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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 1.64 by root, Tue Dec 26 03:35:59 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 for_all_players (pl)
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 41 return pl;
54 }; 42
55 return NULL; 43 return 0;
56} 44}
57 45
58player* find_player_partial_name( const char* plname ) 46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
59 { 63 {
60 player* pl; 64 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; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 68 size += strlen (buf);
69 }
70 70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
72 { 97 {
73 if ( found ) 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 99 break;
100 }
75 101
76 found = pl; 102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 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 */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
77 } 148 }
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); 149 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 150 size += strlen (buf);
170 } 151 }
171 }
172 152 }
153
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 155 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); 156 close_and_delete (fp, comp);
179} 157}
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
301 158
302/* This loads the first map an puts the player on it. */ 159/* This loads the first map an puts the player on it. */
160static void
303static void set_first_map(object *op) 161set_first_map (object *op)
304{ 162{
305 strcpy(op->contr->maplevel, first_map_path); 163 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 164 op->x = -1;
307 op->y = -1; 165 op->y = -1;
308 enter_exit(op, NULL); 166 enter_exit (op, 0);
309} 167}
310 168
169// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings
171void
172player::connect (client *ns)
173{
174 this->ns = ns;
175 ns->pl = this;
176
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
281 /* There are some elements we want initialized to non zero value -
282 * we deal with that below this point.
283 */
284 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice;
287
288 assign (savebed_map, first_map_path); /* Init. respawn position */
289
290 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal;
294 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */
299 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314}
315
316void
317player::do_destroy ()
318{
319 attachable::do_destroy ();
320
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob)
344 ob->destroy (true);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
311/* Tries to add player on the connection passwd in ns. 363/* 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 364 * All we can really get in this is some settings like host and display
313 * mode. 365 * mode.
314 */ 366 */
367player *
368player::create ()
369{
370 player *pl = new player;
315 371
316int add_player(NewSocket *ns) { 372 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 373
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; 374 return pl;
339} 375}
340 376
341/* 377/*
342 * get_player_archetype() return next player archetype from archetype 378 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 379 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 380 * Note: there MUST be at least one player archetype!
345 */ 381 */
382archetype *
346archetype *get_player_archetype(archetype* at) 383get_player_archetype (archetype *at)
347{ 384{
348 archetype *start = at; 385 archetype *start = at;
386
349 for (;;) { 387 for (;;)
388 {
350 if (at==NULL || at->next==NULL) 389 if (at == NULL || at->next == NULL)
351 at=first_archetype; 390 at = first_archetype;
352 else 391 else
353 at=at->next; 392 at = at->next;
393
354 if(at->clone.type==PLAYER) 394 if (at->clone.type == PLAYER)
355 return at; 395 return at;
396
356 if (at == start) { 397 if (at == start)
398 {
357 LOG (llevError, "No Player archetypes\n"); 399 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 400 exit (-1);
359 } 401 }
360 } 402 }
361} 403}
362 404
363 405object *
364object *get_nearest_player(object *mon) { 406get_nearest_player (object *mon)
407{
365 object *op = NULL; 408 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 409 objectlink *ol;
368 unsigned lastdist; 410 unsigned lastdist;
369 rv_vector rv; 411 rv_vector rv;
370 412
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
414 {
372 /* We should not find free objects on this friendly list, but it 415 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 416 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 417 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 418 * list is also free, so encapsulate this in a while loop.
376 */ 419 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 420 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
421 {
378 object *tmp=ol->ob; 422 object *tmp = ol->ob;
379 423
380 /* Can't do much more other than log the fact, because the object 424 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 425 * itself will have been cleared.
382 */ 426 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 427 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 428 ol = ol->next;
385 remove_friendly_object(tmp); 429 remove_friendly_object (tmp);
430 if (!ol)
386 if (!ol) return op; 431 return op;
387 } 432 }
388 433
389 /* Remove special check for player from this. First, it looks to cause 434 /* 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 435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 436 * 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 437 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 438 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 439 * on_same_map check, as can_detect_enemy also does this
395 */ 440 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 442 continue;
398 443
399 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
445 {
400 op=ol->ob; 446 op = ol->ob;
401 lastdist=rv.distance; 447 lastdist = rv.distance;
402 } 448 }
403 } 449 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 450
451 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 452 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 453 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 454 {
412 } 455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
413#if 0 459#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 461#endif
416 return op; 462 return op;
417} 463}
418 464
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* 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 466 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 481 * 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 482 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 483 * is probably not a good thing.
438 */ 484 */
439#define MAX_SPACES 50 485#define MAX_SPACES 50
440
441 486
442/* 487/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * 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 489 * 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 490 * 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. 503 * 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, 504 * 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 505 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 506 * is blocking itself.
462 */ 507 */
508int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
464 rv_vector rv; 511 rv_vector rv;
465 sint16 x,y; 512 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
468 515
469 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
470 517
471 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
519 return 0;
472 520
473 x=mon->x; 521 x = mon->x;
474 y=mon->y; 522 y = mon->y;
475 m=mon->map; 523 m = mon->map;
476 dir = rv.direction; 524 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 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); 526 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. */ 527 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 528 if (diff > max)
529 return 0;
481 while (diff >1 && max>0) { 530 while (diff > 1 && max > 0)
531 {
482 lastx = x; 532 lastx = x;
483 lasty = y; 533 lasty = y;
484 lastmap = m; 534 lastmap = m;
485 x = lastx + freearr_x[dir]; 535 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 536 y = lasty + freearr_y[dir];
487 537
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 538 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); 539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 540
491 /* Space is blocked - try changing direction a little */ 541 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 542 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)))) { 543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
494 /* recalculate direction from last good location. Possible 545 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 546 * we were not traversing ideal location before.
496 */ 547 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 549 if (rv.direction != dir)
550 {
499 /* OK - says direction should be different - lets reset the 551 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 552 * the values so it will try again.
501 */ 553 */
502 x = lastx; 554 x = lastx;
503 y = lasty; 555 y = lasty;
504 m = lastmap; 556 m = lastmap;
505 dir = firstdir = rv.direction; 557 dir = firstdir = rv.direction;
558 }
506 } else { 559 else
560 {
507 /* direct path is blocked - try taking a side step to 561 /* direct path is blocked - try taking a side step to
508 * either the left or right. 562 * either the left or right.
509 * Note increase the values in the loop below to be 563 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 564 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 565 * 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 566 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 567 * stepping back and forth
514 */ 568 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 572 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 573 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 574 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 575 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 576 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 577 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 578 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 579 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 580 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 581 * the last direction the creature has successfully
526 * moved. 582 * moved.
527 */ 583 */
528 584
529 x = lastx + freearr_x[absdir(lastdir+i)]; 585 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 586 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 587 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 588 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 589 if (mflags & P_OUT_OF_MAP)
590 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 594 if (mflags & P_BLOCKSVIEW)
595 continue;
537 596
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
539 } 599 }
540 /* go through entire loop without finding a valid 600 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 601 * sidestep to take - thus, no valid path.
542 */ 602 */
543 if (i==(DETOUR_AMOUNT+1)) 603 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 604 return 0;
545 diff--; 605 diff--;
546 lastdir=dir; 606 lastdir = dir;
547 max--; 607 max--;
548 if (!firstdir) firstdir = dir+i; 608 if (!firstdir)
609 firstdir = dir + i;
549 } /* else check alternate directions */ 610 } /* else check alternate directions */
550 } /* if blocked */ 611 } /* if blocked */
551 else { 612 else
613 {
552 /* we moved towards creature, so diff is less */ 614 /* we moved towards creature, so diff is less */
553 diff--; 615 diff--;
554 max--; 616 max--;
555 lastdir=dir; 617 lastdir = dir;
618 if (!firstdir)
556 if (!firstdir) firstdir = dir; 619 firstdir = dir;
620 }
621 if (diff <= 1)
557 } 622 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 623 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 624 * headed toward player for entire distance.
561 */ 625 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 626 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); 627 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 628 }
565 if (diff>max) return 0; 629 if (diff > max)
630 return 0;
566 } 631 }
567 /* If we reached the max, didn't find a direction in time */ 632 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 633 if (!max)
634 return 0;
569 635
570 return firstdir; 636 return firstdir;
571} 637}
572 638
639void
573void give_initial_items(object *pl,treasurelist *items) { 640give_initial_items (object *pl, treasurelist * items)
641{
574 object *op,*next=NULL; 642 object *op, *next = NULL;
575 643
576 if(pl->randomitems!=NULL) 644 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 645 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 646
579 for (op=pl->inv; op; op=next) { 647 for (op = pl->inv; op; op = next)
648 {
580 next = op->below; 649 next = op->below;
581 650
582 /* Forces get applied per default, unless they have the 651 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 652 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 653 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 654 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 655 SET_FLAG (op, FLAG_APPLIED);
587 656
588 /* we never give weapons/armour if these cannot be used 657 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 658 * by this player due to race restrictions
590 */ 659 */
591 if (pl->type == PLAYER) { 660 if (pl->type == PLAYER)
661 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 662 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 663 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 664 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 665 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 666 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 } 667 {
602 } 668 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; 669 continue;
622 } 670 }
623 if (op->nrof > 1) op->nrof = 1; 671 }
672
673 /* This really needs to be better - we should really give
674 * a substitute spellbook. The problem is that we don't really
675 * have a good idea what to replace it with (need something like
676 * a first level treasurelist for each skill.)
677 * remove duplicate skills also
678 */
679 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 680 {
681 object *tmp;
625 682
683 for (tmp = op->below; tmp; tmp = tmp->below)
684 if (tmp->type == op->type && tmp->name == op->name)
685 break;
686
687 if (tmp)
688 {
689 op->destroy ();
690 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
691 continue;
692 }
693
694 if (op->nrof > 1)
695 op->nrof = 1;
696 }
697
626 if (op->type == SPELLBOOK && op->inv) { 698 if (op->type == SPELLBOOK && op->inv)
699 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 700 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 701 }
629 702
630 /* Give starting characters identified, uncursed, and undamned 703 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 704 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 705 * merged properly.
