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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 1.72 by root, Wed Dec 27 15:04:39 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 ob->set_speed (ob->speed);
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
235 esrv_new_player (this, ob->weight + ob->carrying);
236
237 ob->update_stats ();
238 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0);
242
243 enter_exit (ob, 0);
244
245 send_rules (ob);
246 send_news (ob);
247 display_motd (ob);
248 INVOKE_PLAYER (LOGIN, this);
249}
250
251void
252player::disconnect ()
253{
254 //TODO: don't be so harsh and destroy :)
255 if (ns)
256 {
257 if (enable_save)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259
260 client *ns = this->ns;
261 ns->send_packet ("goodbye");
262 ns->flush ();
263 ns->pl = 0;
264 this->ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 }
269}
270
271// the need for this function can be explained
272// by load_object not returning the object
273void
274player::set_object (object *op)
275{
276 ob = op;
277 ob->contr = this; /* this aren't yet in archetype */
278
279 ob->speed_left = 0.5;
280 ob->speed = 1.0;
281 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288}
289
290player::player ()
291{
292 /* There are some elements we want initialized to non zero value -
293 * we deal with that below this point.
294 */
295 outputs_sync = 16; /* Every 2 seconds */
296 outputs_count = 8; /* Keeps present behaviour */
297 unapply = unapply_nochoice;
298
299 assign (savebed_map, first_map_path); /* Init. respawn position */
300
301 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none;
304 bowtype = bow_normal;
305 petmode = pet_normal;
306 listening = 10;
307 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */
310 do_los = 1;
311
312 /* we need to clear these to -1 and not zero - otherwise,
313 * if a player quits and starts a new character, we wont
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325}
326
327void
328player::do_destroy ()
329{
330 disconnect ();
331
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356
357 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy ();
361 }
362}
363
364player::~player ()
365{
366 /* Clear item stack */
367 free (stack_items);
368}
369
311/* Tries to add player on the connection passwd in ns. 370/* 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 371 * All we can really get in this is some settings like host and display
313 * mode. 372 * mode.
314 */ 373 */
374player *
375player::create ()
376{
377 player *pl = new player;
315 378
316int add_player(NewSocket *ns) { 379 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 380
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; 381 return pl;
339} 382}
340 383
341/* 384/*
342 * get_player_archetype() return next player archetype from archetype 385 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 386 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 387 * Note: there MUST be at least one player archetype!
345 */ 388 */
389archetype *
346archetype *get_player_archetype(archetype* at) 390get_player_archetype (archetype *at)
347{ 391{
348 archetype *start = at; 392 archetype *start = at;
393
349 for (;;) { 394 for (;;)
395 {
350 if (at==NULL || at->next==NULL) 396 if (at == NULL || at->next == NULL)
351 at=first_archetype; 397 at = first_archetype;
352 else 398 else
353 at=at->next; 399 at = at->next;
400
354 if(at->clone.type==PLAYER) 401 if (at->clone.type == PLAYER)
355 return at; 402 return at;
403
356 if (at == start) { 404 if (at == start)
405 {
357 LOG (llevError, "No Player archetypes\n"); 406 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 407 exit (-1);
359 } 408 }
360 } 409 }
361} 410}
362 411
363 412object *
364object *get_nearest_player(object *mon) { 413get_nearest_player (object *mon)
414{
365 object *op = NULL; 415 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 416 objectlink *ol;
368 unsigned lastdist; 417 unsigned lastdist;
369 rv_vector rv; 418 rv_vector rv;
370 419
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421 {
372 /* We should not find free objects on this friendly list, but it 422 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 423 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 424 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 425 * list is also free, so encapsulate this in a while loop.
376 */ 426 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 427 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
428 {
378 object *tmp=ol->ob; 429 object *tmp = ol->ob;
379 430
380 /* Can't do much more other than log the fact, because the object 431 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 432 * itself will have been cleared.
382 */ 433 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 434 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 435 ol = ol->next;
385 remove_friendly_object(tmp); 436 remove_friendly_object (tmp);
437 if (!ol)
386 if (!ol) return op; 438 return op;
387 } 439 }
388 440
389 /* Remove special check for player from this. First, it looks to cause 441 /* 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 442 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 443 * 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 444 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 445 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 446 * on_same_map check, as can_detect_enemy also does this
395 */ 447 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 448 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 449 continue;
398 450
399 if(lastdist>rv.distance) { 451 if (lastdist > rv.distance)
452 {
400 op=ol->ob; 453 op = ol->ob;
401 lastdist=rv.distance; 454 lastdist = rv.distance;
402 } 455 }
403 } 456 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 457
458 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 459 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 460 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 461 {
412 } 462 op = pl->ob;
463 lastdist = rv.distance;
464 }
465
413#if 0 466#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 467 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 468#endif
416 return op; 469 return op;
417} 470}
418 471
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 472/* 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 473 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 474 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 488 * 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 489 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 490 * is probably not a good thing.
438 */ 491 */
439#define MAX_SPACES 50 492#define MAX_SPACES 50
440
441 493
442/* 494/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 495 * 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 496 * 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 497 * 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. 510 * 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, 511 * 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 512 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 513 * is blocking itself.
462 */ 514 */
515int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 516path_to_player (object *mon, object *pl, unsigned mindiff)
517{
464 rv_vector rv; 518 rv_vector rv;
465 sint16 x,y; 519 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 520 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 521 maptile *m, *lastmap;
468 522
469 get_rangevector(mon, pl, &rv, 0); 523 get_rangevector (mon, pl, &rv, 0);
470 524
471 if (rv.distance<mindiff) return 0; 525 if (rv.distance < mindiff)
526 return 0;
472 527
473 x=mon->x; 528 x = mon->x;
474 y=mon->y; 529 y = mon->y;
475 m=mon->map; 530 m = mon->map;
476 dir = rv.direction; 531 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 532 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); 533 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. */ 534 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 535 if (diff > max)
536 return 0;
481 while (diff >1 && max>0) { 537 while (diff > 1 && max > 0)
538 {
482 lastx = x; 539 lastx = x;
483 lasty = y; 540 lasty = y;
484 lastmap = m; 541 lastmap = m;
485 x = lastx + freearr_x[dir]; 542 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 543 y = lasty + freearr_y[dir];
487 544
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 545 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); 546 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 547
491 /* Space is blocked - try changing direction a little */ 548 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 549 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)))) { 550 && (m == mon->map && blocked_link (mon, m, x, y))))
551 {
494 /* recalculate direction from last good location. Possible 552 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 553 * we were not traversing ideal location before.
496 */ 554 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 555 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 556 if (rv.direction != dir)
557 {
499 /* OK - says direction should be different - lets reset the 558 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 559 * the values so it will try again.
501 */ 560 */
502 x = lastx; 561 x = lastx;
503 y = lasty; 562 y = lasty;
504 m = lastmap; 563 m = lastmap;
505 dir = firstdir = rv.direction; 564 dir = firstdir = rv.direction;
565 }
506 } else { 566 else
567 {
507 /* direct path is blocked - try taking a side step to 568 /* direct path is blocked - try taking a side step to
508 * either the left or right. 569 * either the left or right.
509 * Note increase the values in the loop below to be 570 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 571 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 572 * 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 573 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 574 * stepping back and forth
514 */ 575 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 576 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
577 {
578 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 579 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 580 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 581 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 582 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 583 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 584 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 585 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 586 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 587 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 588 * the last direction the creature has successfully
526 * moved. 589 * moved.
527 */ 590 */
528 591
529 x = lastx + freearr_x[absdir(lastdir+i)]; 592 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 593 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 594 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 595 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 596 if (mflags & P_OUT_OF_MAP)
597 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 598 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 599 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
600 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 601 if (mflags & P_BLOCKSVIEW)
602 continue;
537 603
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 604 if (m == mon->map && blocked_link (mon, m, x, y))
605 break;
539 } 606 }
540 /* go through entire loop without finding a valid 607 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 608 * sidestep to take - thus, no valid path.
