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/cvs/deliantra/server/server/player.C
Revision: 1.92
Committed: Mon Jan 8 01:19:04 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.91: +11 -6 lines
Log Message:
more preperations for player eviction

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