sp > 0)
2554 {
2555 if (op->stats.sp < op->stats.maxsp)
2556 {
2557 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2558
2559 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2560 op->stats.sp--;
2561
2562 if (op->stats.sp > op->stats.maxsp)
2563 op->stats.sp = op->stats.maxsp;
2564 }
2565 op->last_sp = 0;
2566 }
2567 else
2568 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 }
2570 else
2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 }
2573
2574 /* Regenerate Grace */
2575 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2576 if (--op->last_grace < 0)
2577 {
2578 if (op->stats.grace < op->stats.maxgrace / 2)
2579 op->stats.grace++; /* no penalty in food for regaining grace */
2580
2581 if (max_grace > 1)
2582 {
2583 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2584 if (over_grace > 0)
2585 {
2586 op->stats.sp += over_grace
2587 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2588 op->last_grace = 0;
2589 }
2590 else
2591 {
2592 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2593 }
2594 }
2595 else
2596 {
2597 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2598 }
2599 /* wearing stuff doesn't detract from grace generation. */
2600 }
2601
2602 /* Regenerate Hit Points */
2603 if (--op->last_heal < 0)
2604 {
2605 if (op->stats.hp < op->stats.maxhp)
2606 {
2607 op->stats.hp++;
2608 /* dms do not consume food */
2609 if (!QUERY_FLAG (op, FLAG_WIZ))
2610 {
2611 op->stats.food--;
2612 if (op->contr->digestion < 0)
2613 op->stats.food += op->contr->digestion;
2614 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2615 op->stats.food = last_food;
2616 }
2617 }
2618
2619 if (max_hp > 1)
2620 {
2621 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2622 if (over_hp > 0)
2623 {
2624 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2625 op->last_heal = 0;
2626 }
2627 else
2628 {
2629 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2630 }
2631 }
2632 else
2633 {
2634 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2635 }
2636 }
2637
2638 /* Digestion */
2639 if (--op->last_eat < 0)
2640 {
2641 #ifdef COZY_SERVER
2642 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2643 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2644 #else
2645 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2646 #endif
2647
2648 if (op->contr->gen_hp > 0)
2649 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2650 else
2651 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2652
2653 /* dms do not consume food */
2654 if (!QUERY_FLAG (op, FLAG_WIZ))
2655 op->stats.food--;
2656 }
2657
2658 if (op->stats.food < 0 && op->stats.hp >= 0)
2659 {
2660 object *tmp, *flesh = 0;
2661
2662 for (tmp = op->inv; tmp; tmp = tmp->below)
2663 {
2664 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2665 {
2666 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2667 {
2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2669 manual_apply (op, tmp, 0);
2670 if (op->stats.food >= 0 || op->stats.hp < 0)
2671 break;
2672 }
2673 else if (tmp->type == FLESH)
2674 flesh = tmp;
2675 } /* End if paid for object */
2676 } /* end of for loop */
2677
2678 /* If player is still starving, it means they don't have any food, so
2679 * eat flesh instead.
2680 */
2681 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2682 {
2683 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2684 manual_apply (op, flesh, 0);
2685 }
2686 }
2687
2688 while (op->stats.food < 0 && op->stats.hp >= 0)
2689 op->stats.food++, op->stats.hp--;
2690
2691 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2692 kill_player (op);
2693 }
2694 }
2695
2696 /* If the player should die (lack of hp, food, etc), we call this.
2697 * op is the player in jeopardy. If the player can not be saved (not
2698 * permadeath, no lifesave), this will take care of removing the player
2699 * file.
2700 */
2701 void
2702 kill_player (object *op)
2703 {
2704 char buf[MAX_BUF];
2705 int x, y;
2706
2707 //int i;
2708 maptile *map; /* this is for resurrection */
2709
2710 /* int z;
2711 int num_stats_lose;
2712 int lost_a_stat;
2713 int lose_this_stat;
2714 int this_stat; */
2715 int will_kill_again;
2716 archetype *at;
2717 object *tmp;
2718
2719 if (save_life (op))
2720 return;
2721
2722
2723 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2724 * in cities ONLY!!! It is very important that this doesn't get abused.