542 */ 609 */
543 if (i==(DETOUR_AMOUNT+1)) 610 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 611 return 0;
545 diff--; 612 diff--;
546 lastdir=dir; 613 lastdir = dir;
547 max--; 614 max--;
548 if (!firstdir) firstdir = dir+i; 615 if (!firstdir)
616 firstdir = dir + i;
549 } /* else check alternate directions */ 617 } /* else check alternate directions */
550 } /* if blocked */ 618 } /* if blocked */
551 else { 619 else
620 {
552 /* we moved towards creature, so diff is less */ 621 /* we moved towards creature, so diff is less */
553 diff--; 622 diff--;
554 max--; 623 max--;
555 lastdir=dir; 624 lastdir = dir;
625 if (!firstdir)
556 if (!firstdir) firstdir = dir; 626 firstdir = dir;
627 }
628 if (diff <= 1)
557 } 629 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 630 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 631 * headed toward player for entire distance.
561 */ 632 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 633 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); 634 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 635 }
565 if (diff>max) return 0; 636 if (diff > max)
637 return 0;
566 } 638 }
567 /* If we reached the max, didn't find a direction in time */ 639 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 640 if (!max)
641 return 0;
569 642
570 return firstdir; 643 return firstdir;
571} 644}
572 645
646void
573void give_initial_items(object *pl,treasurelist *items) { 647give_initial_items (object *pl, treasurelist * items)
648{
574 object *op,*next=NULL; 649 object *op, *next = NULL;
575 650
576 if(pl->randomitems!=NULL) 651 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 652 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 653
579 for (op=pl->inv; op; op=next) { 654 for (op = pl->inv; op; op = next)
655 {
580 next = op->below; 656 next = op->below;
581 657
582 /* Forces get applied per default, unless they have the 658 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 659 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 660 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 661 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 662 SET_FLAG (op, FLAG_APPLIED);
587 663
588 /* we never give weapons/armour if these cannot be used 664 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 665 * by this player due to race restrictions
590 */ 666 */
591 if (pl->type == PLAYER) { 667 if (pl->type == PLAYER)
668 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 669 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 670 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 671 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 672 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 673 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 } 674 {
602 } 675 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; 676 continue;
622 } 677 }
623 if (op->nrof > 1) op->nrof = 1; 678 }
679
680 /* This really needs to be better - we should really give
681 * a substitute spellbook. The problem is that we don't really
682 * have a good idea what to replace it with (need something like
683 * a first level treasurelist for each skill.)
684 * remove duplicate skills also
685 */
686 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 687 {
688 object *tmp;
625 689
690 for (tmp = op->below; tmp; tmp = tmp->below)
691 if (tmp->type == op->type && tmp->name == op->name)
692 break;
693
694 if (tmp)
695 {
696 op->destroy ();
697 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
698 continue;
699 }
700
701 if (op->nrof > 1)
702 op->nrof = 1;
703 }
704
626 if (op->type == SPELLBOOK && op->inv) { 705 if (op->type == SPELLBOOK && op->inv)
706 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 707 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 708 }
629 709
630 /* Give starting characters identified, uncursed, and undamned 710 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 711 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 712 * merged properly.
633 */ 713 */
634 if (need_identify(op)) { 714 if (need_identify (op))
715 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 716 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 717 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 718 CLEAR_FLAG (op, FLAG_DAMNED);
719 }
720 if (op->type == SPELL)
638 } 721 {
639 if(op->type==SPELL) { 722 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 723 continue;
724 }
725 else if (op->type == SKILL)
643 } 726 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 727 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 728 op->stats.exp = 0;
647 op->level = 1; 729 op->level = 1;
648 } 730 }
649 /* lock all 'normal items by default */ 731 /* lock all 'normal items by default */
732 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 733 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 734 } /* for loop of objects in player inv */
652 735
653 /* Need to set up the skill pointers */ 736 /* Need to set up the skill pointers */
654 link_player_skills(pl); 737 link_player_skills (pl);
655} 738}
656 739
657void get_name(object *op) { 740void
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) { 741get_party_password (object *op, partylist *party)
742{
734 if (party == NULL) { 743 if (party == NULL)
744 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 745 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 746 return;
737 } 747 }
748
738 op->contr->write_buf[0]='\0'; 749 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 750 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 751 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 752 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 753}
743
744 754
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 755/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
756static int
746int roll_stat(void) { 757roll_stat (void)
758{
747 int a[4],i,j,k; 759 int a[4], i, j, k;
748 760
749 for(i=0;i<4;i++) 761 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 762 a[i] = (int) RANDOM () % 6 + 1;
751 763
752 for(i=0,j=0,k=7;i<4;i++) 764 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 765 if (a[i] < k)
754 k=a[i],j=i; 766 k = a[i], j = i;
755 767
756 for(i=0,k=0;i<4;i++) { 768 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 769 if (i != j)
758 k+=a[i]; 770 k += a[i];
759 } 771
760 return k; 772 return k;
761} 773}
762 774
763void roll_stats(object *op) { 775void
764 int sum=0; 776object::roll_stats ()
765 int i = 0, j = 0; 777{
766 int statsort[7]; 778 int statsort [7];
767 779
780 for (;;)
768 do { 781 {
769 op->stats.Str=roll_stat(); 782 int sum = 0;
770 op->stats.Dex=roll_stat(); 783 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 784 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);
780 785
786 if (sum >= 82 && sum <= 116)
787 break;
788 }
789
781 /* Sort the stats so that rerolling is easier... */ 790 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 791 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;
789 792
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]; 793 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 794 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 795 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 796 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 797 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 798 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 799 stats.Cha = statsort[6];
809 800
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; 801 stats.exp = 0;
821 op->stats.ac=0; 802 stats.ac = 0;
822 803
804 stats.hp = stats.maxhp;
805 stats.sp = stats.maxsp;
806 stats.grace = stats.maxgrace;
807
808 if (contr)
809 {
823 op->contr->levhp[1] = 9; 810 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 811 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 812 contr->levgrace[1] = 3;
826 813
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; 814 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 } 815 }
816}
851 817
818void
819object::swap_stats (int a, int b)
820{
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 821 int tmp = get_attr_value (&contr->orig_stats, a);
853 822 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); 823 set_attr_value (&contr->orig_stats, b, tmp);
858 824
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; 825 stats.Str = contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 826 stats.Dex = contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 827 stats.Con = contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 828 stats.Int = contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 829 stats.Wis = contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 830 stats.Pow = contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 831 stats.Cha = contr->orig_stats.Cha;
868 op->stats.ac=0;
869 832
870 op->level=1; 833 //TODO: the following code looks so borked and should, at the very least,
834 // be merged with the similar code in roll_stats
835 stats.ac = 0;
836
837 level = 1;
871 op->stats.exp=0; 838 stats.exp = 0;
872 op->stats.ac=0; 839 stats.ac = 0;
873 840
841 stats.hp = stats.maxhp;
842 stats.sp = stats.maxsp;
843 stats.grace = stats.maxgrace;
844
845 if (contr)
846 {
874 op->contr->levhp[1] = 9; 847 contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 848 contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 849 contr->levgrace[1] = 3;
877 850
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; 851 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 } 852 }
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} 853}
953 854
954/* This function takes the key that is passed, and does the 855/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 856 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 857 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 858 * separate race and class; this actually changes the RACE,
958 * not the class. 859 * not the class.
