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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.55 by root, Sat Dec 23 03:38:43 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.12 2006/08/29 10:51:43 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
36player *
47player *find_player(const char *plname) 37find_player (const char *plname)
48{ 38{
49 player *pl; 39 player *pl;
40
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 for (pl = first_player; pl; pl = pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 43 return pl;
54 }; 44
55 return NULL; 45 return 0;
56} 46}
57 47
58player* find_player_partial_name( const char* plname ) 48void
49display_motd (const object *op)
50{
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
59 { 65 {
60 player* pl; 66 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 67 continue;
67 68
68 if ( !strcmp( pl->ob->name, plname) ) 69 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 70 size += strlen (buf);
71 }
70 72
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75}
76
77void
78send_rules (const object *op)
79{
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
72 { 99 {
73 if ( found ) 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 101 break;
102 }
75 103
76 found = pl; 104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110}
111
112void
113send_news (const object *op)
114{
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 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 */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
77 } 150 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 151 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 152 size += strlen (buf);
170 } 153 }
171 }
172 154 }
155
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 158 close_and_delete (fp, comp);
179} 159}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point.
236 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice;
241 p->Swap_First = -1;
242
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
248
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299}
300
301 160
302/* This loads the first map an puts the player on it. */ 161/* This loads the first map an puts the player on it. */
162static void
303static void set_first_map(object *op) 163set_first_map (object *op)
304{ 164{
305 strcpy(op->contr->maplevel, first_map_path); 165 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 166 op->x = -1;
307 op->y = -1; 167 op->y = -1;
308 enter_exit(op, NULL); 168 enter_exit (op, 0);
309} 169}
310 170
171void
172player::connect (client *ns)
173{
174 this->ns = ns;
175 ns->pl = this;
176
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race;
187
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 enter_exit (ob, 0);
243
244// send_rules (ob);//TODO
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this);
248}
249
250// the need for this function can be explained
251// by load_object not returning the object
252void
253player::set_object (object *op)
254{
255 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */
257
258 ob->speed_left = 0.5;
259 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267}
268
269player::player ()
270{
271 /* There are some elements we want initialized to non zero value -
272 * we deal with that below this point.
273 */
274 outputs_sync = 16; /* Every 2 seconds */
275 outputs_count = 8; /* Keeps present behaviour */
276 unapply = unapply_nochoice;
277
278 assign (savebed_map, first_map_path); /* Init. respawn position */
279
280 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none;
283 bowtype = bow_normal;
284 petmode = pet_normal;
285 listening = 10;
286 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */
289 do_los = 1;
290
291 /* we need to clear these to -1 and not zero - otherwise,
292 * if a player quits and starts a new character, we wont
293 * send new values to the client, as things like exp start
294 * at zero.
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298
299 for (int i = 0; i < NROFATTACKS; i++)
300 last_resist[i] = -1;
301
302 last_stats.exp = -1;
303 last_weight = (uint32) - 1;
304}
305
306player::~player ()
307{
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */
343 free (stack_items);
344}
345
311/* Tries to add player on the connection passwd in ns. 346/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 347 * All we can really get in this is some settings like host and display
313 * mode. 348 * mode.
314 */ 349 */
350player *
351player::create ()
352{
353 player *pl = new player;
315 354
316int add_player(NewSocket *ns) { 355 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 356
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 357 return pl;
339} 358}
340 359
341/* 360/*
342 * get_player_archetype() return next player archetype from archetype 361 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 362 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 363 * Note: there MUST be at least one player archetype!
345 */ 364 */
365archetype *
346archetype *get_player_archetype(archetype* at) 366get_player_archetype (archetype *at)
347{ 367{
348 archetype *start = at; 368 archetype *start = at;
369
349 for (;;) { 370 for (;;)
371 {
350 if (at==NULL || at->next==NULL) 372 if (at == NULL || at->next == NULL)
351 at=first_archetype; 373 at = first_archetype;
352 else 374 else
353 at=at->next; 375 at = at->next;
376
354 if(at->clone.type==PLAYER) 377 if (at->clone.type == PLAYER)
355 return at; 378 return at;
379
356 if (at == start) { 380 if (at == start)
381 {
357 LOG (llevError, "No Player archetypes\n"); 382 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 383 exit (-1);
359 } 384 }
360 } 385 }
361} 386}
362 387
363 388object *
364object *get_nearest_player(object *mon) { 389get_nearest_player (object *mon)
390{
365 object *op = NULL; 391 object *op = NULL;
366 player *pl = NULL; 392 player *pl = NULL;
367 objectlink *ol; 393 objectlink *ol;
368 unsigned lastdist; 394 unsigned lastdist;
369 rv_vector rv; 395 rv_vector rv;
370 396
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
398 {
372 /* We should not find free objects on this friendly list, but it 399 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 400 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 401 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 402 * list is also free, so encapsulate this in a while loop.
376 */ 403 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 404 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
405 {
378 object *tmp=ol->ob; 406 object *tmp = ol->ob;
379 407
380 /* Can't do much more other than log the fact, because the object 408 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 409 * itself will have been cleared.
382 */ 410 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 412 ol = ol->next;
385 remove_friendly_object(tmp); 413 remove_friendly_object (tmp);
414 if (!ol)
386 if (!ol) return op; 415 return op;
387 } 416 }
388 417
389 /* Remove special check for player from this. First, it looks to cause 418 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 419 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 420 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 421 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 422 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 423 * on_same_map check, as can_detect_enemy also does this
395 */ 424 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 425 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 426 continue;
398 427
399 if(lastdist>rv.distance) { 428 if (lastdist > rv.distance)
429 {
400 op=ol->ob; 430 op = ol->ob;
401 lastdist=rv.distance; 431 lastdist = rv.distance;
402 } 432 }
403 } 433 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 434 for (pl = first_player; pl != NULL; pl = pl->next)
435 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 436 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
406 438
407 if(lastdist>rv.distance) { 439 if (lastdist > rv.distance)
440 {
408 op=pl->ob; 441 op = pl->ob;
409 lastdist=rv.distance; 442 lastdist = rv.distance;
410 } 443 }
411 } 444 }
412 } 445 }
413#if 0 446#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 448#endif
416 return op; 449 return op;
417} 450}
418 451
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 452/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 453 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 454 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 468 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 469 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 470 * is probably not a good thing.
438 */ 471 */
439#define MAX_SPACES 50 472#define MAX_SPACES 50
440
441 473
442/* 474/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 475 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 476 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 477 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 490 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 491 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 492 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 493 * is blocking itself.
462 */ 494 */
495int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 496path_to_player (object *mon, object *pl, unsigned mindiff)
497{
464 rv_vector rv; 498 rv_vector rv;
465 sint16 x,y; 499 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 501 maptile *m, *lastmap;
468 502
469 get_rangevector(mon, pl, &rv, 0); 503 get_rangevector (mon, pl, &rv, 0);
470 504
471 if (rv.distance<mindiff) return 0; 505 if (rv.distance < mindiff)
506 return 0;
472 507
473 x=mon->x; 508 x = mon->x;
474 y=mon->y; 509 y = mon->y;
475 m=mon->map; 510 m = mon->map;
476 dir = rv.direction; 511 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */ 514 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 515 if (diff > max)
516 return 0;
481 while (diff >1 && max>0) { 517 while (diff > 1 && max > 0)
518 {
482 lastx = x; 519 lastx = x;
483 lasty = y; 520 lasty = y;
484 lastmap = m; 521 lastmap = m;
485 x = lastx + freearr_x[dir]; 522 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 523 y = lasty + freearr_y[dir];
487 524
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 525 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 526 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 527
491 /* Space is blocked - try changing direction a little */ 528 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 529 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 530 && (m == mon->map && blocked_link (mon, m, x, y))))
531 {
494 /* recalculate direction from last good location. Possible 532 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 533 * we were not traversing ideal location before.
496 */ 534 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 535 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 536 if (rv.direction != dir)
537 {
499 /* OK - says direction should be different - lets reset the 538 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 539 * the values so it will try again.
501 */ 540 */
502 x = lastx; 541 x = lastx;
503 y = lasty; 542 y = lasty;
504 m = lastmap; 543 m = lastmap;
505 dir = firstdir = rv.direction; 544 dir = firstdir = rv.direction;
545 }
506 } else { 546 else
547 {
507 /* direct path is blocked - try taking a side step to 548 /* direct path is blocked - try taking a side step to
508 * either the left or right. 549 * either the left or right.
509 * Note increase the values in the loop below to be 550 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 551 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 552 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 553 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 554 * stepping back and forth
514 */ 555 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 556 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557 {
558 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 559 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 560 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 561 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 562 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 563 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 564 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 565 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 566 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 567 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 568 * the last direction the creature has successfully
526 * moved. 569 * moved.
527 */ 570 */
528 571
529 x = lastx + freearr_x[absdir(lastdir+i)]; 572 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 573 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 574 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 575 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 576 if (mflags & P_OUT_OF_MAP)
577 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 578 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 579 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
580 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 581 if (mflags & P_BLOCKSVIEW)
582 continue;
537 583
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 584 if (m == mon->map && blocked_link (mon, m, x, y))
585 break;
539 } 586 }
540 /* go through entire loop without finding a valid 587 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 588 * sidestep to take - thus, no valid path.
542 */ 589 */
543 if (i==(DETOUR_AMOUNT+1)) 590 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 591 return 0;
545 diff--; 592 diff--;
546 lastdir=dir; 593 lastdir = dir;
547 max--; 594 max--;
548 if (!firstdir) firstdir = dir+i; 595 if (!firstdir)
596 firstdir = dir + i;
549 } /* else check alternate directions */ 597 } /* else check alternate directions */
550 } /* if blocked */ 598 } /* if blocked */
551 else { 599 else
600 {
552 /* we moved towards creature, so diff is less */ 601 /* we moved towards creature, so diff is less */
553 diff--; 602 diff--;
554 max--; 603 max--;
555 lastdir=dir; 604 lastdir = dir;
605 if (!firstdir)
556 if (!firstdir) firstdir = dir; 606 firstdir = dir;
607 }
608 if (diff <= 1)
557 } 609 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 610 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 611 * headed toward player for entire distance.
561 */ 612 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 615 }
565 if (diff>max) return 0; 616 if (diff > max)
617 return 0;
566 } 618 }
567 /* If we reached the max, didn't find a direction in time */ 619 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 620 if (!max)
621 return 0;
569 622
570 return firstdir; 623 return firstdir;
571} 624}
572 625
626void
573void give_initial_items(object *pl,treasurelist *items) { 627give_initial_items (object *pl, treasurelist * items)
628{
574 object *op,*next=NULL; 629 object *op, *next = NULL;
575 630
576 if(pl->randomitems!=NULL) 631 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 633
579 for (op=pl->inv; op; op=next) { 634 for (op = pl->inv; op; op = next)
635 {
580 next = op->below; 636 next = op->below;
581 637
582 /* Forces get applied per default, unless they have the 638 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 639 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 640 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 641 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 642 SET_FLAG (op, FLAG_APPLIED);
587 643
588 /* we never give weapons/armour if these cannot be used 644 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 645 * by this player due to race restrictions
590 */ 646 */
591 if (pl->type == PLAYER) { 647 if (pl->type == PLAYER)
648 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 650 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 651 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 652 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 654 {
602 } 655 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 656 continue;
622 } 657 }
623 if (op->nrof > 1) op->nrof = 1; 658 }
659
660 /* This really needs to be better - we should really give
661 * a substitute spellbook. The problem is that we don't really
662 * have a good idea what to replace it with (need something like
663 * a first level treasurelist for each skill.)