2725 * Look at op_on_battleground() for more info --AndreasV
2726 */
2727 if (op_on_battleground (op, &x, &y))
2728 {
2729 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2730 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2731
2732 /* restore player */
2733 at = archetype::find ("poisoning");
2734 if (object *tmp = present_arch_in_ob (at, op))
2735 {
2736 tmp->destroy ();
2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2738 }
2739
2740 at = archetype::find ("confusion");
2741 if (object *tmp = present_arch_in_ob (at, op))
2742 {
2743 tmp->destroy ();
2744 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2745 }
2746
2747 cure_disease (op, 0); /* remove any disease */
2748 op->stats.hp = op->stats.maxhp;
2749 if (op->stats.food <= 0)
2750 op->stats.food = 999;
2751
2752 /* create a bodypart-trophy to make the winner happy */
2753 if (object *tmp = arch_to_object (archetype::find ("finger")))
2754 {
2755 sprintf (buf, "%s's finger", &op->name);
2756 tmp->name = buf;
2757 sprintf (buf, " This finger has been cut off %s\n"
2758 " the %s, when he was defeated at\n level %d by %s.\n",
2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2760 tmp->msg = buf;
2761 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2762 tmp->materialname = NULL;
2763 op->insert_at (tmp, op);
2764 }
2765
2766 /* teleport defeated player to new destination */
2767 transfer_ob (op, x, y, 0, NULL);
2768 op->contr->braced = 0;
2769 return;
2770 }
2771
2772 INVOKE_PLAYER (DEATH, op->contr);
2773
2774 command_kill_pets (op, 0);
2775
2776 if (op->stats.food < 0)
2777 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.food = 999;
2783 return;
2784 }
2785 sprintf (buf, "%s starved to death.", &op->name);
2786 strcpy (op->contr->killer, "starvation");
2787 }
2788 else
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.hp = op->stats.maxhp;
2795 return;
2796 }
2797 sprintf (buf, "%s died.", &op->name);
2798 }
2799
2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2801
2802 /* save the map location for corpse, gravestone */
2803 x = op->x;
2804 y = op->y;
2805 map = op->map;
2806
2807 /* NOT_PERMADEATH code. This basically brings the character back to
2808 * life if they are dead - it takes some exp and a random stat.
2809 * See the config.h file for a little more in depth detail about this.
2810 */
2811
2812 /* Basically two ways to go - remove a stat permanently, or just
2813 * make it depletion. This bunch of code deals with that aspect
2814 * of death.
2815 */
2816 #ifndef COZY_SERVER
2817 if (settings.balanced_stat_loss)
2818 {
2819 /* If stat loss is permanent, lose one stat only. */
2820 /* Lower level chars don't lose as many stats because they suffer
2821 more if they do. */
2822 /* Higher level characters can afford things such as potions of
2823 restoration, or better, stat potions. So we slug them that
2824 little bit harder. */
2825 /* GD */
2826 if (settings.stat_loss_on_death)
2827 num_stats_lose = 1;
2828 else
2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 }
2831 else
2832 num_stats_lose = 1;
2833
2834 lost_a_stat = 0;
2835
2836 for (z = 0; z < num_stats_lose; z++)
2837 {
2838 i = RANDOM () % NUM_STATS;
2839
2840 if (settings.stat_loss_on_death)
2841 {
2842 /* Pick a random stat and take a point off it. Tell the player
2843 * what he lost.