959 */ 860 */
960 861int
961int key_change_class(object *op, char key) 862key_change_class (object *op, char key)
962{ 863{
963 int tmp_loop; 864 int tmp_loop;
964 865
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 866 if (key == 'd' || key == 'D')
867 {
971 char buf[MAX_BUF]; 868 char buf[MAX_BUF];
972 869
973 /* this must before then initial items are given */ 870 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 871 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 872
873 treasurelist *tl = find_treasurelist ("starting_wealth");
874 if (tl)
875 create_treasure (tl, op, 0, 0, 0);
876
977 INVOKE_PLAYER (BIRTH, op->contr); 877 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 878 INVOKE_PLAYER (LOGIN, op->contr);
979 879
980 op->contr->state=ST_PLAYING; 880 op->contr->ns->state = ST_PLAYING;
981 881
982 if (op->msg) { 882 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 883 op->msg = NULL;
985 }
986 884
987 /* We create this now because some of the unique maps will need it 885 /* We create this now because some of the unique maps will need it
988 * to save here. 886 * to save here.
989 */ 887 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 888 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 889 make_path_to_file (buf);
992 890
993#ifdef AUTOSAVE 891#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 892 op->contr->last_save_tick = pticks;
995#endif 893#endif
996 start_info(op); 894 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 895 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 896 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 897 link_player_skills (op);
1000 esrv_send_inventory(op, op); 898 esrv_send_inventory (op, op);
1001 fix_player(op); 899 op->update_stats ();
1002 900
1003 /* This moves the player to a different start map, if there 901 /* This moves the player to a different start map, if there
1004 * is one for this race 902 * is one for this race
1005 */ 903 */
1006 if(*first_map_ext_path) { 904 if (*first_map_ext_path)
905 {
1007 object *tmp; 906 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 907 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 908
1011 first_map_ext_path, op->arch->name); 909 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 910 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 911 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 912 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 913 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 914 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 915 * if the map isn't there, then stay on the
1018 * default initial map */ 916 * default initial map */
1019 free_object(tmp); 917 tmp->destroy ();
918 }
1020 } else { 919 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 920 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 921
1023 return 0; 922 return 0;
1024 } 923 }
1025 924
1026 /* Following actually changes the race - this is the default command 925 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 926 * if we don't match with one of the options above.
1028 */ 927 */
1029 928
1030 tmp_loop = 0; 929 tmp_loop = 0;
1031 while(!tmp_loop) { 930 while (!tmp_loop)
1032 const char *name = add_string (op->name); 931 {
932 shstr name = op->name;
1033 int x = op->x, y = op->y; 933 int x = op->x, y = op->y;
934
1034 remove_statbonus(op); 935 op->remove_statbonus ();
1035 remove_ob (op); 936 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 937 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 938 op->arch->clone.copy_to (op);
1038 op->instantiate (); 939 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 940 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 941 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; 942 op->x = x;
1045 op->y = y; 943 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 944 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 945 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 946 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 947 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 948 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 949 }
950
1055 update_object(op,UP_OBJ_FACE); 951 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 952 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 953 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 954 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 955 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 956 op->stats.grace = 0;
957
1061 if (op->msg) 958 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 959 new_draw_info (NDI_BLUE, 0, op, op->msg);
960
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 961 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; 962 return 0;
1065} 963}
1066 964
965int
1067int key_confirm_quit(object *op, char key) 966key_confirm_quit (object *op, char key)
1068{ 967{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 968 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
969 {
1072 op->contr->state=ST_PLAYING; 970 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 971 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 972 return 1;
1075 } 973 }
1076 974
1077 INVOKE_PLAYER (LOGOUT, op->contr); 975 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 976 INVOKE_PLAYER (QUIT, op->contr);
1079 977
978 op->contr->enable_save = false;
979
1080 terminate_all_pets(op); 980 terminate_all_pets (op);
1081 leave_map(op); 981 leave_map (op);
1082 op->direction=0; 982 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 983 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 984
1086 strcpy(op->contr->killer,"quit"); 985 strcpy (op->contr->killer, "quit");
1087 check_score(op); 986 check_score (op);
1088 op->contr->party=NULL; 987 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 988 op->contr->own_title[0] = '\0';
1091 989
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 990 object_ptr ob = op;
1093 mapstruct *mp, *next;
1094 991
1095 /* We need to hunt for any per player unique maps in memory and 992 /* 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, 993 * 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 994 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 995 */
996 char buf[MAX_BUF];
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 997 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 998
1101 next = mp->next; 999 for_all_maps (mp)
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1000 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1001 delete_map (mp);
1104 } 1002
1105
1106 delete_character(op->name, 1); 1003 delete_character (ob->name, 1);
1107 } 1004 ob->contr->destroy ();
1108 play_again(op); 1005
1109 return 1; 1006 return 1;
1110} 1007}
1111 1008
1009void
1112void flee_player(object *op) { 1010flee_player (object *op)
1011{
1113 int dir,diff; 1012 int dir, diff;
1114 rv_vector rv; 1013 rv_vector rv;
1115 1014
1116 if(op->stats.hp < 0) { 1015 if (op->stats.hp < 0)
1016 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1017 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 return;
1020 }
1021
1022 if (op->enemy == NULL)
1023 {
1024 LOG (llevDebug, "Fleeing player had no enemy.\n");
1025 CLEAR_FLAG (op, FLAG_SCARED);
1026 return;
1027 }
1028
1029 /* Seen some crashes here. Since we don't store an
1030 * op->enemy_count, it is possible that something destroys the
1031 * actual enemy, and the object is recycled.
1032 */
1033 if (op->enemy->map == NULL)
1034 {
1035 CLEAR_FLAG (op, FLAG_SCARED);
1036 op->enemy = NULL;
1037 return;
1038 }
1039
1040 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1041 {
1042 op->enemy = NULL;
1043 CLEAR_FLAG (op, FLAG_SCARED);
1044 return;
1045 }
1046
1047 get_rangevector (op, op->enemy, &rv, 0);
1048
1049 dir = absdir (4 + rv.direction);
1050 for (diff = 0; diff < 3; diff++)
1051 {
1052 int m = 1 - (RANDOM () & 2);
1053
1054 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1055 return;
1120 } 1056 }
1121 1057
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 */ 1058 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1059 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1060 op->enemy = NULL;
1156} 1061}
1157 1062
1158 1063
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1064/* 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 1065 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1066 * stop.