664 * remove duplicate skills also
665 */
666 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 667 {
668 object *tmp;
625 669
670 for (tmp = op->below; tmp; tmp = tmp->below)
671 if (tmp->type == op->type && tmp->name == op->name)
672 break;
673
674 if (tmp)
675 {
676 op->destroy ();
677 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
678 continue;
679 }
680
681 if (op->nrof > 1)
682 op->nrof = 1;
683 }
684
626 if (op->type == SPELLBOOK && op->inv) { 685 if (op->type == SPELLBOOK && op->inv)
686 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 687 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 688 }
629 689
630 /* Give starting characters identified, uncursed, and undamned 690 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 691 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 692 * merged properly.
633 */ 693 */
634 if (need_identify(op)) { 694 if (need_identify (op))
695 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 696 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 697 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 698 CLEAR_FLAG (op, FLAG_DAMNED);
699 }
700 if (op->type == SPELL)
638 } 701 {
639 if(op->type==SPELL) { 702 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 703 continue;
704 }
705 else if (op->type == SKILL)
643 } 706 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 707 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 708 op->stats.exp = 0;
647 op->level = 1; 709 op->level = 1;
648 } 710 }
649 /* lock all 'normal items by default */ 711 /* lock all 'normal items by default */
712 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 713 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 714 } /* for loop of objects in player inv */
652 715
653 /* Need to set up the skill pointers */ 716 /* Need to set up the skill pointers */
654 link_player_skills(pl); 717 link_player_skills (pl);
655} 718}
656 719
657void get_name(object *op) { 720void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 721get_party_password (object *op, partylist *party)
722{
734 if (party == NULL) { 723 if (party == NULL)
724 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 725 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 726 return;
737 } 727 }
728
738 op->contr->write_buf[0]='\0'; 729 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 730 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 731 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 732 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 733}
743
744 734
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 735/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
736static int
746int roll_stat(void) { 737roll_stat (void)
738{
747 int a[4],i,j,k; 739 int a[4], i, j, k;
748 740
749 for(i=0;i<4;i++) 741 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 742 a[i] = (int) RANDOM () % 6 + 1;
751 743
752 for(i=0,j=0,k=7;i<4;i++) 744 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 745 if (a[i] < k)
754 k=a[i],j=i; 746 k = a[i], j = i;
755 747
756 for(i=0,k=0;i<4;i++) { 748 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 749 if (i != j)
758 k+=a[i]; 750 k += a[i];
759 } 751
760 return k; 752 return k;
761} 753}
762 754
763void roll_stats(object *op) { 755void
764 int sum=0; 756object::roll_stats ()
765 int i = 0, j = 0; 757{
766 int statsort[7]; 758 int statsort [7];
767 759
760 for (;;)
768 do { 761 {
769 op->stats.Str=roll_stat(); 762 int sum = 0;
770 op->stats.Dex=roll_stat(); 763 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 764 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 765
766 if (sum >= 82 && sum <= 116)
767 break;
768 }
769
781 /* Sort the stats so that rerolling is easier... */ 770 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 771 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 772
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 773 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 774 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 775 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 776 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 777 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 778 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 779 stats.Cha = statsort[6];
809 780
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 781 stats.exp = 0;
821 op->stats.ac=0; 782 stats.ac = 0;
822 783
784 stats.hp = stats.maxhp;
785 stats.sp = stats.maxsp;
786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
823 op->contr->levhp[1] = 9; 790 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 791 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 792 contr->levgrace[1] = 3;
826 793
827 fix_player(op);
828 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 794 contr->orig_stats = stats;
832}
833
834void Roll_Again(object *op)
835{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF];
844
845 if ( op->contr->Swap_First == -1 ) {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 } 795 }
796}
851 797
798void
799object::swap_stats (int a, int b)
800{
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 801 int tmp = get_attr_value (&contr->orig_stats, a);
853 802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 803 set_attr_value (&contr->orig_stats, b, tmp);
858 804
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 805 stats.Str = contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 806 stats.Dex = contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 807 stats.Con = contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 808 stats.Int = contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 809 stats.Wis = contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 810 stats.Pow = contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 811 stats.Cha = contr->orig_stats.Cha;
868 op->stats.ac=0;
869 812
870 op->level=1; 813 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats
815 stats.ac = 0;
816
817 level = 1;
871 op->stats.exp=0; 818 stats.exp = 0;
872 op->stats.ac=0; 819 stats.ac = 0;
873 820
821 stats.hp = stats.maxhp;
822 stats.sp = stats.maxsp;
823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
874 op->contr->levhp[1] = 9; 827 contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 828 contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 829 contr->levgrace[1] = 3;
877 830
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 831 contr->orig_stats = stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 } 832 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 833}
953 834
954/* This function takes the key that is passed, and does the 835/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 836 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 837 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 838 * separate race and class; this actually changes the RACE,
958 * not the class. 839 * not the class.
959 */ 840 */
960 841int
961int key_change_class(object *op, char key) 842key_change_class (object *op, char key)
962{ 843{
963 int tmp_loop; 844 int tmp_loop;
964 845
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 846 if (key == 'd' || key == 'D')
847 {
971 char buf[MAX_BUF]; 848 char buf[MAX_BUF];
972 849
973 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 851 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 852
853 treasurelist *tl = find_treasurelist ("starting_wealth");
854 if (tl)
855 create_treasure (tl, op, 0, 0, 0);
856
977 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, op->contr);
979 859
980 op->contr->state=ST_PLAYING; 860 op->contr->ns->state = ST_PLAYING;
981 861
982 if (op->msg) { 862 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 863 op->msg = NULL;
985 }
986 864
987 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
988 * to save here. 866 * to save here.
989 */ 867 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 869 make_path_to_file (buf);
992 870
993#ifdef AUTOSAVE 871#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 872 op->contr->last_save_tick = pticks;
995#endif 873#endif
996 start_info(op); 874 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 875 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 876 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 877 link_player_skills (op);
1000 esrv_send_inventory(op, op); 878 esrv_send_inventory (op, op);
1001 fix_player(op); 879 op->update_stats ();
1002 880
1003 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1004 * is one for this race 882 * is one for this race
1005 */ 883 */
1006 if(*first_map_ext_path) { 884 if (*first_map_ext_path)
885 {
1007 object *tmp; 886 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 888
1011 first_map_ext_path, op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 890 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 891 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 892 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 893 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 894 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1018 * default initial map */ 896 * default initial map */
1019 free_object(tmp); 897 tmp->destroy ();
898 }
1020 } else { 899 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 901
1023 return 0; 902 return 0;
1024 } 903 }
1025 904
1026 /* Following actually changes the race - this is the default command 905 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 906 * if we don't match with one of the options above.
1028 */ 907 */
1029 908
1030 tmp_loop = 0; 909 tmp_loop = 0;
1031 while(!tmp_loop) { 910 while (!tmp_loop)
1032 const char *name = add_string (op->name); 911 {
912 shstr name = op->name;
1033 int x = op->x, y = op->y; 913 int x = op->x, y = op->y;
914
1034 remove_statbonus(op); 915 op->remove_statbonus ();
1035 remove_ob (op); 916 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 917 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 918 op->arch->clone.copy_to (op);
1038 op->instantiate (); 919 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 920 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 921 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 922 op->x = x;
1045 op->y = y; 923 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 924 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 925 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 926 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 927 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 928 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 929 }
930
1055 update_object(op,UP_OBJ_FACE); 931 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 932 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 933 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 936 op->stats.grace = 0;
937
1061 if (op->msg) 938 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 939 new_draw_info (NDI_BLUE, 0, op, op->msg);
940
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0; 942 return 0;
1065} 943}
1066 944
945int
1067int key_confirm_quit(object *op, char key) 946key_confirm_quit (object *op, char key)
1068{ 947{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
1072 op->contr->state=ST_PLAYING; 950 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 952 return 1;
1075 } 953 }
1076 954
1077 INVOKE_PLAYER (LOGOUT, op->contr); 955 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 956 INVOKE_PLAYER (QUIT, op->contr);
1079 957
1080 terminate_all_pets(op); 958 terminate_all_pets (op);
1081 leave_map(op); 959 leave_map (op);
1082 op->direction=0; 960 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 962
1086 strcpy(op->contr->killer,"quit"); 963 strcpy (op->contr->killer, "quit");
1087 check_score(op); 964 check_score (op);
1088 op->contr->party=NULL; 965 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 966 op->contr->own_title[0] = '\0';
1091 967
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 968 object_ptr ob = op;
1093 mapstruct *mp, *next;
1094 969
970 delete ob->contr;
971
1095 /* We need to hunt for any per player unique maps in memory and 972 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional, 973 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname 974 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 975 */
976 char buf[MAX_BUF];
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
1101 next = mp->next; 981 next = mp->next;
982
1102 if (!strncmp(mp->path, buf, strlen(buf))) 983 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 984 delete_map (mp);
1104 } 985 }
1105 986
1106 delete_character(op->name, 1); 987 delete_character (ob->name, 1);
1107 } 988
1108 play_again(op);
1109 return 1; 989 return 1;
1110} 990}
1111 991
992void
1112void flee_player(object *op) { 993flee_player (object *op)
994{
1113 int dir,diff; 995 int dir, diff;
1114 rv_vector rv; 996 rv_vector rv;
1115 997
1116 if(op->stats.hp < 0) { 998 if (op->stats.hp < 0)
999 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1000 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1001 CLEAR_FLAG (op, FLAG_SCARED);
1002 return;
1003 }
1004
1005 if (op->enemy == NULL)
1006 {
1007 LOG (llevDebug, "Fleeing player had no enemy.\n");
1008 CLEAR_FLAG (op, FLAG_SCARED);
1009 return;
1010 }
1011
1012 /* Seen some crashes here. Since we don't store an
1013 * op->enemy_count, it is possible that something destroys the
1014 * actual enemy, and the object is recycled.
1015 */
1016 if (op->enemy->map == NULL)
1017 {
1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL;
1020 return;
1021 }
1022
1023 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1024 {
1025 op->enemy = NULL;
1026 CLEAR_FLAG (op, FLAG_SCARED);
1027 return;
1028 }
1029
1030 get_rangevector (op, op->enemy, &rv, 0);
1031
1032 dir = absdir (4 + rv.direction);
1033 for (diff = 0; diff < 3; diff++)
1034 {
1035 int m = 1 - (RANDOM () & 2);
1036
1037 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1038 return;
1120 } 1039 }
1121 1040
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 for(diff=0;diff<3;diff++) {
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 }
1153 /* Cornered, get rid of scared */ 1041 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1043 op->enemy = NULL;
1156} 1044}
1157 1045
1158 1046
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1047/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1048 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1049 * stop.
