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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 1.60 by root, Sat Dec 23 09:41:55 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
171// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings
173void
174player::connect (client *ns)
175{
176 this->ns = ns;
177 ns->pl = this;
178
179 next = first_player;
180 first_player = this;
181
182 ns->update_look = 0;
183 ns->look_position = 0;
184
185 clear_los (ob);
186
187 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239
240 ob->update_stats ();
241 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0);
245
246 enter_exit (ob, 0);
247
248 send_rules (ob);
249 send_news (ob);
250 display_motd (ob);
251 INVOKE_PLAYER (LOGIN, this);
252}
253
254// the need for this function can be explained
255// by load_object not returning the object
256void
257player::set_object (object *op)
258{
259 ob = op;
260 ob->contr = this; /* this aren't yet in archetype */
261
262 ob->speed_left = 0.5;
263 ob->speed = 1.0;
264 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271}
272
273player::player ()
274{
275 /* There are some elements we want initialized to non zero value -
276 * we deal with that below this point.
277 */
278 outputs_sync = 16; /* Every 2 seconds */
279 outputs_count = 8; /* Keeps present behaviour */
280 unapply = unapply_nochoice;
281
282 assign (savebed_map, first_map_path); /* Init. respawn position */
283
284 gen_sp_armour = 10;
285 last_speed = -1;
286 shoottype = range_none;
287 bowtype = bow_normal;
288 petmode = pet_normal;
289 listening = 10;
290 usekeys = containers;
291 last_weapon_sp = -1;
292 peaceful = 1; /* default peaceful */
293 do_los = 1;
294
295 /* we need to clear these to -1 and not zero - otherwise,
296 * if a player quits and starts a new character, we wont
297 * send new values to the client, as things like exp start
298 * at zero.
299 */
300 for (int i = 0; i < NUM_SKILLS; i++)
301 last_skill_exp[i] = -1;
302
303 for (int i = 0; i < NROFATTACKS; i++)
304 last_resist[i] = -1;
305
306 last_stats.exp = -1;
307 last_weight = (uint32) - 1;
308}
309
310player::~player ()
311{
312 terminate_all_pets (ob);
313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */
347 free (stack_items);
348}
349
311/* Tries to add player on the connection passwd in ns. 350/* 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 351 * All we can really get in this is some settings like host and display
313 * mode. 352 * mode.
314 */ 353 */
354player *
355player::create ()
356{
357 player *pl = new player;
315 358
316int add_player(NewSocket *ns) { 359 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 360
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; 361 return pl;
339} 362}
340 363
341/* 364/*
342 * get_player_archetype() return next player archetype from archetype 365 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 366 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 367 * Note: there MUST be at least one player archetype!
345 */ 368 */
369archetype *
346archetype *get_player_archetype(archetype* at) 370get_player_archetype (archetype *at)
347{ 371{
348 archetype *start = at; 372 archetype *start = at;
373
349 for (;;) { 374 for (;;)
375 {
350 if (at==NULL || at->next==NULL) 376 if (at == NULL || at->next == NULL)
351 at=first_archetype; 377 at = first_archetype;
352 else 378 else
353 at=at->next; 379 at = at->next;
380
354 if(at->clone.type==PLAYER) 381 if (at->clone.type == PLAYER)
355 return at; 382 return at;
383
356 if (at == start) { 384 if (at == start)
385 {
357 LOG (llevError, "No Player archetypes\n"); 386 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 387 exit (-1);
359 } 388 }
360 } 389 }
361} 390}
362 391
363 392object *
364object *get_nearest_player(object *mon) { 393get_nearest_player (object *mon)
394{
365 object *op = NULL; 395 object *op = NULL;
366 player *pl = NULL; 396 player *pl = NULL;
367 objectlink *ol; 397 objectlink *ol;
368 unsigned lastdist; 398 unsigned lastdist;
369 rv_vector rv; 399 rv_vector rv;
370 400
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 401 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
402 {
372 /* We should not find free objects on this friendly list, but it 403 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 404 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 405 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 406 * list is also free, so encapsulate this in a while loop.
376 */ 407 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 408 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
409 {
378 object *tmp=ol->ob; 410 object *tmp = ol->ob;
379 411
380 /* Can't do much more other than log the fact, because the object 412 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 413 * itself will have been cleared.
382 */ 414 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 415 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 416 ol = ol->next;
385 remove_friendly_object(tmp); 417 remove_friendly_object (tmp);
418 if (!ol)
386 if (!ol) return op; 419 return op;
387 } 420 }
388 421
389 /* Remove special check for player from this. First, it looks to cause 422 /* 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 423 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 424 * 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 425 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 426 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 427 * on_same_map check, as can_detect_enemy also does this
395 */ 428 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 429 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 430 continue;
398 431
399 if(lastdist>rv.distance) { 432 if (lastdist > rv.distance)
433 {
400 op=ol->ob; 434 op = ol->ob;
401 lastdist=rv.distance; 435 lastdist = rv.distance;
402 } 436 }
403 } 437 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 438 for (pl = first_player; pl != NULL; pl = pl->next)
439 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 440 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
406 442
407 if(lastdist>rv.distance) { 443 if (lastdist > rv.distance)
444 {
408 op=pl->ob; 445 op = pl->ob;
409 lastdist=rv.distance; 446 lastdist = rv.distance;
410 } 447 }
411 } 448 }
412 } 449 }
413#if 0 450#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 452#endif
416 return op; 453 return op;
417} 454}
418 455
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 456/* 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 457 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 458 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 472 * 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 473 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 474 * is probably not a good thing.
438 */ 475 */
439#define MAX_SPACES 50 476#define MAX_SPACES 50
440
441 477
442/* 478/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * 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 480 * 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 481 * 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. 494 * 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, 495 * 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 496 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 497 * is blocking itself.
462 */ 498 */
499int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 500path_to_player (object *mon, object *pl, unsigned mindiff)
501{
464 rv_vector rv; 502 rv_vector rv;
465 sint16 x,y; 503 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 505 maptile *m, *lastmap;
468 506
469 get_rangevector(mon, pl, &rv, 0); 507 get_rangevector (mon, pl, &rv, 0);
470 508
471 if (rv.distance<mindiff) return 0; 509 if (rv.distance < mindiff)
510 return 0;
472 511
473 x=mon->x; 512 x = mon->x;
474 y=mon->y; 513 y = mon->y;
475 m=mon->map; 514 m = mon->map;
476 dir = rv.direction; 515 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 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); 517 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. */ 518 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 519 if (diff > max)
520 return 0;
481 while (diff >1 && max>0) { 521 while (diff > 1 && max > 0)
522 {
482 lastx = x; 523 lastx = x;
483 lasty = y; 524 lasty = y;
484 lastmap = m; 525 lastmap = m;
485 x = lastx + freearr_x[dir]; 526 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 527 y = lasty + freearr_y[dir];
487 528
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 529 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); 530 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 531
491 /* Space is blocked - try changing direction a little */ 532 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 533 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)))) { 534 && (m == mon->map && blocked_link (mon, m, x, y))))
535 {
494 /* recalculate direction from last good location. Possible 536 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 537 * we were not traversing ideal location before.
496 */ 538 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 539 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 540 if (rv.direction != dir)
541 {
499 /* OK - says direction should be different - lets reset the 542 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 543 * the values so it will try again.
501 */ 544 */
502 x = lastx; 545 x = lastx;
503 y = lasty; 546 y = lasty;
504 m = lastmap; 547 m = lastmap;
505 dir = firstdir = rv.direction; 548 dir = firstdir = rv.direction;
549 }
506 } else { 550 else
551 {
507 /* direct path is blocked - try taking a side step to 552 /* direct path is blocked - try taking a side step to
508 * either the left or right. 553 * either the left or right.
509 * Note increase the values in the loop below to be 554 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 555 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 556 * 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 557 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 558 * stepping back and forth
514 */ 559 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 560 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561 {
562 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 563 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 564 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 565 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 566 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 567 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 568 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 569 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 570 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 571 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 572 * the last direction the creature has successfully
526 * moved. 573 * moved.
527 */ 574 */
528 575
529 x = lastx + freearr_x[absdir(lastdir+i)]; 576 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 577 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 578 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 579 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 580 if (mflags & P_OUT_OF_MAP)
581 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 582 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 583 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
584 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 585 if (mflags & P_BLOCKSVIEW)
586 continue;
537 587
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 588 if (m == mon->map && blocked_link (mon, m, x, y))
589 break;
539 } 590 }
540 /* go through entire loop without finding a valid 591 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 592 * sidestep to take - thus, no valid path.
542 */ 593 */
543 if (i==(DETOUR_AMOUNT+1)) 594 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 595 return 0;
545 diff--; 596 diff--;
546 lastdir=dir; 597 lastdir = dir;
547 max--; 598 max--;
548 if (!firstdir) firstdir = dir+i; 599 if (!firstdir)
600 firstdir = dir + i;
549 } /* else check alternate directions */ 601 } /* else check alternate directions */
550 } /* if blocked */ 602 } /* if blocked */
551 else { 603 else
604 {
552 /* we moved towards creature, so diff is less */ 605 /* we moved towards creature, so diff is less */
553 diff--; 606 diff--;
554 max--; 607 max--;
555 lastdir=dir; 608 lastdir = dir;
609 if (!firstdir)
556 if (!firstdir) firstdir = dir; 610 firstdir = dir;
611 }
612 if (diff <= 1)
557 } 613 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 614 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 615 * headed toward player for entire distance.
561 */ 616 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 617 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); 618 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 619 }
565 if (diff>max) return 0; 620 if (diff > max)
621 return 0;
566 } 622 }
567 /* If we reached the max, didn't find a direction in time */ 623 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 624 if (!max)
625 return 0;
569 626
570 return firstdir; 627 return firstdir;
571} 628}
572 629
630void
573void give_initial_items(object *pl,treasurelist *items) { 631give_initial_items (object *pl, treasurelist * items)
632{
574 object *op,*next=NULL; 633 object *op, *next = NULL;
575 634
576 if(pl->randomitems!=NULL) 635 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 636 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 637
579 for (op=pl->inv; op; op=next) { 638 for (op = pl->inv; op; op = next)
639 {
580 next = op->below; 640 next = op->below;
581 641
582 /* Forces get applied per default, unless they have the 642 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 643 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 644 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 645 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 646 SET_FLAG (op, FLAG_APPLIED);
587 647
588 /* we never give weapons/armour if these cannot be used 648 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 649 * by this player due to race restrictions
590 */ 650 */
591 if (pl->type == PLAYER) { 651 if (pl->type == PLAYER)
652 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 653 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 654 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 655 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 656 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 657 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 } 658 {
602 } 659 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; 660 continue;
622 } 661 }
623 if (op->nrof > 1) op->nrof = 1; 662 }
663
664 /* This really needs to be better - we should really give
665 * a substitute spellbook. The problem is that we don't really
666 * have a good idea what to replace it with (need something like
667 * a first level treasurelist for each skill.)
668 * remove duplicate skills also
669 */
670 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 671 {
672 object *tmp;
625 673
674 for (tmp = op->below; tmp; tmp = tmp->below)
675 if (tmp->type == op->type && tmp->name == op->name)
676 break;
677
678 if (tmp)
679 {
680 op->destroy ();
681 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
682 continue;
683 }
684
685 if (op->nrof > 1)
686 op->nrof = 1;
687 }
688
626 if (op->type == SPELLBOOK && op->inv) { 689 if (op->type == SPELLBOOK && op->inv)
690 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 691 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 692 }
629 693
630 /* Give starting characters identified, uncursed, and undamned 694 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 695 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 696 * merged properly.