1162 */ 1067 */
1068int
1163int check_pick(object *op) { 1069check_pick (object *op)
1070{
1164 object *tmp, *next; 1071 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1072 int stop = 0;
1167 int j, k, wvratio; 1073 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1074 char putstring[128], tmpstr[16];
1169 1075
1170
1171 /* if you're flying, you cna't pick up anything */ 1076 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1077 if (op->move_type & MOVE_FLYING)
1173 return 1; 1078 return 1;
1174 1079
1175 op_tag = op->count;
1176
1177 next = op->below; 1080 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1081
1181 /* loop while there are items on the floor that are not marked as 1082 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1083 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1084 while (next && !next->destroyed ())
1184 { 1085 {
1185 tmp = next; 1086 tmp = next;
1186 next = tmp->below; 1087 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1088
1190 if (was_destroyed (op, op_tag)) 1089 if (op->destroyed ())
1191 return 0; 1090 return 0;
1192 1091
1193 if ( ! can_pick (op, tmp)) 1092 if (!can_pick (op, tmp))
1194 continue; 1093 continue;
1195 1094
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1095 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1096 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1097 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1098 pick_up (op, tmp);
1200 continue; 1099 continue;
1201 } 1100 }
1202 1101
1203 /* high not bit set? We're using the old autopickup model */ 1102 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1103 if (!(op->contr->mode & PU_NEWMODE))
1104 {
1205 switch (op->contr->mode) { 1105 switch (op->contr->mode)
1106 {
1107 case 0:
1206 case 0: return 1; /* don't pick up */ 1108 return 1; /* don't pick up */
1109 case 1:
1207 case 1: pick_up (op, tmp); 1110 pick_up (op, tmp);
1208 return 1; 1111 return 1;
1112 case 2:
1209 case 2: pick_up (op, tmp); 1113 pick_up (op, tmp);
1210 return 0; 1114 return 0;
1115 case 3:
1211 case 3: return 0; /* stop before pickup */ 1116 return 0; /* stop before pickup */
1117 case 4:
1212 case 4: pick_up (op, tmp); 1118 pick_up (op, tmp);
1213 break; 1119 break;
1120 case 5:
1214 case 5: pick_up (op, tmp); 1121 pick_up (op, tmp);
1215 stop = 1; 1122 stop = 1;
1216 break; 1123 break;
1217 case 6: 1124 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1125 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); 1126 pick_up (op, tmp);
1221 break; 1127 break;
1222 1128
1223 case 7: 1129 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1130 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1131 pick_up (op, tmp);
1226 break; 1132 break;
1227 1133
1228 default: 1134 default:
1229 /* use value density */ 1135 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1136 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1137 && (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); 1138 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 } 1139 }
1262 } 1140 }
1263 } 1141 else
1142 { /* old model */
1143 /* NEW pickup handling */
1144 if (op->contr->mode & PU_DEBUG)
1145 {
1146 /* some debugging code to figure out item information */
1147 if (tmp->name != NULL)
1148 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1149 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1150 else
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1154 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1155 }
1265 1156
1157 /* philosophy:
1158 * It's easy to grab an item type from a pile, as long as it's
1159 * generic. This takes no game-time. For more detailed pickups
1160 * and selections, select-items should be used. This is a
1161 * grab-as-you-run type mode that's really useful for arrows for
1162 * example.
1163 * The drawback: right now it has no frontend, so you need to
1164 * stick the bits you want into a calculator in hex mode and then
1165 * convert to decimal and then 'pickup <#>
1166 */
1167
1168 /* the first two modes are exclusive: if NOTHING we return, if
1169 * STOP then we stop. All the rest are applied sequentially,
1170 * meaning if any test passes, the item gets picked up. */
1171
1172 /* if mode is set to pick nothing up, return */
1173
1174 if (op->contr->mode & PU_NOTHING)
1175 return 1;
1176
1177 /* if mode is set to stop when encountering objects, return */
1178 /* take STOP before INHIBIT since it doesn't actually pick
1179 * anything up */
1180
1181 if (op->contr->mode & PU_STOP)
1182 return 0;
1183
1184 /* useful for going into stores and not losing your settings... */
1185 /* and for battles wher you don't want to get loaded down while
1186 * fighting */
1187 if (op->contr->mode & PU_INHIBIT)
1188 return 1;
1189
1190 /* prevent us from turning into auto-thieves :) */
1191 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1192 continue;
1193
1194 /* ignore known cursed objects */
1195 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1196 continue;
1197
1198 /* all food and drink if desired */
1199 /* question: don't pick up known-poisonous stuff? */
1200 if (op->contr->mode & PU_FOOD)
1201 if (tmp->type == FOOD)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 if (op->contr->mode & PU_DRINK)
1208 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_POTION)
1215 if (tmp->type == POTION)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 /* spellbooks, skillscrolls and normal books/scrolls */
1222 if (op->contr->mode & PU_SPELLBOOK)
1223 if (tmp->type == SPELLBOOK)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_SKILLSCROLL)
1230 if (tmp->type == SKILLSCROLL)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_READABLES)
1237 if (tmp->type == BOOK || tmp->type == SCROLL)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* wands/staves/rods/horns */
1244 if (op->contr->mode & PU_MAGIC_DEVICE)
1245 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* pick up all magical items */
1252 if (op->contr->mode & PU_MAGICAL)
1253 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_VALUABLES)
1260 {
1261 if (tmp->type == MONEY || tmp->type == GEM)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266 }
1267
1268 /* rings & amulets - talismans seems to be typed AMULET */
1269 if (op->contr->mode & PU_JEWELS)
1270 if (tmp->type == RING || tmp->type == AMULET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 /* we don't forget dragon food */
1277 if (op->contr->mode & PU_FLESH)
1278 if (tmp->type == FLESH)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 /* bows and arrows. Bows are good for selling! */
1285 if (op->contr->mode & PU_BOW)
1286 if (tmp->type == BOW)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291
1292 if (op->contr->mode & PU_ARROW)
1293 if (tmp->type == ARROW)
1294 {
1295 pick_up (op, tmp);
1296 continue;
1297 }
1298
1299 /* all kinds of armor etc. */
1300 if (op->contr->mode & PU_ARMOUR)
1301 if (tmp->type == ARMOUR)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_HELMET)
1308 if (tmp->type == HELMET)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 if (op->contr->mode & PU_SHIELD)
1315 if (tmp->type == SHIELD)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320
1321 if (op->contr->mode & PU_BOOTS)
1322 if (tmp->type == BOOTS)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327
1328 if (op->contr->mode & PU_GLOVES)
1329 if (tmp->type == GLOVES)
1330 {
1331 pick_up (op, tmp);
1332 continue;
1333 }
1334
1335 if (op->contr->mode & PU_CLOAK)
1336 if (tmp->type == CLOAK)
1337 {
1338 pick_up (op, tmp);
1339 continue;
1340 }
1341
1342 /* hoping to catch throwing daggers here */
1343 if (op->contr->mode & PU_MISSILEWEAPON)
1344 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1345 {
1346 pick_up (op, tmp);
1347 continue;
1348 }
1349
1350 /* careful: chairs and tables are weapons! */
1351 if (op->contr->mode & PU_ALLWEAPON)
1352 {
1353 if (tmp->type == WEAPON && tmp->name != NULL)
1354 {
1355 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1356 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1357 {
1358 pick_up (op, tmp);
1359 continue;
1360 }
1361 }
1362
1363 if (tmp->type == WEAPON && tmp->name == NULL)
1364 {
1365 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1366 {
1367 pick_up (op, tmp);
1368 continue;
1369 }
1370 }
1371 }
1372
1373 /* misc stuff that's useful */
1374 if (op->contr->mode & PU_KEY)
1375 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380
1381 /* any of the last 4 bits set means we use the ratio for value
1382 * pickups */
1383 if (op->contr->mode & PU_RATIO)
1384 {
1385 /* use value density to decide what else to grab */
1386 /* >=7 was >= op->contr->mode */
1387 /* >=7 is the old standard setting. Now we take the last 4 bits
1388 * and multiply them by 5, giving 0..15*5== 5..75 */
1389 wvratio = (op->contr->mode & PU_RATIO) * 5;
1390 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1391 {
1392 pick_up (op, tmp);
1266#if 0 1393#if 0
1267 /* print the flags too */ 1394 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1395 if (tmp->name != NULL)
1269 { 1396 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1397 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1398 }
1272 { 1399 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1400 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1401 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1402 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 1403#endif
1279 } 1404 continue;
1280 /* philosophy: 1405 }
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 } 1406 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1407 } /* 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 } 1408 }
1440 } /* the new pickup model */ 1409
1441 }
1442 return ! stop; 1410 return !stop;
1443} 1411}
1444 1412
1445/* 1413/*
1446 * Find an arrow in the inventory and after that 1414 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1415 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1416 * found object is returned.
