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/cvs/deliantra/server/server/player.C
Revision: 1.94
Committed: Mon Jan 8 14:29:05 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.93: +0 -2 lines
Log Message:
disable destroy

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