633 */ 697 */
634 if (need_identify(op)) { 698 if (need_identify (op))
699 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 700 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 701 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 702 CLEAR_FLAG (op, FLAG_DAMNED);
703 }
704 if (op->type == SPELL)
638 } 705 {
639 if(op->type==SPELL) { 706 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 707 continue;
708 }
709 else if (op->type == SKILL)
643 } 710 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 711 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 712 op->stats.exp = 0;
647 op->level = 1; 713 op->level = 1;
648 } 714 }
649 /* lock all 'normal items by default */ 715 /* lock all 'normal items by default */
716 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 717 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 718 } /* for loop of objects in player inv */
652 719
653 /* Need to set up the skill pointers */ 720 /* Need to set up the skill pointers */
654 link_player_skills(pl); 721 link_player_skills (pl);
655} 722}
656 723
657void get_name(object *op) { 724void
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) { 725get_party_password (object *op, partylist *party)
726{
734 if (party == NULL) { 727 if (party == NULL)
728 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 729 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 730 return;
737 } 731 }
732
738 op->contr->write_buf[0]='\0'; 733 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 734 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 735 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 736 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 737}
743
744 738
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
740static int
746int roll_stat(void) { 741roll_stat (void)
742{
747 int a[4],i,j,k; 743 int a[4], i, j, k;
748 744
749 for(i=0;i<4;i++) 745 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 746 a[i] = (int) RANDOM () % 6 + 1;
751 747
752 for(i=0,j=0,k=7;i<4;i++) 748 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 749 if (a[i] < k)
754 k=a[i],j=i; 750 k = a[i], j = i;
755 751
756 for(i=0,k=0;i<4;i++) { 752 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 753 if (i != j)
758 k+=a[i]; 754 k += a[i];
759 } 755
760 return k; 756 return k;
761} 757}
762 758
763void roll_stats(object *op) { 759void
764 int sum=0; 760object::roll_stats ()
765 int i = 0, j = 0; 761{
766 int statsort[7]; 762 int statsort [7];
767 763
764 for (;;)
768 do { 765 {
769 op->stats.Str=roll_stat(); 766 int sum = 0;
770 op->stats.Dex=roll_stat(); 767 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 768 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);
780 769
770 if (sum >= 82 && sum <= 116)
771 break;
772 }
773
781 /* Sort the stats so that rerolling is easier... */ 774 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 775 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;
789 776
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]; 777 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 778 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 779 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 780 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 781 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 782 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 783 stats.Cha = statsort[6];
809 784
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; 785 stats.exp = 0;
821 op->stats.ac=0; 786 stats.ac = 0;
822 787
788 stats.hp = stats.maxhp;
789 stats.sp = stats.maxsp;
790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
823 op->contr->levhp[1] = 9; 794 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 795 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 796 contr->levgrace[1] = 3;
826 797
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; 798 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 } 799 }
800}
851 801
802void
803object::swap_stats (int a, int b)
804{
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 805 int tmp = get_attr_value (&contr->orig_stats, a);
853 806 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); 807 set_attr_value (&contr->orig_stats, b, tmp);
858 808
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; 809 stats.Str = contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 810 stats.Dex = contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 811 stats.Con = contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 812 stats.Int = contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 813 stats.Wis = contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 814 stats.Pow = contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 815 stats.Cha = contr->orig_stats.Cha;
868 op->stats.ac=0;
869 816
870 op->level=1; 817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
871 op->stats.exp=0; 822 stats.exp = 0;
872 op->stats.ac=0; 823 stats.ac = 0;
873 824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
874 op->contr->levhp[1] = 9; 831 contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
877 834
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; 835 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 } 836 }
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} 837}
953 838
954/* This function takes the key that is passed, and does the 839/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 840 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 841 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 842 * separate race and class; this actually changes the RACE,
958 * not the class. 843 * not the class.
959 */ 844 */
960 845int
961int key_change_class(object *op, char key) 846key_change_class (object *op, char key)
962{ 847{
963 int tmp_loop; 848 int tmp_loop;
964 849
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 850 if (key == 'd' || key == 'D')
851 {
971 char buf[MAX_BUF]; 852 char buf[MAX_BUF];
972 853
973 /* this must before then initial items are given */ 854 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 855 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 856
857 treasurelist *tl = find_treasurelist ("starting_wealth");
858 if (tl)
859 create_treasure (tl, op, 0, 0, 0);
860
977 INVOKE_PLAYER (BIRTH, op->contr); 861 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 862 INVOKE_PLAYER (LOGIN, op->contr);
979 863
980 op->contr->state=ST_PLAYING; 864 op->contr->ns->state = ST_PLAYING;
981 865
982 if (op->msg) { 866 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 867 op->msg = NULL;
985 }
986 868
987 /* We create this now because some of the unique maps will need it 869 /* We create this now because some of the unique maps will need it
988 * to save here. 870 * to save here.
989 */ 871 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 873 make_path_to_file (buf);
992 874
993#ifdef AUTOSAVE 875#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 876 op->contr->last_save_tick = pticks;
995#endif 877#endif
996 start_info(op); 878 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 879 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 880 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 881 link_player_skills (op);
1000 esrv_send_inventory(op, op); 882 esrv_send_inventory (op, op);
1001 fix_player(op); 883 op->update_stats ();
1002 884
1003 /* This moves the player to a different start map, if there 885 /* This moves the player to a different start map, if there
1004 * is one for this race 886 * is one for this race
1005 */ 887 */
1006 if(*first_map_ext_path) { 888 if (*first_map_ext_path)
889 {
1007 object *tmp; 890 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 891 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 892
1011 first_map_ext_path, op->arch->name); 893 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 894 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 895 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 896 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 897 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 898 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 899 * if the map isn't there, then stay on the
1018 * default initial map */ 900 * default initial map */
1019 free_object(tmp); 901 tmp->destroy ();
902 }
1020 } else { 903 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 904 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 905
1023 return 0; 906 return 0;
1024 } 907 }
1025 908
1026 /* Following actually changes the race - this is the default command 909 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 910 * if we don't match with one of the options above.
1028 */ 911 */
1029 912
1030 tmp_loop = 0; 913 tmp_loop = 0;
1031 while(!tmp_loop) { 914 while (!tmp_loop)
1032 const char *name = add_string (op->name); 915 {
916 shstr name = op->name;
1033 int x = op->x, y = op->y; 917 int x = op->x, y = op->y;
918
1034 remove_statbonus(op); 919 op->remove_statbonus ();
1035 remove_ob (op); 920 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 921 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 922 op->arch->clone.copy_to (op);
1038 op->instantiate (); 923 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 924 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 925 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; 926 op->x = x;
1045 op->y = y; 927 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 928 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 929 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 930 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 931 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 932 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 933 }
934
1055 update_object(op,UP_OBJ_FACE); 935 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 936 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 937 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 938 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 939 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 940 op->stats.grace = 0;
941
1061 if (op->msg) 942 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 943 new_draw_info (NDI_BLUE, 0, op, op->msg);
944
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 945 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; 946 return 0;
1065} 947}
1066 948
949int
1067int key_confirm_quit(object *op, char key) 950key_confirm_quit (object *op, char key)
1068{ 951{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953 {
1072 op->contr->state=ST_PLAYING; 954 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 956 return 1;
1075 } 957 }
1076 958
1077 INVOKE_PLAYER (LOGOUT, op->contr); 959 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 960 INVOKE_PLAYER (QUIT, op->contr);
1079 961
1080 terminate_all_pets(op); 962 terminate_all_pets (op);
1081 leave_map(op); 963 leave_map (op);
1082 op->direction=0; 964 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 966
1086 strcpy(op->contr->killer,"quit"); 967 strcpy (op->contr->killer, "quit");
1087 check_score(op); 968 check_score (op);
1088 op->contr->party=NULL; 969 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 970 op->contr->own_title[0] = '\0';
1091 971
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 972 object_ptr ob = op;
1093 mapstruct *mp, *next;
1094 973
974 delete ob->contr;
975
1095 /* We need to hunt for any per player unique maps in memory and 976 /* 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, 977 * 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 978 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 979 */
980 char buf[MAX_BUF];
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
1101 next = mp->next; 985 next = mp->next;
986
1102 if (!strncmp(mp->path, buf, strlen(buf))) 987 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 988 delete_map (mp);
1104 } 989 }
1105 990
1106 delete_character(op->name, 1); 991 delete_character (ob->name, 1);
1107 } 992
1108 play_again(op);
1109 return 1; 993 return 1;
1110} 994}
1111 995
996void
1112void flee_player(object *op) { 997flee_player (object *op)
998{
1113 int dir,diff; 999 int dir, diff;
1114 rv_vector rv; 1000 rv_vector rv;
1115 1001
1116 if(op->stats.hp < 0) { 1002 if (op->stats.hp < 0)
1003 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1004 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1006 return;
1007 }
1008
1009 if (op->enemy == NULL)
1010 {
1011 LOG (llevDebug, "Fleeing player had no enemy.\n");
1012 CLEAR_FLAG (op, FLAG_SCARED);
1013 return;
1014 }
1015
1016 /* Seen some crashes here. Since we don't store an
1017 * op->enemy_count, it is possible that something destroys the
1018 * actual enemy, and the object is recycled.
1019 */
1020 if (op->enemy->map == NULL)
1021 {
1022 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL;
1024 return;
1025 }
1026
1027 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1028 {
1029 op->enemy = NULL;
1030 CLEAR_FLAG (op, FLAG_SCARED);
1031 return;
1032 }
1033
1034 get_rangevector (op, op->enemy, &rv, 0);
1035
1036 dir = absdir (4 + rv.direction);
1037 for (diff = 0; diff < 3; diff++)
1038 {
1039 int m = 1 - (RANDOM () & 2);
1040
1041 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1042 return;
1120 } 1043 }
1121 1044
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 */ 1045 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1047 op->enemy = NULL;
1156} 1048}
1157 1049
1158 1050
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1051/* 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 1052 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1053 * stop.