2844 */
2845 change_attr_value (&(op->stats), i, -1);
2846 check_stat_bounds (&(op->stats));
2847 change_attr_value (&(op->contr->orig_stats), i, -1);
2848 check_stat_bounds (&(op->contr->orig_stats));
2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2850 lost_a_stat = 1;
2851 }
2852 else
2853 {
2854 /* deplete a stat */
2855 archetype *deparch = archetype::find ("depletion");
2856 object *dep;
2857
2858 dep = present_arch_in_ob (deparch, op);
2859 if (!dep)
2860 {
2861 dep = arch_to_object (deparch);
2862 insert_ob_in_ob (dep, op);
2863 }
2864 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss)
2866 {
2867 /* GD */
2868 /* Get the stat that we're about to deplete. */
2869 this_stat = get_attr_value (&(dep->stats), i);
2870 if (this_stat < 0)
2871 {
2872 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2873 int keep_chance = this_stat * this_stat;
2874
2875 /* Yes, I am paranoid. Sue me. */
2876 if (keep_chance < 1)
2877 keep_chance = 1;
2878
2879 /* There is a maximum depletion total per level. */
2880 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2881 {
2882 lose_this_stat = 0;
2883 /* Take loss chance vs keep chance to see if we
2884 retain the stat. */
2885 }
2886 else
2887 {
2888 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2889 lose_this_stat = 0;
2890 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891 this_stat, keep_chance, loss_chance,
2892 lose_this_stat?"LOSE":"KEEP"); */
2893 }
2894 }
2895 }
2896
2897 if (lose_this_stat)
2898 {
2899 this_stat = get_attr_value (&(dep->stats), i);
2900 /* We could try to do something clever like find another
2901 * stat to reduce if this fails. But chances are, if
2902 * stats have been depleted to -50, all are pretty low
2903 * and should be roughly the same, so it shouldn't make a
2904 * difference.
2905 */
2906 if (this_stat >= -50)
2907 {
2908 change_attr_value (&(dep->stats), i, -1);
2909 SET_FLAG (dep, FLAG_APPLIED);
2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911 op->update_stats ();
2912 lost_a_stat = 1;
2913 }
2914 }
2915 }
2916 }
2917 /* If no stat lost, tell the player. */
2918 if (!lost_a_stat)
2919 {
2920 /* determine_god() seems to not work sometimes... why is this?
2921 Should I be using something else? GD */
2922 const char *god = determine_god (op);
2923
2924 if (god && (strcmp (god, "none")))
2925 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2926 else
2927 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2928 }
2929 #else
2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2931 #endif
2932
2933 /* Put a gravestone up where the character 'almost' died. List the
2934 * exp loss on the stone.
2935 */
2936 tmp = arch_to_object (archetype::find ("gravestone"));
2937 sprintf (buf, "%s's gravestone", &op->name);
2938 tmp->name = buf;
2939 sprintf (buf, "%s's gravestones", &op->name);
2940 tmp->name_pl = buf;
2941 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);
2942 tmp->msg = buf;
2943 tmp->x = op->x, tmp->y = op->y;
2944 insert_ob_in_map (tmp, op->map, NULL, 0);
2945
2946 /**************************************/
2947 /* */
2948 /* Subtract the experience points, */
2949 /* if we died cause of food, give us */
2950 /* food, and reset HP's... */
2951 /* */
2952 /**************************************/
2953
2954 /* remove any poisoning and confusion the character may be suffering. */
2955 /* restore player */
2956 at = archetype::find ("poisoning");
2957 tmp = present_arch_in_ob (at, op);
2958
2959 if (tmp)
2960 {
2961 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2963 }
2964
2965 at = archetype::find ("confusion");
2966 tmp = present_arch_in_ob (at, op);
2967 if (tmp)
2968 {
2969 tmp->destroy ();
2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2971 }
2972
2973 cure_disease (op, 0); /* remove any disease */
2974
2975 /*add_exp(op, (op->stats.exp * -0.20)); */
2976 apply_death_exp_penalty (op);
2977 if (op->stats.food < 100)
2978 op->stats.food = 900;
2979 op->stats.hp = op->stats.maxhp;
2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2982
2983 /*
2984 * Check to see if the player is in a shop. IF so, then check to see if
2985 * the player has any unpaid items. If so, remove them and put them back
2986 * in the map.