633 */ 706 */
634 if (need_identify(op)) { 707 if (need_identify (op))
708 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 709 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 710 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 711 CLEAR_FLAG (op, FLAG_DAMNED);
712 }
713 if (op->type == SPELL)
638 } 714 {
639 if(op->type==SPELL) { 715 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 716 continue;
717 }
718 else if (op->type == SKILL)
643 } 719 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 720 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 721 op->stats.exp = 0;
647 op->level = 1; 722 op->level = 1;
648 } 723 }
649 /* lock all 'normal items by default */ 724 /* lock all 'normal items by default */
725 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 726 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 727 } /* for loop of objects in player inv */
652 728
653 /* Need to set up the skill pointers */ 729 /* Need to set up the skill pointers */
654 link_player_skills(pl); 730 link_player_skills (pl);
655} 731}
656 732
657void get_name(object *op) { 733void
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) { 734get_party_password (object *op, partylist *party)
735{
734 if (party == NULL) { 736 if (party == NULL)
737 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 738 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 739 return;
737 } 740 }
741
738 op->contr->write_buf[0]='\0'; 742 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 743 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 744 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 745 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 746}
743
744 747
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 748/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
749static int
746int roll_stat(void) { 750roll_stat (void)
751{
747 int a[4],i,j,k; 752 int a[4], i, j, k;
748 753
749 for(i=0;i<4;i++) 754 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 755 a[i] = (int) RANDOM () % 6 + 1;
751 756
752 for(i=0,j=0,k=7;i<4;i++) 757 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 758 if (a[i] < k)
754 k=a[i],j=i; 759 k = a[i], j = i;
755 760
756 for(i=0,k=0;i<4;i++) { 761 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 762 if (i != j)
758 k+=a[i]; 763 k += a[i];
759 } 764
760 return k; 765 return k;
761} 766}
762 767
763void roll_stats(object *op) { 768void
764 int sum=0; 769object::roll_stats ()
765 int i = 0, j = 0; 770{
766 int statsort[7]; 771 int statsort [7];
767 772
773 for (;;)
768 do { 774 {
769 op->stats.Str=roll_stat(); 775 int sum = 0;
770 op->stats.Dex=roll_stat(); 776 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 777 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);
780 778
779 if (sum >= 82 && sum <= 116)
780 break;
781 }
782
781 /* Sort the stats so that rerolling is easier... */ 783 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 784 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;
789 785
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]; 786 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 787 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 788 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 789 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 790 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 791 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 792 stats.Cha = statsort[6];
809 793
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; 794 stats.exp = 0;
821 op->stats.ac=0; 795 stats.ac = 0;
822 796
797 stats.hp = stats.maxhp;
798 stats.sp = stats.maxsp;
799 stats.grace = stats.maxgrace;
800
801 if (contr)
802 {
823 op->contr->levhp[1] = 9; 803 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 804 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 805 contr->levgrace[1] = 3;
826 806
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; 807 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 } 808 }
809}
851 810
811void
812object::swap_stats (int a, int b)
813{
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 814 int tmp = get_attr_value (&contr->orig_stats, a);
853 815 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); 816 set_attr_value (&contr->orig_stats, b, tmp);
858 817
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; 818 stats.Str = contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 819 stats.Dex = contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 820 stats.Con = contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 821 stats.Int = contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 822 stats.Wis = contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 823 stats.Pow = contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 824 stats.Cha = contr->orig_stats.Cha;
868 op->stats.ac=0;
869 825
870 op->level=1; 826 //TODO: the following code looks so borked and should, at the very least,
827 // be merged with the similar code in roll_stats
828 stats.ac = 0;
829
830 level = 1;
871 op->stats.exp=0; 831 stats.exp = 0;
872 op->stats.ac=0; 832 stats.ac = 0;
873 833
834 stats.hp = stats.maxhp;
835 stats.sp = stats.maxsp;
836 stats.grace = stats.maxgrace;
837
838 if (contr)
839 {
874 op->contr->levhp[1] = 9; 840 contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 841 contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 842 contr->levgrace[1] = 3;
877 843
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; 844 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 } 845 }
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} 846}
953 847
954/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
958 * not the class. 852 * not the class.
959 */ 853 */
960 854int
961int key_change_class(object *op, char key) 855key_change_class (object *op, char key)
962{ 856{
963 int tmp_loop; 857 int tmp_loop;
964 858
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 859 if (key == 'd' || key == 'D')
860 {
971 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
972 862
973 /* this must before then initial items are given */ 863 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 864 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 865
866 treasurelist *tl = find_treasurelist ("starting_wealth");
867 if (tl)
868 create_treasure (tl, op, 0, 0, 0);
869
977 INVOKE_PLAYER (BIRTH, op->contr); 870 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 871 INVOKE_PLAYER (LOGIN, op->contr);
979 872
980 op->contr->state=ST_PLAYING; 873 op->contr->ns->state = ST_PLAYING;
981 874
982 if (op->msg) { 875 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 876 op->msg = NULL;
985 }
986 877
987 /* We create this now because some of the unique maps will need it 878 /* We create this now because some of the unique maps will need it
988 * to save here. 879 * to save here.
989 */ 880 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 881 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 882 make_path_to_file (buf);
992 883
993#ifdef AUTOSAVE 884#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 885 op->contr->last_save_tick = pticks;
995#endif 886#endif
996 start_info(op); 887 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 888 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 889 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 890 link_player_skills (op);
1000 esrv_send_inventory(op, op); 891 esrv_send_inventory (op, op);
1001 fix_player(op); 892 op->update_stats ();
1002 893
1003 /* This moves the player to a different start map, if there 894 /* This moves the player to a different start map, if there
1004 * is one for this race 895 * is one for this race
1005 */ 896 */
1006 if(*first_map_ext_path) { 897 if (*first_map_ext_path)
898 {
1007 object *tmp; 899 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 900 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 901
1011 first_map_ext_path, op->arch->name); 902 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 903 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 904 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 905 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 906 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 907 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 908 * if the map isn't there, then stay on the
1018 * default initial map */ 909 * default initial map */
1019 free_object(tmp); 910 tmp->destroy ();
911 }
1020 } else { 912 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 913 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 914
1023 return 0; 915 return 0;
1024 } 916 }
1025 917
1026 /* Following actually changes the race - this is the default command 918 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 919 * if we don't match with one of the options above.
1028 */ 920 */
1029 921
1030 tmp_loop = 0; 922 tmp_loop = 0;
1031 while(!tmp_loop) { 923 while (!tmp_loop)
1032 const char *name = add_string (op->name); 924 {
925 shstr name = op->name;
1033 int x = op->x, y = op->y; 926 int x = op->x, y = op->y;
927
1034 remove_statbonus(op); 928 op->remove_statbonus ();
1035 remove_ob (op); 929 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 930 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 931 op->arch->clone.copy_to (op);
1038 op->instantiate (); 932 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 933 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 934 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; 935 op->x = x;
1045 op->y = y; 936 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 937 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 938 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 939 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 940 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 941 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 942 }
943
1055 update_object(op,UP_OBJ_FACE); 944 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 945 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 946 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 947 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 948 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 949 op->stats.grace = 0;
950
1061 if (op->msg) 951 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 952 new_draw_info (NDI_BLUE, 0, op, op->msg);
953
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 954 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; 955 return 0;
1065} 956}
1066 957
958int
1067int key_confirm_quit(object *op, char key) 959key_confirm_quit (object *op, char key)
1068{ 960{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
962 {
1072 op->contr->state=ST_PLAYING; 963 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 965 return 1;
1075 } 966 }
1076 967
1077 INVOKE_PLAYER (LOGOUT, op->contr); 968 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 969 INVOKE_PLAYER (QUIT, op->contr);
1079 970
1080 terminate_all_pets(op); 971 terminate_all_pets (op);
1081 leave_map(op); 972 leave_map (op);
1082 op->direction=0; 973 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 974 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 975
1086 strcpy(op->contr->killer,"quit"); 976 strcpy (op->contr->killer, "quit");
1087 check_score(op); 977 check_score (op);
1088 op->contr->party=NULL; 978 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 979 op->contr->own_title[0] = '\0';
1091 980
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 981 object_ptr ob = op;
1093 mapstruct *mp, *next;
1094 982
983 delete ob->contr;
984
1095 /* We need to hunt for any per player unique maps in memory and 985 /* 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, 986 * 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 987 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 988 */
989 char buf[MAX_BUF];
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 991
992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
1101 next = mp->next; 994 next = mp->next;
995
1102 if (!strncmp(mp->path, buf, strlen(buf))) 996 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 997 delete_map (mp);
1104 } 998 }
1105 999
1106 delete_character(op->name, 1); 1000 delete_character (ob->name, 1);
1107 } 1001
1108 play_again(op);
1109 return 1; 1002 return 1;
1110} 1003}
1111 1004
1005void
1112void flee_player(object *op) { 1006flee_player (object *op)
1007{
1113 int dir,diff; 1008 int dir, diff;
1114 rv_vector rv; 1009 rv_vector rv;
1115 1010
1116 if(op->stats.hp < 0) { 1011 if (op->stats.hp < 0)
1012 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1013 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1014 CLEAR_FLAG (op, FLAG_SCARED);
1015 return;
1016 }
1017
1018 if (op->enemy == NULL)
1019 {
1020 LOG (llevDebug, "Fleeing player had no enemy.\n");
1021 CLEAR_FLAG (op, FLAG_SCARED);
1022 return;
1023 }
1024
1025 /* Seen some crashes here. Since we don't store an
1026 * op->enemy_count, it is possible that something destroys the
1027 * actual enemy, and the object is recycled.
1028 */
1029 if (op->enemy->map == NULL)
1030 {
1031 CLEAR_FLAG (op, FLAG_SCARED);
1032 op->enemy = NULL;
1033 return;
1034 }
1035
1036 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1037 {
1038 op->enemy = NULL;
1039 CLEAR_FLAG (op, FLAG_SCARED);
1040 return;
1041 }
1042
1043 get_rangevector (op, op->enemy, &rv, 0);
1044
1045 dir = absdir (4 + rv.direction);
1046 for (diff = 0; diff < 3; diff++)
1047 {
1048 int m = 1 - (RANDOM () & 2);
1049
1050 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1051 return;
1120 } 1052 }
1121 1053
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 */ 1054 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1055 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1056 op->enemy = NULL;
1156} 1057}
1157 1058
1158 1059
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1060/* 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 1061 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1062 * stop.
1162 */ 1063 */
1064int
1163int check_pick(object *op) { 1065check_pick (object *op)
1066{
1164 object *tmp, *next; 1067 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1068 int stop = 0;
1167 int j, k, wvratio; 1069 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1070 char putstring[128], tmpstr[16];
1169 1071
1170
1171 /* if you're flying, you cna't pick up anything */ 1072 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1073 if (op->move_type & MOVE_FLYING)
1173 return 1; 1074 return 1;
1174 1075
1175 op_tag = op->count;
1176
1177 next = op->below; 1076 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1077
1181 /* loop while there are items on the floor that are not marked as 1078 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1079 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1080 while (next && !next->destroyed ())
1184 { 1081 {
1185 tmp = next; 1082 tmp = next;
1186 next = tmp->below; 1083 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1084
1190 if (was_destroyed (op, op_tag)) 1085 if (op->destroyed ())
1191 return 0; 1086 return 0;
1192 1087
1193 if ( ! can_pick (op, tmp)) 1088 if (!can_pick (op, tmp))
1194 continue; 1089 continue;
1195 1090
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1091 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1092 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1093 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1094 pick_up (op, tmp);
1200 continue; 1095 continue;
1201 } 1096 }
1202 1097
1203 /* high not bit set? We're using the old autopickup model */ 1098 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1099 if (!(op->contr->mode & PU_NEWMODE))
1100 {
1205 switch (op->contr->mode) { 1101 switch (op->contr->mode)
1102 {
1103 case 0:
1206 case 0: return 1; /* don't pick up */ 1104 return 1; /* don't pick up */
1105 case 1:
1207 case 1: pick_up (op, tmp); 1106 pick_up (op, tmp);
1208 return 1; 1107 return 1;
1108 case 2:
1209 case 2: pick_up (op, tmp); 1109 pick_up (op, tmp);
1210 return 0; 1110 return 0;
1111 case 3:
1211 case 3: return 0; /* stop before pickup */ 1112 return 0; /* stop before pickup */
1113 case 4:
1212 case 4: pick_up (op, tmp); 1114 pick_up (op, tmp);
1213 break; 1115 break;
1116 case 5:
1214 case 5: pick_up (op, tmp); 1117 pick_up (op, tmp);
1215 stop = 1; 1118 stop = 1;
1216 break; 1119 break;
1217 case 6: 1120 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1121 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); 1122 pick_up (op, tmp);
1221 break; 1123 break;
1222 1124
1223 case 7: 1125 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1126 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1127 pick_up (op, tmp);
1226 break; 1128 break;
1227 1129
1228 default: 1130 default:
1229 /* use value density */ 1131 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1132 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1133 && (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); 1134 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 } 1135 }
1262 } 1136 }
1263 } 1137 else
1138 { /* old model */
1139 /* NEW pickup handling */
1140 if (op->contr->mode & PU_DEBUG)
1141 {
1142 /* some debugging code to figure out item information */
1143 if (tmp->name != NULL)
1144 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1145 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1146 else
1147 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1148 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1149
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151 }
1265 1152
1153 /* philosophy:
1154 * It's easy to grab an item type from a pile, as long as it's
1155 * generic. This takes no game-time. For more detailed pickups
1156 * and selections, select-items should be used. This is a
1157 * grab-as-you-run type mode that's really useful for arrows for
1158 * example.
