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/cvs/deliantra/server/server/player.C
Revision: 1.90
Committed: Sun Jan 7 21:54:59 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.89: +0 -1 lines
Log Message:
implement quit

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