1449 */ 1417 */
1418object *
1450object *find_arrow(object *op, const char *type) 1419find_arrow (object *op, const char *type)
1451{ 1420{
1452 object *tmp = NULL; 1421 object *tmp = NULL;
1453 1422
1454 for(op=op->inv; op; op=op->below) 1423 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1424 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); 1425 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1426 else if (op->type == ARROW && op->race == type)
1459 return op; 1427 return op;
1460 return tmp; 1428 return tmp;
1461} 1429}
1462 1430
1463/* 1431/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1432 * 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 1433 * 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 1434 * 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. 1435 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1436 */
1469 1437
1438object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1439find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1440{
1472 object *tmp = NULL, *arrow, *ntmp; 1441 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1442 int attacknum, attacktype, betterby = 0, i;
1474 1443
1475 if (!type) 1444 if (!type)
1476 return NULL; 1445 return NULL;
1477 1446
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1447 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1448 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1449 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1450 {
1481 i = 0; 1451 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1452 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1453 if (i > betterby)
1454 {
1484 tmp = ntmp; 1455 tmp = ntmp;
1485 betterby = i; 1456 betterby = i;
1486 } 1457 }
1458 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1459 else if (arrow->type == ARROW && arrow->race == type)
1460 {
1488 /* allways prefer assasination/slaying */ 1461 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1462 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1463 {
1491 if (arrow->attacktype & AT_DEATH) { 1464 if (arrow->attacktype & AT_DEATH)
1465 {
1492 *better = 100; 1466 *better = 100;
1493 return arrow; 1467 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1468 }
1498 } else { 1469 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 } 1470 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1471 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1472 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 } 1473 }
1515 } 1474 }
1475 else
1476 {
1477 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1478 {
1479 attacktype = 1 << attacknum;
1480 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1481 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1482 {
1483 tmp = arrow;
1484 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1485 }
1486 }
1487 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1488 {
1489 tmp = arrow;
1490 betterby = 2 + arrow->magic + arrow->stats.dam;
1491 }
1492 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1493 {
1494 tmp = arrow;
1495 betterby = 1 + arrow->magic + arrow->stats.dam;
1496 }
1516 } 1497 }
1498 }
1517 } 1499 }
1518 if (tmp == NULL && arrow == NULL) 1500 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1501 return find_arrow (op, type);
1520 1502
1521 *better = betterby; 1503 *better = betterby;
1522 return tmp; 1504 return tmp;
1523} 1505}
1524 1506
1525/* looks in a given direction, finds the first valid target, and calls 1507/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1508 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1509 * op = the shooter
1528 * type = bow->race 1510 * type = bow->race
1529 * dir = fire direction 1511 * dir = fire direction
1530 */ 1512 */
1531 1513
1514object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1515pick_arrow_target (object *op, const char *type, int dir)
1533{ 1516{
1534 object *tmp = NULL; 1517 object *tmp = NULL;
1535 mapstruct *m; 1518 maptile *m;
1536 int i, mflags, found, number; 1519 int i, mflags, found, number;
1537 sint16 x, y; 1520 sint16 x, y;
1538 1521
1539 if (op->map == NULL) 1522 if (op->map == NULL)
1540 return find_arrow(op, type); 1523 return find_arrow (op, type);
1541 1524
1542 /* do a dex check */ 1525 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1526 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))) 1527 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1528 return find_arrow (op, type);
1546 1529
1547 m = op->map; 1530 m = op->map;
1548 x = op->x; 1531 x = op->x;
1549 y = op->y; 1532 y = op->y;
1550 1533
1551 /* find the first target */ 1534 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1535 for (i = 0, found = 0; i < 20; i++)
1536 {
1553 x += freearr_x[dir]; 1537 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1538 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1539 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1540 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1541 {
1557 tmp = NULL; 1542 tmp = NULL;
1543 break;
1544 }
1545 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1546 {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 }
1553 if (mflags & P_IS_ALIVE)
1554 {
1555 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1556 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1557 {
1558 found++;
1559 break;
1560 }
1561 if (found)
1558 break; 1562 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 } 1563 }
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 } 1564 }
1576 if (tmp == NULL) 1565 if (tmp == NULL)
1577 return find_arrow(op, type); 1566 return find_arrow (op, type);
1578 1567
1579 if (tmp->head) 1568 if (tmp->head)
1580 tmp = tmp->head; 1569 tmp = tmp->head;
1581 1570
1582 return find_better_arrow(op, tmp, type, &i); 1571 return find_better_arrow (op, tmp, type, &i);
1583} 1572}
1584 1573
1585/* 1574/*
1586 * Creature fires a bow - op can be monster or player. Returns 1575 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1576 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1579 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1580 * 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 1581 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1582 * player fire modes.
1594 */ 1583 */
1584int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1585fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1586{
1598 object *left, *bow; 1587 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1588 int bowspeed, mflags;
1601 mapstruct *m; 1589 maptile *m;
1602 1590
1603 if (!dir) { 1591 if (!dir)
1592 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1593 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1594 return 0;
1606 } 1595 }
1596
1607 if (op->type == PLAYER) 1597 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1598 bow = op->contr->ranges[range_bow];
1609 else { 1599 else
1600 {
1610 for(bow=op->inv; bow; bow=bow->below) 1601 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1602 /* 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. 1603 * don't need to switch back and forth between bows and weapons.
1613 */ 1604 */
1614 if(bow->type==BOW) 1605 if (bow->type == BOW)
1615 break; 1606 break;
1616 1607
1617 if (!bow) { 1608 if (!bow)
1609 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1610 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1611 return 0;
1620 } 1612 }
1621 } 1613 }
1614
1622 if( !bow->race || !bow->skill) { 1615 if (!bow->race || !bow->skill)
1616 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1617 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1618 return 0;
1625 } 1619 }
1626 1620
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1621 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1622
1629 /* penalize ROF for bestarrow */ 1623 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1624 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1625 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1626
1632 if (bowspeed < 1) 1627 if (bowspeed < 1)
1633 bowspeed = 1; 1628 bowspeed = 1;
1634 1629
1635 if (arrow == NULL) { 1630 if (arrow == NULL)
1631 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1632 if ((arrow = find_arrow (op, bow->race)) == NULL)
1633 {
1637 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1635 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 */ 1636 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1637 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1638 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1639 return 0;
1644 } 1640 }
1645 } 1641 }
1642
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1643 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1644 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1645 return 0;
1649 } 1646
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1647 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1648 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1650 return 0;
1653 } 1651 }
1654 1652
1655 /* this should not happen, but sometimes does */ 1653 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1654 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1655 {
1658 free_object(arrow); 1656 arrow->destroy ();
1659 return 0; 1657 return 0;
1660 } 1658 }
1661 1659
1662 left = arrow; /* these are arrows left to the player */ 1660 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1661 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1662 if (!arrow)
1663 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1664 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1665 return 0;
1669 } 1666 }
1670 set_owner(arrow, op); 1667
1671 if (arrow->skill) free_string(arrow->skill); 1668 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1669 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1670 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1671
1678 if (op->type == PLAYER) { 1672 if (op->type == PLAYER)
1673 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1675 op->update_stats ();
1681 } 1676 }
1682 1677
1683 SET_ANIMATION(arrow, arrow->direction); 1678 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1680 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1681 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1682 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1683 arrow->spellarg = strdup (arrow->slaying);
1689 1684
1690 /* Note that this was different for monsters - they got their level 1685 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1686 * added to the damage. I think the strength bonus is more proper.