1159 * The drawback: right now it has no frontend, so you need to
1160 * stick the bits you want into a calculator in hex mode and then
1161 * convert to decimal and then 'pickup <#>
1162 */
1163
1164 /* the first two modes are exclusive: if NOTHING we return, if
1165 * STOP then we stop. All the rest are applied sequentially,
1166 * meaning if any test passes, the item gets picked up. */
1167
1168 /* if mode is set to pick nothing up, return */
1169
1170 if (op->contr->mode & PU_NOTHING)
1171 return 1;
1172
1173 /* if mode is set to stop when encountering objects, return */
1174 /* take STOP before INHIBIT since it doesn't actually pick
1175 * anything up */
1176
1177 if (op->contr->mode & PU_STOP)
1178 return 0;
1179
1180 /* useful for going into stores and not losing your settings... */
1181 /* and for battles wher you don't want to get loaded down while
1182 * fighting */
1183 if (op->contr->mode & PU_INHIBIT)
1184 return 1;
1185
1186 /* prevent us from turning into auto-thieves :) */
1187 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1188 continue;
1189
1190 /* ignore known cursed objects */
1191 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1192 continue;
1193
1194 /* all food and drink if desired */
1195 /* question: don't pick up known-poisonous stuff? */
1196 if (op->contr->mode & PU_FOOD)
1197 if (tmp->type == FOOD)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_DRINK)
1204 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 if (op->contr->mode & PU_POTION)
1211 if (tmp->type == POTION)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 /* spellbooks, skillscrolls and normal books/scrolls */
1218 if (op->contr->mode & PU_SPELLBOOK)
1219 if (tmp->type == SPELLBOOK)
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224
1225 if (op->contr->mode & PU_SKILLSCROLL)
1226 if (tmp->type == SKILLSCROLL)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_READABLES)
1233 if (tmp->type == BOOK || tmp->type == SCROLL)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* wands/staves/rods/horns */
1240 if (op->contr->mode & PU_MAGIC_DEVICE)
1241 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 /* pick up all magical items */
1248 if (op->contr->mode & PU_MAGICAL)
1249 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 if (op->contr->mode & PU_VALUABLES)
1256 {
1257 if (tmp->type == MONEY || tmp->type == GEM)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262 }
1263
1264 /* rings & amulets - talismans seems to be typed AMULET */
1265 if (op->contr->mode & PU_JEWELS)
1266 if (tmp->type == RING || tmp->type == AMULET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* we don't forget dragon food */
1273 if (op->contr->mode & PU_FLESH)
1274 if (tmp->type == FLESH)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* bows and arrows. Bows are good for selling! */
1281 if (op->contr->mode & PU_BOW)
1282 if (tmp->type == BOW)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_ARROW)
1289 if (tmp->type == ARROW)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* all kinds of armor etc. */
1296 if (op->contr->mode & PU_ARMOUR)
1297 if (tmp->type == ARMOUR)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_HELMET)
1304 if (tmp->type == HELMET)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 if (op->contr->mode & PU_SHIELD)
1311 if (tmp->type == SHIELD)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_BOOTS)
1318 if (tmp->type == BOOTS)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_GLOVES)
1325 if (tmp->type == GLOVES)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_CLOAK)
1332 if (tmp->type == CLOAK)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 /* hoping to catch throwing daggers here */
1339 if (op->contr->mode & PU_MISSILEWEAPON)
1340 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 /* careful: chairs and tables are weapons! */
1347 if (op->contr->mode & PU_ALLWEAPON)
1348 {
1349 if (tmp->type == WEAPON && tmp->name != NULL)
1350 {
1351 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1352 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1353 {
1354 pick_up (op, tmp);
1355 continue;
1356 }
1357 }
1358
1359 if (tmp->type == WEAPON && tmp->name == NULL)
1360 {
1361 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1362 {
1363 pick_up (op, tmp);
1364 continue;
1365 }
1366 }
1367 }
1368
1369 /* misc stuff that's useful */
1370 if (op->contr->mode & PU_KEY)
1371 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1372 {
1373 pick_up (op, tmp);
1374 continue;
1375 }
1376
1377 /* any of the last 4 bits set means we use the ratio for value
1378 * pickups */
1379 if (op->contr->mode & PU_RATIO)
1380 {
1381 /* use value density to decide what else to grab */
1382 /* >=7 was >= op->contr->mode */
1383 /* >=7 is the old standard setting. Now we take the last 4 bits
1384 * and multiply them by 5, giving 0..15*5== 5..75 */
1385 wvratio = (op->contr->mode & PU_RATIO) * 5;
1386 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1387 {
1388 pick_up (op, tmp);
1266#if 0 1389#if 0
1267 /* print the flags too */ 1390 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1391 if (tmp->name != NULL)
1269 { 1392 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1393 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1394 }
1272 { 1395 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1396 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1397 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1398 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 1399#endif
1279 } 1400 continue;
1280 /* philosophy: 1401 }
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 } 1402 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1403 } /* 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 } 1404 }
1440 } /* the new pickup model */ 1405
1441 }
1442 return ! stop; 1406 return !stop;
1443} 1407}
1444 1408
1445/* 1409/*
1446 * Find an arrow in the inventory and after that 1410 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1411 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1412 * found object is returned.
1449 */ 1413 */
1414object *
1450object *find_arrow(object *op, const char *type) 1415find_arrow (object *op, const char *type)
1451{ 1416{
1452 object *tmp = NULL; 1417 object *tmp = NULL;
1453 1418
1454 for(op=op->inv; op; op=op->below) 1419 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1420 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); 1421 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1422 else if (op->type == ARROW && op->race == type)
1459 return op; 1423 return op;
1460 return tmp; 1424 return tmp;
1461} 1425}
1462 1426
1463/* 1427/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1428 * 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 1429 * 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 1430 * 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. 1431 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1432 */
1469 1433
1434object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1435find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1436{
1472 object *tmp = NULL, *arrow, *ntmp; 1437 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1438 int attacknum, attacktype, betterby = 0, i;
1474 1439
1475 if (!type) 1440 if (!type)
1476 return NULL; 1441 return NULL;
1477 1442
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1443 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1444 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1445 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1446 {
1481 i = 0; 1447 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1448 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1449 if (i > betterby)
1450 {
1484 tmp = ntmp; 1451 tmp = ntmp;
1485 betterby = i; 1452 betterby = i;
1486 } 1453 }
1454 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1455 else if (arrow->type == ARROW && arrow->race == type)
1456 {
1488 /* allways prefer assasination/slaying */ 1457 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1458 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1459 {
1491 if (arrow->attacktype & AT_DEATH) { 1460 if (arrow->attacktype & AT_DEATH)
1461 {
1492 *better = 100; 1462 *better = 100;
1493 return arrow; 1463 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1464 }
1498 } else { 1465 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 } 1466 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1467 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1468 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 } 1469 }
1515 } 1470 }
1471 else
1472 {
1473 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1474 {
1475 attacktype = 1 << attacknum;
1476 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1477 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1478 {
1479 tmp = arrow;
1480 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1481 }
1482 }
1483 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1484 {
1485 tmp = arrow;
1486 betterby = 2 + arrow->magic + arrow->stats.dam;
1487 }
1488 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1489 {
1490 tmp = arrow;
1491 betterby = 1 + arrow->magic + arrow->stats.dam;
1492 }
1516 } 1493 }
1494 }
1517 } 1495 }
1518 if (tmp == NULL && arrow == NULL) 1496 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1497 return find_arrow (op, type);
1520 1498
1521 *better = betterby; 1499 *better = betterby;
1522 return tmp; 1500 return tmp;
1523} 1501}
1524 1502
1525/* looks in a given direction, finds the first valid target, and calls 1503/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1504 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1505 * op = the shooter
1528 * type = bow->race 1506 * type = bow->race
1529 * dir = fire direction 1507 * dir = fire direction
1530 */ 1508 */
1531 1509
1510object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1511pick_arrow_target (object *op, const char *type, int dir)
1533{ 1512{
1534 object *tmp = NULL; 1513 object *tmp = NULL;
1535 mapstruct *m; 1514 maptile *m;
1536 int i, mflags, found, number; 1515 int i, mflags, found, number;
1537 sint16 x, y; 1516 sint16 x, y;
1538 1517
1539 if (op->map == NULL) 1518 if (op->map == NULL)
1540 return find_arrow(op, type); 1519 return find_arrow (op, type);
1541 1520
1542 /* do a dex check */ 1521 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1522 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))) 1523 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1524 return find_arrow (op, type);
1546 1525
1547 m = op->map; 1526 m = op->map;
1548 x = op->x; 1527 x = op->x;
1549 y = op->y; 1528 y = op->y;
1550 1529
1551 /* find the first target */ 1530 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1531 for (i = 0, found = 0; i < 20; i++)
1532 {
1553 x += freearr_x[dir]; 1533 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1534 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1535 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1536 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1537 {
1557 tmp = NULL; 1538 tmp = NULL;
1539 break;
1540 }
1541 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1542 {
1543 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1544 * perhaps a bad assumption.
1545 */
1546 tmp = NULL;
1547 break;
1548 }
1549 if (mflags & P_IS_ALIVE)
1550 {
1551 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1552 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1553 {
1554 found++;
1555 break;
1556 }
1557 if (found)
1558 break; 1558 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 } 1559 }
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 } 1560 }
1576 if (tmp == NULL) 1561 if (tmp == NULL)
1577 return find_arrow(op, type); 1562 return find_arrow (op, type);
1578 1563
1579 if (tmp->head) 1564 if (tmp->head)
1580 tmp = tmp->head; 1565 tmp = tmp->head;
1581 1566
1582 return find_better_arrow(op, tmp, type, &i); 1567 return find_better_arrow (op, tmp, type, &i);
1583} 1568}
1584 1569
1585/* 1570/*
1586 * Creature fires a bow - op can be monster or player. Returns 1571 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1572 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1575 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1576 * 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 1577 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1578 * player fire modes.