1162 */ 1054 */
1055int
1163int check_pick(object *op) { 1056check_pick (object *op)
1057{
1164 object *tmp, *next; 1058 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1059 int stop = 0;
1167 int j, k, wvratio; 1060 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1061 char putstring[128], tmpstr[16];
1169 1062
1170
1171 /* if you're flying, you cna't pick up anything */ 1063 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1064 if (op->move_type & MOVE_FLYING)
1173 return 1; 1065 return 1;
1174 1066
1175 op_tag = op->count;
1176
1177 next = op->below; 1067 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1068
1181 /* loop while there are items on the floor that are not marked as 1069 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1070 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1071 while (next && !next->destroyed ())
1184 { 1072 {
1185 tmp = next; 1073 tmp = next;
1186 next = tmp->below; 1074 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1075
1190 if (was_destroyed (op, op_tag)) 1076 if (op->destroyed ())
1191 return 0; 1077 return 0;
1192 1078
1193 if ( ! can_pick (op, tmp)) 1079 if (!can_pick (op, tmp))
1194 continue; 1080 continue;
1195 1081
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1082 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1083 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1084 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1085 pick_up (op, tmp);
1200 continue; 1086 continue;
1201 } 1087 }
1202 1088
1203 /* high not bit set? We're using the old autopickup model */ 1089 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1090 if (!(op->contr->mode & PU_NEWMODE))
1091 {
1205 switch (op->contr->mode) { 1092 switch (op->contr->mode)
1093 {
1094 case 0:
1206 case 0: return 1; /* don't pick up */ 1095 return 1; /* don't pick up */
1096 case 1:
1207 case 1: pick_up (op, tmp); 1097 pick_up (op, tmp);
1208 return 1; 1098 return 1;
1099 case 2:
1209 case 2: pick_up (op, tmp); 1100 pick_up (op, tmp);
1210 return 0; 1101 return 0;
1102 case 3:
1211 case 3: return 0; /* stop before pickup */ 1103 return 0; /* stop before pickup */
1104 case 4:
1212 case 4: pick_up (op, tmp); 1105 pick_up (op, tmp);
1213 break; 1106 break;
1107 case 5:
1214 case 5: pick_up (op, tmp); 1108 pick_up (op, tmp);
1215 stop = 1; 1109 stop = 1;
1216 break; 1110 break;
1217 case 6: 1111 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1112 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); 1113 pick_up (op, tmp);
1221 break; 1114 break;
1222 1115
1223 case 7: 1116 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1117 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1118 pick_up (op, tmp);
1226 break; 1119 break;
1227 1120
1228 default: 1121 default:
1229 /* use value density */ 1122 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1123 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1124 && (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); 1125 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 } 1126 }
1262 } 1127 }
1263 } 1128 else
1129 { /* old model */
1130 /* NEW pickup handling */
1131 if (op->contr->mode & PU_DEBUG)
1132 {
1133 /* some debugging code to figure out item information */
1134 if (tmp->name != NULL)
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137 else
1138 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1139 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1140
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1141 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1142 }
1265 1143
1144 /* philosophy:
1145 * It's easy to grab an item type from a pile, as long as it's
1146 * generic. This takes no game-time. For more detailed pickups
1147 * and selections, select-items should be used. This is a
1148 * grab-as-you-run type mode that's really useful for arrows for
1149 * example.
1150 * The drawback: right now it has no frontend, so you need to
1151 * stick the bits you want into a calculator in hex mode and then
1152 * convert to decimal and then 'pickup <#>
1153 */
1154
1155 /* the first two modes are exclusive: if NOTHING we return, if
1156 * STOP then we stop. All the rest are applied sequentially,
1157 * meaning if any test passes, the item gets picked up. */
1158
1159 /* if mode is set to pick nothing up, return */
1160
1161 if (op->contr->mode & PU_NOTHING)
1162 return 1;
1163
1164 /* if mode is set to stop when encountering objects, return */
1165 /* take STOP before INHIBIT since it doesn't actually pick
1166 * anything up */
1167
1168 if (op->contr->mode & PU_STOP)
1169 return 0;
1170
1171 /* useful for going into stores and not losing your settings... */
1172 /* and for battles wher you don't want to get loaded down while
1173 * fighting */
1174 if (op->contr->mode & PU_INHIBIT)
1175 return 1;
1176
1177 /* prevent us from turning into auto-thieves :) */
1178 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1179 continue;
1180
1181 /* ignore known cursed objects */
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1183 continue;
1184
1185 /* all food and drink if desired */
1186 /* question: don't pick up known-poisonous stuff? */
1187 if (op->contr->mode & PU_FOOD)
1188 if (tmp->type == FOOD)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_DRINK)
1195 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_POTION)
1202 if (tmp->type == POTION)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* spellbooks, skillscrolls and normal books/scrolls */
1209 if (op->contr->mode & PU_SPELLBOOK)
1210 if (tmp->type == SPELLBOOK)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_SKILLSCROLL)
1217 if (tmp->type == SKILLSCROLL)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 if (op->contr->mode & PU_READABLES)
1224 if (tmp->type == BOOK || tmp->type == SCROLL)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 /* wands/staves/rods/horns */
1231 if (op->contr->mode & PU_MAGIC_DEVICE)
1232 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* pick up all magical items */
1239 if (op->contr->mode & PU_MAGICAL)
1240 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_VALUABLES)
1247 {
1248 if (tmp->type == MONEY || tmp->type == GEM)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253 }
1254
1255 /* rings & amulets - talismans seems to be typed AMULET */
1256 if (op->contr->mode & PU_JEWELS)
1257 if (tmp->type == RING || tmp->type == AMULET)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 /* we don't forget dragon food */
1264 if (op->contr->mode & PU_FLESH)
1265 if (tmp->type == FLESH)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* bows and arrows. Bows are good for selling! */
1272 if (op->contr->mode & PU_BOW)
1273 if (tmp->type == BOW)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_ARROW)
1280 if (tmp->type == ARROW)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 /* all kinds of armor etc. */
1287 if (op->contr->mode & PU_ARMOUR)
1288 if (tmp->type == ARMOUR)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_HELMET)
1295 if (tmp->type == HELMET)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_SHIELD)
1302 if (tmp->type == SHIELD)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_BOOTS)
1309 if (tmp->type == BOOTS)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 if (op->contr->mode & PU_GLOVES)
1316 if (tmp->type == GLOVES)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 if (op->contr->mode & PU_CLOAK)
1323 if (tmp->type == CLOAK)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328
1329 /* hoping to catch throwing daggers here */
1330 if (op->contr->mode & PU_MISSILEWEAPON)
1331 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* careful: chairs and tables are weapons! */
1338 if (op->contr->mode & PU_ALLWEAPON)
1339 {
1340 if (tmp->type == WEAPON && tmp->name != NULL)
1341 {
1342 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1343 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348 }
1349
1350 if (tmp->type == WEAPON && tmp->name == NULL)
1351 {
1352 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1353 {
1354 pick_up (op, tmp);
1355 continue;
1356 }
1357 }
1358 }
1359
1360 /* misc stuff that's useful */
1361 if (op->contr->mode & PU_KEY)
1362 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1363 {
1364 pick_up (op, tmp);
1365 continue;
1366 }
1367
1368 /* any of the last 4 bits set means we use the ratio for value
1369 * pickups */
1370 if (op->contr->mode & PU_RATIO)
1371 {
1372 /* use value density to decide what else to grab */
1373 /* >=7 was >= op->contr->mode */
1374 /* >=7 is the old standard setting. Now we take the last 4 bits
1375 * and multiply them by 5, giving 0..15*5== 5..75 */
1376 wvratio = (op->contr->mode & PU_RATIO) * 5;
1377 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1378 {
1379 pick_up (op, tmp);
1266#if 0 1380#if 0
1267 /* print the flags too */ 1381 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1382 if (tmp->name != NULL)
1269 { 1383 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1384 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1385 }
1272 { 1386 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1387 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1388 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1389 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1390#endif
1279 } 1391 continue;
1280 /* philosophy: 1392 }
1281 * 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
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * 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
1288 * convert to decimal and then 'pickup <#>
1289 */
1290
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 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; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 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; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=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 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 } 1393 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1394 } /* the new pickup model */
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 } 1395 }
1440 } /* the new pickup model */ 1396
1441 }
1442 return ! stop; 1397 return !stop;
1443} 1398}
1444 1399
1445/* 1400/*
1446 * Find an arrow in the inventory and after that 1401 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1402 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1403 * found object is returned.
1449 */ 1404 */
1405object *
1450object *find_arrow(object *op, const char *type) 1406find_arrow (object *op, const char *type)
1451{ 1407{
1452 object *tmp = NULL; 1408 object *tmp = NULL;
1453 1409
1454 for(op=op->inv; op; op=op->below) 1410 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1411 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); 1412 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1413 else if (op->type == ARROW && op->race == type)
1459 return op; 1414 return op;
1460 return tmp; 1415 return tmp;
1461} 1416}
1462 1417
1463/* 1418/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1419 * 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 1420 * 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 1421 * 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. 1422 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1423 */
1469 1424
1425object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1426find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1427{
1472 object *tmp = NULL, *arrow, *ntmp; 1428 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1429 int attacknum, attacktype, betterby = 0, i;
1474 1430
1475 if (!type) 1431 if (!type)
1476 return NULL; 1432 return NULL;
1477 1433
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1434 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1435 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1436 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1437 {
1481 i = 0; 1438 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1439 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1440 if (i > betterby)
1441 {
1484 tmp = ntmp; 1442 tmp = ntmp;
1485 betterby = i; 1443 betterby = i;
1486 } 1444 }
1445 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1446 else if (arrow->type == ARROW && arrow->race == type)
1447 {
1488 /* allways prefer assasination/slaying */ 1448 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1449 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1450 {
1491 if (arrow->attacktype & AT_DEATH) { 1451 if (arrow->attacktype & AT_DEATH)
1452 {
1492 *better = 100; 1453 *better = 100;
1493 return arrow; 1454 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1455 }
1498 } else { 1456 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 } 1457 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1458 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1459 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 } 1460 }
1515 } 1461 }
1462 else
1463 {
1464 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1465 {
1466 attacktype = 1 << attacknum;
1467 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1468 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1469 {
1470 tmp = arrow;
1471 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1472 }
1473 }
1474 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1475 {
1476 tmp = arrow;
1477 betterby = 2 + arrow->magic + arrow->stats.dam;
1478 }
1479 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1480 {
1481 tmp = arrow;
1482 betterby = 1 + arrow->magic + arrow->stats.dam;
1483 }
1516 } 1484 }
1485 }
1517 } 1486 }
1518 if (tmp == NULL && arrow == NULL) 1487 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1488 return find_arrow (op, type);
1520 1489
1521 *better = betterby; 1490 *better = betterby;
1522 return tmp; 1491 return tmp;
1523} 1492}
1524 1493
1525/* looks in a given direction, finds the first valid target, and calls 1494/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1495 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1496 * op = the shooter
1528 * type = bow->race 1497 * type = bow->race
1529 * dir = fire direction 1498 * dir = fire direction
1530 */ 1499 */
1531 1500
1501object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1502pick_arrow_target (object *op, const char *type, int dir)
1533{ 1503{
1534 object *tmp = NULL; 1504 object *tmp = NULL;
1535 mapstruct *m; 1505 maptile *m;
1536 int i, mflags, found, number; 1506 int i, mflags, found, number;
1537 sint16 x, y; 1507 sint16 x, y;
1538 1508
1539 if (op->map == NULL) 1509 if (op->map == NULL)
1540 return find_arrow(op, type); 1510 return find_arrow (op, type);
1541 1511
1542 /* do a dex check */ 1512 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1513 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))) 1514 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1515 return find_arrow (op, type);
1546 1516
1547 m = op->map; 1517 m = op->map;
1548 x = op->x; 1518 x = op->x;
1549 y = op->y; 1519 y = op->y;
1550 1520
1551 /* find the first target */ 1521 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1522 for (i = 0, found = 0; i < 20; i++)
1523 {
1553 x += freearr_x[dir]; 1524 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1525 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1526 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1527 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1528 {
1557 tmp = NULL; 1529 tmp = NULL;
1530 break;
1531 }
1532 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1533 {
1534 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1535 * perhaps a bad assumption.