1162 */ 1050 */
1051int
1163int check_pick(object *op) { 1052check_pick (object *op)
1053{
1164 object *tmp, *next; 1054 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1055 int stop = 0;
1167 int j, k, wvratio; 1056 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1057 char putstring[128], tmpstr[16];
1169 1058
1170
1171 /* if you're flying, you cna't pick up anything */ 1059 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1060 if (op->move_type & MOVE_FLYING)
1173 return 1; 1061 return 1;
1174 1062
1175 op_tag = op->count;
1176
1177 next = op->below; 1063 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1064
1181 /* loop while there are items on the floor that are not marked as 1065 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1066 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1067 while (next && !next->destroyed ())
1184 { 1068 {
1185 tmp = next; 1069 tmp = next;
1186 next = tmp->below; 1070 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1071
1190 if (was_destroyed (op, op_tag)) 1072 if (op->destroyed ())
1191 return 0; 1073 return 0;
1192 1074
1193 if ( ! can_pick (op, tmp)) 1075 if (!can_pick (op, tmp))
1194 continue; 1076 continue;
1195 1077
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1078 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1079 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1080 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1081 pick_up (op, tmp);
1200 continue; 1082 continue;
1201 } 1083 }
1202 1084
1203 /* high not bit set? We're using the old autopickup model */ 1085 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1086 if (!(op->contr->mode & PU_NEWMODE))
1087 {
1205 switch (op->contr->mode) { 1088 switch (op->contr->mode)
1089 {
1090 case 0:
1206 case 0: return 1; /* don't pick up */ 1091 return 1; /* don't pick up */
1092 case 1:
1207 case 1: pick_up (op, tmp); 1093 pick_up (op, tmp);
1208 return 1; 1094 return 1;
1095 case 2:
1209 case 2: pick_up (op, tmp); 1096 pick_up (op, tmp);
1210 return 0; 1097 return 0;
1098 case 3:
1211 case 3: return 0; /* stop before pickup */ 1099 return 0; /* stop before pickup */
1100 case 4:
1212 case 4: pick_up (op, tmp); 1101 pick_up (op, tmp);
1213 break; 1102 break;
1103 case 5:
1214 case 5: pick_up (op, tmp); 1104 pick_up (op, tmp);
1215 stop = 1; 1105 stop = 1;
1216 break; 1106 break;
1217 case 6: 1107 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1109 pick_up (op, tmp);
1221 break; 1110 break;
1222 1111
1223 case 7: 1112 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1113 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1114 pick_up (op, tmp);
1226 break; 1115 break;
1227 1116
1228 default: 1117 default:
1229 /* use value density */ 1118 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1119 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1120 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1121 pick_up (op, tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 } 1122 }
1262 } 1123 }
1263 } 1124 else
1125 { /* old model */
1126 /* NEW pickup handling */
1127 if (op->contr->mode & PU_DEBUG)
1128 {
1129 /* some debugging code to figure out item information */
1130 if (tmp->name != NULL)
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1136 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137
1138 sprintf (putstring, "...flags: ");
1139 for (k = 0; k < 4; k++)
1140 {
1141 for (j = 0; j < 32; j++)
1142 {
1143 if ((tmp->flags[k] >> j) & 0x01)
1144 {
1145 sprintf (tmpstr, "%d ", k * 32 + j);
1146 strcat (putstring, tmpstr);
1147 }
1148 }
1149 }
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1151
1266#if 0 1152#if 0
1267 /* print the flags too */ 1153 /* print the flags too */
1268 for(k=0;k<4;k++) 1154 for (k = 0; k < 4; k++)
1269 { 1155 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1157 for (j = 0; j < 32; j++)
1272 { 1158 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1160 if (!((j + 1) % 4))
1275 } 1161 fprintf (stderr, " ");
1162 }
1276 fprintf(stderr," [%d]\n", k*32); 1163 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1164 }
1278#endif 1165#endif
1279 } 1166 }
1280 /* philosophy: 1167 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1168 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1169 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1170 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1171 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1172 * example.
1286 * The drawback: right now it has no frontend, so you need to 1173 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 1174 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1175 * convert to decimal and then 'pickup <#>
1289 */ 1176 */
1290 1177
1291 /* the first two modes are exclusive: if NOTHING we return, if 1178 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1179 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1180 * meaning if any test passes, the item gets picked up. */
1294 1181
1295 /* if mode is set to pick nothing up, return */ 1182 /* if mode is set to pick nothing up, return */
1296 1183
1297 if(op->contr->mode & PU_NOTHING) return 1; 1184 if (op->contr->mode & PU_NOTHING)
1185 return 1;
1298 1186
1299 /* if mode is set to stop when encountering objects, return */ 1187 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1188 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1189 * anything up */
1302 1190
1303 if(op->contr->mode & PU_STOP) return 0; 1191 if (op->contr->mode & PU_STOP)
1192 return 0;
1304 1193
1305 /* useful for going into stores and not losing your settings... */ 1194 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1195 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1196 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1197 if (op->contr->mode & PU_INHIBIT)
1198 return 1;
1309 1199
1310 /* prevent us from turning into auto-thieves :) */ 1200 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1201 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1202 continue;
1312 1203
1313 /* ignore known cursed objects */ 1204 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1206 continue;
1315 1207
1316 /* all food and drink if desired */ 1208 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1209 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1210 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1211 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1321 if(op->contr->mode & PU_DRINK) 1217 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1324 1223
1325 if(op->contr->mode & PU_POTION) 1224 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1225 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1328 1230
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1231 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1232 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1233 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1333 if(op->contr->mode & PU_SKILLSCROLL) 1239 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1240 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1336 if(op->contr->mode & PU_READABLES) 1246 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1339 1252
1340 /* wands/staves/rods/horns */ 1253 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1344 1260
1345 /* pick up all magical items */ 1261 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1262 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1263 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1349 1268
1350 if(op->contr->mode & PU_VALUABLES) 1269 if (op->contr->mode & PU_VALUABLES)
1351 { 1270 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1271 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1272 {
1354 } 1273 pick_up (op, tmp);
1274 continue;
1275 }
1276 }
1355 1277
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1278 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1279 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1280 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1360 1285
1286 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1361 /* bows and arrows. Bows are good for selling! */ 1294 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1295 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1296 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1365 if(op->contr->mode & PU_ARROW) 1302 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1303 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1368 1308
1369 /* all kinds of armor etc. */ 1309 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1310 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1311 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1373 if(op->contr->mode & PU_HELMET) 1317 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1318 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1376 if(op->contr->mode & PU_SHIELD) 1324 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1325 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1379 if(op->contr->mode & PU_BOOTS) 1331 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1332 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1382 if(op->contr->mode & PU_GLOVES) 1338 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1339 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1385 if(op->contr->mode & PU_CLOAK) 1345 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1346 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1388 1351
1389 /* hoping to catch throwing daggers here */ 1352 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1353 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1393 1359
1394 /* careful: chairs and tables are weapons! */ 1360 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1361 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1362 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1363 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1364 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1367 {
1402 } 1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1373 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1374 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1376 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1377 pick_up (op, tmp);
1378 continue;
1379 }
1380 }
1408 } 1381 }
1409 }
1410 1382
1411 /* misc stuff that's useful */ 1383 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1384 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1386 {
1387 pick_up (op, tmp);
1388 continue;
1389 }
1415 1390
1416 /* any of the last 4 bits set means we use the ratio for value 1391 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1392 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1393 if (op->contr->mode & PU_RATIO)
1419 { 1394 {
1420 /* use value density to decide what else to grab */ 1395 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1396 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1397 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1398 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1399 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1400 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1401 {
1427 pick_up(op, tmp); 1402 pick_up (op, tmp);
1428#if 0 1403#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1404 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1405 if (tmp->name != NULL)
1406 {
1431 fprintf(stderr,"%s", tmp->name); 1407 fprintf (stderr, "%s", tmp->name);
1432 } 1408 }
1409 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1410 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1411 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1412 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1413#endif
1437 continue; 1414 continue;
1415 }
1438 } 1416 }
1417 } /* the new pickup model */
1439 } 1418 }
1440 } /* the new pickup model */ 1419
1441 }
1442 return ! stop; 1420 return !stop;
1443} 1421}
1444 1422
1445/* 1423/*
1446 * Find an arrow in the inventory and after that 1424 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1425 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1426 * found object is returned.
1449 */ 1427 */
1428object *
1450object *find_arrow(object *op, const char *type) 1429find_arrow (object *op, const char *type)
1451{ 1430{
1452 object *tmp = NULL; 1431 object *tmp = NULL;
1453 1432
1454 for(op=op->inv; op; op=op->below) 1433 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1435 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1436 else if (op->type == ARROW && op->race == type)
1459 return op; 1437 return op;
1460 return tmp; 1438 return tmp;
1461} 1439}
1462 1440
1463/* 1441/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1442 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1443 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1444 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1445 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1446 */
1469 1447
1448object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1449find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1450{
1472 object *tmp = NULL, *arrow, *ntmp; 1451 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1452 int attacknum, attacktype, betterby = 0, i;
1474 1453
1475 if (!type) 1454 if (!type)
1476 return NULL; 1455 return NULL;
1477 1456
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1457 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1458 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1459 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1460 {
1481 i = 0; 1461 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1462 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1463 if (i > betterby)
1464 {
1484 tmp = ntmp; 1465 tmp = ntmp;
1485 betterby = i; 1466 betterby = i;
1486 } 1467 }
1468 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1469 else if (arrow->type == ARROW && arrow->race == type)
1470 {
1488 /* allways prefer assasination/slaying */ 1471 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1472 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1473 {
1491 if (arrow->attacktype & AT_DEATH) { 1474 if (arrow->attacktype & AT_DEATH)
1475 {
1492 *better = 100; 1476 *better = 100;
1493 return arrow; 1477 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1478 }
1498 } else { 1479 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1480 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1481 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1482 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1483 }
1515 } 1484 }
1485 else
1486 {
1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 {
1489 attacktype = 1 << attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1492 {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1495 }
1496 }
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1498 {
1499 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1503 {
1504 tmp = arrow;
1505 betterby = 1 + arrow->magic + arrow->stats.dam;
1506 }
1516 } 1507 }
1508 }
1517 } 1509 }
1518 if (tmp == NULL && arrow == NULL) 1510 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1511 return find_arrow (op, type);
1520 1512
1521 *better = betterby; 1513 *better = betterby;
1522 return tmp; 1514 return tmp;
1523} 1515}
1524 1516
1525/* looks in a given direction, finds the first valid target, and calls 1517/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1518 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1519 * op = the shooter
1528 * type = bow->race 1520 * type = bow->race
1529 * dir = fire direction 1521 * dir = fire direction
1530 */ 1522 */
1531 1523
1524object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1525pick_arrow_target (object *op, const char *type, int dir)
1533{ 1526{
1534 object *tmp = NULL; 1527 object *tmp = NULL;
1535 mapstruct *m; 1528 maptile *m;
1536 int i, mflags, found, number; 1529 int i, mflags, found, number;
1537 sint16 x, y; 1530 sint16 x, y;
1538 1531
1539 if (op->map == NULL) 1532 if (op->map == NULL)
1540 return find_arrow(op, type); 1533 return find_arrow (op, type);
1541 1534
1542 /* do a dex check */ 1535 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1536 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1537 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1538 return find_arrow (op, type);
1546 1539
1547 m = op->map; 1540 m = op->map;
1548 x = op->x; 1541 x = op->x;
1549 y = op->y; 1542 y = op->y;
1550 1543
1551 /* find the first target */ 1544 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1545 for (i = 0, found = 0; i < 20; i++)
1546 {
1553 x += freearr_x[dir]; 1547 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1548 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1549 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1550 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1551 {
1557 tmp = NULL; 1552 tmp = NULL;
1553 break;
1554 }
1555 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1556 {
1557 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1558 * perhaps a bad assumption.