1594 */ 1579 */
1580int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1581fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1582{
1598 object *left, *bow; 1583 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1584 int bowspeed, mflags;
1601 mapstruct *m; 1585 maptile *m;
1602 1586
1603 if (!dir) { 1587 if (!dir)
1588 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1589 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1590 return 0;
1606 } 1591 }
1592
1607 if (op->type == PLAYER) 1593 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1594 bow = op->contr->ranges[range_bow];
1609 else { 1595 else
1596 {
1610 for(bow=op->inv; bow; bow=bow->below) 1597 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1598 /* 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. 1599 * don't need to switch back and forth between bows and weapons.
1613 */ 1600 */
1614 if(bow->type==BOW) 1601 if (bow->type == BOW)
1615 break; 1602 break;
1616 1603
1617 if (!bow) { 1604 if (!bow)
1605 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1606 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1607 return 0;
1620 } 1608 }
1621 } 1609 }
1610
1622 if( !bow->race || !bow->skill) { 1611 if (!bow->race || !bow->skill)
1612 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1614 return 0;
1625 } 1615 }
1626 1616
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1618
1629 /* penalize ROF for bestarrow */ 1619 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622
1632 if (bowspeed < 1) 1623 if (bowspeed < 1)
1633 bowspeed = 1; 1624 bowspeed = 1;
1634 1625
1635 if (arrow == NULL) { 1626 if (arrow == NULL)
1627 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1628 if ((arrow = find_arrow (op, bow->race)) == NULL)
1629 {
1637 if (op->type == PLAYER) 1630 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1631 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 */ 1632 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1633 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1634 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1635 return 0;
1644 } 1636 }
1645 } 1637 }
1638
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1639 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1640 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1641 return 0;
1649 } 1642
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1643 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1644 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1645 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1646 return 0;
1653 } 1647 }
1654 1648
1655 /* this should not happen, but sometimes does */ 1649 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1650 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1651 {
1658 free_object(arrow); 1652 arrow->destroy ();
1659 return 0; 1653 return 0;
1660 } 1654 }
1661 1655
1662 left = arrow; /* these are arrows left to the player */ 1656 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1657 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1658 if (!arrow)
1659 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1660 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1661 return 0;
1669 } 1662 }
1670 set_owner(arrow, op); 1663
1671 if (arrow->skill) free_string(arrow->skill); 1664 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1665 arrow->skill = bow->skill;
1673 1666
1674 arrow->direction=dir; 1667 arrow->direction = dir;
1675 arrow->x = sx; 1668 arrow->x = sx;
1676 arrow->y = sy; 1669 arrow->y = sy;
1677 1670
1678 if (op->type == PLAYER) { 1671 if (op->type == PLAYER)
1672 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1674 op->update_stats ();
1681 } 1675 }
1682 1676
1683 SET_ANIMATION(arrow, arrow->direction); 1677 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1679 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1680 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1681 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1682 arrow->spellarg = strdup (arrow->slaying);
1689 1683
1690 /* Note that this was different for monsters - they got their level 1684 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1685 * added to the damage. I think the strength bonus is more proper.
1692 */ 1686 */
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 1687
1688 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1689
1698 /* update the speed */ 1690 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1692 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 1693
1704 if (arrow->speed < 1.0) 1694 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1695 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1696 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1697 arrow->speed_left = 0;
1708 1698
1709 if (op->type == PLAYER) { 1699 if (op->type == PLAYER)
1700 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1701 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1702 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1703 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 1704
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1705 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1706 }
1707 else
1708 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1709 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; 1710 arrow->level = op->level;
1721 } 1711 }
1712
1722 if (arrow->attacktype == AT_PHYSICAL) 1713 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1714 arrow->attacktype |= bow->attacktype;
1715
1724 if (bow->slaying != NULL) 1716 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1717 arrow->slaying = bow->slaying;
1726 1718
1727 arrow->map = m; 1719 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1720 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1721 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1722
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1723 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); 1724 insert_ob_in_map (arrow, m, op, 0);
1734 1725
1735 if (!was_destroyed(arrow, tag)) 1726 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1727 move_arrow (arrow);
1737 1728
1738 if (op->type == PLAYER) { 1729 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1730 {
1731 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1732 esrv_del_item (op->contr, left->count);
1741 else 1733 else
1742 esrv_send_item(op, left); 1734 esrv_send_item (op, left);
1743 } 1735 }
1736
1744 return 1; 1737 return 1;
1745} 1738}
1746 1739
1747/* Special fire code for players - this takes into 1740/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1741 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1742 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1743 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1744 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1745 * hence the function name.
1753 */ 1746 */
1747int
1754int player_fire_bow(object *op, int dir) 1748player_fire_bow (object *op, int dir)
1755{ 1749{
1756 int ret=0, wcmod=0; 1750 int ret = 0, wcmod = 0;
1757 1751
1758 if (op->contr->bowtype == bow_bestarrow) { 1752 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1753 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1754 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); 1755 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1756 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1757 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1758 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1759 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1760 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1761 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1762 else if (op->contr->bowtype == bow_threewide)
1763 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1764 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)]); 1765 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)]); 1766 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1767 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1768 else if (op->contr->bowtype == bow_spreadshot)
1769 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1770 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); 1771 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); 1772 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1773
1776 } else { 1774 }
1775 else
1776 {
1777 /* Simple case */ 1777 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1779 }
1780 return ret; 1780 return ret;
1781} 1781}
1782 1782
1783 1783
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1784/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1785 * Broken apart from 'fire' to keep it more readable.
1786 */ 1786 */
1787void
1787void fire_misc_object(object *op, int dir) 1788fire_misc_object (object *op, int dir)
1788{ 1789{
1789 object *item; 1790 object *item;
1790 1791
1791 if (!op->contr->ranges[range_misc]) { 1792 if (!op->contr->ranges[range_misc])
1793 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1794 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1795 return;
1794 } 1796 }
1795 1797
1796 item = op->contr->ranges[range_misc]; 1798 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1799 if (!item->inv)
1800 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1801 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1802 return;
1800 } 1803 }
1801 if (item->type == WAND) { 1804 if (item->type == WAND)
1805 {
1802 if(item->stats.food<=0) { 1806 if (item->stats.food <= 0)
1807 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1808 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)); 1809 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1810 return;
1806 } 1811 }
1812 }
1807 } else if (item->type == ROD || item->type==HORN) { 1813 else if (item->type == ROD || item->type == HORN)
1814 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1815 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1816 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1818 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)); 1819 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1820 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1821 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; 1822 return;
1817 } 1823 }
1818 } 1824 }
1819 1825
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1826 if (cast_spell (op, item, dir, item->inv, NULL))
1827 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1828 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1829 if (item->type == WAND)
1830 {
1823 if (!(--item->stats.food)) { 1831 if (!(--item->stats.food))
1832 {
1824 object *tmp; 1833 object *tmp;
1834
1825 if (item->arch) { 1835 if (item->arch)
1836 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1837 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1838 item->face = item->arch->clone.face;
1828 item->speed = 0; 1839 item->speed = 0;
1829 update_ob_speed(item); 1840 update_ob_speed (item);
1830 } 1841 }
1831 if ((tmp=is_player_inv(item))) 1842 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1843 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1844 }
1834 } 1845 }
1835 else if (item->type == ROD || item->type==HORN) { 1846 else if (item->type == ROD || item->type == HORN)
1847 {
1836 drain_rod_charge(item); 1848 drain_rod_charge (item);
1837 } 1849 }
1838 } 1850 }
1839} 1851}
1840 1852
1841/* Received a fire command for the player - go and do it. 1853/* Received a fire command for the player - go and do it.
1842 */ 1854 */
1855void
1843void fire(object *op,int dir) { 1856fire (object *op, int dir)
1857{
1844 int spellcost=0; 1858 int spellcost = 0;
1845 1859
1846 /* check for loss of invisiblity/hide */ 1860 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1861 if (action_makes_visible (op))
1862 make_visible (op);
1848 1863
1849 switch(op->contr->shoottype) { 1864 switch (op->contr->shoottype)
1865 {
1850 case range_none: 1866 case range_none:
1867 return;
1868
1869 case range_bow:
1870 player_fire_bow (op, dir);
1871 return;
1872
1873 case range_magic: /* Casting spells */
1874 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1875 return;
1876
1877 case range_misc:
1878 fire_misc_object (op, dir);
1879 return;
1880
1881 case range_golem: /* Control summoned monsters from scrolls */
1882 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1883 {
1884 op->contr->ranges[range_golem] = 0;
1885 op->contr->shoottype = range_none;
1886 }
1887 else
1888 control_golem (op->contr->ranges[range_golem], dir);
1889 return;
1890
1891 case range_skill:
1892 if (!op->chosen_skill)
1893 {
1894 if (op->type == PLAYER)
1895 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 1896 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 } 1897 }
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); 1898 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1899 return;
1900 case range_builder:
1901 apply_map_builder (op, dir);
1902 return;
1887 default: 1903 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1904 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1905 return;
1890 } 1906 }
1891} 1907}
1892 1908
1893 1909
1894 1910
1901 * inv is the objects inventory to searched 1917 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1918 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1919 * This function can be called recursively to search containers.
1904 */ 1920 */
1905 1921
1922object *
1906object * find_key(object *pl, object *container, object *door) 1923find_key (object *pl, object *container, object *door)
1907{ 1924{
1908 object *tmp,*key; 1925 object *tmp, *key;
1909 1926
1910 /* Should not happen, but sanity checking is never bad */ 1927 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1928 if (container->inv == NULL)
1929 return NULL;
1912 1930
1913 /* First, lets try to find a key in the top level inventory */ 1931 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1932 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1933 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1934 if (door->type == DOOR && tmp->type == KEY)
1935 break;
1916 /* For sanity, we should really check door type, but other stuff 1936 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1937 * (like containers) can be locked with special keys
1918 */ 1938 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1939 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1940 break;
1921 } 1941 }
1922 /* No key found - lets search inventories now */ 1942 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1943 /* 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 1944 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1945 * a key, return
1926 */ 1946 */
1927 if (!tmp) { 1947 if (!tmp)
1948 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1950 {
1929 /* No reason to search empty containers */ 1951 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1952 if (tmp->type == CONTAINER && tmp->inv)
1953 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1954 if ((key = find_key (pl, tmp, door)) != NULL)
1955 return key;
1932 } 1956 }
1933 } 1957 }
1958 if (!tmp)
1934 if (!tmp) return NULL; 1959 return NULL;
1935 } 1960 }
1936 /* We get down here if we have found a key. Now if its in a container, 1961 /* 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 1962 * see if we actually want to use it
1938 */ 1963 */
1939 if (pl!=container) { 1964 if (pl != container)
1965 {
1940 /* Only let players use keys in containers */ 1966 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1967 if (!pl->contr)
1968 return NULL;
1942 /* cases where this fails: 1969 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1970 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1971 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1972 * If the container is not active, return now since only active
1946 * containers can be used. 1973 * containers can be used.
1947 * If we only search keyrings and the container does not have 1974 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1975 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1976 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1977 * inv must have been an container and must have been active.
1951 * 1978 *
1952 * Change the color so that the message doesn't disappear with 1979 * Change the color so that the message doesn't disappear with
1953 * all the others. 1980 * all the others.