1536 */
1537 tmp = NULL;
1538 break;
1539 }
1540 if (mflags & P_IS_ALIVE)
1541 {
1542 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1543 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1544 {
1545 found++;
1546 break;
1547 }
1548 if (found)
1558 break; 1549 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 } 1550 }
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 } 1551 }
1576 if (tmp == NULL) 1552 if (tmp == NULL)
1577 return find_arrow(op, type); 1553 return find_arrow (op, type);
1578 1554
1579 if (tmp->head) 1555 if (tmp->head)
1580 tmp = tmp->head; 1556 tmp = tmp->head;
1581 1557
1582 return find_better_arrow(op, tmp, type, &i); 1558 return find_better_arrow (op, tmp, type, &i);
1583} 1559}
1584 1560
1585/* 1561/*
1586 * Creature fires a bow - op can be monster or player. Returns 1562 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1563 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1566 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1567 * 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 1568 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1569 * player fire modes.
1594 */ 1570 */
1571int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1572fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1573{
1598 object *left, *bow; 1574 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1575 int bowspeed, mflags;
1601 mapstruct *m; 1576 maptile *m;
1602 1577
1603 if (!dir) { 1578 if (!dir)
1579 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1581 return 0;
1606 } 1582 }
1583
1607 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1585 bow = op->contr->ranges[range_bow];
1609 else { 1586 else
1587 {
1610 for(bow=op->inv; bow; bow=bow->below) 1588 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1589 /* 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. 1590 * don't need to switch back and forth between bows and weapons.
1613 */ 1591 */
1614 if(bow->type==BOW) 1592 if (bow->type == BOW)
1615 break; 1593 break;
1616 1594
1617 if (!bow) { 1595 if (!bow)
1596 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1598 return 0;
1620 } 1599 }
1621 } 1600 }
1601
1622 if( !bow->race || !bow->skill) { 1602 if (!bow->race || !bow->skill)
1603 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1604 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1605 return 0;
1625 } 1606 }
1626 1607
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1609
1629 /* penalize ROF for bestarrow */ 1610 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1632 if (bowspeed < 1) 1614 if (bowspeed < 1)
1633 bowspeed = 1; 1615 bowspeed = 1;
1634 1616
1635 if (arrow == NULL) { 1617 if (arrow == NULL)
1618 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1619 if ((arrow = find_arrow (op, bow->race)) == NULL)
1620 {
1637 if (op->type == PLAYER) 1621 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1622 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 */ 1623 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1624 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1625 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1626 return 0;
1644 } 1627 }
1645 } 1628 }
1629
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1631 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1632 return 0;
1649 } 1633
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1634 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1635 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1636 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1637 return 0;
1653 } 1638 }
1654 1639
1655 /* this should not happen, but sometimes does */ 1640 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1641 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1642 {
1658 free_object(arrow); 1643 arrow->destroy ();
1659 return 0; 1644 return 0;
1660 } 1645 }
1661 1646
1662 left = arrow; /* these are arrows left to the player */ 1647 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1648 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1649 if (!arrow)
1650 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1652 return 0;
1669 } 1653 }
1670 set_owner(arrow, op); 1654
1671 if (arrow->skill) free_string(arrow->skill); 1655 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1656 arrow->skill = bow->skill;
1673 1657
1674 arrow->direction=dir; 1658 arrow->direction = dir;
1675 arrow->x = sx; 1659 arrow->x = sx;
1676 arrow->y = sy; 1660 arrow->y = sy;
1677 1661
1678 if (op->type == PLAYER) { 1662 if (op->type == PLAYER)
1663 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1665 op->update_stats ();
1681 } 1666 }
1682 1667
1683 SET_ANIMATION(arrow, arrow->direction); 1668 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1670 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1671 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1672 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1673 arrow->spellarg = strdup (arrow->slaying);
1689 1674
1690 /* Note that this was different for monsters - they got their level 1675 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1676 * added to the damage. I think the strength bonus is more proper.
1692 */ 1677 */
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 1678
1679 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1680
1698 /* update the speed */ 1681 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1683 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 1684
1704 if (arrow->speed < 1.0) 1685 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1686 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1687 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1688 arrow->speed_left = 0;
1708 1689
1709 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1691 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1692 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1693 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1694 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 1695
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1696 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1697 }
1698 else
1699 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1700 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; 1701 arrow->level = op->level;
1721 } 1702 }
1703
1722 if (arrow->attacktype == AT_PHYSICAL) 1704 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1705 arrow->attacktype |= bow->attacktype;
1706
1724 if (bow->slaying != NULL) 1707 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1708 arrow->slaying = bow->slaying;
1726 1709
1727 arrow->map = m; 1710 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1711 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1713
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1714 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); 1715 insert_ob_in_map (arrow, m, op, 0);
1734 1716
1735 if (!was_destroyed(arrow, tag)) 1717 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1718 move_arrow (arrow);
1737 1719
1738 if (op->type == PLAYER) { 1720 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1721 {
1722 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1723 esrv_del_item (op->contr, left->count);
1741 else 1724 else
1742 esrv_send_item(op, left); 1725 esrv_send_item (op, left);
1743 } 1726 }
1727
1744 return 1; 1728 return 1;
1745} 1729}
1746 1730
1747/* Special fire code for players - this takes into 1731/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1732 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1733 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1734 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1735 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1736 * hence the function name.
1753 */ 1737 */
1738int
1754int player_fire_bow(object *op, int dir) 1739player_fire_bow (object *op, int dir)
1755{ 1740{
1756 int ret=0, wcmod=0; 1741 int ret = 0, wcmod = 0;
1757 1742
1758 if (op->contr->bowtype == bow_bestarrow) { 1743 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1744 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1745 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); 1746 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1747 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1748 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1750 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1751 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1752 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1753 else if (op->contr->bowtype == bow_threewide)
1754 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1755 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)]); 1756 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)]); 1757 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1758 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1759 else if (op->contr->bowtype == bow_spreadshot)
1760 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1761 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); 1762 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); 1763 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1764
1776 } else { 1765 }
1766 else
1767 {
1777 /* Simple case */ 1768 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1769 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1770 }
1780 return ret; 1771 return ret;
1781} 1772}
1782 1773
1783 1774
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1775/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1776 * Broken apart from 'fire' to keep it more readable.
1786 */ 1777 */
1778void
1787void fire_misc_object(object *op, int dir) 1779fire_misc_object (object *op, int dir)
1788{ 1780{
1789 object *item; 1781 object *item;
1790 1782
1791 if (!op->contr->ranges[range_misc]) { 1783 if (!op->contr->ranges[range_misc])
1784 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1785 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1786 return;
1794 } 1787 }
1795 1788
1796 item = op->contr->ranges[range_misc]; 1789 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1790 if (!item->inv)
1791 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1792 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1793 return;
1800 } 1794 }
1801 if (item->type == WAND) { 1795 if (item->type == WAND)
1796 {
1802 if(item->stats.food<=0) { 1797 if (item->stats.food <= 0)
1798 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1799 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)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1801 return;
1806 } 1802 }
1803 }
1807 } else if (item->type == ROD || item->type==HORN) { 1804 else if (item->type == ROD || item->type == HORN)
1805 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1806 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1807 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1808 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1809 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)); 1810 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1811 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1812 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; 1813 return;
1817 } 1814 }
1818 } 1815 }
1819 1816
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1817 if (cast_spell (op, item, dir, item->inv, NULL))
1818 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1819 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1820 if (item->type == WAND)
1821 {
1823 if (!(--item->stats.food)) { 1822 if (!(--item->stats.food))
1823 {
1824 object *tmp; 1824 object *tmp;
1825
1825 if (item->arch) { 1826 if (item->arch)
1827 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1828 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1829 item->face = item->arch->clone.face;
1828 item->speed = 0; 1830 item->speed = 0;
1829 update_ob_speed(item); 1831 update_ob_speed (item);
1830 } 1832 }
1831 if ((tmp=is_player_inv(item))) 1833 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1834 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1835 }
1834 } 1836 }
1835 else if (item->type == ROD || item->type==HORN) { 1837 else if (item->type == ROD || item->type == HORN)
1838 {
1836 drain_rod_charge(item); 1839 drain_rod_charge (item);
1837 } 1840 }
1838 } 1841 }
1839} 1842}
1840 1843
1841/* Received a fire command for the player - go and do it. 1844/* Received a fire command for the player - go and do it.
1842 */ 1845 */
1846void
1843void fire(object *op,int dir) { 1847fire (object *op, int dir)
1848{
1844 int spellcost=0; 1849 int spellcost = 0;
1845 1850
1846 /* check for loss of invisiblity/hide */ 1851 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1852 if (action_makes_visible (op))
1853 make_visible (op);
1848 1854
1849 switch(op->contr->shoottype) { 1855 switch (op->contr->shoottype)
1856 {
1850 case range_none: 1857 case range_none:
1858 return;
1859
1860 case range_bow:
1861 player_fire_bow (op, dir);
1862 return;
1863
1864 case range_magic: /* Casting spells */
1865 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1866 return;
1867
1868 case range_misc:
1869 fire_misc_object (op, dir);
1870 return;
1871
1872 case range_golem: /* Control summoned monsters from scrolls */
1873 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1874 {
1875 op->contr->ranges[range_golem] = 0;
1876 op->contr->shoottype = range_none;
1877 }
1878 else
1879 control_golem (op->contr->ranges[range_golem], dir);
1880 return;
1881
1882 case range_skill:
1883 if (!op->chosen_skill)
1884 {
1885 if (op->type == PLAYER)
1886 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 1887 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 } 1888 }
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); 1889 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1890 return;
1891 case range_builder:
1892 apply_map_builder (op, dir);
1893 return;
1887 default: 1894 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1896 return;
1890 } 1897 }
1891} 1898}
1892 1899
1893 1900
1894 1901
1901 * inv is the objects inventory to searched 1908 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1909 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1910 * This function can be called recursively to search containers.
1904 */ 1911 */
1905 1912
1913object *
1906object * find_key(object *pl, object *container, object *door) 1914find_key (object *pl, object *container, object *door)
1907{ 1915{
1908 object *tmp,*key; 1916 object *tmp, *key;
1909 1917
1910 /* Should not happen, but sanity checking is never bad */ 1918 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1919 if (container->inv == NULL)
1920 return NULL;
1912 1921
1913 /* First, lets try to find a key in the top level inventory */ 1922 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1923 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1924 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1925 if (door->type == DOOR && tmp->type == KEY)
1926 break;
1916 /* For sanity, we should really check door type, but other stuff 1927 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1928 * (like containers) can be locked with special keys
1918 */ 1929 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1930 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1931 break;
1921 } 1932 }
1922 /* No key found - lets search inventories now */ 1933 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1934 /* 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 1935 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1936 * a key, return
1926 */ 1937 */
1927 if (!tmp) { 1938 if (!tmp)
1939 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1940 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1941 {
1929 /* No reason to search empty containers */ 1942 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1943 if (tmp->type == CONTAINER && tmp->inv)
1944 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1945 if ((key = find_key (pl, tmp, door)) != NULL)
1946 return key;
1932 } 1947 }
1933 } 1948 }
1949 if (!tmp)
1934 if (!tmp) return NULL; 1950 return NULL;
1935 } 1951 }
1936 /* We get down here if we have found a key. Now if its in a container, 1952 /* 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 1953 * see if we actually want to use it
1938 */ 1954 */
1939 if (pl!=container) { 1955 if (pl != container)
1956 {
1940 /* Only let players use keys in containers */ 1957 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1958 if (!pl->contr)
1959 return NULL;
1942 /* cases where this fails: 1960 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1961 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1962 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1963 * If the container is not active, return now since only active
1946 * containers can be used. 1964 * containers can be used.