1559 */
1560 tmp = NULL;
1561 break;
1562 }
1563 if (mflags & P_IS_ALIVE)
1564 {
1565 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1566 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1567 {
1568 found++;
1569 break;
1570 }
1571 if (found)
1558 break; 1572 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1573 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1574 }
1576 if (tmp == NULL) 1575 if (tmp == NULL)
1577 return find_arrow(op, type); 1576 return find_arrow (op, type);
1578 1577
1579 if (tmp->head) 1578 if (tmp->head)
1580 tmp = tmp->head; 1579 tmp = tmp->head;
1581 1580
1582 return find_better_arrow(op, tmp, type, &i); 1581 return find_better_arrow (op, tmp, type, &i);
1583} 1582}
1584 1583
1585/* 1584/*
1586 * Creature fires a bow - op can be monster or player. Returns 1585 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1586 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1589 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1590 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1591 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1592 * player fire modes.
1594 */ 1593 */
1594int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1595fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1596{
1598 object *left, *bow; 1597 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1598 int bowspeed, mflags;
1601 mapstruct *m; 1599 maptile *m;
1602 1600
1603 if (!dir) { 1601 if (!dir)
1602 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1604 return 0;
1606 } 1605 }
1606
1607 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1608 bow = op->contr->ranges[range_bow];
1609 else { 1609 else
1610 {
1610 for(bow=op->inv; bow; bow=bow->below) 1611 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1612 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1613 * don't need to switch back and forth between bows and weapons.
1613 */ 1614 */
1614 if(bow->type==BOW) 1615 if (bow->type == BOW)
1615 break; 1616 break;
1616 1617
1617 if (!bow) { 1618 if (!bow)
1619 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1621 return 0;
1620 } 1622 }
1621 } 1623 }
1624
1622 if( !bow->race || !bow->skill) { 1625 if (!bow->race || !bow->skill)
1626 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1628 return 0;
1625 } 1629 }
1626 1630
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1632
1629 /* penalize ROF for bestarrow */ 1633 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1632 if (bowspeed < 1) 1637 if (bowspeed < 1)
1633 bowspeed = 1; 1638 bowspeed = 1;
1634 1639
1635 if (arrow == NULL) { 1640 if (arrow == NULL)
1641 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1642 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 {
1637 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1646 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1647 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1649 return 0;
1644 } 1650 }
1645 } 1651 }
1652
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1654 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1655 return 0;
1649 } 1656
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1658 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1659 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1660 return 0;
1653 } 1661 }
1654 1662
1655 /* this should not happen, but sometimes does */ 1663 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1664 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1665 {
1658 free_object(arrow); 1666 arrow->destroy ();
1659 return 0; 1667 return 0;
1660 } 1668 }
1661 1669
1662 left = arrow; /* these are arrows left to the player */ 1670 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1671 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1672 if (!arrow)
1673 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1675 return 0;
1669 } 1676 }
1670 set_owner(arrow, op); 1677
1671 if (arrow->skill) free_string(arrow->skill); 1678 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1679 arrow->skill = bow->skill;
1673 1680
1674 arrow->direction=dir; 1681 arrow->direction = dir;
1675 arrow->x = sx; 1682 arrow->x = sx;
1676 arrow->y = sy; 1683 arrow->y = sy;
1677 1684
1678 if (op->type == PLAYER) { 1685 if (op->type == PLAYER)
1686 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1688 op->update_stats ();
1681 } 1689 }
1682 1690
1683 SET_ANIMATION(arrow, arrow->direction); 1691 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1693 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1694 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1695 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1696 arrow->spellarg = strdup (arrow->slaying);
1689 1697
1690 /* Note that this was different for monsters - they got their level 1698 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1699 * added to the damage. I think the strength bonus is more proper.
1692 */ 1700 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1701
1702 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703
1698 /* update the speed */ 1704 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1707
1704 if (arrow->speed < 1.0) 1708 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1709 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1710 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1711 arrow->speed_left = 0;
1708 1712
1709 if (op->type == PLAYER) { 1713 if (op->type == PLAYER)
1714 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1715 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1716 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1717 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1718
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1719 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1720 }
1721 else
1722 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1724 arrow->level = op->level;
1721 } 1725 }
1726
1722 if (arrow->attacktype == AT_PHYSICAL) 1727 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1728 arrow->attacktype |= bow->attacktype;
1729
1724 if (bow->slaying != NULL) 1730 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1731 arrow->slaying = bow->slaying;
1726 1732
1727 arrow->map = m; 1733 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1734 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1736
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1738 insert_ob_in_map (arrow, m, op, 0);
1734 1739
1735 if (!was_destroyed(arrow, tag)) 1740 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1741 move_arrow (arrow);
1737 1742
1738 if (op->type == PLAYER) { 1743 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1744 {
1745 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1746 esrv_del_item (op->contr, left->count);
1741 else 1747 else
1742 esrv_send_item(op, left); 1748 esrv_send_item (op, left);
1743 } 1749 }
1750
1744 return 1; 1751 return 1;
1745} 1752}
1746 1753
1747/* Special fire code for players - this takes into 1754/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1755 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1756 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1757 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1758 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1759 * hence the function name.
1753 */ 1760 */
1761int
1754int player_fire_bow(object *op, int dir) 1762player_fire_bow (object *op, int dir)
1755{ 1763{
1756 int ret=0, wcmod=0; 1764 int ret = 0, wcmod = 0;
1757 1765
1758 if (op->contr->bowtype == bow_bestarrow) { 1766 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1767 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1768 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1769 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1770 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1773 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1774 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1775 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1776 else if (op->contr->bowtype == bow_threewide)
1777 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1779 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1780 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1781 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1782 else if (op->contr->bowtype == bow_spreadshot)
1783 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1784 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1785 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1786 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1787
1776 } else { 1788 }
1789 else
1790 {
1777 /* Simple case */ 1791 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1792 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1793 }
1780 return ret; 1794 return ret;
1781} 1795}
1782 1796
1783 1797
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1798/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1799 * Broken apart from 'fire' to keep it more readable.
1786 */ 1800 */
1801void
1787void fire_misc_object(object *op, int dir) 1802fire_misc_object (object *op, int dir)
1788{ 1803{
1789 object *item; 1804 object *item;
1790 1805
1791 if (!op->contr->ranges[range_misc]) { 1806 if (!op->contr->ranges[range_misc])
1807 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1808 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1809 return;
1794 } 1810 }
1795 1811
1796 item = op->contr->ranges[range_misc]; 1812 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1813 if (!item->inv)
1814 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1815 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1816 return;
1800 } 1817 }
1801 if (item->type == WAND) { 1818 if (item->type == WAND)
1819 {
1802 if(item->stats.food<=0) { 1820 if (item->stats.food <= 0)
1821 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1824 return;
1806 } 1825 }
1826 }
1807 } else if (item->type == ROD || item->type==HORN) { 1827 else if (item->type == ROD || item->type == HORN)
1828 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1829 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1830 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1831 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1832 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1833 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1834 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1836 return;
1817 } 1837 }
1818 } 1838 }
1819 1839
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1840 if (cast_spell (op, item, dir, item->inv, NULL))
1841 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1842 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1843 if (item->type == WAND)
1844 {
1823 if (!(--item->stats.food)) { 1845 if (!(--item->stats.food))
1846 {
1824 object *tmp; 1847 object *tmp;
1848
1825 if (item->arch) { 1849 if (item->arch)
1850 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1851 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1852 item->face = item->arch->clone.face;
1828 item->speed = 0; 1853 item->speed = 0;
1829 update_ob_speed(item); 1854 update_ob_speed (item);
1830 } 1855 }
1831 if ((tmp=is_player_inv(item))) 1856 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1857 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1858 }
1834 } 1859 }
1835 else if (item->type == ROD || item->type==HORN) { 1860 else if (item->type == ROD || item->type == HORN)
1861 {
1836 drain_rod_charge(item); 1862 drain_rod_charge (item);
1837 } 1863 }
1838 } 1864 }
1839} 1865}
1840 1866
1841/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1842 */ 1868 */
1869void
1843void fire(object *op,int dir) { 1870fire (object *op, int dir)
1871{
1844 int spellcost=0; 1872 int spellcost = 0;
1845 1873
1846 /* check for loss of invisiblity/hide */ 1874 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1875 if (action_makes_visible (op))
1876 make_visible (op);
1848 1877
1849 switch(op->contr->shoottype) { 1878 switch (op->contr->shoottype)
1879 {
1850 case range_none: 1880 case range_none:
1881 return;
1882
1883 case range_bow:
1884 player_fire_bow (op, dir);
1885 return;
1886
1887 case range_magic: /* Casting spells */
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1889 return;
1890
1891 case range_misc:
1892 fire_misc_object (op, dir);
1893 return;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 1910 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1911 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1887 default: 1917 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1919 return;
1890 } 1920 }
1891} 1921}
1892 1922
1893 1923
1894 1924
1901 * inv is the objects inventory to searched 1931 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1932 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1933 * This function can be called recursively to search containers.