1954 */ 1981 */
1955 if (pl->contr->usekeys == key_inventory || 1982 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1983 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1984 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1985 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1986 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1987 "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; 1988 return NULL;
1964 } 1989 }
1965 } 1990 }
1966 return tmp; 1991 return tmp;
1967} 1992}
1968 1993
1969/* moved door processing out of move_player_attack. 1994/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1995 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1996 * such that the caller should not do anything more,
1972 * 0 otherwise 1997 * 0 otherwise
1973 */ 1998 */
1999static int
1974static int player_attack_door(object *op, object *door) 2000player_attack_door (object *op, object *door)
1975{ 2001{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2002 /* 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 - 2003 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2004 * otherwise, we fall through to the rest of the code.
1980 */ 2005 */
1981 object *key=find_key(op, op, door); 2006 object *key = find_key (op, op, door);
1982 2007
1983 /* IF we found a key, do some extra work */ 2008 /* IF we found a key, do some extra work */
1984 if (key) { 2009 if (key)
2010 {
1985 object *container=key->env; 2011 object *container = key->env;
1986 2012
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2013 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2014 if (action_makes_visible (op))
2015 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2016 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2017 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2018 if (door->type == DOOR)
2019 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2020 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2021 }
1993 else if(door->type==LOCKED_DOOR) { 2022 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2023 {
1995 "You open the door with the %s", query_short_name(key)); 2024 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 ;-) */ 2025 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2026 }
1998 /* Do this after we print the message */ 2027 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2028 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2029 /* Need to update the weight the container the key was in */
2001 if (container != op) 2030 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2031 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2032 return 1; /* Nothing more to do below */
2033 }
2004 } else if (door->type==LOCKED_DOOR) { 2034 else if (door->type == LOCKED_DOOR)
2035 {
2005 /* Might as well return now - no other way to open this */ 2036 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2037 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2038 return 1;
2008 } 2039 }
2009 return 0; 2040 return 0;
2010} 2041}
2011 2042
2012/* This function is just part of a breakup from move_player. 2043/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2044 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2045 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2046 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2047 * going to try and move (not fire weapons).
2017 */ 2048 */
2018 2049void
2019void move_player_attack(object *op, int dir) 2050move_player_attack (object *op, int dir)
2020{ 2051{
2021 object *tmp, *mon; 2052 object *tmp, *mon;
2022 sint16 nx, ny; 2053 sint16 nx, ny;
2023 int on_battleground; 2054 int on_battleground;
2024 mapstruct *m; 2055 maptile *m;
2025 2056
2026 nx=freearr_x[dir]+op->x; 2057 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2058 ny = freearr_y[dir] + op->y;
2028 2059
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2060 on_battleground = op_on_battleground (op, 0, 0);
2030 2061
2031 /* If braced, or can't move to the square, and it is not out of the 2062 /* 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 2063 * 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 2064 * 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 2065 * 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 2066 * 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 2067 * 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 2068 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2069 * move_ob uses.
2039 */ 2070 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2071 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2072 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2073 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2074 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2075 m = get_map_from_coord (op->map, &nx, &ny);
2076 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2077 return; /* Don't think this should happen */
2078 }
2079 else
2080 m = op->map;
2081
2082 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2044 } 2083 {
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");*/ 2084 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2085 return;
2086 }
2087
2088 mon = 0;
2089 /* Go through all the objects, and find ones of interest. Only stop if
2090 * we find a monster - that is something we know we want to attack.
2091 * if its a door or barrel (can roll) see if there may be monsters
2092 * on the space
2093 */
2094 while (tmp)
2095 {
2096 if (tmp == op)
2097 {
2098 tmp = tmp->above;
2099 continue;
2100 }
2101
2102 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2103 {
2104 mon = tmp;
2105 break;
2106 }
2107
2108 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2109 mon = tmp;
2110
2111 tmp = tmp->above;
2112 }
2113
2114 if (!mon) /* This happens anytime the player tries to move */
2115 return; /* into a wall */
2116
2117 if (mon->head)
2118 mon = mon->head;
2119
2120 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2121 if (player_attack_door (op, mon))
2122 return;
2123
2124 /* The following deals with possibly attacking peaceful
2125 * or frienddly creatures. Basically, all players are considered
2126 * unaggressive. If the moving player has peaceful set, then the
2127 * object should be pushed instead of attacked. It is assumed that
2128 * if you are braced, you will not attack friends accidently,
2129 * and thus will not push them.
2130 */
2131
2132 /* If the creature is a pet, push it even if the player is not
2133 * peaceful. Our assumption is the creature is a pet if the
2134 * player owns it and it is either friendly or unagressive.
2135 */
2136 if ((op->type == PLAYER)
2137#if COZY_SERVER
2138 &&
2139 ((mon->owner && mon->owner->contr
2140 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2141#else
2142 && mon->owner == op
2143#endif
2144 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2145 {
2146 /* If we're braced, we don't want to switch places with it */
2147 if (op->contr->braced)
2049 return; 2148 return;
2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2150 (void) push_ob (mon, dir, op);
2151 if (op->contr->tmp_invis || op->hide)
2152 make_visible (op);
2153 return;
2050 } 2154 }
2051 2155
2052 mon = NULL; 2156 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2157 * 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. 2158 * 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 2159 * attack them either.
2056 * on the space
2057 */ 2160 */
2058 while (tmp!=NULL) { 2161 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2162 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2163#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2164 (op->contr->peaceful
2165 || (mon->type == PLAYER
2166 && mon->contr->
2167 peaceful)) &&
2168#else
2169 op->contr->peaceful &&
2170#endif
2171 !on_battleground))
2172 {
2173 if (!op->contr->braced)
2174 {
2175 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2176 (void) push_ob (mon, dir, op);
2062 } 2177 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2178 else
2064 mon = tmp; 2179 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2180
2181 if (op->contr->tmp_invis || op->hide)
2182 make_visible (op);
2183 }
2184
2185 /* If the object is a boulder or other rollable object, then
2186 * roll it if not braced. You can't roll it if you are braced.
2187 */
2188 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2189 {
2190 recursive_roll (mon, dir, op);
2191 if (action_makes_visible (op))
2192 make_visible (op);
2193 }
2194
2195 /* Any generic living creature. Including things like doors.
2196 * Way it works is like this: First, it must have some hit points
2197 * and be living. Then, it must be one of the following:
2198 * 1) Not a player, 2) A player, but of a different party. Note
2199 * that party_number -1 is no party, so attacks can still happen.
2200 */
2201
2202 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2203 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2204 {
2205
2206 /* If the player hasn't hit something this tick, and does
2207 * so, give them speed boost based on weapon speed. Doing
2208 * it here is better than process_players2, which basically
2209 * incurred a 1 tick offset.
2210 */
2211 if (!op->contr->has_hit)
2212 {
2213 op->speed_left += op->speed / op->contr->weapon_sp;
2214
2215 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2216 }
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 2217
2075 if(mon->head != NULL) 2218 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2219
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2220 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2221 * hitback, and doesn't loose luck either.
2080 2222 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2223 * 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 */ 2224 */
2088 2225 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 )) { 2226 {
2129 if (!op->contr->braced) { 2227 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2228
2131 (void) push_ob(mon,dir,op); 2229 mon->contr->has_hit = 1;
2132 } else { 2230 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2231 mon->stats.luck = luck;
2134 } 2232 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2233
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); 2234 if (action_makes_visible (op))
2144 } 2235 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 } 2236 }
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 */ 2237 } /* if player should attack something */
2185} 2238}
2186 2239
2240int
2187int move_player(object *op,int dir) { 2241move_player (object *op, int dir)
2242{
2188 int pick; 2243 int pick;
2189 2244
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2245 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; 2246 return 0;
2247
2248 /* Sanity check: make sure dir is valid */
2249 if ((dir < 0) || (dir >= 9))
2250 {
2251 LOG (llevError, "move_player: invalid direction %d\n", dir);
2252 return 0;
2253 }
2254
2255 /* peterm: added following line */
2256 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2257 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2258
2259 op->facing = dir;
2260
2261 if (op->hide)
2262 do_hidden_move (op);
2263
2264 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2265 /*nop */ ;
2266 else if (op->contr->fire_on)
2267 fire (op, dir);
2268 else
2269 {
2270 move_player_attack (op, dir);
2271 pick = check_pick (op);
2272 }
2273
2274 /* Add special check for newcs players and fire on - this way, the
2275 * server can handle repeat firing.
2276 */
2277 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2278 op->direction = dir;
2279 else
2280 op->direction = 0;
2281
2282 /* Update how the player looks. Use the facing, so direction may
2283 * get reset to zero. This allows for full animation capabilities
2284 * for players.
2285 */
2286 animate_object (op, op->facing);
2287 return 0;
2231} 2288}
2232 2289
2233/* This is similar to handle_player, below, but is only used by the 2290/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2291 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2292 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2293 * the new speed values for commands.
2237 * 2294 *
2238 * Returns true if there are more actions we can do. 2295 * Returns true if there are more actions we can do.
2239 */ 2296 */
2297int
2240int handle_newcs_player(object *op) 2298handle_newcs_player (object *op)
2241{ 2299{
2242 if (op->contr->hidden) { 2300 if (op->contr->hidden)
2301 {
2243 op->invisible = 1000; 2302 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2303 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2304 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2305 * alternate it here for it to work correctly.
2247 */ 2306 */
2248 if (pticks & 2) op->invisible--; 2307 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2308 op->invisible--;
2309 }
2310 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2311 {
2312 op->invisible--;
2252 if(!op->invisible) { 2313 if (!op->invisible)
2314 {
2253 make_visible(op); 2315 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2316 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2317 }
2256 } 2318 }
2257 2319
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2320 if (QUERY_FLAG (op, FLAG_SCARED))
2321 {
2259 flee_player(op); 2322 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2323 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2324 if (QUERY_FLAG (op, FLAG_SCARED))
2325 {
2262 op->speed_left--; 2326 op->speed_left--;
2263 return 0; 2327 return 0;
2264 } 2328 }
2265 } 2329 }
2266 2330
2267 /* I've been seeing crashes where the golem has been destroyed, but 2331 /* 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 2332 * 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 2333 * 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. 2334 * put this in a a workaround to clean up the golem pointer.
2271 */ 2335 */
2272 if (op->contr->ranges[range_golem] && 2336 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; 2337 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2338
2279 /* call this here - we also will call this in do_ericserver, but 2339 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2340 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2341 * called, so we recheck it here.
2282 */ 2342 */
2283 HandleClient(&op->contr->socket, op->contr); 2343 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2284 if (op->speed_left<0) return 0; 2344 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 } 2345 ;
2346
2347 if (op->speed_left < 0)
2298 return 0; 2348 return 0;
2299}
2300 2349
2301int save_life(object *op) { 2350 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2351 {
2352 /* All move commands take 1 tick, at least for now */
2353 op->speed_left--;
2303 2354
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2355 /* Instead of all the stuff below, let move_player take care
2356 * of it. Also, some of the skill stuff is only put in
2357 * there, as well as the confusion stuff.