1947 * If we only search keyrings and the container does not have 1965 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1966 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1967 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1968 * inv must have been an container and must have been active.
1951 * 1969 *
1952 * Change the color so that the message doesn't disappear with 1970 * Change the color so that the message doesn't disappear with
1953 * all the others. 1971 * all the others.
1954 */ 1972 */
1955 if (pl->contr->usekeys == key_inventory || 1973 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1974 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1975 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1976 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1977 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1978 "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; 1979 return NULL;
1964 } 1980 }
1965 } 1981 }
1966 return tmp; 1982 return tmp;
1967} 1983}
1968 1984
1969/* moved door processing out of move_player_attack. 1985/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1986 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1987 * such that the caller should not do anything more,
1972 * 0 otherwise 1988 * 0 otherwise
1973 */ 1989 */
1990static int
1974static int player_attack_door(object *op, object *door) 1991player_attack_door (object *op, object *door)
1975{ 1992{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1993 /* 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 - 1994 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1995 * otherwise, we fall through to the rest of the code.
1980 */ 1996 */
1981 object *key=find_key(op, op, door); 1997 object *key = find_key (op, op, door);
1982 1998
1983 /* IF we found a key, do some extra work */ 1999 /* IF we found a key, do some extra work */
1984 if (key) { 2000 if (key)
2001 {
1985 object *container=key->env; 2002 object *container = key->env;
1986 2003
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2004 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2005 if (action_makes_visible (op))
2006 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2007 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2008 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2009 if (door->type == DOOR)
2010 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2011 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2012 }
1993 else if(door->type==LOCKED_DOOR) { 2013 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2014 {
1995 "You open the door with the %s", query_short_name(key)); 2015 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 ;-) */ 2016 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2017 }
1998 /* Do this after we print the message */ 2018 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2019 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2020 /* Need to update the weight the container the key was in */
2001 if (container != op) 2021 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2022 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2023 return 1; /* Nothing more to do below */
2024 }
2004 } else if (door->type==LOCKED_DOOR) { 2025 else if (door->type == LOCKED_DOOR)
2026 {
2005 /* Might as well return now - no other way to open this */ 2027 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2028 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2029 return 1;
2008 } 2030 }
2009 return 0; 2031 return 0;
2010} 2032}
2011 2033
2012/* This function is just part of a breakup from move_player. 2034/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2035 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2036 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2037 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2038 * going to try and move (not fire weapons).
2017 */ 2039 */
2018 2040void
2019void move_player_attack(object *op, int dir) 2041move_player_attack (object *op, int dir)
2020{ 2042{
2021 object *tmp, *mon; 2043 object *tmp, *mon;
2022 sint16 nx, ny; 2044 sint16 nx, ny;
2023 int on_battleground; 2045 int on_battleground;
2024 mapstruct *m; 2046 maptile *m;
2025 2047
2026 nx=freearr_x[dir]+op->x; 2048 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2049 ny = freearr_y[dir] + op->y;
2028 2050
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2051 on_battleground = op_on_battleground (op, 0, 0);
2030 2052
2031 /* If braced, or can't move to the square, and it is not out of the 2053 /* 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 2054 * 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 2055 * 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 2056 * 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 2057 * 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 2058 * 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 2059 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2060 * move_ob uses.
2039 */ 2061 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2062 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2063 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2064 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2065 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2066 m = get_map_from_coord (op->map, &nx, &ny);
2067 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2068 return; /* Don't think this should happen */
2069 }
2070 else
2071 m = op->map;
2072
2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2044 } 2074 {
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");*/ 2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2076 return;
2077 }
2078
2079 mon = 0;
2080 /* Go through all the objects, and find ones of interest. Only stop if
2081 * we find a monster - that is something we know we want to attack.
2082 * if its a door or barrel (can roll) see if there may be monsters
2083 * on the space
2084 */
2085 while (tmp)
2086 {
2087 if (tmp == op)
2088 {
2089 tmp = tmp->above;
2090 continue;
2091 }
2092
2093 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2094 {
2095 mon = tmp;
2096 break;
2097 }
2098
2099 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2100 mon = tmp;
2101
2102 tmp = tmp->above;
2103 }
2104
2105 if (!mon) /* This happens anytime the player tries to move */
2106 return; /* into a wall */
2107
2108 if (mon->head)
2109 mon = mon->head;
2110
2111 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2112 if (player_attack_door (op, mon))
2113 return;
2114
2115 /* The following deals with possibly attacking peaceful
2116 * or frienddly creatures. Basically, all players are considered
2117 * unaggressive. If the moving player has peaceful set, then the
2118 * object should be pushed instead of attacked. It is assumed that
2119 * if you are braced, you will not attack friends accidently,
2120 * and thus will not push them.
2121 */
2122
2123 /* If the creature is a pet, push it even if the player is not
2124 * peaceful. Our assumption is the creature is a pet if the
2125 * player owns it and it is either friendly or unagressive.
2126 */
2127 if ((op->type == PLAYER)
2128#if COZY_SERVER
2129 &&
2130 ((mon->owner && mon->owner->contr
2131 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2132#else
2133 && mon->owner == op
2134#endif
2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2136 {
2137 /* If we're braced, we don't want to switch places with it */
2138 if (op->contr->braced)
2049 return; 2139 return;
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 (void) push_ob (mon, dir, op);
2142 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op);
2144 return;
2050 } 2145 }
2051 2146
2052 mon = NULL; 2147 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2148 * 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. 2149 * 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 2150 * attack them either.
2056 * on the space
2057 */ 2151 */
2058 while (tmp!=NULL) { 2152 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2153 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2154#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2155 (op->contr->peaceful
2156 || (mon->type == PLAYER
2157 && mon->contr->
2158 peaceful)) &&
2159#else
2160 op->contr->peaceful &&
2161#endif
2162 !on_battleground))
2163 {
2164 if (!op->contr->braced)
2165 {
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167 (void) push_ob (mon, dir, op);
2062 } 2168 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2169 else
2064 mon = tmp; 2170 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2171
2172 if (op->contr->tmp_invis || op->hide)
2173 make_visible (op);
2174 }
2175
2176 /* If the object is a boulder or other rollable object, then
2177 * roll it if not braced. You can't roll it if you are braced.
2178 */
2179 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2180 {
2181 recursive_roll (mon, dir, op);
2182 if (action_makes_visible (op))
2183 make_visible (op);
2184 }
2185
2186 /* Any generic living creature. Including things like doors.
2187 * Way it works is like this: First, it must have some hit points
2188 * and be living. Then, it must be one of the following:
2189 * 1) Not a player, 2) A player, but of a different party. Note
2190 * that party_number -1 is no party, so attacks can still happen.
2191 */
2192
2193 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2194 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2195 {
2196
2197 /* If the player hasn't hit something this tick, and does
2198 * so, give them speed boost based on weapon speed. Doing
2199 * it here is better than process_players2, which basically
2200 * incurred a 1 tick offset.
2201 */
2202 if (!op->contr->has_hit)
2203 {
2204 op->speed_left += op->speed / op->contr->weapon_sp;
2205
2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2207 }
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 2208
2075 if(mon->head != NULL) 2209 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2210
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2211 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2212 * hitback, and doesn't loose luck either.
2080 2213 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2214 * 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 */ 2215 */
2088 2216 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 )) { 2217 {
2129 if (!op->contr->braced) { 2218 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2219
2131 (void) push_ob(mon,dir,op); 2220 mon->contr->has_hit = 1;
2132 } else { 2221 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2222 mon->stats.luck = luck;
2134 } 2223 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2224
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); 2225 if (action_makes_visible (op))
2144 } 2226 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 } 2227 }
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 */ 2228 } /* if player should attack something */
2185} 2229}
2186 2230
2231int
2187int move_player(object *op,int dir) { 2232move_player (object *op, int dir)
2233{
2188 int pick; 2234 int pick;
2189 2235
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2236 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; 2237 return 0;
2238
2239 /* Sanity check: make sure dir is valid */
2240 if ((dir < 0) || (dir >= 9))
2241 {
2242 LOG (llevError, "move_player: invalid direction %d\n", dir);
2243 return 0;
2244 }
2245
2246 /* peterm: added following line */
2247 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2248 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2249
2250 op->facing = dir;
2251
2252 if (op->hide)
2253 do_hidden_move (op);
2254
2255 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2256 /*nop */ ;
2257 else if (op->contr->fire_on)
2258 fire (op, dir);
2259 else
2260 {
2261 move_player_attack (op, dir);
2262 pick = check_pick (op);
2263 }
2264
2265 /* Add special check for newcs players and fire on - this way, the
2266 * server can handle repeat firing.
2267 */
2268 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2269 op->direction = dir;
2270 else
2271 op->direction = 0;
2272
2273 /* Update how the player looks. Use the facing, so direction may
2274 * get reset to zero. This allows for full animation capabilities
2275 * for players.
2276 */
2277 animate_object (op, op->facing);
2278 return 0;
2231} 2279}
2232 2280
2233/* This is similar to handle_player, below, but is only used by the 2281/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2282 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2283 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2284 * the new speed values for commands.
2237 * 2285 *
2238 * Returns true if there are more actions we can do. 2286 * Returns true if there are more actions we can do.
2239 */ 2287 */
2288int
2240int handle_newcs_player(object *op) 2289handle_newcs_player (object *op)
2241{ 2290{
2242 if (op->contr->hidden) { 2291 if (op->contr->hidden)
2292 {
2243 op->invisible = 1000; 2293 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2294 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2295 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2296 * alternate it here for it to work correctly.
2247 */ 2297 */
2248 if (pticks & 2) op->invisible--; 2298 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2299 op->invisible--;
2300 }
2301 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2302 {
2303 op->invisible--;
2252 if(!op->invisible) { 2304 if (!op->invisible)
2305 {
2253 make_visible(op); 2306 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2307 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2308 }
2256 } 2309 }
2257 2310
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2311 if (QUERY_FLAG (op, FLAG_SCARED))
2312 {
2259 flee_player(op); 2313 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2314 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2315 if (QUERY_FLAG (op, FLAG_SCARED))
2316 {
2262 op->speed_left--; 2317 op->speed_left--;
2263 return 0; 2318 return 0;
2264 } 2319 }
2265 } 2320 }
2266 2321
2267 /* I've been seeing crashes where the golem has been destroyed, but 2322 /* 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 2323 * 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 2324 * 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. 2325 * put this in a a workaround to clean up the golem pointer.
2271 */ 2326 */
2272 if (op->contr->ranges[range_golem] && 2327 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; 2328 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2329
2279 /* call this here - we also will call this in do_ericserver, but 2330 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2331 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2332 * called, so we recheck it here.
2282 */ 2333 */
2283 HandleClient(&op->contr->socket, op->contr); 2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2284 if (op->speed_left<0) return 0; 2335 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 } 2336 ;
2337
2338 if (op->speed_left < 0)
2298 return 0; 2339 return 0;
2299}
2300 2340
2301int save_life(object *op) { 2341 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2342 {
2343 /* All move commands take 1 tick, at least for now */
2344 op->speed_left--;
2303 2345
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2346 /* Instead of all the stuff below, let move_player take care
2347 * of it. Also, some of the skill stuff is only put in
2348 * there, as well as the confusion stuff.