1904 */ 1934 */
1905 1935
1936object *
1906object * find_key(object *pl, object *container, object *door) 1937find_key (object *pl, object *container, object *door)
1907{ 1938{
1908 object *tmp,*key; 1939 object *tmp, *key;
1909 1940
1910 /* Should not happen, but sanity checking is never bad */ 1941 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1942 if (container->inv == NULL)
1943 return NULL;
1912 1944
1913 /* First, lets try to find a key in the top level inventory */ 1945 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1948 if (door->type == DOOR && tmp->type == KEY)
1949 break;
1916 /* For sanity, we should really check door type, but other stuff 1950 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1951 * (like containers) can be locked with special keys
1918 */ 1952 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1954 break;
1921 } 1955 }
1922 /* No key found - lets search inventories now */ 1956 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1957 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1958 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1959 * a key, return
1926 */ 1960 */
1927 if (!tmp) { 1961 if (!tmp)
1962 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964 {
1929 /* No reason to search empty containers */ 1965 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1966 if (tmp->type == CONTAINER && tmp->inv)
1967 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1968 if ((key = find_key (pl, tmp, door)) != NULL)
1969 return key;
1932 } 1970 }
1933 } 1971 }
1972 if (!tmp)
1934 if (!tmp) return NULL; 1973 return NULL;
1935 } 1974 }
1936 /* We get down here if we have found a key. Now if its in a container, 1975 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1976 * see if we actually want to use it
1938 */ 1977 */
1939 if (pl!=container) { 1978 if (pl != container)
1979 {
1940 /* Only let players use keys in containers */ 1980 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1981 if (!pl->contr)
1982 return NULL;
1942 /* cases where this fails: 1983 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1984 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1985 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1986 * If the container is not active, return now since only active
1946 * containers can be used. 1987 * containers can be used.
1947 * If we only search keyrings and the container does not have 1988 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1989 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1990 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1991 * inv must have been an container and must have been active.
1951 * 1992 *
1952 * Change the color so that the message doesn't disappear with 1993 * Change the color so that the message doesn't disappear with
1953 * all the others. 1994 * all the others.
1954 */ 1995 */
1955 if (pl->contr->usekeys == key_inventory || 1996 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1997 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1999 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2002 return NULL;
1964 } 2003 }
1965 } 2004 }
1966 return tmp; 2005 return tmp;
1967} 2006}
1968 2007
1969/* moved door processing out of move_player_attack. 2008/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2009 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2010 * such that the caller should not do anything more,
1972 * 0 otherwise 2011 * 0 otherwise
1973 */ 2012 */
2013static int
1974static int player_attack_door(object *op, object *door) 2014player_attack_door (object *op, object *door)
1975{ 2015{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
1980 */ 2019 */
1981 object *key=find_key(op, op, door); 2020 object *key = find_key (op, op, door);
1982 2021
1983 /* IF we found a key, do some extra work */ 2022 /* IF we found a key, do some extra work */
1984 if (key) { 2023 if (key)
2024 {
1985 object *container=key->env; 2025 object *container = key->env;
1986 2026
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2028 if (action_makes_visible (op))
2029 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2032 if (door->type == DOOR)
2033 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2035 }
1993 else if(door->type==LOCKED_DOOR) { 2036 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2037 {
1995 "You open the door with the %s", query_short_name(key)); 2038 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 ;-) */ 2039 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2040 }
1998 /* Do this after we print the message */ 2041 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2042 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2043 /* Need to update the weight the container the key was in */
2001 if (container != op) 2044 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2045 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2046 return 1; /* Nothing more to do below */
2047 }
2004 } else if (door->type==LOCKED_DOOR) { 2048 else if (door->type == LOCKED_DOOR)
2049 {
2005 /* Might as well return now - no other way to open this */ 2050 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2052 return 1;
2008 } 2053 }
2009 return 0; 2054 return 0;
2010} 2055}
2011 2056
2012/* This function is just part of a breakup from move_player. 2057/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2017 */ 2062 */
2018 2063void
2019void move_player_attack(object *op, int dir) 2064move_player_attack (object *op, int dir)
2020{ 2065{
2021 object *tmp, *mon; 2066 object *tmp, *mon;
2022 sint16 nx, ny; 2067 sint16 nx, ny;
2023 int on_battleground; 2068 int on_battleground;
2024 mapstruct *m; 2069 maptile *m;
2025 2070
2026 nx=freearr_x[dir]+op->x; 2071 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2072 ny = freearr_y[dir] + op->y;
2028 2073
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2030 2075
2031 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2080 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2081 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2082 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2083 * move_ob uses.
2039 */ 2084 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2089 m = get_map_from_coord (op->map, &nx, &ny);
2090 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2092 }
2093 else
2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2044 } 2097 {
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return;
2100 }
2101
2102 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space
2107 */
2108 while (tmp)
2109 {
2110 if (tmp == op)
2111 {
2112 tmp = tmp->above;
2113 continue;
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp;
2119 break;
2120 }
2121
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */
2130
2131 if (mon->head)
2132 mon = mon->head;
2133
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2135 if (player_attack_door (op, mon))
2136 return;
2137
2138 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them.
2144 */
2145
2146 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive.
2149 */
2150 if ((op->type == PLAYER)
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2155#else
2156 && mon->owner == op
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 {
2160 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced)
2049 return; 2162 return;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2167 return;
2050 } 2168 }
2051 2169
2052 mon = NULL; 2170 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2171 * creatures. Note that if you are braced, you can't push
2054 * we find a monster - that is something we know we want to attack. 2172 * someone, but put it inside this loop so that you won't
2055 * if its a door or barrel (can roll) see if there may be monsters 2173 * attack them either.
2056 * on the space
2057 */ 2174 */
2058 while (tmp!=NULL) { 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2177#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2178 (op->contr->peaceful
2179 || (mon->type == PLAYER
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground))
2186 {
2187 if (!op->contr->braced)
2188 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op);
2062 } 2191 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2192 else
2064 mon = tmp; 2193 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2194
2195 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op);
2197 }
2198
2199 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced.
2201 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2203 {
2204 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op))
2206 make_visible (op);
2207 }
2208
2209 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen.
2214 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 {
2219
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 {
2227 op->speed_left += op->speed / op->contr->weapon_sp;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2230 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 2231
2075 if(mon->head != NULL) 2232 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2233
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2234 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2235 * hitback, and doesn't loose luck either.
2080 2236 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2237 * the wiz.
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2238 */
2088 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2240 {
2129 if (!op->contr->braced) { 2241 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2242
2131 (void) push_ob(mon,dir,op); 2243 mon->contr->has_hit = 1;
2132 } else { 2244 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2245 mon->stats.luck = luck;
2134 } 2246 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2247
2138 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op); 2248 if (action_makes_visible (op))
2144 } 2249 make_visible (op);
2145
2146 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2250 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2251 } /* if player should attack something */
2185} 2252}
2186 2253
2254int
2187int move_player(object *op,int dir) { 2255move_player (object *op, int dir)
2256{
2188 int pick; 2257 int pick;
2189 2258
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2260 return 0;
2261
2262 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9))
2264 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0;
2267 }
2268
2269 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272
2273 op->facing = dir;
2274
2275 if (op->hide)
2276 do_hidden_move (op);
2277
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ;
2280 else if (op->contr->fire_on)
2281 fire (op, dir);
2282 else
2283 {
2284 move_player_attack (op, dir);
2285 pick = check_pick (op);
2286 }
2287
2288 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing.
2290 */
2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2292 op->direction = dir;
2293 else
2294 op->direction = 0;
2295
2296 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities
2298 * for players.
2299 */
2300 animate_object (op, op->facing);
2301 return 0;
2231} 2302}
2232 2303
2233/* This is similar to handle_player, below, but is only used by the 2304/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2305 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2306 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2307 * the new speed values for commands.
2237 * 2308 *
2238 * Returns true if there are more actions we can do. 2309 * Returns true if there are more actions we can do.
2239 */ 2310 */
2311int
2240int handle_newcs_player(object *op) 2312handle_newcs_player (object *op)
2241{ 2313{
2242 if (op->contr->hidden) { 2314 if (op->contr->hidden)
2315 {
2243 op->invisible = 1000; 2316 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2317 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2318 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2319 * alternate it here for it to work correctly.
2247 */ 2320 */
2248 if (pticks & 2) op->invisible--; 2321 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2252 if(!op->invisible) { 2327 if (!op->invisible)
2328 {
2253 make_visible(op); 2329 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2331 }
2256 } 2332 }
2257 2333
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2259 flee_player(op); 2336 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2337 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2262 op->speed_left--; 2340 op->speed_left--;
2263 return 0; 2341 return 0;
2264 } 2342 }
2265 } 2343 }
2266 2344
2267 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that 2346 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so 2347 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer. 2348 * put this in a a workaround to clean up the golem pointer.
2271 */ 2349 */
2272 if (op->contr->ranges[range_golem] && 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2352
2279 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2355 * called, so we recheck it here.
2282 */ 2356 */
2283 HandleClient(&op->contr->socket, op->contr); 2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2284 if (op->speed_left<0) return 0; 2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2285
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction);
2295 if (op->speed_left>0) return 1;
2296 else return 0;
2297 } 2359 ;
2360
2361 if (op->speed_left < 0)
2298 return 0; 2362 return 0;
2299}
2300 2363
2301int save_life(object *op) { 2364 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2365 {
2366 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--;
2303 2368
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2369 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff.
2372 */
2373 move_player (op, op->direction);
2374 if (op->speed_left > 0)
2375 return 1;
2376 else
2305 return 0; 2377 return 0;
2378 }
2306 2379
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2380 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2381}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2382
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2383int
2311 "Your %s vibrates violently, then evaporates.", 2384save_life (object *op)
2312 query_name(tmp)); 2385{
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 }
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2386 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2387 return 0;
2388
2389 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2391 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2393 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2394
2395 if (op->contr)
2396 esrv_del_item (op->contr, tmp->count);
2397
2398 tmp->destroy ();
2399 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400
2401 if (op->stats.hp < 0)
2402 op->stats.hp = op->stats.maxhp;
2403
2404 if (op->stats.food < 0)
2405 op->stats.food = 999;
2406
2407 op->update_stats ();
2408 return 1;
2409 }
2410
2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2412 CLEAR_FLAG (op, FLAG_LIFESAVE);
2413 enter_player_savebed (op); /* bring him home. */
2414 return 0;
2329} 2415}
2330 2416
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2417/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2418 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2419 * function will descend into containers. op is the object to start the search
2334 * from. 2420 * from.
2335 */ 2421 */
2422void
2336void remove_unpaid_objects(object *op, object *env) 2423remove_unpaid_objects (object *op, object *env)
2337{ 2424{
2338 object *next; 2425 object *next;
2339 2426
2340 while (op) { 2427 while (op)
2428 {
2341 next=op->below; /* Make sure we have a good value, in case 2429 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2430 * we remove object 'op'
2343 */ 2431 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2432 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 {
2345 remove_ob(op); 2434 op->remove ();
2346 op->x = env->x; 2435 op->x = env->x;
2347 op->y = env->y; 2436 op->y = env->y;
2348 if (env->type == PLAYER) 2437 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2438 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2439 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2440 }
2441 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2442 remove_unpaid_objects (op->inv, env);
2443
2353 op=next; 2444 op = next;
2354 } 2445 }
2355} 2446}
2356
2357 2447
2358/* 2448/*
2359 * Returns pointer a static string containing gravestone text 2449 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2450 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2451 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2452 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2453 * but there isn't one in the server directory.