2358 */
2359 move_player (op, op->direction);
2360 if (op->speed_left > 0)
2361 return 1;
2362 else
2305 return 0; 2363 return 0;
2364 }
2306 2365
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2366 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2367}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2368
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2369int
2311 "Your %s vibrates violently, then evaporates.", 2370save_life (object *op)
2312 query_name(tmp)); 2371{
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); 2372 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2373 return 0;
2374
2375 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2376 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2377 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2380
2381 if (op->contr)
2382 esrv_del_item (op->contr, tmp->count);
2383
2384 tmp->destroy ();
2385 CLEAR_FLAG (op, FLAG_LIFESAVE);
2386
2387 if (op->stats.hp < 0)
2388 op->stats.hp = op->stats.maxhp;
2389
2390 if (op->stats.food < 0)
2391 op->stats.food = 999;
2392
2393 op->update_stats ();
2394 return 1;
2395 }
2396
2397 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2398 CLEAR_FLAG (op, FLAG_LIFESAVE);
2399 enter_player_savebed (op); /* bring him home. */
2400 return 0;
2329} 2401}
2330 2402
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2403/* 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 2404 * 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 2405 * function will descend into containers. op is the object to start the search
2334 * from. 2406 * from.
2335 */ 2407 */
2408void
2336void remove_unpaid_objects(object *op, object *env) 2409remove_unpaid_objects (object *op, object *env)
2337{ 2410{
2338 object *next; 2411 object *next;
2339 2412
2340 while (op) { 2413 while (op)
2414 {
2341 next=op->below; /* Make sure we have a good value, in case 2415 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2416 * we remove object 'op'
2343 */ 2417 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2418 if (QUERY_FLAG (op, FLAG_UNPAID))
2419 {
2345 remove_ob(op); 2420 op->remove ();
2346 op->x = env->x; 2421 op->x = env->x;
2347 op->y = env->y; 2422 op->y = env->y;
2348 if (env->type == PLAYER) 2423 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2424 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2425 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2426 }
2427 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2428 remove_unpaid_objects (op->inv, env);
2429
2353 op=next; 2430 op = next;
2354 } 2431 }
2355} 2432}
2356
2357 2433
2358/* 2434/*
2359 * Returns pointer a static string containing gravestone text 2435 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2436 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2437 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2438 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2439 * but there isn't one in the server directory.
2364 */ 2440 */
2441char *
2365char *gravestone_text (object *op) 2442gravestone_text (object *op)
2366{ 2443{
2367 static char buf2[MAX_BUF]; 2444 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2445 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2446 time_t now = time (NULL);
2370 2447
2371 strcpy (buf2, " R.I.P.\n\n"); 2448 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2449 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2450 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2451 else
2375 sprintf (buf, "%s\n", op->name); 2452 sprintf (buf, "%s\n", &op->name);
2453
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2454 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2455 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2456 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2457 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2458 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2459 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2460
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2462 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2463 if (op->type == PLAYER)
2464 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2465 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2466 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2467 strcat (buf2, buf);
2388 } 2468 }
2469
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2470 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2472 strcat (buf2, buf);
2473
2392 return buf2; 2474 return buf2;
2393} 2475}
2394 2476
2395 2477void
2396
2397void do_some_living(object *op) { 2478do_some_living (object *op)
2479{
2398 int last_food=op->stats.food; 2480 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2481 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2482 int over_hp, over_sp, over_grace;
2401 int i; 2483 int i;
2402 int rate_hp = 1200; 2484 int rate_hp = 1200;
2403 int rate_sp = 2500; 2485 int rate_sp = 2500;
2404 int rate_grace = 2000; 2486 int rate_grace = 2000;
2405 const int max_hp = 1; 2487 const int max_hp = 1;
2406 const int max_sp = 1; 2488 const int max_sp = 1;
2407 const int max_grace = 1; 2489 const int max_grace = 1;
2408 2490
2409 if (op->contr->outputs_sync) { 2491 if (op->contr->outputs_sync)
2492 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2493 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) 2494 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]); 2495 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2496 }
2415 2497
2416 if(op->contr->state==ST_PLAYING) { 2498 if (op->contr->ns->state == ST_PLAYING)
2417 2499 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2500 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2501 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2502 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2503 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2504 else
2505 {
2423 gen_hp = op->stats.maxhp; 2506 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2507 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2508 }
2509
2426 if(op->contr->gen_sp >= 0 ) 2510 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2511 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2512 else
2513 {
2429 gen_sp = op->stats.maxsp; 2514 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2515 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2516 }
2517
2432 if(op->contr->gen_grace >= 0) 2518 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2519 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2520 else
2521 {
2435 gen_grace = op->stats.maxgrace; 2522 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2523 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2524 }
2438 2525
2439 /* Regenerate Spell Points */ 2526 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2527 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2528 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2529 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) { 2530 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2531 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2532 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2533 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2534 if (!QUERY_FLAG (op, FLAG_WIZ))
2535 {
2536 op->stats.food--;
2537 if (op->contr->digestion < 0)
2538 op->stats.food += op->contr->digestion;
2539 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2540 op->stats.food = last_food;
2463 } 2541 }
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 } 2542 }
2543
2544 if (max_sp > 1)
2545 {
2546 over_sp = (gen_sp + 10) / rate_sp;
2547 if (over_sp > 0)
2548 {
2549 if (op->stats.sp < op->stats.maxsp)
2550 {
2551 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2552
2553 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2554 op->stats.sp--;
2555
2556 if (op->stats.sp > op->stats.maxsp)
2557 op->stats.sp = op->stats.maxsp;
2558 }
2559 op->last_sp = 0;
2560 }
2561 else
2562 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2563 }
2487 } else { 2564 else
2565 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2566 }
2567
2568 /* Regenerate Grace */
2569 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2570 if (--op->last_grace < 0)
2571 {
2572 if (op->stats.grace < op->stats.maxgrace / 2)
2573 op->stats.grace++; /* no penalty in food for regaining grace */
2574
2575 if (max_grace > 1)
2576 {
2577 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2578 if (over_grace > 0)
2579 {
2580 op->stats.sp += over_grace
2581 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2582 op->last_grace = 0;
2583 }
2584 else
2585 {
2586 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2587 }
2588 }
2589 else
2590 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2591 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2592 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2593 /* wearing stuff doesn't detract from grace generation. */
2491 } 2594 }
2492 2595
2493 /* Regenerate Hit Points */ 2596 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2597 if (--op->last_heal < 0)
2598 {
2495 if(op->stats.hp<op->stats.maxhp) { 2599 if (op->stats.hp < op->stats.maxhp)
2600 {
2496 op->stats.hp++; 2601 op->stats.hp++;
2497 /* dms do not consume food */ 2602 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2603 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2604 {
2605 op->stats.food--;
2500 if(op->contr->digestion<0) 2606 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2607 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2608 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; 2609 op->stats.food = last_food;
2610 }
2611 }
2612
2613 if (max_hp > 1)
2614 {
2615 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2616 if (over_hp > 0)
2617 {
2618 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2619 op->last_heal = 0;
2620 }
2621 else
2622 {
2623 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2624 }
2625 }
2626 else
2627 {
2628 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2629 }
2505 } 2630 }
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 2631
2521 /* Digestion */ 2632 /* Digestion */
2522 if(--op->last_eat<0) { 2633 if (--op->last_eat < 0)
2634 {
2523#ifdef COZY_SERVER 2635#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2636 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2637 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2638#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2639 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 2640#endif
2531 2641
2532 if(op->contr->gen_hp > 0) 2642 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2643 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2644 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2645 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2646
2536 /* dms do not consume food */ 2647 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2648 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2649 op->stats.food--;
2539 } 2650 }
2540 2651
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2652 if (op->stats.food < 0 && op->stats.hp >= 0)
2653 {
2542 object *tmp, *flesh=NULL; 2654 object *tmp, *flesh = 0;
2543 2655
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2656 for (tmp = op->inv; tmp; tmp = tmp->below)
2657 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2658 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2659 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2660 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2661 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2663 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2664 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2665 break;
2551 } 2666 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2667 else if (tmp->type == FLESH)
2668 flesh = tmp;
2553 } /* End if paid for object */ 2669 } /* End if paid for object */
2554 } /* end of for loop */ 2670 } /* end of for loop */
2671
2555 /* If player is still starving, it means they don't have any food, so 2672 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2673 * eat flesh instead.
2557 */ 2674 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2675 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2676 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2677 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2678 manual_apply (op, flesh, 0);
2561 } 2679 }
2562 } /* end if player is starving */ 2680 }
2563 2681
2564 while(op->stats.food<0&&op->stats.hp>0) 2682 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2683 op->stats.food++, op->stats.hp--;
2566 2684
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2685 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2686 kill_player (op);
2687 }
2569} 2688}
2570
2571
2572 2689
2573/* If the player should die (lack of hp, food, etc), we call this. 2690/* 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 2691 * 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 2692 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2693 * file.
2577 */ 2694 */
2695void
2578void kill_player(object *op) 2696kill_player (object *op)
2579{ 2697{
2580 char buf[MAX_BUF]; 2698 char buf[MAX_BUF];
2581 int x,y,i; 2699 int x, y;
2700
2701 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2702 maptile *map; /* this is for resurrection */
2703
2583 int z; 2704 /* int z;
2584 int num_stats_lose; 2705 int num_stats_lose;
2585 int lost_a_stat; 2706 int lost_a_stat;
2586 int lose_this_stat; 2707 int lose_this_stat;
2587 int this_stat; 2708 int this_stat; */
2588 int will_kill_again; 2709 int will_kill_again;
2589 archetype *at; 2710 archetype *at;
2590 object *tmp; 2711 object *tmp;
2591 2712
2592 if(save_life(op)) 2713 if (save_life (op))
2593 return; 2714 return;
2594 2715
2595 2716
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2717 /* 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. 2718 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2719 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2720 */
2600 if (op_on_battleground(op, &x, &y)) { 2721 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2722 {
2602 "You have been defeated in combat!"); 2723 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, 2724 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2725
2605
2606 /* restore player */ 2726 /* restore player */
2607 at = find_archetype("poisoning"); 2727 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2728 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2729 if (tmp)
2610 remove_ob(tmp); 2730 {
2611 free_object(tmp); 2731 tmp->destroy ();
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2732 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2733 }
2614 2734
2615 at = find_archetype("confusion"); 2735 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2736 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2737 if (tmp)
2618 remove_ob(tmp); 2738 {
2619 free_object(tmp); 2739 tmp->destroy ();
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2740 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2741 }
2622 2742
2623 cure_disease(op,0); /* remove any disease */ 2743 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2744 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2745 if (op->stats.food <= 0)
2626 2746 op->stats.food = 999;
2747
2627 /* create a bodypart-trophy to make the winner happy */ 2748 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2749 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2750 if (tmp != NULL)
2630 { 2751 {
2631 sprintf(buf,"%s's finger",op->name); 2752 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2753 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2754 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2755 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2756 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2757 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2758 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2759 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2760 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2761 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2762 }
2763
2644 /* teleport defeated player to new destination*/ 2764 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2765 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2766 op->contr->braced = 0;
2647 return; 2767 return;
2648 } 2768 }
2649 2769
2650 INVOKE_PLAYER (DEATH, op->contr); 2770 INVOKE_PLAYER (DEATH, op->contr);
2651 2771
2652 command_kill_pets (op, 0); 2772 command_kill_pets (op, 0);
2653 2773
2654 if(op->stats.food<0) { 2774 if (op->stats.food < 0)
2775 {
2655 if (op->contr->explore) { 2776 if (op->contr->explore)
2777 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2778 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..."); 2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2780 op->stats.food = 999;
2659 return; 2781 return;
2660 } 2782 }
2661 sprintf(buf,"%s starved to death.",op->name); 2783 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2784 strcpy (op->contr->killer, "starvation");
2785 }
2786 else
2663 } 2787 {
2664 else {
2665 if (op->contr->explore) { 2788 if (op->contr->explore)
2789 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2790 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..."); 2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
2669 return; 2793 return;
2670 } 2794 }
2671 sprintf(buf,"%s died.",op->name); 2795 sprintf (buf, "%s died.", &op->name);
2672 } 2796 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2797 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2798
2675 /* save the map location for corpse, gravestone*/ 2799 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2800 x = op->x;
2801 y = op->y;
2802 map = op->map;
2677 2803
2678 2804
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2806 * 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. 2807 * See the config.h file for a little more in depth detail about this.