2987 */
2988
2989 if (is_in_shop (op))
2990 remove_unpaid_objects (op->inv, op);
2991
2992 /****************************************/
2993 /* */
2994 /* Move player to his current respawn- */
2995 /* position (usually last savebed) */
2996 /* */
2997 /****************************************/
2998
2999 enter_player_savebed (op);
3000
3001 /* Save the player before inserting the force to reduce
3002 * chance of abuse.
3003 */
3004 op->contr->braced = 0;
3005 op->contr->save ();
3006
3007 /* it is possible that the player has blown something up
3008 * at his savebed location, and that can have long lasting
3009 * spell effects. So first see if there is a spell effect
3010 * on the space that might harm the player.
3011 */
3012 will_kill_again = 0;
3013 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3014 if (tmp->type == SPELL_EFFECT)
3015 will_kill_again |= tmp->attacktype;
3016
3017 if (will_kill_again)
3018 {
3019 object *force;
3020 int at;
3021
3022 force = get_archetype (FORCE_NAME);
3023 /* 50 ticks should be enough time for the spell to abate */
3024 force->speed = 0.1;
3025 force->speed_left = -5.0;
3026 SET_FLAG (force, FLAG_APPLIED);
3027 for (at = 0; at < NROFATTACKS; at++)
3028 if (will_kill_again & (1 << at))
3029 force->resist[at] = 100;
3030
3031 insert_ob_in_ob (force, op);
3032 op->update_stats ();
3033
3034 }
3035
3036 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3037 }
3038
3039 void
3040 loot_object (object *op)
3041 { /* Grab and destroy some treasure */
3042 object *tmp, *tmp2, *next;
3043
3044 if (op->container)
3045 esrv_apply_container (op, op->container); /* close open sack first */
3046
3047 for (tmp = op->inv; tmp; tmp = next)
3048 {
3049 next = tmp->below;
3050
3051 if (tmp->invisible)
3052 continue;
3053
3054 tmp->remove ();
3055 tmp->x = op->x, tmp->y = op->y;
3056 if (tmp->type == CONTAINER)
3057 { /* empty container to ground */
3058 loot_object (tmp);
3059 }
3060 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3061 {
3062 if (tmp->nrof > 1)
3063 {
3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3065 tmp2->destroy ();
3066 insert_ob_in_map (tmp, op->map, NULL, 0);
3067 }
3068 else
3069 tmp->destroy ();
3070 }
3071 else
3072 insert_ob_in_map (tmp, op->map, NULL, 0);
3073 }
3074 }
3075
3076 /*
3077 * fix_weight(): Check recursively the weight of all players, and fix
3078 * what needs to be fixed. Refresh windows and fix speed if anything
3079 * was changed.
3080 */
3081
3082 void
3083 fix_weight (void)
3084 {
3085 for_all_players (pl)
3086 {
3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3088
3089 if (old == sum)
3090 continue;
3091 pl->ob->update_stats ();
3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3093 }
3094 }
3095
3096 void
3097 fix_luck (void)
3098 {
3099 for_all_players (pl)
3100 if (!pl->ob->contr->ns->state)
3101 pl->ob->change_luck (0);
3102 }
3103
3104 /* cast_dust() - handles op throwing objects of type 'DUST'.
3105 * This is much simpler in the new spell code - we basically
3106 * just treat this as any other spell casting object.
3107 */
3108 void
3109 cast_dust (object *op, object *throw_ob, int dir)
3110 {
3111 object *skop, *spob;
3112
3113 skop = find_skill_by_name (op, throw_ob->skill);
3114
3115 /* casting POTION 'dusts' is really a use_magic_item skill */
3116 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3117 {
3118 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3119 return;
3120 }
3121
3122 spob = throw_ob->inv;
3123
3124 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3125 // not pass NULL to cast_spell (which did indeed check itself, but
3126 // errors should be reported as early as possible IMHO)
3127 if (!spob)
3128 {
3129 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3130 return;
3131 }
3132
3133 if (op->type == PLAYER)
3134 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3135
3136 cast_spell (op, throw_ob, dir, spob, NULL);
3137
3138 throw_ob->destroy ();
3139 }
3140
3141 void
3142 make_visible (object *op)
3143 {
3144 op->hide = 0;
3145 op->invisible = 0;
3146 if (op->type == PLAYER)
3147 {
3148 op->contr->tmp_invis = 0;
3149 op->contr->invis_race = 0;
3150 }
3151 update_object (op, UP_OBJ_FACE);
3152 }
3153
3154 int
3155 is_true_undead (object *op)
3156 {
3157 object *tmp = NULL;
3158
3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3160 return 1;
3161
3162 return 0;
3163 }
3164
3165 /* look at the surrounding terrain to determine
3166 * the hideability of this object. Positive levels
3167 * indicate greater hideability.