2364 */ 2454 */
2455char *
2365char *gravestone_text (object *op) 2456gravestone_text (object *op)
2366{ 2457{
2367 static char buf2[MAX_BUF]; 2458 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2459 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2460 time_t now = time (NULL);
2370 2461
2371 strcpy (buf2, " R.I.P.\n\n"); 2462 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2463 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2464 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2465 else
2375 sprintf (buf, "%s\n", op->name); 2466 sprintf (buf, "%s\n", &op->name);
2467
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2469 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2471 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2472 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2473 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2474
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2476 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2477 if (op->type == PLAYER)
2478 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2479 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2480 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2481 strcat (buf2, buf);
2388 } 2482 }
2483
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2484 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2485 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2486 strcat (buf2, buf);
2487
2392 return buf2; 2488 return buf2;
2393} 2489}
2394 2490
2395 2491void
2396
2397void do_some_living(object *op) { 2492do_some_living (object *op)
2493{
2398 int last_food=op->stats.food; 2494 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2495 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2496 int over_hp, over_sp, over_grace;
2401 int i; 2497 int i;
2402 int rate_hp = 1200; 2498 int rate_hp = 1200;
2403 int rate_sp = 2500; 2499 int rate_sp = 2500;
2404 int rate_grace = 2000; 2500 int rate_grace = 2000;
2405 const int max_hp = 1; 2501 const int max_hp = 1;
2406 const int max_sp = 1; 2502 const int max_sp = 1;
2407 const int max_grace = 1; 2503 const int max_grace = 1;
2408 2504
2409 if (op->contr->outputs_sync) { 2505 if (op->contr->outputs_sync)
2506 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2507 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL &&
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2508 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2509 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2510 }
2415 2511
2416 if(op->contr->state==ST_PLAYING) { 2512 if (op->contr->ns->state == ST_PLAYING)
2417 2513 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2514 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2515 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2516 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2517 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2518 else
2519 {
2423 gen_hp = op->stats.maxhp; 2520 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2521 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2522 }
2523
2426 if(op->contr->gen_sp >= 0 ) 2524 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2525 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2526 else
2527 {
2429 gen_sp = op->stats.maxsp; 2528 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2529 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2530 }
2531
2432 if(op->contr->gen_grace >= 0) 2532 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2533 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2534 else
2535 {
2435 gen_grace = op->stats.maxgrace; 2536 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2537 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2538 }
2438 2539
2439 /* Regenerate Spell Points */ 2540 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2541 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2542 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2543 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2544 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2545 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2546 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2547 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2548 if (!QUERY_FLAG (op, FLAG_WIZ))
2549 {
2550 op->stats.food--;
2551 if (op->contr->digestion < 0)
2552 op->stats.food += op->contr->digestion;
2553 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2554 op->stats.food = last_food;
2463 } 2555 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 2556 }
2557
2558 if (max_sp > 1)
2559 {
2560 over_sp = (gen_sp + 10) / rate_sp;
2561 if (over_sp > 0)
2562 {
2563 if (op->stats.sp < op->stats.maxsp)
2564 {
2565 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2566
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--;
2569
2570 if (op->stats.sp > op->stats.maxsp)
2571 op->stats.sp = op->stats.maxsp;
2572 }
2573 op->last_sp = 0;
2574 }
2575 else
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 }
2487 } else { 2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 }
2581
2582 /* Regenerate Grace */
2583 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2584 if (--op->last_grace < 0)
2585 {
2586 if (op->stats.grace < op->stats.maxgrace / 2)
2587 op->stats.grace++; /* no penalty in food for regaining grace */
2588
2589 if (max_grace > 1)
2590 {
2591 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2592 if (over_grace > 0)
2593 {
2594 op->stats.sp += over_grace
2595 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2596 op->last_grace = 0;
2597 }
2598 else
2599 {
2600 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2601 }
2602 }
2603 else
2604 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2605 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2606 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2607 /* wearing stuff doesn't detract from grace generation. */
2491 } 2608 }
2492 2609
2493 /* Regenerate Hit Points */ 2610 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2611 if (--op->last_heal < 0)
2612 {
2495 if(op->stats.hp<op->stats.maxhp) { 2613 if (op->stats.hp < op->stats.maxhp)
2614 {
2496 op->stats.hp++; 2615 op->stats.hp++;
2497 /* dms do not consume food */ 2616 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2617 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2618 {
2619 op->stats.food--;
2500 if(op->contr->digestion<0) 2620 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2621 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2622 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2623 op->stats.food = last_food;
2624 }
2625 }
2626
2627 if (max_hp > 1)
2628 {
2629 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2630 if (over_hp > 0)
2631 {
2632 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2633 op->last_heal = 0;
2634 }
2635 else
2636 {
2637 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2638 }
2639 }
2640 else
2641 {
2642 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2643 }
2505 } 2644 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2645
2521 /* Digestion */ 2646 /* Digestion */
2522 if(--op->last_eat<0) { 2647 if (--op->last_eat < 0)
2648 {
2523#ifdef COZY_SERVER 2649#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2650 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2651 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2652#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2653 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2654#endif
2531 2655
2532 if(op->contr->gen_hp > 0) 2656 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2657 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2658 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2659 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2660
2536 /* dms do not consume food */ 2661 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2662 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2663 op->stats.food--;
2539 } 2664 }
2540 2665
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2666 if (op->stats.food < 0 && op->stats.hp >= 0)
2667 {
2542 object *tmp, *flesh=NULL; 2668 object *tmp, *flesh = 0;
2543 2669
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2670 for (tmp = op->inv; tmp; tmp = tmp->below)
2671 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2672 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2673 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2674 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2675 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2676 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2677 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2678 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2679 break;
2551 } 2680 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2681 else if (tmp->type == FLESH)
2682 flesh = tmp;
2553 } /* End if paid for object */ 2683 } /* End if paid for object */
2554 } /* end of for loop */ 2684 } /* end of for loop */
2685
2555 /* If player is still starving, it means they don't have any food, so 2686 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2687 * eat flesh instead.
2557 */ 2688 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2692 manual_apply (op, flesh, 0);
2561 } 2693 }
2562 } /* end if player is starving */ 2694 }
2563 2695
2564 while(op->stats.food<0&&op->stats.hp>0) 2696 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2697 op->stats.food++, op->stats.hp--;
2566 2698
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2699 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2700 kill_player (op);
2701 }
2569} 2702}
2570
2571
2572 2703
2573/* If the player should die (lack of hp, food, etc), we call this. 2704/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2705 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2706 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2707 * file.
2577 */ 2708 */
2709void
2578void kill_player(object *op) 2710kill_player (object *op)
2579{ 2711{
2580 char buf[MAX_BUF]; 2712 char buf[MAX_BUF];
2581 int x,y,i; 2713 int x, y;
2714
2715 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2716 maptile *map; /* this is for resurrection */
2717
2583 int z; 2718 /* int z;
2584 int num_stats_lose; 2719 int num_stats_lose;
2585 int lost_a_stat; 2720 int lost_a_stat;
2586 int lose_this_stat; 2721 int lose_this_stat;
2587 int this_stat; 2722 int this_stat; */
2588 int will_kill_again; 2723 int will_kill_again;
2589 archetype *at; 2724 archetype *at;
2590 object *tmp; 2725 object *tmp;
2591 2726
2592 if(save_life(op)) 2727 if (save_life (op))
2593 return; 2728 return;
2594 2729
2595 2730
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2731 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2732 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2733 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2734 */
2600 if (op_on_battleground(op, &x, &y)) { 2735 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2736 {
2602 "You have been defeated in combat!"); 2737 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2739
2605
2606 /* restore player */ 2740 /* restore player */
2607 at = find_archetype("poisoning"); 2741 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2742 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2743 if (tmp)
2610 remove_ob(tmp); 2744 {
2611 free_object(tmp); 2745 tmp->destroy ();
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2746 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2747 }
2614 2748
2615 at = find_archetype("confusion"); 2749 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2750 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2751 if (tmp)
2618 remove_ob(tmp); 2752 {
2619 free_object(tmp); 2753 tmp->destroy ();
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2754 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2755 }
2622 2756
2623 cure_disease(op,0); /* remove any disease */ 2757 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2758 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2759 if (op->stats.food <= 0)
2626 2760 op->stats.food = 999;
2761
2627 /* create a bodypart-trophy to make the winner happy */ 2762 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2763 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2764 if (tmp != NULL)
2630 { 2765 {
2631 sprintf(buf,"%s's finger",op->name); 2766 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2767 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2768 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2769 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2770 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2771 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2772 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2773 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2774 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2775 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2776 }
2777
2644 /* teleport defeated player to new destination*/ 2778 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2779 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2780 op->contr->braced = 0;
2647 return; 2781 return;
2648 } 2782 }
2649 2783
2650 INVOKE_PLAYER (DEATH, op->contr); 2784 INVOKE_PLAYER (DEATH, op->contr);
2651 2785
2652 command_kill_pets (op, 0); 2786 command_kill_pets (op, 0);
2653 2787
2654 if(op->stats.food<0) { 2788 if (op->stats.food < 0)
2789 {
2655 if (op->contr->explore) { 2790 if (op->contr->explore)
2791 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2794 op->stats.food = 999;
2659 return; 2795 return;
2660 } 2796 }
2661 sprintf(buf,"%s starved to death.",op->name); 2797 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2798 strcpy (op->contr->killer, "starvation");
2799 }
2800 else
2663 } 2801 {
2664 else {
2665 if (op->contr->explore) { 2802 if (op->contr->explore)
2803 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2804 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2805 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 2806 op->stats.hp = op->stats.maxhp;
2669 return; 2807 return;
2670 } 2808 }
2671 sprintf(buf,"%s died.",op->name); 2809 sprintf (buf, "%s died.", &op->name);
2672 } 2810 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2811 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2812
2675 /* save the map location for corpse, gravestone*/ 2813 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2814 x = op->x;
2815 y = op->y;
2816 map = op->map;
2677 2817
2678 2818
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2819 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2820 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2821 * See the config.h file for a little more in depth detail about this.
2683 */ 2822 */
2684 2823
2685 /* Basically two ways to go - remove a stat permanently, or just 2824 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2825 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2826 * of death.
2688 */ 2827 */
2689#ifndef COZY_SERVER 2828#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2829 if (settings.balanced_stat_loss)
2830 {
2691 /* If stat loss is permanent, lose one stat only. */ 2831 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2832 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2833 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2834 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2835 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2836 little bit harder. */
2697 /* GD */ 2837 /* GD */
2698 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2839 num_stats_lose = 1;
2704 } 2840 else
2841 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2842 }
2843 else
2844 {
2845 num_stats_lose = 1;
2846 }
2705 lost_a_stat = 0; 2847 lost_a_stat = 0;
2706 2848
2707 for (z=0; z<num_stats_lose; z++) { 2849 for (z = 0; z < num_stats_lose; z++)
2850 {
2708 i = RANDOM() % NUM_STATS; 2851 i = RANDOM () % NUM_STATS;
2709 2852
2710 if (settings.stat_loss_on_death) { 2853 if (settings.stat_loss_on_death)
2854 {
2711 /* Pick a random stat and take a point off it. Tell the player 2855 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2856 * what he lost.
