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/cvs/deliantra/server/server/player.C
Revision: 1.89
Committed: Sun Jan 7 02:39:14 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.88: +57 -124 lines
Log Message:
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File Contents

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