3168 */
3169
3170 int
3171 hideability (object *ob)
3172 {
3173 int i, level = 0, mflag;
3174 sint16 x, y;
3175
3176 if (!ob || !ob->map)
3177 return 0;
3178
3179 /* so, on normal lighted maps, its hard to hide */
3180 level = ob->map->darkness - 2;
3181
3182 /* this also picks up whether the object is glowing.
3183 * If you carry a light on a non-dark map, its not
3184 * as bad as carrying a light on a pitch dark map */
3185 if (has_carried_lights (ob))
3186 level = -(10 + (2 * ob->map->darkness));
3187
3188 /* scan through all nearby squares for terrain to hide in */
3189 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3190 {
3191 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3192 if (mflag & P_OUT_OF_MAP)
3193 {
3194 continue;
3195 }
3196 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3197 level += 2;
3198 else /* open terrain! */
3199 level -= 1;
3200 }
3201
3202 #if 0
3203 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3204 #endif
3205 return level;
3206 }
3207
3208 /* For Hidden creatures - a chance of becoming 'unhidden'
3209 * every time they move - as we subtract off 'invisibility'
3210 * AND, for players, if they move into a ridiculously unhideable
3211 * spot (surrounded by clear terrain in broad daylight). -b.t.
3212 */
3213
3214 void
3215 do_hidden_move (object *op)
3216 {
3217 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3218 object *skop;
3219
3220 if (!op || !op->map)
3221 return;
3222
3223 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3224
3225 /* its *extremely* hard to run and sneak/hide at the same time! */
3226 if (op->type == PLAYER && op->contr->run_on)
3227 {
3228 if (!skop || num >= skop->level)
3229 {
3230 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3231 make_visible (op);
3232 return;
3233 }
3234 else
3235 num += 20;
3236 }
3237 num += op->map->difficulty;
3238 hide = hideability (op); /* modify by terrain hidden level */
3239 num -= hide;
3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241 {
3242 make_visible (op);
3243 if (op->type == PLAYER)
3244 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3245 }
3246 else if (op->type == PLAYER && skop)
3247 {
3248 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3249 }
3250 }
3251
3252 /* determine if who is standing near a hostile creature. */
3253
3254 int
3255 stand_near_hostile (object *who)
3256 {
3257 object *tmp = NULL;
3258 int i, friendly = 0, player = 0, mflags;
3259 maptile *m;
3260 sint16 x, y;
3261
3262 if (!who)
3263 return 0;
3264
3265 if (who->type == PLAYER)
3266 player = 1;
3267
3268 else
3269 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3270
3271 /* search adjacent squares */
3272 for (i = 1; i < 9; i++)
3273 {
3274 x = who->x + freearr_x[i];
3275 y = who->y + freearr_y[i];
3276 m = who->map;
3277 mflags = get_map_flags (m, &m, x, y, &x, &y);
3278 /* space must be blocked if there is a monster. If not
3279 * blocked, don't need to check this space.