2349 */
2350 move_player (op, op->direction);
2351 if (op->speed_left > 0)
2352 return 1;
2353 else
2305 return 0; 2354 return 0;
2355 }
2306 2356
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2357 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2358}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2359
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2360int
2311 "Your %s vibrates violently, then evaporates.", 2361save_life (object *op)
2312 query_name(tmp)); 2362{
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); 2363 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2364 return 0;
2365
2366 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2367 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2368 {
2369 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2370 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2371
2372 if (op->contr)
2373 esrv_del_item (op->contr, tmp->count);
2374
2375 tmp->destroy ();
2376 CLEAR_FLAG (op, FLAG_LIFESAVE);
2377
2378 if (op->stats.hp < 0)
2379 op->stats.hp = op->stats.maxhp;
2380
2381 if (op->stats.food < 0)
2382 op->stats.food = 999;
2383
2384 op->update_stats ();
2385 return 1;
2386 }
2387
2388 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2389 CLEAR_FLAG (op, FLAG_LIFESAVE);
2390 enter_player_savebed (op); /* bring him home. */
2391 return 0;
2329} 2392}
2330 2393
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2394/* 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 2395 * 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 2396 * function will descend into containers. op is the object to start the search
2334 * from. 2397 * from.
2335 */ 2398 */
2399void
2336void remove_unpaid_objects(object *op, object *env) 2400remove_unpaid_objects (object *op, object *env)
2337{ 2401{
2338 object *next; 2402 object *next;
2339 2403
2340 while (op) { 2404 while (op)
2405 {
2341 next=op->below; /* Make sure we have a good value, in case 2406 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2407 * we remove object 'op'
2343 */ 2408 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2409 if (QUERY_FLAG (op, FLAG_UNPAID))
2410 {
2345 remove_ob(op); 2411 op->remove ();
2346 op->x = env->x; 2412 op->x = env->x;
2347 op->y = env->y; 2413 op->y = env->y;
2348 if (env->type == PLAYER) 2414 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2415 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2416 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2417 }
2418 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2419 remove_unpaid_objects (op->inv, env);
2420
2353 op=next; 2421 op = next;
2354 } 2422 }
2355} 2423}
2356
2357 2424
2358/* 2425/*
2359 * Returns pointer a static string containing gravestone text 2426 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2427 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2428 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2429 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2430 * but there isn't one in the server directory.
2364 */ 2431 */
2432char *
2365char *gravestone_text (object *op) 2433gravestone_text (object *op)
2366{ 2434{
2367 static char buf2[MAX_BUF]; 2435 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2436 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2437 time_t now = time (NULL);
2370 2438
2371 strcpy (buf2, " R.I.P.\n\n"); 2439 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2440 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2441 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2442 else
2375 sprintf (buf, "%s\n", op->name); 2443 sprintf (buf, "%s\n", &op->name);
2444
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2446 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2447 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2448 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2449 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2450 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2451
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2452 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2453 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2454 if (op->type == PLAYER)
2455 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2456 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2457 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2458 strcat (buf2, buf);
2388 } 2459 }
2460
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2461 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2463 strcat (buf2, buf);
2464
2392 return buf2; 2465 return buf2;
2393} 2466}
2394 2467
2395 2468void
2396
2397void do_some_living(object *op) { 2469do_some_living (object *op)
2470{
2398 int last_food=op->stats.food; 2471 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2472 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2473 int over_hp, over_sp, over_grace;
2401 int i; 2474 int i;
2402 int rate_hp = 1200; 2475 int rate_hp = 1200;
2403 int rate_sp = 2500; 2476 int rate_sp = 2500;
2404 int rate_grace = 2000; 2477 int rate_grace = 2000;
2405 const int max_hp = 1; 2478 const int max_hp = 1;
2406 const int max_sp = 1; 2479 const int max_sp = 1;
2407 const int max_grace = 1; 2480 const int max_grace = 1;
2408 2481
2409 if (op->contr->outputs_sync) { 2482 if (op->contr->outputs_sync)
2483 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2484 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) 2485 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]); 2486 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2487 }
2415 2488
2416 if(op->contr->state==ST_PLAYING) { 2489 if (op->contr->ns->state == ST_PLAYING)
2417 2490 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2491 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2492 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2493 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2494 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2495 else
2496 {
2423 gen_hp = op->stats.maxhp; 2497 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2498 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2499 }
2500
2426 if(op->contr->gen_sp >= 0 ) 2501 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2502 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2503 else
2504 {
2429 gen_sp = op->stats.maxsp; 2505 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2506 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2507 }
2508
2432 if(op->contr->gen_grace >= 0) 2509 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2511 else
2512 {
2435 gen_grace = op->stats.maxgrace; 2513 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2514 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2515 }
2438 2516
2439 /* Regenerate Spell Points */ 2517 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2518 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2519 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2520 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) { 2521 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2522 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2523 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2524 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 {
2527 op->stats.food--;
2528 if (op->contr->digestion < 0)
2529 op->stats.food += op->contr->digestion;
2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2531 op->stats.food = last_food;
2463 } 2532 }
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 } 2533 }
2534
2535 if (max_sp > 1)
2536 {
2537 over_sp = (gen_sp + 10) / rate_sp;
2538 if (over_sp > 0)
2539 {
2540 if (op->stats.sp < op->stats.maxsp)
2541 {
2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2545 op->stats.sp--;
2546
2547 if (op->stats.sp > op->stats.maxsp)
2548 op->stats.sp = op->stats.maxsp;
2549 }
2550 op->last_sp = 0;
2551 }
2552 else
2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 }
2487 } else { 2555 else
2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2557 }
2558
2559 /* Regenerate Grace */
2560 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2561 if (--op->last_grace < 0)
2562 {
2563 if (op->stats.grace < op->stats.maxgrace / 2)
2564 op->stats.grace++; /* no penalty in food for regaining grace */
2565
2566 if (max_grace > 1)
2567 {
2568 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2569 if (over_grace > 0)
2570 {
2571 op->stats.sp += over_grace
2572 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2573 op->last_grace = 0;
2574 }
2575 else
2576 {
2577 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2578 }
2579 }
2580 else
2581 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2582 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2583 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2584 /* wearing stuff doesn't detract from grace generation. */
2491 } 2585 }
2492 2586
2493 /* Regenerate Hit Points */ 2587 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2588 if (--op->last_heal < 0)
2589 {
2495 if(op->stats.hp<op->stats.maxhp) { 2590 if (op->stats.hp < op->stats.maxhp)
2591 {
2496 op->stats.hp++; 2592 op->stats.hp++;
2497 /* dms do not consume food */ 2593 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2594 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2595 {
2596 op->stats.food--;
2500 if(op->contr->digestion<0) 2597 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2598 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2599 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; 2600 op->stats.food = last_food;
2601 }
2602 }
2603
2604 if (max_hp > 1)
2605 {
2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2607 if (over_hp > 0)
2608 {
2609 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2610 op->last_heal = 0;
2611 }
2612 else
2613 {
2614 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2615 }
2616 }
2617 else
2618 {
2619 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2620 }
2505 } 2621 }
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 2622
2521 /* Digestion */ 2623 /* Digestion */
2522 if(--op->last_eat<0) { 2624 if (--op->last_eat < 0)
2625 {
2523#ifdef COZY_SERVER 2626#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2627 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2628 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2629#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2630 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 2631#endif
2531 2632
2532 if(op->contr->gen_hp > 0) 2633 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2634 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2635 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637
2536 /* dms do not consume food */ 2638 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2639 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2640 op->stats.food--;
2539 } 2641 }
2540 2642
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2643 if (op->stats.food < 0 && op->stats.hp >= 0)
2644 {
2542 object *tmp, *flesh=NULL; 2645 object *tmp, *flesh = 0;
2543 2646
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2647 for (tmp = op->inv; tmp; tmp = tmp->below)
2648 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2649 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2650 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2652 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2654 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2655 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2656 break;
2551 } 2657 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2658 else if (tmp->type == FLESH)
2659 flesh = tmp;
2553 } /* End if paid for object */ 2660 } /* End if paid for object */
2554 } /* end of for loop */ 2661 } /* end of for loop */
2662
2555 /* If player is still starving, it means they don't have any food, so 2663 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2664 * eat flesh instead.
2557 */ 2665 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2667 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2669 manual_apply (op, flesh, 0);
2561 } 2670 }
2562 } /* end if player is starving */ 2671 }
2563 2672
2564 while(op->stats.food<0&&op->stats.hp>0) 2673 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2674 op->stats.food++, op->stats.hp--;
2566 2675
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2677 kill_player (op);
2678 }
2569} 2679}
2570
2571
2572 2680
2573/* If the player should die (lack of hp, food, etc), we call this. 2681/* 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 2682 * 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 2683 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2684 * file.
2577 */ 2685 */
2686void
2578void kill_player(object *op) 2687kill_player (object *op)
2579{ 2688{
2580 char buf[MAX_BUF]; 2689 char buf[MAX_BUF];
2581 int x,y,i; 2690 int x, y;
2691
2692 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2693 maptile *map; /* this is for resurrection */
2694
2583 int z; 2695 /* int z;
2584 int num_stats_lose; 2696 int num_stats_lose;
2585 int lost_a_stat; 2697 int lost_a_stat;
2586 int lose_this_stat; 2698 int lose_this_stat;
2587 int this_stat; 2699 int this_stat; */
2588 int will_kill_again; 2700 int will_kill_again;
2589 archetype *at; 2701 archetype *at;
2590 object *tmp; 2702 object *tmp;
2591 2703
2592 if(save_life(op)) 2704 if (save_life (op))
2593 return; 2705 return;
2594 2706
2595 2707
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2708 /* 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. 2709 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2710 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2711 */
2600 if (op_on_battleground(op, &x, &y)) { 2712 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2713 {
2602 "You have been defeated in combat!"); 2714 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, 2715 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2716
2605
2606 /* restore player */ 2717 /* restore player */
2607 at = find_archetype("poisoning"); 2718 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2719 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2720 if (tmp)
2610 remove_ob(tmp); 2721 {
2611 free_object(tmp); 2722 tmp->destroy ();
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2724 }
2614 2725
2615 at = find_archetype("confusion"); 2726 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2727 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2728 if (tmp)
2618 remove_ob(tmp); 2729 {
2619 free_object(tmp); 2730 tmp->destroy ();
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2732 }
2622 2733
2623 cure_disease(op,0); /* remove any disease */ 2734 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2735 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2736 if (op->stats.food <= 0)
2626 2737 op->stats.food = 999;
2738
2627 /* create a bodypart-trophy to make the winner happy */ 2739 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2740 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2741 if (tmp != NULL)
2630 { 2742 {
2631 sprintf(buf,"%s's finger",op->name); 2743 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2744 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2745 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2746 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2748 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2749 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2750 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2751 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2752 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2753 }
2754
2644 /* teleport defeated player to new destination*/ 2755 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2756 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2757 op->contr->braced = 0;
2647 return; 2758 return;
2648 } 2759 }
2649 2760
2650 INVOKE_PLAYER (DEATH, op->contr); 2761 INVOKE_PLAYER (DEATH, op->contr);
2651 2762
2652 command_kill_pets (op, 0); 2763 command_kill_pets (op, 0);
2653 2764
2654 if(op->stats.food<0) { 2765 if (op->stats.food < 0)
2766 {
2655 if (op->contr->explore) { 2767 if (op->contr->explore)
2768 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2769 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..."); 2770 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2771 op->stats.food = 999;
2659 return; 2772 return;
2660 } 2773 }
2661 sprintf(buf,"%s starved to death.",op->name); 2774 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2775 strcpy (op->contr->killer, "starvation");
2776 }
2777 else
2663 } 2778 {
2664 else {
2665 if (op->contr->explore) { 2779 if (op->contr->explore)
2780 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2781 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..."); 2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 2783 op->stats.hp = op->stats.maxhp;
2669 return; 2784 return;
2670 } 2785 }
2671 sprintf(buf,"%s died.",op->name); 2786 sprintf (buf, "%s died.", &op->name);
2672 } 2787 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2789
2675 /* save the map location for corpse, gravestone*/ 2790 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2791 x = op->x;
2792 y = op->y;
2793 map = op->map;
2677 2794
2678 2795
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2796 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2797 * 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. 2798 * See the config.h file for a little more in depth detail about this.