2713 */ 2857 */
2714 change_attr_value(&(op->stats), i,-1); 2858 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2859 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2860 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2861 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2863 lost_a_stat = 1;
2720 } else { 2864 }
2865 else
2866 {
2721 /* deplete a stat */ 2867 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2868 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2869 object *dep;
2870
2871 dep = present_arch_in_ob (deparch, op);
2872 if (!dep)
2724 2873 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2874 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2875 insert_ob_in_ob (dep, op);
2729 } 2876 }
2730 lose_this_stat = 1; 2877 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2878 if (settings.balanced_stat_loss)
2879 {
2732 /* GD */ 2880 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2881 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2882 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2883 if (this_stat < 0)
2884 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2885 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2886 int keep_chance = this_stat * this_stat;
2887
2738 /* Yes, I am paranoid. Sue me. */ 2888 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2889 if (keep_chance < 1)
2740 keep_chance = 1; 2890 keep_chance = 1;
2741 2891
2742 /* There is a maximum depletion total per level. */ 2892 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2893 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2894 {
2744 lose_this_stat = 0; 2895 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2896 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2897 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2898 }
2756 } 2899 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2900 {
2766 if (this_stat>=-50) { 2901 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 2902 lose_this_stat = 0;
2903 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2904 this_stat, keep_chance, loss_chance,
2905 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2906 }
2773 } 2907 }
2774 } 2908 }
2775 } 2909
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2910 if (lose_this_stat)
2911 {
2912 this_stat = get_attr_value (&(dep->stats), i);
2913 /* We could try to do something clever like find another
2914 * stat to reduce if this fails. But chances are, if
2915 * stats have been depleted to -50, all are pretty low
2916 * and should be roughly the same, so it shouldn't make a
2917 * difference.
2918 */
2919 if (this_stat >= -50)
2778 { 2920 {
2779 /* determine_god() seems to not work sometimes... why is this? 2921 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2922 SET_FLAG (dep, FLAG_APPLIED);
2781 const char *god = determine_god(op);
2782 if (god && (strcmp(god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2923 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2924 op->update_stats ();
2785 " you.", god); 2925 lost_a_stat = 1;
2786 else 2926 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2927 }
2928 }
2929 }
2930 /* If no stat lost, tell the player. */
2931 if (!lost_a_stat)
2932 {
2933 /* determine_god() seems to not work sometimes... why is this?
2934 Should I be using something else? GD */
2935 const char *god = determine_god (op);
2936
2937 if (god && (strcmp (god, "none")))
2938 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2939 else
2940 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2941 }
2942#else
2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2944#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2945
2794 /* Put a gravestone up where the character 'almost' died. List the 2946 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2947 * exp loss on the stone.
2796 */ 2948 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2949 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2950 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2951 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2952 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2953 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2954 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);
2803 "who was killed\n" 2955 tmp->msg = buf;
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2956 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2958
2811 /**************************************/ 2959 /**************************************/
2812 /* */ 2960 /* */
2813 /* Subtract the experience points, */ 2961 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2962 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2963 /* food, and reset HP's... */
2816 /* */ 2964 /* */
2817 /**************************************/ 2965 /**************************************/
2818 2966
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2967 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2968 /* restore player */
2821 at = find_archetype("poisoning"); 2969 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2970 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2971
2824 remove_ob(tmp); 2972 if (tmp)
2825 free_object(tmp); 2973 {
2974 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2975 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2976 }
2828 2977
2829 at = find_archetype("confusion"); 2978 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2979 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2980 if (tmp)
2832 remove_ob(tmp); 2981 {
2833 free_object(tmp); 2982 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2984 }
2985
2836 cure_disease(op,0); /* remove any disease */ 2986 cure_disease (op, 0); /* remove any disease */
2837 2987
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2988 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2989 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2990 if (op->stats.food < 100)
2991 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2992 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2993 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2994 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2995
2845 /* 2996 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2997 * Check to see if the player is in a shop. IF so, then check to see if
2847 * the player has any unpaid items. If so, remove them and put them back 2998 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 2999 * in the map.
2849 */ 3000 */
2850 3001
2851 if (is_in_shop (op)) 3002 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 3003 remove_unpaid_objects (op->inv, op);
2853 3004
2854 /****************************************/ 3005 /****************************************/
2855 /* */ 3006 /* */
2856 /* Move player to his current respawn- */ 3007 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 3008 /* position (usually last savebed) */
2858 /* */ 3009 /* */
2859 /****************************************/ 3010 /****************************************/
2860 3011
2861 enter_player_savebed(op); 3012 enter_player_savebed (op);
2862 3013
2863 /* Save the player before inserting the force to reduce 3014 /* Save the player before inserting the force to reduce
2864 * chance of abuse. 3015 * chance of abuse.
2865 */ 3016 */
2866 op->contr->braced=0; 3017 op->contr->braced = 0;
2867 save_player(op,1); 3018 op->contr->save ();
2868 3019
2869 /* it is possible that the player has blown something up 3020 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 3021 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 3022 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 3023 * on the space that might harm the player.
2873 */ 3024 */
2874 will_kill_again=0; 3025 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3026 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 3027 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 3028 will_kill_again |= tmp->attacktype;
2878 } 3029
2879 if (will_kill_again) { 3030 if (will_kill_again)
3031 {
2880 object *force; 3032 object *force;
2881 int at; 3033 int at;
2882 3034
2883 force=get_archetype(FORCE_NAME); 3035 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 3036 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 3037 force->speed = 0.1;
2886 force->speed_left=-5.0; 3038 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 3039 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 3040 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 3041 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 3042 force->resist[at] = 100;
3043
3044 insert_ob_in_ob (force, op);
3045 op->update_stats ();
3046
3047 }
3048
3049 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3050}
3051
3052void
3053loot_object (object *op)
3054{ /* Grab and destroy some treasure */
3055 object *tmp, *tmp2, *next;
3056
3057 if (op->container)
3058 esrv_apply_container (op, op->container); /* close open sack first */
3059
3060 for (tmp = op->inv; tmp; tmp = next)
3061 {
3062 next = tmp->below;
3063
3064 if (tmp->invisible)
3065 continue;
3066
3067 tmp->remove ();
3068 tmp->x = op->x, tmp->y = op->y;
3069 if (tmp->type == CONTAINER)
3070 { /* empty container to ground */
3071 loot_object (tmp);
3072 }
3073 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3074 {
3075 if (tmp->nrof > 1)
3076 {
3077 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3078 tmp2->destroy ();
3079 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 3080 }
2892 insert_ob_in_ob(force, op);
2893 fix_player(op);
2894
2895 }
2896 /**************************************/
2897 /* */
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else { 3081 else
2950 delete_character(op->name,1); 3082 tmp->destroy ();
2951 } 3083 }
2952 } 3084 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2);
2991 insert_ob_in_map(tmp,op->map,NULL,0); 3085 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 3086 }
2997} 3087}
2998 3088
2999/* 3089/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3090 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3091 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3092 * was changed.
3003 */ 3093 */
3004 3094
3095void
3005void fix_weight(void) { 3096fix_weight (void)
3006 player *pl; 3097{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3098 for (player *pl = first_player; pl; pl = pl->next)
3099 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3100 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3101
3009 if(old == sum) 3102 if (old == sum)
3010 continue; 3103 continue;
3011 fix_player(pl->ob); 3104 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3105 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3106 }
3015} 3107}
3016 3108
3109void
3017void fix_luck(void) { 3110fix_luck (void)
3018 player *pl; 3111{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3112 for (player *pl = first_player; pl; pl = pl->next)
3020 if (!pl->ob->contr->state) 3113 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3114 pl->ob->change_luck (0);
3022} 3115}
3023
3024 3116
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3117/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3118 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3119 * just treat this as any other spell casting object.
3028 */ 3120 */
3029
3030void 3121void
3031cast_dust (object * op, object * throw_ob, int dir) 3122cast_dust (object *op, object *throw_ob, int dir)
3032{ 3123{
3033 object *skop, *spob; 3124 object *skop, *spob;
3034 3125
3035 skop = find_skill_by_name (op, throw_ob->skill); 3126 skop = find_skill_by_name (op, throw_ob->skill);
3036 3127
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3128 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3129 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3130 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3131 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3132 return;
3043 } 3133 }
3044 3134
3045 spob = throw_ob->inv; 3135 spob = throw_ob->inv;
3046 3136
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3137 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 3138 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3139 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3140 if (!spob)
3051 { 3141 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3142 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 3143 return;
3055 } 3144 }
3056 3145
3057 if (op->type == PLAYER) 3146 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3147 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3148
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3149 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3150
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3151 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3152}
3066 3153
3154void
3067void make_visible (object *op) { 3155make_visible (object *op)
3156{
3068 op->hide = 0; 3157 op->hide = 0;
3069 op->invisible = 0; 3158 op->invisible = 0;
3070 if(op->type==PLAYER) { 3159 if (op->type == PLAYER)
3160 {
3071 op->contr->tmp_invis = 0; 3161 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3162 op->contr->invis_race = 0;
3073 } 3163 }
3074 update_object(op,UP_OBJ_FACE); 3164 update_object (op, UP_OBJ_FACE);
3075} 3165}
3076 3166
3167int
3077int is_true_undead(object *op) { 3168is_true_undead (object *op)
3169{
3078 object *tmp=NULL; 3170 object *tmp = NULL;
3079 3171
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3172 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3173 return 1;
3081 3174
3082 if(op->type==PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3086 return 0; 3175 return 0;
3087} 3176}
3088 3177
3089/* look at the surrounding terrain to determine 3178/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3179 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3180 * indicate greater hideability.