1692 */ 1687 */
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 1688
1689 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1690
1698 /* update the speed */ 1691 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1692 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1693 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 1694
1704 if (arrow->speed < 1.0) 1695 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1696 arrow->speed_left = 0;
1708 1697
1709 if (op->type == PLAYER) { 1698 if (op->type == PLAYER)
1699 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1700 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1701 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1702 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 1703
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1704 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1705 }
1706 else
1707 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1708 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; 1709 arrow->level = op->level;
1721 } 1710 }
1711
1722 if (arrow->attacktype == AT_PHYSICAL) 1712 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1713 arrow->attacktype |= bow->attacktype;
1714
1724 if (bow->slaying != NULL) 1715 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1716 arrow->slaying = bow->slaying;
1726 1717
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1718 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1719 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1720
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1721 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1722 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1723
1735 if (!was_destroyed(arrow, tag)) 1724 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1725 move_arrow (arrow);
1737 1726
1738 if (op->type == PLAYER) { 1727 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1728 {
1729 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1730 esrv_del_item (op->contr, left->count);
1741 else 1731 else
1742 esrv_send_item(op, left); 1732 esrv_send_item (op, left);
1743 } 1733 }
1734
1744 return 1; 1735 return 1;
1745} 1736}
1746 1737
1747/* Special fire code for players - this takes into 1738/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1739 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1740 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1741 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1742 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1743 * hence the function name.
1753 */ 1744 */
1745int
1754int player_fire_bow(object *op, int dir) 1746player_fire_bow (object *op, int dir)
1755{ 1747{
1756 int ret=0, wcmod=0; 1748 int ret = 0, wcmod = 0;
1757 1749
1758 if (op->contr->bowtype == bow_bestarrow) { 1750 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1751 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1752 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); 1753 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1754 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1755 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1756 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1757 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1758 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1759 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1760 else if (op->contr->bowtype == bow_threewide)
1761 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1762 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)]); 1763 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)]); 1764 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1765 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1766 else if (op->contr->bowtype == bow_spreadshot)
1767 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1768 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); 1769 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); 1770 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1771
1776 } else { 1772 }
1773 else
1774 {
1777 /* Simple case */ 1775 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1777 }
1780 return ret; 1778 return ret;
1781} 1779}
1782 1780
1783 1781
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1782/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1783 * Broken apart from 'fire' to keep it more readable.
1786 */ 1784 */
1785void
1787void fire_misc_object(object *op, int dir) 1786fire_misc_object (object *op, int dir)
1788{ 1787{
1789 object *item; 1788 object *item;
1790 1789
1791 if (!op->contr->ranges[range_misc]) { 1790 if (!op->contr->ranges[range_misc])
1791 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1792 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1793 return;
1794 } 1794 }
1795 1795
1796 item = op->contr->ranges[range_misc]; 1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1797 if (!item->inv)
1798 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1799 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1800 return;
1800 } 1801 }
1801 if (item->type == WAND) { 1802 if (item->type == WAND)
1803 {
1802 if(item->stats.food<=0) { 1804 if (item->stats.food <= 0)
1805 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1806 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)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1808 return;
1806 } 1809 }
1810 }
1807 } else if (item->type == ROD || item->type==HORN) { 1811 else if (item->type == ROD || item->type == HORN)
1812 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1813 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1814 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1815 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1816 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)); 1817 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1818 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1819 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; 1820 return;
1817 } 1821 }
1818 } 1822 }
1819 1823
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1824 if (cast_spell (op, item, dir, item->inv, NULL))
1825 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1826 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1827 if (item->type == WAND)
1828 {
1823 if (!(--item->stats.food)) { 1829 if (!(--item->stats.food))
1830 {
1824 object *tmp; 1831 object *tmp;
1832
1825 if (item->arch) { 1833 if (item->arch)
1834 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1835 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1836 item->face = item->arch->clone.face;
1828 item->speed = 0; 1837 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1838 }
1839
1831 if ((tmp=is_player_inv(item))) 1840 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1841 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1842 }
1834 } 1843 }
1835 else if (item->type == ROD || item->type==HORN) { 1844 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1845 drain_rod_charge (item);
1837 }
1838 } 1846 }
1839} 1847}
1840 1848
1841/* Received a fire command for the player - go and do it. 1849/* Received a fire command for the player - go and do it.
1842 */ 1850 */
1851void
1843void fire(object *op,int dir) { 1852fire (object *op, int dir)
1853{
1844 int spellcost=0; 1854 int spellcost = 0;
1845 1855
1846 /* check for loss of invisiblity/hide */ 1856 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1857 if (action_makes_visible (op))
1858 make_visible (op);
1848 1859
1849 switch(op->contr->shoottype) { 1860 switch (op->contr->shoottype)
1861 {
1850 case range_none: 1862 case range_none:
1863 return;
1864
1865 case range_bow:
1866 player_fire_bow (op, dir);
1867 return;
1868
1869 case range_magic: /* Casting spells */
1870 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1871 return;
1872
1873 case range_misc:
1874 fire_misc_object (op, dir);
1875 return;
1876
1877 case range_golem: /* Control summoned monsters from scrolls */
1878 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1879 {
1880 op->contr->ranges[range_golem] = 0;
1881 op->contr->shoottype = range_none;
1882 }
1883 else
1884 control_golem (op->contr->ranges[range_golem], dir);
1885 return;
1886
1887 case range_skill:
1888 if (!op->chosen_skill)
1889 {
1890 if (op->type == PLAYER)
1891 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 1892 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 } 1893 }
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); 1894 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1895 return;
1896 case range_builder:
1897 apply_map_builder (op, dir);
1898 return;
1887 default: 1899 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1900 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1901 return;
1890 } 1902 }
1891} 1903}
1892 1904
1893 1905
1894 1906
1901 * inv is the objects inventory to searched 1913 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1914 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1915 * This function can be called recursively to search containers.
1904 */ 1916 */
1905 1917
1918object *
1906object * find_key(object *pl, object *container, object *door) 1919find_key (object *pl, object *container, object *door)
1907{ 1920{
1908 object *tmp,*key; 1921 object *tmp, *key;
1909 1922
1910 /* Should not happen, but sanity checking is never bad */ 1923 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1924 if (container->inv == NULL)
1925 return NULL;
1912 1926
1913 /* First, lets try to find a key in the top level inventory */ 1927 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1928 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1929 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1930 if (door->type == DOOR && tmp->type == KEY)
1931 break;
1916 /* For sanity, we should really check door type, but other stuff 1932 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1933 * (like containers) can be locked with special keys
1918 */ 1934 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1935 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1936 break;
1921 } 1937 }
1922 /* No key found - lets search inventories now */ 1938 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1939 /* 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 1940 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1941 * a key, return
1926 */ 1942 */
1927 if (!tmp) { 1943 if (!tmp)
1944 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1945 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1946 {
1929 /* No reason to search empty containers */ 1947 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1948 if (tmp->type == CONTAINER && tmp->inv)
1949 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1950 if ((key = find_key (pl, tmp, door)) != NULL)
1951 return key;
1932 } 1952 }
1933 } 1953 }
1954 if (!tmp)
1934 if (!tmp) return NULL; 1955 return NULL;
1935 } 1956 }
1936 /* We get down here if we have found a key. Now if its in a container, 1957 /* 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 1958 * see if we actually want to use it
1938 */ 1959 */
1939 if (pl!=container) { 1960 if (pl != container)
1961 {
1940 /* Only let players use keys in containers */ 1962 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1963 if (!pl->contr)
1964 return NULL;
1942 /* cases where this fails: 1965 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1966 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1967 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1968 * If the container is not active, return now since only active
1946 * containers can be used. 1969 * containers can be used.
1947 * If we only search keyrings and the container does not have 1970 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1971 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1972 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1973 * inv must have been an container and must have been active.
1951 * 1974 *
1952 * Change the color so that the message doesn't disappear with 1975 * Change the color so that the message doesn't disappear with
1953 * all the others. 1976 * all the others.