2683 */ 2808 */
2684 2809
2685 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2812 * of death.
2688 */ 2813 */
2689#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2815 if (settings.balanced_stat_loss)
2816 {
2691 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2819 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2822 little bit harder. */
2697 /* GD */ 2823 /* GD */
2698 if (settings.stat_loss_on_death) 2824 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; 2825 num_stats_lose = 1;
2704 } 2826 else
2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
2830 {
2831 num_stats_lose = 1;
2832 }
2705 lost_a_stat = 0; 2833 lost_a_stat = 0;
2706 2834
2707 for (z=0; z<num_stats_lose; z++) { 2835 for (z = 0; z < num_stats_lose; z++)
2836 {
2708 i = RANDOM() % NUM_STATS; 2837 i = RANDOM () % NUM_STATS;
2709 2838
2710 if (settings.stat_loss_on_death) { 2839 if (settings.stat_loss_on_death)
2840 {
2711 /* Pick a random stat and take a point off it. Tell the player 2841 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2842 * what he lost.
2713 */ 2843 */
2714 change_attr_value(&(op->stats), i,-1); 2844 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2845 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2846 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2847 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2848 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2849 lost_a_stat = 1;
2720 } else { 2850 }
2851 else
2852 {
2721 /* deplete a stat */ 2853 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2854 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2855 object *dep;
2856
2857 dep = present_arch_in_ob (deparch, op);
2858 if (!dep)
2724 2859 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2860 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2861 insert_ob_in_ob (dep, op);
2729 } 2862 }
2730 lose_this_stat = 1; 2863 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2864 if (settings.balanced_stat_loss)
2865 {
2732 /* GD */ 2866 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2867 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2868 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2869 if (this_stat < 0)
2870 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2871 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2872 int keep_chance = this_stat * this_stat;
2873
2738 /* Yes, I am paranoid. Sue me. */ 2874 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2875 if (keep_chance < 1)
2740 keep_chance = 1; 2876 keep_chance = 1;
2741 2877
2742 /* There is a maximum depletion total per level. */ 2878 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2879 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2880 {
2744 lose_this_stat = 0; 2881 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2882 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2883 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 } 2884 }
2756 } 2885 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 */ 2886 {
2766 if (this_stat>=-50) { 2887 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; 2888 lose_this_stat = 0;
2889 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2890 this_stat, keep_chance, loss_chance,
2891 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2892 }
2773 } 2893 }
2774 } 2894 }
2775 } 2895
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2896 if (lose_this_stat)
2897 {
2898 this_stat = get_attr_value (&(dep->stats), i);
2899 /* We could try to do something clever like find another
2900 * stat to reduce if this fails. But chances are, if
2901 * stats have been depleted to -50, all are pretty low
2902 * and should be roughly the same, so it shouldn't make a
2903 * difference.
2904 */
2905 if (this_stat >= -50)
2778 { 2906 {
2779 /* determine_god() seems to not work sometimes... why is this? 2907 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2908 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 " 2909 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2910 op->update_stats ();
2785 " you.", god); 2911 lost_a_stat = 1;
2786 else 2912 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2913 }
2914 }
2915 }
2916 /* If no stat lost, tell the player. */
2917 if (!lost_a_stat)
2918 {
2919 /* determine_god() seems to not work sometimes... why is this?
2920 Should I be using something else? GD */
2921 const char *god = determine_god (op);
2922
2923 if (god && (strcmp (god, "none")))
2924 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2925 else
2926 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2927 }
2928#else
2929 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2930#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 2931
2794 /* Put a gravestone up where the character 'almost' died. List the 2932 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2933 * exp loss on the stone.
2796 */ 2934 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2935 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2936 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2937 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2938 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2939 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2940 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" 2941 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; 2942 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2943 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2944
2811 /**************************************/ 2945 /**************************************/
2812 /* */ 2946 /* */
2813 /* Subtract the experience points, */ 2947 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2948 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2949 /* food, and reset HP's... */
2816 /* */ 2950 /* */
2817 /**************************************/ 2951 /**************************************/
2818 2952
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2953 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2954 /* restore player */
2821 at = find_archetype("poisoning"); 2955 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2956 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2957
2824 remove_ob(tmp); 2958 if (tmp)
2825 free_object(tmp); 2959 {
2960 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2961 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2962 }
2828 2963
2829 at = find_archetype("confusion"); 2964 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2965 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2966 if (tmp)
2832 remove_ob(tmp); 2967 {
2833 free_object(tmp); 2968 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2970 }
2971
2836 cure_disease(op,0); /* remove any disease */ 2972 cure_disease (op, 0); /* remove any disease */
2837 2973
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2974 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2975 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2976 if (op->stats.food < 100)
2977 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2978 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2979 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2980 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2981
2845 /* 2982 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2983 * 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 2984 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 2985 * in the map.
2849 */ 2986 */
2850 2987
2851 if (is_in_shop (op)) 2988 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2989 remove_unpaid_objects (op->inv, op);
2853 2990
2854 /****************************************/ 2991 /****************************************/
2855 /* */ 2992 /* */
2856 /* Move player to his current respawn- */ 2993 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2994 /* position (usually last savebed) */
2858 /* */ 2995 /* */
2859 /****************************************/ 2996 /****************************************/
2860 2997
2861 enter_player_savebed(op); 2998 enter_player_savebed (op);
2862 2999
2863 /* Save the player before inserting the force to reduce 3000 /* Save the player before inserting the force to reduce
2864 * chance of abuse. 3001 * chance of abuse.
2865 */ 3002 */
2866 op->contr->braced=0; 3003 op->contr->braced = 0;
2867 save_player(op,1); 3004 op->contr->save ();
2868 3005
2869 /* it is possible that the player has blown something up 3006 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 3007 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 3008 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 3009 * on the space that might harm the player.
2873 */ 3010 */
2874 will_kill_again=0; 3011 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3012 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 3013 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 3014 will_kill_again |= tmp->attacktype;
2878 } 3015
2879 if (will_kill_again) { 3016 if (will_kill_again)
3017 {
2880 object *force; 3018 object *force;
2881 int at; 3019 int at;
2882 3020
2883 force=get_archetype(FORCE_NAME); 3021 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 3022 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 3023 force->speed = 0.1;
2886 force->speed_left=-5.0; 3024 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 3025 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 3026 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 3027 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 3028 force->resist[at] = 100;
3029
3030 insert_ob_in_ob (force, op);
3031 op->update_stats ();
3032
3033 }
3034
3035 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3036}
3037
3038void
3039loot_object (object *op)
3040{ /* Grab and destroy some treasure */
3041 object *tmp, *tmp2, *next;
3042
3043 if (op->container)
3044 esrv_apply_container (op, op->container); /* close open sack first */
3045
3046 for (tmp = op->inv; tmp; tmp = next)
3047 {
3048 next = tmp->below;
3049
3050 if (tmp->invisible)
3051 continue;
3052
3053 tmp->remove ();
3054 tmp->x = op->x, tmp->y = op->y;
3055 if (tmp->type == CONTAINER)
3056 { /* empty container to ground */
3057 loot_object (tmp);
3058 }
3059 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3060 {
3061 if (tmp->nrof > 1)
3062 {
3063 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3064 tmp2->destroy ();
3065 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 3066 }
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 { 3067 else
2950 delete_character(op->name,1); 3068 tmp->destroy ();
2951 } 3069 }
2952 } 3070 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); 3071 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 } 3072 }
2997} 3073}
2998 3074
2999/* 3075/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3076 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3077 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3078 * was changed.
3003 */ 3079 */
3004 3080
3081void
3005void fix_weight(void) { 3082fix_weight (void)
3006 player *pl; 3083{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3084 for_all_players (pl)
3085 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3086 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3087
3009 if(old == sum) 3088 if (old == sum)
3010 continue; 3089 continue;
3011 fix_player(pl->ob); 3090 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3091 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3092 }
3015} 3093}
3016 3094
3095void
3017void fix_luck(void) { 3096fix_luck (void)
3018 player *pl; 3097{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3098 for_all_players (pl)
3020 if (!pl->ob->contr->state) 3099 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3100 pl->ob->change_luck (0);
3022} 3101}
3023
3024 3102
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3103/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3104 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3105 * just treat this as any other spell casting object.
3028 */ 3106 */
3029
3030void 3107void
3031cast_dust (object * op, object * throw_ob, int dir) 3108cast_dust (object *op, object *throw_ob, int dir)
3032{ 3109{
3033 object *skop, *spob; 3110 object *skop, *spob;
3034 3111
3035 skop = find_skill_by_name (op, throw_ob->skill); 3112 skop = find_skill_by_name (op, throw_ob->skill);
3036 3113
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3114 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3115 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3116 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3117 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3118 return;
3043 } 3119 }
3044 3120
3045 spob = throw_ob->inv; 3121 spob = throw_ob->inv;
3046 3122
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3123 // 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 3124 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3125 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3126 if (!spob)
3051 { 3127 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3128 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; 3129 return;
3055 } 3130 }
3056 3131
3057 if (op->type == PLAYER) 3132 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3133 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3134
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3135 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3136
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3137 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3138}
3066 3139
3140void
3067void make_visible (object *op) { 3141make_visible (object *op)
3142{
3068 op->hide = 0; 3143 op->hide = 0;
3069 op->invisible = 0; 3144 op->invisible = 0;
3070 if(op->type==PLAYER) { 3145 if (op->type == PLAYER)
3146 {
3071 op->contr->tmp_invis = 0; 3147 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3148 op->contr->invis_race = 0;
3073 } 3149 }
3074 update_object(op,UP_OBJ_FACE); 3150 update_object (op, UP_OBJ_FACE);
3075} 3151}
3076 3152
3153int
3077int is_true_undead(object *op) { 3154is_true_undead (object *op)
3155{
3078 object *tmp=NULL; 3156 object *tmp = NULL;
3079 3157
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3158 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3159 return 1;
3081 3160
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; 3161 return 0;
3087} 3162}
3088 3163
3089/* look at the surrounding terrain to determine 3164/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3165 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3166 * indicate greater hideability.