3092 */ 3181 */
3093 3182
3183int
3094int hideability(object *ob) { 3184hideability (object *ob)
3185{
3095 int i,level=0, mflag; 3186 int i, level = 0, mflag;
3096 sint16 x,y; 3187 sint16 x, y;
3097 3188
3098 if(!ob||!ob->map) return 0; 3189 if (!ob || !ob->map)
3190 return 0;
3099 3191
3100 /* so, on normal lighted maps, its hard to hide */ 3192 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3193 level = ob->map->darkness - 2;
3102 3194
3103 /* this also picks up whether the object is glowing. 3195 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3196 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3197 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3198 if (has_carried_lights (ob))
3199 level = -(10 + (2 * ob->map->darkness));
3107 3200
3108 /* scan through all nearby squares for terrain to hide in */ 3201 /* scan through all nearby squares for terrain to hide in */
3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3202 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3203 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3204 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3205 if (mflag & P_OUT_OF_MAP)
3206 {
3207 continue;
3208 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3209 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3210 level += 2;
3114 else /* open terrain! */ 3211 else /* open terrain! */
3115 level -= 1; 3212 level -= 1;
3116 } 3213 }
3117 3214
3118#if 0 3215#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3216 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3217#endif
3121 return level; 3218 return level;
3122} 3219}
3123 3220
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3221/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3222 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3223 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3224 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3225 */
3129 3226
3227void
3130void do_hidden_move (object *op) { 3228do_hidden_move (object *op)
3229{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3230 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3231 object *skop;
3133 3232
3134 if(!op || !op->map) return; 3233 if (!op || !op->map)
3234 return;
3135 3235
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3236 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3237
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3238 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3239 if (op->type == PLAYER && op->contr->run_on)
3240 {
3140 if(!skop || num >= skop->level) { 3241 if (!skop || num >= skop->level)
3242 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3243 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3244 make_visible (op);
3143 return; 3245 return;
3246 }
3247 else
3144 } else num += 20; 3248 num += 20;
3145 } 3249 }
3146 num += op->map->difficulty; 3250 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3251 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3252 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3253 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3254 {
3150 make_visible(op); 3255 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3256 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3257 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3258 }
3154 else if (op->type == PLAYER && skop) { 3259 else if (op->type == PLAYER && skop)
3260 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3261 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3262 }
3157} 3263}
3158 3264
3159/* determine if who is standing near a hostile creature. */ 3265/* determine if who is standing near a hostile creature. */
3160 3266
3267int
3161int stand_near_hostile( object *who ) { 3268stand_near_hostile (object *who)
3269{
3162 object *tmp=NULL; 3270 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3271 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3272 maptile *m;
3165 sint16 x,y; 3273 sint16 x, y;
3166 3274
3167 if(!who) return 0; 3275 if (!who)
3276 return 0;
3168 3277
3169 if(who->type==PLAYER) player=1; 3278 if (who->type == PLAYER)
3279 player = 1;
3280
3281 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3282 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3283
3172 /* search adjacent squares */ 3284 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3285 for (i = 1; i < 9; i++)
3286 {
3174 x = who->x+freearr_x[i]; 3287 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3288 y = who->y + freearr_y[i];
3176 m = who->map; 3289 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3290 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3291 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3292 * blocked, don't need to check this space.
3180 */ 3293 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3294 if (mflags & P_OUT_OF_MAP)
3295 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3296 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3297 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3298
3185 if((player||friendly) 3299 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3300 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3301 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3302 return 1;
3303 else if (tmp->type == PLAYER)
3304 {
3305 /*don't let a hidden DM prevent you from hiding */
3306 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3307 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 3308 }
3194 } 3309 }
3195 } 3310 }
3196 return 0; 3311 return 0;
3197} 3312}
3198 3313
3199/* check the player los field for viewability of the 3314/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3315 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3316 * but we dont worry if the object isnt the top one in
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 3323 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3324 * -b.t.
3210 * This function is now map tiling safe. 3325 * This function is now map tiling safe.
3211 */ 3326 */
3212 3327
3328int
3213int player_can_view (object *pl,object *op) { 3329player_can_view (object *pl, object *op)
3330{
3214 rv_vector rv; 3331 rv_vector rv;
3215 int dx,dy; 3332 int dx, dy;
3216 3333
3217 if(pl->type!=PLAYER) { 3334 if (pl->type != PLAYER)
3335 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3336 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3337 return -1;
3220 } 3338 }
3221 if (!pl || !op) return 0; 3339 if (!pl || !op)
3222
3223 if(op->head) { op = op->head; }
3224 get_rangevector(pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while(op) {
3233 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 3340 return 0;
3341
3342 if (op->head)
3343 {
3344 op = op->head;
3345 }
3346 get_rangevector (pl, op, &rv, 0x1);
3347
3348 /* starting with the 'head' part, lets loop
3349 * through the object and find if it has any
3350 * part that is in the los array but isnt on
3351 * a blocked los square.
3352 * we use the archetype to figure out offsets.
3353 */
3354 while (op)
3355 {
3356 dx = rv.distance_x + op->arch->clone.x;
3357 dy = rv.distance_y + op->arch->clone.y;
3358
3359 /* only the viewable area the player sees is updated by LOS
3360 * code, so we need to restrict ourselves to that range of values
3361 * for any meaningful values.
3362 */
3363 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3364 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3365 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3366 return 1;
3367 op = op->more;
3368 }
3369 return 0;
3247} 3370}
3248 3371
3249/* routine for both players and monsters. We call this when 3372/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3373 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3374 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3375 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3376 * return 0.
3254 */ 3377 */
3378int
3255int action_makes_visible (object *op) { 3379action_makes_visible (object *op)
3380{
3256 3381
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3382 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3383 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3384 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3385 return 0;
3260 3386
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3387 if (op->contr && op->contr->tmp_invis == 0)
3388 return 0;
3262 3389
3263 /* If monsters, they should become visible */ 3390 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3391 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3392 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3393 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3394 return 1;
3267 } 3395 }
3268 } 3396 }
3269 return 0; 3397 return 0;
3270} 3398}
3271 3399
3272/* op_on_battleground - checks if the given object op (usually 3400/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3401 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3402 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3403 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3404 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3405 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3406 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3407 */
3408int
3280int op_on_battleground (object *op, int *x, int *y) { 3409op_on_battleground (object *op, int *x, int *y)
3410{
3281 object *tmp; 3411 object *tmp;
3282 3412
3283 /* A battleground-tile needs the following attributes to be valid: 3413 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3414 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3415 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3416 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3417 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3418 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3419 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3420 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3421 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3422 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3423 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3424 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3425 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3426 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3427 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3428 {
3296 object *invtmp; 3429 object *invtmp;
3430
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3431 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3432 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3433 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3434 {
3300 if (x != NULL && y != NULL) 3435 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3436 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3437 return 1;
3438 }
3303 } 3439 }
3304 } 3440 }
3305 }
3306 if (x != NULL && y != NULL) 3441 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3442 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3443 return 1;
3444 }
3309 } 3445 }
3310 }
3311 } 3446 }
3312 /* If we got here, did not find a battleground */ 3447 /* If we got here, did not find a battleground */
3313 return 0; 3448 return 0;
3314} 3449}
3315 3450
3316/* 3451/*
3320 * attributes: 3455 * attributes:
3321 * object *who the dragon player 3456 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3457 * int atnr the attack-number of the ability focus
3323 * int level ability level 3458 * int level ability level
3324 */ 3459 */
3460void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3461dragon_ability_gain (object *who, int atnr, int level)
3462{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3463 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3464 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3465 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3466 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3467 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3468 int i = 0, j = 0;
3332 3469
3333 /* get the appropriate treasurelist */ 3470 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3471 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3472 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3473 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3474 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3475 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3476 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3477 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3478 trlist = find_treasurelist ("dragon_ability_poison");
3342 3479
3343 if (trlist == NULL || who->type != PLAYER) 3480 if (trlist == NULL || who->type != PLAYER)
3481 return;
3482
3483 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3484
3485 if (tr == NULL || tr->item == NULL)
3486 {
3487 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3488 return;
3489 }
3490
3491 /* everything seems okay - now bring on the gift: */
3492 item = &(tr->item->clone);
3493
3494 if (item->type == SPELL)
3495 {
3496 if (check_spell_known (who, item->name))
3344 return; 3497 return;
3345 3498
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3499 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3500 do_learn_spell (who, item, 0);
3348 3501 return;
3349 if (tr == NULL || tr->item == NULL) { 3502 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3503
3504 /* grant direct spell */
3505 if (item->type == SPELLBOOK)
3506 {
3507 if (!item->inv)
3508 {
3509 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3510 return;
3511 }
3512 if (check_spell_known (who, item->inv->name))
3351 return; 3513 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3514 if (item->invisible)
3515 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3516 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3517 do_learn_spell (who, item->inv, 0);
3378 return; 3518 return;
3379 } 3519 }
3380 } 3520 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3521 else if (item->type == SKILL_TOOL && item->invisible)
3522 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3523 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3524 {
3383 3525
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3526 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * in this way, if the player is missing any of the attacktypes, he gets 3527 * in this way, if the player is missing any of the attacktypes, he gets
3386 * them. As it is now, if the player has any that match the granted skill, 3528 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3529 * but not all of them, he gets nothing.
3388 */ 3530 */
3389 if (!(skop->attacktype & item->attacktype)) { 3531 if (!(skop->attacktype & item->attacktype))
3532 {
3390 /* Give new attacktype */ 3533 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3534 skop->attacktype |= item->attacktype;
3392 3535
3393 /* always add physical if there's none */ 3536 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3537 skop->attacktype |= AT_PHYSICAL;
3395 3538
3396 if (item->msg != NULL) 3539 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3540 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3541
3399 /* Give player new face */ 3542 /* Give player new face */
3400 if (item->animation_id) { 3543 if (item->animation_id)
3544 {
3401 who->face = skop->face; 3545 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3546 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3547 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3548 who->last_anim = 0;
3405 who->state = 0; 3549 who->state = 0;
3406 animate_object(who, who->direction); 3550 animate_object (who, who->direction);
3407 } 3551 }
3408 } 3552 }
3409 } 3553 }
3410 } 3554 }
3411 else if (item->type == FORCE) { 3555 else if (item->type == FORCE)
3556 {
3412 /* forces in the treasurelist can alter the player's stats */ 3557 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3558 object *skin;
3559
3414 /* first get the dragon skin force */ 3560 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3561 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3562 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3563 ;
3418 3564
3565 if (!skin)
3566 return;
3567
3419 /* adding new spellpath attunements */ 3568 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3569 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3570 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3571 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3572
3423 /* print message */ 3573 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3574 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3575 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3576 {
3426 if(item->path_attuned & (1<<i)) { 3577 if (item->path_attuned & (1 << i))
3578 {
3427 if (j) 3579 if (j)
3428 strcat(buf," and "); 3580 strcat (buf, " and ");
3429 else 3581 else
3430 j = 1; 3582 j = 1;
3431 strcat(buf, spellpathnames[i]); 3583 strcat (buf, spellpathnames[i]);
3432 } 3584 }
3433 } 3585 }
3434 strcat(buf,"."); 3586 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3587 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3588 }
3437 3589
3438 /* evtl. adding flags: */ 3590 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3591 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3592 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3593 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3594 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3595 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3596 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3597
3446 /* print message if there is one */ 3598 /* print message if there is one */
3447 if (item->msg != NULL) 3599 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3600 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3601 }
3602 else
3449 } 3603 {
3450 else {
3451 /* generate misc. treasure */ 3604 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3605 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3606 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3607 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3608 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3609 esrv_send_item (who, tmp);
3457 } 3610 }
3458} 3611}
3459 3612
3460/** 3613/**
3461 * Unready an object for a player. This function does nothing if the object was 3614 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3615 * not readied.
3463 */ 3616 */
3617void
3464void player_unready_range_ob(player *pl, object *ob) { 3618player_unready_range_ob (player *pl, object *ob)
3619{
3465 rangetype i; 3620 rangetype i;
3466 3621
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3622 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3623 {
3468 if (pl->ranges[i] == ob) { 3624 if (pl->ranges[i] == ob)
3625 {
3469 pl->ranges[i] = NULL; 3626 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3627 if (pl->shoottype == i)
3628 {
3471 pl->shoottype = range_none; 3629 pl->shoottype = range_none;
3472 } 3630 }
3473 } 3631 }
3474 } 3632 }
3475} 3633}

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