1954 */ 1977 */
1955 if (pl->contr->usekeys == key_inventory || 1978 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1979 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1980 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1981 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1982 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1983 "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; 1984 return NULL;
1964 } 1985 }
1965 } 1986 }
1966 return tmp; 1987 return tmp;
1967} 1988}
1968 1989
1969/* moved door processing out of move_player_attack. 1990/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1991 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1992 * such that the caller should not do anything more,
1972 * 0 otherwise 1993 * 0 otherwise
1973 */ 1994 */
1995static int
1974static int player_attack_door(object *op, object *door) 1996player_attack_door (object *op, object *door)
1975{ 1997{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1998 /* 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 - 1999 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2000 * otherwise, we fall through to the rest of the code.
1980 */ 2001 */
1981 object *key=find_key(op, op, door); 2002 object *key = find_key (op, op, door);
1982 2003
1983 /* IF we found a key, do some extra work */ 2004 /* IF we found a key, do some extra work */
1984 if (key) { 2005 if (key)
2006 {
1985 object *container=key->env; 2007 object *container = key->env;
1986 2008
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2009 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2010 if (action_makes_visible (op))
2011 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2012 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2013 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2014 if (door->type == DOOR)
2015 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2016 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2017 }
1993 else if(door->type==LOCKED_DOOR) { 2018 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2019 {
1995 "You open the door with the %s", query_short_name(key)); 2020 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 ;-) */ 2021 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2022 }
1998 /* Do this after we print the message */ 2023 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2024 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2025 /* Need to update the weight the container the key was in */
2001 if (container != op) 2026 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2027 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2028 return 1; /* Nothing more to do below */
2029 }
2004 } else if (door->type==LOCKED_DOOR) { 2030 else if (door->type == LOCKED_DOOR)
2031 {
2005 /* Might as well return now - no other way to open this */ 2032 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2033 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2034 return 1;
2008 } 2035 }
2009 return 0; 2036 return 0;
2010} 2037}
2011 2038
2012/* This function is just part of a breakup from move_player. 2039/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2040 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2041 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2042 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2043 * going to try and move (not fire weapons).
2017 */ 2044 */
2018 2045void
2019void move_player_attack(object *op, int dir) 2046move_player_attack (object *op, int dir)
2020{ 2047{
2021 object *tmp, *mon; 2048 object *tmp, *mon;
2022 sint16 nx, ny; 2049 sint16 nx, ny;
2023 int on_battleground; 2050 int on_battleground;
2024 mapstruct *m; 2051 maptile *m;
2025 2052
2026 nx=freearr_x[dir]+op->x; 2053 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2054 ny = freearr_y[dir] + op->y;
2028 2055
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2056 on_battleground = op_on_battleground (op, 0, 0);
2030 2057
2031 /* If braced, or can't move to the square, and it is not out of the 2058 /* 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 2059 * 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 2060 * 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 2061 * 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 2062 * 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 2063 * 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 2064 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2065 * move_ob uses.
2039 */ 2066 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2067 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2068 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2069 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2070 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2071 m = get_map_from_coord (op->map, &nx, &ny);
2072 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2073 return; /* Don't think this should happen */
2074 }
2075 else
2076 m = op->map;
2077
2078 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2044 } 2079 {
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");*/ 2080 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2081 return;
2082 }
2083
2084 mon = 0;
2085 /* Go through all the objects, and find ones of interest. Only stop if
2086 * we find a monster - that is something we know we want to attack.
2087 * if its a door or barrel (can roll) see if there may be monsters
2088 * on the space
2089 */
2090 while (tmp)
2091 {
2092 if (tmp == op)
2093 {
2094 tmp = tmp->above;
2095 continue;
2096 }
2097
2098 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2099 {
2100 mon = tmp;
2101 break;
2102 }
2103
2104 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2105 mon = tmp;
2106
2107 tmp = tmp->above;
2108 }
2109
2110 if (!mon) /* This happens anytime the player tries to move */
2111 return; /* into a wall */
2112
2113 if (mon->head)
2114 mon = mon->head;
2115
2116 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2117 if (player_attack_door (op, mon))
2118 return;
2119
2120 /* The following deals with possibly attacking peaceful
2121 * or frienddly creatures. Basically, all players are considered
2122 * unaggressive. If the moving player has peaceful set, then the
2123 * object should be pushed instead of attacked. It is assumed that
2124 * if you are braced, you will not attack friends accidently,
2125 * and thus will not push them.
2126 */
2127
2128 /* If the creature is a pet, push it even if the player is not
2129 * peaceful. Our assumption is the creature is a pet if the
2130 * player owns it and it is either friendly or unagressive.
2131 */
2132 if ((op->type == PLAYER)
2133#if COZY_SERVER
2134 &&
2135 ((mon->owner && mon->owner->contr
2136 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2137#else
2138 && mon->owner == op
2139#endif
2140 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2141 {
2142 /* If we're braced, we don't want to switch places with it */
2143 if (op->contr->braced)
2049 return; 2144 return;
2145 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2146 (void) push_ob (mon, dir, op);
2147 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op);
2149 return;
2050 } 2150 }
2051 2151
2052 mon = NULL; 2152 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2153 * 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. 2154 * 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 2155 * attack them either.
2056 * on the space
2057 */ 2156 */
2058 while (tmp!=NULL) { 2157 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2158 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2159#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2160 (op->contr->peaceful
2161 || (mon->type == PLAYER
2162 && mon->contr->
2163 peaceful)) &&
2164#else
2165 op->contr->peaceful &&
2166#endif
2167 !on_battleground))
2168 {
2169 if (!op->contr->braced)
2170 {
2171 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2172 (void) push_ob (mon, dir, op);
2062 } 2173 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2174 else
2064 mon = tmp; 2175 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2176
2177 if (op->contr->tmp_invis || op->hide)
2178 make_visible (op);
2179 }
2180
2181 /* If the object is a boulder or other rollable object, then
2182 * roll it if not braced. You can't roll it if you are braced.
2183 */
2184 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2185 {
2186 recursive_roll (mon, dir, op);
2187 if (action_makes_visible (op))
2188 make_visible (op);
2189 }
2190
2191 /* Any generic living creature. Including things like doors.
2192 * Way it works is like this: First, it must have some hit points
2193 * and be living. Then, it must be one of the following:
2194 * 1) Not a player, 2) A player, but of a different party. Note
2195 * that party_number -1 is no party, so attacks can still happen.
2196 */
2197
2198 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2199 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2200 {
2201
2202 /* If the player hasn't hit something this tick, and does
2203 * so, give them speed boost based on weapon speed. Doing
2204 * it here is better than process_players2, which basically
2205 * incurred a 1 tick offset.
2206 */
2207 if (!op->contr->has_hit)
2208 {
2209 op->speed_left += op->speed / op->contr->weapon_sp;
2210
2211 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2212 }
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 2213
2075 if(mon->head != NULL) 2214 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2215
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2216 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2217 * hitback, and doesn't loose luck either.
2080 2218 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2219 * 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 */ 2220 */
2088 2221 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 )) { 2222 {
2129 if (!op->contr->braced) { 2223 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2224
2131 (void) push_ob(mon,dir,op); 2225 mon->contr->has_hit = 1;
2132 } else { 2226 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2227 mon->stats.luck = luck;
2134 } 2228 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2229
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); 2230 if (action_makes_visible (op))
2144 } 2231 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 } 2232 }
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 */ 2233 } /* if player should attack something */
2185} 2234}
2186 2235
2236int
2187int move_player(object *op,int dir) { 2237move_player (object *op, int dir)
2238{
2188 int pick; 2239 int pick;
2189 2240
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2241 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; 2242 return 0;
2243
2244 /* Sanity check: make sure dir is valid */
2245 if ((dir < 0) || (dir >= 9))
2246 {
2247 LOG (llevError, "move_player: invalid direction %d\n", dir);
2248 return 0;
2249 }
2250
2251 /* peterm: added following line */
2252 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2253 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2254
2255 op->facing = dir;
2256
2257 if (op->hide)
2258 do_hidden_move (op);
2259
2260 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2261 /*nop */ ;
2262 else if (op->contr->fire_on)
2263 fire (op, dir);
2264 else
2265 {
2266 move_player_attack (op, dir);
2267 pick = check_pick (op);
2268 }
2269
2270 /* Add special check for newcs players and fire on - this way, the
2271 * server can handle repeat firing.