2683 */ 2799 */
2684 2800
2685 /* Basically two ways to go - remove a stat permanently, or just 2801 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2802 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2803 * of death.
2688 */ 2804 */
2689#ifndef COZY_SERVER 2805#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2806 if (settings.balanced_stat_loss)
2807 {
2691 /* If stat loss is permanent, lose one stat only. */ 2808 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2809 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2810 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2811 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2812 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2813 little bit harder. */
2697 /* GD */ 2814 /* GD */
2698 if (settings.stat_loss_on_death) 2815 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; 2816 num_stats_lose = 1;
2704 } 2817 else
2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 }
2820 else
2821 {
2822 num_stats_lose = 1;
2823 }
2705 lost_a_stat = 0; 2824 lost_a_stat = 0;
2706 2825
2707 for (z=0; z<num_stats_lose; z++) { 2826 for (z = 0; z < num_stats_lose; z++)
2827 {
2708 i = RANDOM() % NUM_STATS; 2828 i = RANDOM () % NUM_STATS;
2709 2829
2710 if (settings.stat_loss_on_death) { 2830 if (settings.stat_loss_on_death)
2831 {
2711 /* Pick a random stat and take a point off it. Tell the player 2832 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2833 * what he lost.
2713 */ 2834 */
2714 change_attr_value(&(op->stats), i,-1); 2835 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2836 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2837 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2838 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2840 lost_a_stat = 1;
2720 } else { 2841 }
2842 else
2843 {
2721 /* deplete a stat */ 2844 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2845 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2846 object *dep;
2847
2848 dep = present_arch_in_ob (deparch, op);
2849 if (!dep)
2724 2850 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2851 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2852 insert_ob_in_ob (dep, op);
2729 } 2853 }
2730 lose_this_stat = 1; 2854 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2855 if (settings.balanced_stat_loss)
2856 {
2732 /* GD */ 2857 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2858 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2859 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2860 if (this_stat < 0)
2861 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2862 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2863 int keep_chance = this_stat * this_stat;
2864
2738 /* Yes, I am paranoid. Sue me. */ 2865 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2866 if (keep_chance < 1)
2740 keep_chance = 1; 2867 keep_chance = 1;
2741 2868
2742 /* There is a maximum depletion total per level. */ 2869 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2871 {
2744 lose_this_stat = 0; 2872 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2873 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2874 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 } 2875 }
2756 } 2876 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 */ 2877 {
2766 if (this_stat>=-50) { 2878 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; 2879 lose_this_stat = 0;
2880 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881 this_stat, keep_chance, loss_chance,
2882 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2883 }
2773 } 2884 }
2774 } 2885 }
2775 } 2886
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2887 if (lose_this_stat)
2888 {
2889 this_stat = get_attr_value (&(dep->stats), i);
2890 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low
2893 * and should be roughly the same, so it shouldn't make a
2894 * difference.
2895 */
2896 if (this_stat >= -50)
2778 { 2897 {
2779 /* determine_god() seems to not work sometimes... why is this? 2898 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2899 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 " 2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2901 op->update_stats ();
2785 " you.", god); 2902 lost_a_stat = 1;
2786 else 2903 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2904 }
2905 }
2906 }
2907 /* If no stat lost, tell the player. */
2908 if (!lost_a_stat)
2909 {
2910 /* determine_god() seems to not work sometimes... why is this?
2911 Should I be using something else? GD */
2912 const char *god = determine_god (op);
2913
2914 if (god && (strcmp (god, "none")))
2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2916 else
2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2918 }
2919#else
2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2921#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 2922
2794 /* Put a gravestone up where the character 'almost' died. List the 2923 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2924 * exp loss on the stone.
2796 */ 2925 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2926 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2927 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2928 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2929 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2930 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2931 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" 2932 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; 2933 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2935
2811 /**************************************/ 2936 /**************************************/
2812 /* */ 2937 /* */
2813 /* Subtract the experience points, */ 2938 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2939 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2940 /* food, and reset HP's... */
2816 /* */ 2941 /* */
2817 /**************************************/ 2942 /**************************************/
2818 2943
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2944 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2945 /* restore player */
2821 at = find_archetype("poisoning"); 2946 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2947 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2948
2824 remove_ob(tmp); 2949 if (tmp)
2825 free_object(tmp); 2950 {
2951 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2953 }
2828 2954
2829 at = find_archetype("confusion"); 2955 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2956 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2957 if (tmp)
2832 remove_ob(tmp); 2958 {
2833 free_object(tmp); 2959 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2961 }
2962
2836 cure_disease(op,0); /* remove any disease */ 2963 cure_disease (op, 0); /* remove any disease */
2837 2964
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2965 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2966 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2967 if (op->stats.food < 100)
2968 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2972
2845 /* 2973 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2974 * 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 2975 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 2976 * in the map.
2849 */ 2977 */
2850 2978
2851 if (is_in_shop (op)) 2979 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2980 remove_unpaid_objects (op->inv, op);
2853 2981
2854 /****************************************/ 2982 /****************************************/
2855 /* */ 2983 /* */
2856 /* Move player to his current respawn- */ 2984 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2985 /* position (usually last savebed) */
2858 /* */ 2986 /* */
2859 /****************************************/ 2987 /****************************************/
2860 2988
2861 enter_player_savebed(op); 2989 enter_player_savebed (op);
2862 2990
2863 /* Save the player before inserting the force to reduce 2991 /* Save the player before inserting the force to reduce
2864 * chance of abuse. 2992 * chance of abuse.
2865 */ 2993 */
2866 op->contr->braced=0; 2994 op->contr->braced = 0;
2867 save_player(op,1); 2995 op->contr->save ();
2868 2996
2869 /* it is possible that the player has blown something up 2997 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2998 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2999 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 3000 * on the space that might harm the player.
2873 */ 3001 */
2874 will_kill_again=0; 3002 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3003 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 3004 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 3005 will_kill_again |= tmp->attacktype;
2878 } 3006
2879 if (will_kill_again) { 3007 if (will_kill_again)
3008 {
2880 object *force; 3009 object *force;
2881 int at; 3010 int at;
2882 3011
2883 force=get_archetype(FORCE_NAME); 3012 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 3013 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 3014 force->speed = 0.1;
2886 force->speed_left=-5.0; 3015 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 3016 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 3017 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 3018 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 3019 force->resist[at] = 100;
3020
3021 insert_ob_in_ob (force, op);
3022 op->update_stats ();
3023
3024 }
3025
3026 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3027}
3028
3029void
3030loot_object (object *op)
3031{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next;
3033
3034 if (op->container)
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036
3037 for (tmp = op->inv; tmp; tmp = next)
3038 {
3039 next = tmp->below;
3040
3041 if (tmp->invisible)
3042 continue;
3043
3044 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y;
3046 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */
3048 loot_object (tmp);
3049 }
3050 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3051 {
3052 if (tmp->nrof > 1)
3053 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3055 tmp2->destroy ();
3056 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 3057 }
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 { 3058 else
2950 delete_character(op->name,1); 3059 tmp->destroy ();
2951 } 3060 }
2952 } 3061 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); 3062 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 } 3063 }
2997} 3064}
2998 3065
2999/* 3066/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3067 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3068 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3069 * was changed.
3003 */ 3070 */
3004 3071
3072void
3005void fix_weight(void) { 3073fix_weight (void)
3006 player *pl; 3074{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3075 for (player *pl = first_player; pl; pl = pl->next)
3076 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3078
3009 if(old == sum) 3079 if (old == sum)
3010 continue; 3080 continue;
3011 fix_player(pl->ob); 3081 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3083 }
3015} 3084}
3016 3085
3086void
3017void fix_luck(void) { 3087fix_luck (void)
3018 player *pl; 3088{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3089 for (player *pl = first_player; pl; pl = pl->next)
3020 if (!pl->ob->contr->state) 3090 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3091 pl->ob->change_luck (0);
3022} 3092}
3023
3024 3093
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3094/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3095 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3096 * just treat this as any other spell casting object.
3028 */ 3097 */
3029
3030void 3098void
3031cast_dust (object * op, object * throw_ob, int dir) 3099cast_dust (object *op, object *throw_ob, int dir)
3032{ 3100{
3033 object *skop, *spob; 3101 object *skop, *spob;
3034 3102
3035 skop = find_skill_by_name (op, throw_ob->skill); 3103 skop = find_skill_by_name (op, throw_ob->skill);
3036 3104
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3105 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3106 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3107 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3108 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3109 return;
3043 } 3110 }
3044 3111
3045 spob = throw_ob->inv; 3112 spob = throw_ob->inv;
3046 3113
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3114 // 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 3115 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3116 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3117 if (!spob)
3051 { 3118 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3119 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; 3120 return;
3055 } 3121 }
3056 3122
3057 if (op->type == PLAYER) 3123 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3124 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3125
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3126 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3127
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3128 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3129}
3066 3130
3131void
3067void make_visible (object *op) { 3132make_visible (object *op)
3133{
3068 op->hide = 0; 3134 op->hide = 0;
3069 op->invisible = 0; 3135 op->invisible = 0;
3070 if(op->type==PLAYER) { 3136 if (op->type == PLAYER)
3137 {
3071 op->contr->tmp_invis = 0; 3138 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3139 op->contr->invis_race = 0;
3073 } 3140 }
3074 update_object(op,UP_OBJ_FACE); 3141 update_object (op, UP_OBJ_FACE);
3075} 3142}
3076 3143
3144int
3077int is_true_undead(object *op) { 3145is_true_undead (object *op)
3146{
3078 object *tmp=NULL; 3147 object *tmp = NULL;
3079 3148
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150 return 1;
3081 3151
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; 3152 return 0;
3087} 3153}
3088 3154
3089/* look at the surrounding terrain to determine 3155/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3156 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3157 * indicate greater hideability.