3280 */
3281 if (mflags & P_OUT_OF_MAP)
3282 continue;
3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3284 continue;
3285
3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3287 {
3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3289 return 1;
3290 else if (tmp->type == PLAYER)
3291 {
3292 /*don't let a hidden DM prevent you from hiding */
3293 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3294 return 1;
3295 }
3296 }
3297 }
3298 return 0;
3299 }
3300
3301 /* check the player los field for viewability of the
3302 * object op. This function works fine for monsters,
3303 * but we dont worry if the object isnt the top one in
3304 * a pile (say a coin under a table would return "viewable"
3305 * by this routine). Another question, should we be
3306 * concerned with the direction the player is looking
3307 * in? Realistically, most of use cant see stuff behind
3308 * our backs...on the other hand, does the "facing" direction
3309 * imply the way your head, or body is facing? Its possible
3310 * for them to differ. Sigh, this fctn could get a bit more complex.
3311 * -b.t.
3312 * This function is now map tiling safe.
3313 */
3314
3315 int
3316 player_can_view (object *pl, object *op)
3317 {
3318 rv_vector rv;
3319 int dx, dy;
3320
3321 if (pl->type != PLAYER)
3322 {
3323 LOG (llevError, "player_can_view() called for non-player object\n");
3324 return -1;
3325 }
3326
3327 if (!pl || !op)
3328 return 0;
3329
3330 op = op->head_ ();
3331
3332 get_rangevector (pl, op, &rv, 0x1);
3333
3334 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any
3336 * part that is in the los array but isnt on
3337 * a blocked los square.
3338 * we use the archetype to figure out offsets.
3339 */
3340 while (op)
3341 {
3342 dx = rv.distance_x + op->arch->clone.x;
3343 dy = rv.distance_y + op->arch->clone.y;
3344
3345 /* only the viewable area the player sees is updated by LOS
3346 * code, so we need to restrict ourselves to that range of values
3347 * for any meaningful values.
3348 */
3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3352 return 1;
3353 op = op->more;
3354 }
3355 return 0;
3356 }
3357
3358 /* routine for both players and monsters. We call this when
3359 * there is a possibility for our action distrubing our hiding
3360 * place or invisiblity spell. Artefact invisiblity is not
3361 * effected by this. If we arent invisible to begin with, we
3362 * return 0.
3363 */
3364 int
3365 action_makes_visible (object *op)
3366 {
3367
3368 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369 {
3370 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3371 return 0;
3372
3373 if (op->contr && op->contr->tmp_invis == 0)
3374 return 0;
3375
3376 /* If monsters, they should become visible */
3377 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3378 {
3379 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3380 return 1;
3381 }
3382 }
3383 return 0;
3384 }
3385
3386 /* op_on_battleground - checks if the given object op (usually
3387 * a player) is standing on a valid battleground-tile,
3388 * function returns TRUE/FALSE. If true x, y returns the battleground
3389 * -exit-coord. (and if x, y not NULL)
3390 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3391 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3392 * Default is to do the same as before, so only people wanting to have different points need worry about this
3393 */
3394 int
3395 op_on_battleground (object *op, int *x, int *y)
3396 {
3397 object *tmp;
3398
3399 /* A battleground-tile needs the following attributes to be valid:
3400 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3401 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3402 * and the exit-coordinates sp/hp must both be > 0.