3092 */ 3167 */
3093 3168
3169int
3094int hideability(object *ob) { 3170hideability (object *ob)
3171{
3095 int i,level=0, mflag; 3172 int i, level = 0, mflag;
3096 sint16 x,y; 3173 sint16 x, y;
3097 3174
3098 if(!ob||!ob->map) return 0; 3175 if (!ob || !ob->map)
3176 return 0;
3099 3177
3100 /* so, on normal lighted maps, its hard to hide */ 3178 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3179 level = ob->map->darkness - 2;
3102 3180
3103 /* this also picks up whether the object is glowing. 3181 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3182 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3183 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3184 if (has_carried_lights (ob))
3185 level = -(10 + (2 * ob->map->darkness));
3107 3186
3108 /* scan through all nearby squares for terrain to hide in */ 3187 /* 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]) { 3188 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3189 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3190 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3191 if (mflag & P_OUT_OF_MAP)
3192 {
3193 continue;
3194 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3195 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3196 level += 2;
3114 else /* open terrain! */ 3197 else /* open terrain! */
3115 level -= 1; 3198 level -= 1;
3116 } 3199 }
3117 3200
3118#if 0 3201#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3202 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3203#endif
3121 return level; 3204 return level;
3122} 3205}
3123 3206
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3207/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3208 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3209 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3210 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3211 */
3129 3212
3213void
3130void do_hidden_move (object *op) { 3214do_hidden_move (object *op)
3215{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3216 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3217 object *skop;
3133 3218
3134 if(!op || !op->map) return; 3219 if (!op || !op->map)
3220 return;
3135 3221
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3222 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3223
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3224 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3225 if (op->type == PLAYER && op->contr->run_on)
3226 {
3140 if(!skop || num >= skop->level) { 3227 if (!skop || num >= skop->level)
3228 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3229 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3230 make_visible (op);
3143 return; 3231 return;
3232 }
3233 else
3144 } else num += 20; 3234 num += 20;
3145 } 3235 }
3146 num += op->map->difficulty; 3236 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3237 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3238 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3239 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3240 {
3150 make_visible(op); 3241 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3242 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3243 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3244 }
3154 else if (op->type == PLAYER && skop) { 3245 else if (op->type == PLAYER && skop)
3246 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3247 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3248 }
3157} 3249}
3158 3250
3159/* determine if who is standing near a hostile creature. */ 3251/* determine if who is standing near a hostile creature. */
3160 3252
3253int
3161int stand_near_hostile( object *who ) { 3254stand_near_hostile (object *who)
3255{
3162 object *tmp=NULL; 3256 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3257 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3258 maptile *m;
3165 sint16 x,y; 3259 sint16 x, y;
3166 3260
3167 if(!who) return 0; 3261 if (!who)
3262 return 0;
3168 3263
3169 if(who->type==PLAYER) player=1; 3264 if (who->type == PLAYER)
3265 player = 1;
3266
3267 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3268 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3269
3172 /* search adjacent squares */ 3270 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3271 for (i = 1; i < 9; i++)
3272 {
3174 x = who->x+freearr_x[i]; 3273 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3274 y = who->y + freearr_y[i];
3176 m = who->map; 3275 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3276 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3277 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3278 * blocked, don't need to check this space.
3180 */ 3279 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3280 if (mflags & P_OUT_OF_MAP)
3281 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3282 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3283 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3284
3185 if((player||friendly) 3285 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3286 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3287 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3288 return 1;
3289 else if (tmp->type == PLAYER)
3290 {
3291 /*don't let a hidden DM prevent you from hiding */
3292 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3293 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 } 3294 }
3194 } 3295 }
3195 } 3296 }
3196 return 0; 3297 return 0;
3197} 3298}
3198 3299
3199/* check the player los field for viewability of the 3300/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3301 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3302 * 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. 3309 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3310 * -b.t.
3210 * This function is now map tiling safe. 3311 * This function is now map tiling safe.
3211 */ 3312 */
3212 3313
3314int
3213int player_can_view (object *pl,object *op) { 3315player_can_view (object *pl, object *op)
3316{
3214 rv_vector rv; 3317 rv_vector rv;
3215 int dx,dy; 3318 int dx, dy;
3216 3319
3217 if(pl->type!=PLAYER) { 3320 if (pl->type != PLAYER)
3321 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3322 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3323 return -1;
3220 } 3324 }
3221 if (!pl || !op) return 0; 3325 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; 3326 return 0;
3327
3328 if (op->head)
3329 {
3330 op = op->head;
3331 }
3332 get_rangevector (pl, op, &rv, 0x1);
3333
3334 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any
3336 * part that is in the los array but isnt on
3337 * a blocked los square.
3338 * we use the archetype to figure out offsets.
3339 */
3340 while (op)
3341 {
3342 dx = rv.distance_x + op->arch->clone.x;
3343 dy = rv.distance_y + op->arch->clone.y;
3344
3345 /* only the viewable area the player sees is updated by LOS
3346 * code, so we need to restrict ourselves to that range of values
3347 * for any meaningful values.
3348 */
3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3352 return 1;
3353 op = op->more;
3354 }
3355 return 0;
3247} 3356}
3248 3357
3249/* routine for both players and monsters. We call this when 3358/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3359 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3360 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3361 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3362 * return 0.
3254 */ 3363 */
3364int
3255int action_makes_visible (object *op) { 3365action_makes_visible (object *op)
3366{
3256 3367
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3368 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3370 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3371 return 0;
3260 3372
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3373 if (op->contr && op->contr->tmp_invis == 0)
3374 return 0;
3262 3375
3263 /* If monsters, they should become visible */ 3376 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3377 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3378 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3379 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3380 return 1;
3267 } 3381 }
3268 } 3382 }
3269 return 0; 3383 return 0;
3270} 3384}
3271 3385
3272/* op_on_battleground - checks if the given object op (usually 3386/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3387 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3388 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3389 * -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 3390 * 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 3391 * 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 3392 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3393 */
3394int
3280int op_on_battleground (object *op, int *x, int *y) { 3395op_on_battleground (object *op, int *x, int *y)
3396{
3281 object *tmp; 3397 object *tmp;
3282 3398
3283 /* A battleground-tile needs the following attributes to be valid: 3399 /* 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), 3400 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3401 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3402 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3403 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3404 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3405 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3406 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3407 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3408 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3409 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3410 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3411 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3412 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3413 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3414 {
3296 object *invtmp; 3415 object *invtmp;
3416
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3417 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3418 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3419 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3420 {
3300 if (x != NULL && y != NULL) 3421 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3422 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3423 return 1;
3424 }
3303 } 3425 }
3304 } 3426 }
3305 }
3306 if (x != NULL && y != NULL) 3427 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3428 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3429 return 1;
3430 }
3309 } 3431 }
3310 }
3311 } 3432 }
3312 /* If we got here, did not find a battleground */ 3433 /* If we got here, did not find a battleground */
3313 return 0; 3434 return 0;
3314} 3435}
3315 3436
3316/* 3437/*
3320 * attributes: 3441 * attributes:
3321 * object *who the dragon player 3442 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3443 * int atnr the attack-number of the ability focus
3323 * int level ability level 3444 * int level ability level
3324 */ 3445 */
3446void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3447dragon_ability_gain (object *who, int atnr, int level)
3448{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3449 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3450 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3451 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3452 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3453 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3454 int i = 0, j = 0;
3332 3455
3333 /* get the appropriate treasurelist */ 3456 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3457 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3458 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3459 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3460 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3461 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3462 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3463 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3464 trlist = find_treasurelist ("dragon_ability_poison");
3342 3465
3343 if (trlist == NULL || who->type != PLAYER) 3466 if (trlist == NULL || who->type != PLAYER)
3467 return;
3468
3469 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3470
3471 if (tr == NULL || tr->item == NULL)
3472 {
3473 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3474 return;
3475 }
3476
3477 /* everything seems okay - now bring on the gift: */
3478 item = &(tr->item->clone);
3479
3480 if (item->type == SPELL)
3481 {
3482 if (check_spell_known (who, item->name))
3344 return; 3483 return;
3345 3484
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3485 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3486 do_learn_spell (who, item, 0);
3348 3487 return;
3349 if (tr == NULL || tr->item == NULL) { 3488 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3489
3490 /* grant direct spell */
3491 if (item->type == SPELLBOOK)
3492 {
3493 if (!item->inv)
3494 {
3495 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3496 return;
3497 }
3498 if (check_spell_known (who, item->inv->name))
3351 return; 3499 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) { 3500 if (item->invisible)
3501 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3502 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); 3503 do_learn_spell (who, item->inv, 0);
3378 return; 3504 return;
3379 } 3505 }
3380 } 3506 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3507 else if (item->type == SKILL_TOOL && item->invisible)
3508 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3509 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3510 {
3383 3511
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3512 /* 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 3513 * 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, 3514 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3515 * but not all of them, he gets nothing.
3388 */ 3516 */
3389 if (!(skop->attacktype & item->attacktype)) { 3517 if (!(skop->attacktype & item->attacktype))
3518 {
3390 /* Give new attacktype */ 3519 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3520 skop->attacktype |= item->attacktype;
3392 3521
3393 /* always add physical if there's none */ 3522 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3523 skop->attacktype |= AT_PHYSICAL;
3395 3524
3396 if (item->msg != NULL) 3525 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3526 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3527
3399 /* Give player new face */ 3528 /* Give player new face */
3400 if (item->animation_id) { 3529 if (item->animation_id)
3530 {
3401 who->face = skop->face; 3531 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3532 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3533 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3534 who->last_anim = 0;
3405 who->state = 0; 3535 who->state = 0;
3406 animate_object(who, who->direction); 3536 animate_object (who, who->direction);
3407 } 3537 }
3408 } 3538 }
3409 } 3539 }
3410 } 3540 }
3411 else if (item->type == FORCE) { 3541 else if (item->type == FORCE)
3542 {
3412 /* forces in the treasurelist can alter the player's stats */ 3543 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3544 object *skin;
3545
3414 /* first get the dragon skin force */ 3546 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3547 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3549 ;
3418 3550
3551 if (!skin)
3552 return;
3553
3419 /* adding new spellpath attunements */ 3554 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3555 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3556 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3557 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3558
3423 /* print message */ 3559 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3560 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3561 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3562 {
3426 if(item->path_attuned & (1<<i)) { 3563 if (item->path_attuned & (1 << i))
3564 {
3427 if (j) 3565 if (j)
3428 strcat(buf," and "); 3566 strcat (buf, " and ");
3429 else 3567 else
3430 j = 1; 3568 j = 1;
3431 strcat(buf, spellpathnames[i]); 3569 strcat (buf, spellpathnames[i]);
3432 } 3570 }
3433 } 3571 }
3434 strcat(buf,"."); 3572 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3573 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3574 }
3437 3575
3438 /* evtl. adding flags: */ 3576 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3577 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3578 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3579 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3580 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3581 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3582 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3583
3446 /* print message if there is one */ 3584 /* print message if there is one */
3447 if (item->msg != NULL) 3585 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3586 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3587 }
3588 else
3449 } 3589 {
3450 else {
3451 /* generate misc. treasure */ 3590 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3591 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3592 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); 3593 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3594 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3595 esrv_send_item (who, tmp);
3457 } 3596 }
3458} 3597}
3459 3598
3460/** 3599/**
3461 * Unready an object for a player. This function does nothing if the object was 3600 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3601 * not readied.
3463 */ 3602 */
3603void
3464void player_unready_range_ob(player *pl, object *ob) { 3604player_unready_range_ob (player *pl, object *ob)
3605{
3465 rangetype i; 3606 rangetype i;
3466 3607
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3609 {
3468 if (pl->ranges[i] == ob) { 3610 if (pl->ranges[i] == ob)
3611 {
3469 pl->ranges[i] = NULL; 3612 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3613 if (pl->shoottype == i)
3614 {
3471 pl->shoottype = range_none; 3615 pl->shoottype = range_none;
3472 } 3616 }
3473 } 3617 }
3474 } 3618 }
3475} 3619}

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