3092 */ 3158 */
3093 3159
3160int
3094int hideability(object *ob) { 3161hideability (object *ob)
3162{
3095 int i,level=0, mflag; 3163 int i, level = 0, mflag;
3096 sint16 x,y; 3164 sint16 x, y;
3097 3165
3098 if(!ob||!ob->map) return 0; 3166 if (!ob || !ob->map)
3167 return 0;
3099 3168
3100 /* so, on normal lighted maps, its hard to hide */ 3169 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3170 level = ob->map->darkness - 2;
3102 3171
3103 /* this also picks up whether the object is glowing. 3172 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3173 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3174 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3175 if (has_carried_lights (ob))
3176 level = -(10 + (2 * ob->map->darkness));
3107 3177
3108 /* scan through all nearby squares for terrain to hide in */ 3178 /* 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]) { 3179 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3180 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3182 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue;
3185 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3187 level += 2;
3114 else /* open terrain! */ 3188 else /* open terrain! */
3115 level -= 1; 3189 level -= 1;
3116 } 3190 }
3117 3191
3118#if 0 3192#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3193 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3194#endif
3121 return level; 3195 return level;
3122} 3196}
3123 3197
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3198/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3199 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3200 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3201 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3202 */
3129 3203
3204void
3130void do_hidden_move (object *op) { 3205do_hidden_move (object *op)
3206{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3208 object *skop;
3133 3209
3134 if(!op || !op->map) return; 3210 if (!op || !op->map)
3211 return;
3135 3212
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3214
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3215 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3216 if (op->type == PLAYER && op->contr->run_on)
3217 {
3140 if(!skop || num >= skop->level) { 3218 if (!skop || num >= skop->level)
3219 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3220 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3221 make_visible (op);
3143 return; 3222 return;
3223 }
3224 else
3144 } else num += 20; 3225 num += 20;
3145 } 3226 }
3146 num += op->map->difficulty; 3227 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3228 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3229 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 {
3150 make_visible(op); 3232 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3233 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3234 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3235 }
3154 else if (op->type == PLAYER && skop) { 3236 else if (op->type == PLAYER && skop)
3237 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3238 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3239 }
3157} 3240}
3158 3241
3159/* determine if who is standing near a hostile creature. */ 3242/* determine if who is standing near a hostile creature. */
3160 3243
3244int
3161int stand_near_hostile( object *who ) { 3245stand_near_hostile (object *who)
3246{
3162 object *tmp=NULL; 3247 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3248 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3249 maptile *m;
3165 sint16 x,y; 3250 sint16 x, y;
3166 3251
3167 if(!who) return 0; 3252 if (!who)
3253 return 0;
3168 3254
3169 if(who->type==PLAYER) player=1; 3255 if (who->type == PLAYER)
3256 player = 1;
3257
3258 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3259 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3260
3172 /* search adjacent squares */ 3261 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3262 for (i = 1; i < 9; i++)
3263 {
3174 x = who->x+freearr_x[i]; 3264 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3265 y = who->y + freearr_y[i];
3176 m = who->map; 3266 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3267 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3268 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3269 * blocked, don't need to check this space.
3180 */ 3270 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3271 if (mflags & P_OUT_OF_MAP)
3272 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3273 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3274 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3275
3185 if((player||friendly) 3276 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3277 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3278 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3279 return 1;
3280 else if (tmp->type == PLAYER)
3281 {
3282 /*don't let a hidden DM prevent you from hiding */
3283 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3284 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 } 3285 }
3194 } 3286 }
3195 } 3287 }
3196 return 0; 3288 return 0;
3197} 3289}
3198 3290
3199/* check the player los field for viewability of the 3291/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3292 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3293 * 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. 3300 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3301 * -b.t.
3210 * This function is now map tiling safe. 3302 * This function is now map tiling safe.
3211 */ 3303 */
3212 3304
3305int
3213int player_can_view (object *pl,object *op) { 3306player_can_view (object *pl, object *op)
3307{
3214 rv_vector rv; 3308 rv_vector rv;
3215 int dx,dy; 3309 int dx, dy;
3216 3310
3217 if(pl->type!=PLAYER) { 3311 if (pl->type != PLAYER)
3312 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3313 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3314 return -1;
3220 } 3315 }
3221 if (!pl || !op) return 0; 3316 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; 3317 return 0;
3318
3319 if (op->head)
3320 {
3321 op = op->head;
3322 }
3323 get_rangevector (pl, op, &rv, 0x1);
3324
3325 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any
3327 * part that is in the los array but isnt on
3328 * a blocked los square.
3329 * we use the archetype to figure out offsets.
3330 */
3331 while (op)
3332 {
3333 dx = rv.distance_x + op->arch->clone.x;
3334 dy = rv.distance_y + op->arch->clone.y;
3335
3336 /* only the viewable area the player sees is updated by LOS
3337 * code, so we need to restrict ourselves to that range of values
3338 * for any meaningful values.
3339 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 return 1;
3344 op = op->more;
3345 }
3346 return 0;
3247} 3347}
3248 3348
3249/* routine for both players and monsters. We call this when 3349/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3350 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3351 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3352 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3353 * return 0.
3254 */ 3354 */
3355int
3255int action_makes_visible (object *op) { 3356action_makes_visible (object *op)
3357{
3256 3358
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3362 return 0;
3260 3363
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3364 if (op->contr && op->contr->tmp_invis == 0)
3365 return 0;
3262 3366
3263 /* If monsters, they should become visible */ 3367 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3368 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3369 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3370 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3371 return 1;
3267 } 3372 }
3268 } 3373 }
3269 return 0; 3374 return 0;
3270} 3375}
3271 3376
3272/* op_on_battleground - checks if the given object op (usually 3377/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3378 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3379 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3380 * -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 3381 * 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 3382 * 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 3383 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3384 */
3385int
3280int op_on_battleground (object *op, int *x, int *y) { 3386op_on_battleground (object *op, int *x, int *y)
3387{
3281 object *tmp; 3388 object *tmp;
3282 3389
3283 /* A battleground-tile needs the following attributes to be valid: 3390 /* 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), 3391 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3393 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3394 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3395 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3397 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3401 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3402 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3403 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3404 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3405 {
3296 object *invtmp; 3406 object *invtmp;
3407
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3408 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3409 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3411 {
3300 if (x != NULL && y != NULL) 3412 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3414 return 1;
3415 }
3303 } 3416 }
3304 } 3417 }
3305 }
3306 if (x != NULL && y != NULL) 3418 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3420 return 1;
3421 }
3309 } 3422 }
3310 }
3311 } 3423 }
3312 /* If we got here, did not find a battleground */ 3424 /* If we got here, did not find a battleground */
3313 return 0; 3425 return 0;
3314} 3426}
3315 3427
3316/* 3428/*
3320 * attributes: 3432 * attributes:
3321 * object *who the dragon player 3433 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3434 * int atnr the attack-number of the ability focus
3323 * int level ability level 3435 * int level ability level
3324 */ 3436 */
3437void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3438dragon_ability_gain (object *who, int atnr, int level)
3439{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3440 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3441 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3442 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3443 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3444 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3445 int i = 0, j = 0;
3332 3446
3333 /* get the appropriate treasurelist */ 3447 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3448 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3449 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3450 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3451 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3452 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3453 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3454 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3455 trlist = find_treasurelist ("dragon_ability_poison");
3342 3456
3343 if (trlist == NULL || who->type != PLAYER) 3457 if (trlist == NULL || who->type != PLAYER)
3458 return;
3459
3460 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3461
3462 if (tr == NULL || tr->item == NULL)
3463 {
3464 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3465 return;
3466 }
3467
3468 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone);
3470
3471 if (item->type == SPELL)
3472 {
3473 if (check_spell_known (who, item->name))
3344 return; 3474 return;
3345 3475
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3476 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3477 do_learn_spell (who, item, 0);
3348 3478 return;
3349 if (tr == NULL || tr->item == NULL) { 3479 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3480
3481 /* grant direct spell */
3482 if (item->type == SPELLBOOK)
3483 {
3484 if (!item->inv)
3485 {
3486 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3487 return;
3488 }
3489 if (check_spell_known (who, item->inv->name))
3351 return; 3490 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) { 3491 if (item->invisible)
3492 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3493 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); 3494 do_learn_spell (who, item->inv, 0);
3378 return; 3495 return;
3379 } 3496 }
3380 } 3497 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3498 else if (item->type == SKILL_TOOL && item->invisible)
3499 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3500 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3501 {
3383 3502
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3503 /* 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 3504 * 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, 3505 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3506 * but not all of them, he gets nothing.
3388 */ 3507 */
3389 if (!(skop->attacktype & item->attacktype)) { 3508 if (!(skop->attacktype & item->attacktype))
3509 {
3390 /* Give new attacktype */ 3510 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3511 skop->attacktype |= item->attacktype;
3392 3512
3393 /* always add physical if there's none */ 3513 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3514 skop->attacktype |= AT_PHYSICAL;
3395 3515
3396 if (item->msg != NULL) 3516 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3517 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3518
3399 /* Give player new face */ 3519 /* Give player new face */
3400 if (item->animation_id) { 3520 if (item->animation_id)
3521 {
3401 who->face = skop->face; 3522 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3523 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3524 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3525 who->last_anim = 0;
3405 who->state = 0; 3526 who->state = 0;
3406 animate_object(who, who->direction); 3527 animate_object (who, who->direction);
3407 } 3528 }
3408 } 3529 }
3409 } 3530 }
3410 } 3531 }
3411 else if (item->type == FORCE) { 3532 else if (item->type == FORCE)
3533 {
3412 /* forces in the treasurelist can alter the player's stats */ 3534 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3535 object *skin;
3536
3414 /* first get the dragon skin force */ 3537 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3540 ;
3418 3541
3542 if (!skin)
3543 return;
3544
3419 /* adding new spellpath attunements */ 3545 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3546 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3547 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3548 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3549
3423 /* print message */ 3550 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3551 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3552 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3553 {
3426 if(item->path_attuned & (1<<i)) { 3554 if (item->path_attuned & (1 << i))
3555 {
3427 if (j) 3556 if (j)
3428 strcat(buf," and "); 3557 strcat (buf, " and ");
3429 else 3558 else
3430 j = 1; 3559 j = 1;
3431 strcat(buf, spellpathnames[i]); 3560 strcat (buf, spellpathnames[i]);
3432 } 3561 }
3433 } 3562 }
3434 strcat(buf,"."); 3563 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3564 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3565 }
3437 3566
3438 /* evtl. adding flags: */ 3567 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3568 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3569 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3570 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3571 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3572 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3573 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3574
3446 /* print message if there is one */ 3575 /* print message if there is one */
3447 if (item->msg != NULL) 3576 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3577 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3578 }
3579 else
3449 } 3580 {
3450 else {
3451 /* generate misc. treasure */ 3581 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3582 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3583 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); 3584 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3585 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3586 esrv_send_item (who, tmp);
3457 } 3587 }
3458} 3588}
3459 3589
3460/** 3590/**
3461 * Unready an object for a player. This function does nothing if the object was 3591 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3592 * not readied.
3463 */ 3593 */
3594void
3464void player_unready_range_ob(player *pl, object *ob) { 3595player_unready_range_ob (player *pl, object *ob)
3596{
3465 rangetype i; 3597 rangetype i;
3466 3598
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3600 {
3468 if (pl->ranges[i] == ob) { 3601 if (pl->ranges[i] == ob)
3602 {
3469 pl->ranges[i] = NULL; 3603 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3604 if (pl->shoottype == i)
3605 {
3471 pl->shoottype = range_none; 3606 pl->shoottype = range_none;
3472 } 3607 }
3473 } 3608 }
3474 } 3609 }
3475} 3610}

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