3403 * => The intention here is to prevent abuse of the battleground-
3404 * feature (like pickable or hidden battleground tiles). */
3405 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3406 {
3407 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3408 {
3409 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3410 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3411 {
3412 /*before we assign the exit, check if this is a teambattle */
3413 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3414 {
3415 object *invtmp;
3416
3417 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3418 {
3419 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3420 {
3421 if (x != NULL && y != NULL)
3422 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3423 return 1;
3424 }
3425 }
3426 }
3427 if (x != NULL && y != NULL)
3428 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3429 return 1;
3430 }
3431 }
3432 }
3433 /* If we got here, did not find a battleground */
3434 return 0;
3435 }
3436
3437 /*
3438 * When a dragon-player gains a new stage of evolution,
3439 * he gets some treasure
3440 *
3441 * attributes:
3442 * object *who the dragon player
3443 * int atnr the attack-number of the ability focus
3444 * int level ability level
3445 */
3446 void
3447 dragon_ability_gain (object *who, int atnr, int level)
3448 {
3449 treasurelist *trlist = NULL; /* treasurelist */
3450 treasure *tr; /* treasure */
3451 object *tmp, *skop; /* tmp. object */
3452 object *item; /* treasure object */
3453 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0;
3455
3456 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire");
3459 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold");
3461 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec");
3463 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison");
3465
3466 if (trlist == NULL || who->type != PLAYER)
3467 return;
3468
3469 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3470
3471 if (tr == NULL || tr->item == NULL)
3472 {
3473 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3474 return;
3475 }
3476
3477 /* everything seems okay - now bring on the gift: */
3478 item = &(tr->item->clone);
3479
3480 if (item->type == SPELL)
3481 {
3482 if (check_spell_known (who, item->name))
3483 return;
3484
3485 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3486 do_learn_spell (who, item, 0);
3487 return;
3488 }
3489
3490 /* grant direct spell */
3491 if (item->type == SPELLBOOK)
3492 {
3493 if (!item->inv)
3494 {
3495 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3496 return;
3497 }
3498 if (check_spell_known (who, item->inv->name))
3499 return;
3500 if (item->invisible)
3501 {
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3503 do_learn_spell (who, item->inv, 0);
3504 return;
3505 }
3506 }
3507 else if (item->type == SKILL_TOOL && item->invisible)
3508 {
3509 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3510 {
3511
3512 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3513 * in this way, if the player is missing any of the attacktypes, he gets
3514 * them. As it is now, if the player has any that match the granted skill,
3515 * but not all of them, he gets nothing.
3516 */
3517 if (!(skop->attacktype & item->attacktype))
3518 {
3519 /* Give new attacktype */
3520 skop->attacktype |= item->attacktype;
3521
3522 /* always add physical if there's none */
3523 skop->attacktype |= AT_PHYSICAL;
3524
3525 if (item->msg != NULL)
3526 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3527
3528 /* Give player new face */
3529 if (item->animation_id)
3530 {
3531 who->face = skop->face;
3532 who->animation_id = item->animation_id;
3533 who->anim_speed = item->anim_speed;
3534 who->last_anim = 0;
3535 who->state = 0;
3536 animate_object (who, who->direction);
3537 }
3538 }
3539 }
3540 }
3541 else if (item->type == FORCE)
3542 {
3543 /* forces in the treasurelist can alter the player's stats */
3544 object *skin;
3545
3546 /* first get the dragon skin force */
3547 shstr_cmp dragon_skin_force ("dragon_skin_force");
3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3549 ;
3550
3551 if (!skin)
3552 return;
3553
3554 /* adding new spellpath attunements */
3555 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3556 {
3557 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3558
3559 /* print message */
3560 sprintf (buf, "You feel attuned to ");
3561 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3562 {
3563 if (item->path_attuned & (1 << i))
3564 {
3565 if (j)
3566 strcat (buf, " and ");
3567 else
3568 j = 1;
3569 strcat (buf, spellpathnames[i]);
3570 }
3571 }
3572 strcat (buf, ".");
3573 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3574 }
3575
3576 /* evtl. adding flags: */
3577 if (QUERY_FLAG (item, FLAG_XRAYS))
3578 SET_FLAG (skin, FLAG_XRAYS);
3579 if (QUERY_FLAG (item, FLAG_STEALTH))
3580 SET_FLAG (skin, FLAG_STEALTH);
3581 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3582 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3583
3584 /* print message if there is one */
3585 if (item->msg != NULL)
3586 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3587 }
3588 else
3589 {
3590 /* generate misc. treasure */
3591 tmp = arch_to_object (tr->item);
3592 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3593 tmp = insert_ob_in_ob (tmp, who);
3594 if (who->type == PLAYER)
3595 esrv_send_item (who, tmp);
3596 }
3597 }
3598
3599 /**
3600 * Unready an object for a player. This function does nothing if the object was
3601 * not readied.
3602 */
3603 void
3604 player_unready_range_ob (player *pl, object *ob)
3605 {
3606 rangetype i;
3607
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3609 {
3610 if (pl->ranges[i] == ob)
3611 {
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619 }