2272 */
2273 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2274 op->direction = dir;
2275 else
2276 op->direction = 0;
2277
2278 /* Update how the player looks. Use the facing, so direction may
2279 * get reset to zero. This allows for full animation capabilities
2280 * for players.
2281 */
2282 animate_object (op, op->facing);
2283 return 0;
2231} 2284}
2232 2285
2233/* This is similar to handle_player, below, but is only used by the 2286/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2287 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2288 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2289 * the new speed values for commands.
2237 * 2290 *
2238 * Returns true if there are more actions we can do. 2291 * Returns true if there are more actions we can do.
2239 */ 2292 */
2293int
2240int handle_newcs_player(object *op) 2294handle_newcs_player (object *op)
2241{ 2295{
2242 if (op->contr->hidden) { 2296 if (op->contr->hidden)
2297 {
2243 op->invisible = 1000; 2298 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2299 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2300 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2301 * alternate it here for it to work correctly.
2247 */ 2302 */
2248 if (pticks & 2) op->invisible--; 2303 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2304 op->invisible--;
2305 }
2306 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2307 {
2308 op->invisible--;
2252 if(!op->invisible) { 2309 if (!op->invisible)
2310 {
2253 make_visible(op); 2311 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2312 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2313 }
2256 } 2314 }
2257 2315
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2316 if (QUERY_FLAG (op, FLAG_SCARED))
2317 {
2259 flee_player(op); 2318 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2319 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2320 if (QUERY_FLAG (op, FLAG_SCARED))
2321 {
2262 op->speed_left--; 2322 op->speed_left--;
2263 return 0; 2323 return 0;
2264 } 2324 }
2265 } 2325 }
2266 2326
2267 /* I've been seeing crashes where the golem has been destroyed, but 2327 /* 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 2328 * 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 2329 * 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. 2330 * put this in a a workaround to clean up the golem pointer.
2271 */ 2331 */
2272 if (op->contr->ranges[range_golem] && 2332 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; 2333 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2334
2279 /* call this here - we also will call this in do_ericserver, but 2335 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2336 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2337 * called, so we recheck it here.
2282 */ 2338 */
2283 HandleClient(&op->contr->socket, op->contr); 2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2284 if (op->speed_left<0) return 0; 2340 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 } 2341 ;
2342
2343 if (op->speed_left < 0)
2298 return 0; 2344 return 0;
2299}
2300 2345
2301int save_life(object *op) { 2346 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2347 {
2348 /* All move commands take 1 tick, at least for now */
2349 op->speed_left--;
2303 2350
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2351 /* Instead of all the stuff below, let move_player take care
2352 * of it. Also, some of the skill stuff is only put in
2353 * there, as well as the confusion stuff.
2354 */
2355 move_player (op, op->direction);
2356 if (op->speed_left > 0)
2357 return 1;
2358 else
2305 return 0; 2359 return 0;
2360 }
2306 2361
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2362 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2363}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2364
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2365int
2311 "Your %s vibrates violently, then evaporates.", 2366save_life (object *op)
2312 query_name(tmp)); 2367{
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); 2368 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2369 return 0;
2370
2371 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2372 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2373 {
2374 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2375 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2376
2377 if (op->contr)
2378 esrv_del_item (op->contr, tmp->count);
2379
2380 tmp->destroy ();
2381 CLEAR_FLAG (op, FLAG_LIFESAVE);
2382
2383 if (op->stats.hp < 0)
2384 op->stats.hp = op->stats.maxhp;
2385
2386 if (op->stats.food < 0)
2387 op->stats.food = 999;
2388
2389 op->update_stats ();
2390 return 1;
2391 }
2392
2393 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2394 CLEAR_FLAG (op, FLAG_LIFESAVE);
2395 enter_player_savebed (op); /* bring him home. */
2396 return 0;
2329} 2397}
2330 2398
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2399/* 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 2400 * 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 2401 * function will descend into containers. op is the object to start the search
2334 * from. 2402 * from.
2335 */ 2403 */
2404void
2336void remove_unpaid_objects(object *op, object *env) 2405remove_unpaid_objects (object *op, object *env)
2337{ 2406{
2338 object *next; 2407 object *next;
2339 2408
2340 while (op) { 2409 while (op)
2410 {
2341 next=op->below; /* Make sure we have a good value, in case 2411 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2412
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2413 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2414 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2415 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2416 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2417
2418 op->insert_at (env);
2351 } 2419 }
2420 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2421 remove_unpaid_objects (op->inv, env);
2422
2353 op=next; 2423 op = next;
2354 } 2424 }
2355} 2425}
2356
2357 2426
2358/* 2427/*
2359 * Returns pointer a static string containing gravestone text 2428 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2429 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2430 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2431 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2432 * but there isn't one in the server directory.
2364 */ 2433 */
2434char *
2365char *gravestone_text (object *op) 2435gravestone_text (object *op)
2366{ 2436{
2367 static char buf2[MAX_BUF]; 2437 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2438 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2439 time_t now = time (NULL);
2370 2440
2371 strcpy (buf2, " R.I.P.\n\n"); 2441 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2442 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2443 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2444 else
2375 sprintf (buf, "%s\n", op->name); 2445 sprintf (buf, "%s\n", &op->name);
2446
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2448 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2449 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2450 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2451 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2452 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2453
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2454 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2455 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2456 if (op->type == PLAYER)
2457 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2458 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2459 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2460 strcat (buf2, buf);
2388 } 2461 }
2462
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2463 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2464 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2465 strcat (buf2, buf);
2466
2392 return buf2; 2467 return buf2;
2393} 2468}
2394 2469
2395 2470void
2396
2397void do_some_living(object *op) { 2471do_some_living (object *op)
2472{
2398 int last_food=op->stats.food; 2473 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2474 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2475 int over_hp, over_sp, over_grace;
2401 int i; 2476 int i;
2402 int rate_hp = 1200; 2477 int rate_hp = 1200;
2403 int rate_sp = 2500; 2478 int rate_sp = 2500;
2404 int rate_grace = 2000; 2479 int rate_grace = 2000;
2405 const int max_hp = 1; 2480 const int max_hp = 1;
2406 const int max_sp = 1; 2481 const int max_sp = 1;
2407 const int max_grace = 1; 2482 const int max_grace = 1;
2408 2483
2409 if (op->contr->outputs_sync) { 2484 if (op->contr->outputs_sync)
2485 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2486 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) 2487 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]); 2488 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2489 }
2415 2490
2416 if(op->contr->state==ST_PLAYING) { 2491 if (op->contr->ns->state == ST_PLAYING)
2417 2492 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2493 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2494 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2495 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2496 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2497 else
2498 {
2423 gen_hp = op->stats.maxhp; 2499 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2500 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2501 }
2502
2426 if(op->contr->gen_sp >= 0 ) 2503 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2504 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2505 else
2506 {
2429 gen_sp = op->stats.maxsp; 2507 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2508 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2509 }
2510
2432 if(op->contr->gen_grace >= 0) 2511 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2512 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2513 else
2514 {
2435 gen_grace = op->stats.maxgrace; 2515 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2516 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2517 }
2438 2518
2439 /* Regenerate Spell Points */ 2519 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2520 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2521 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2522 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) { 2523 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2524 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2525 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2526 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2527 if (!QUERY_FLAG (op, FLAG_WIZ))
2528 {
2529 op->stats.food--;
2530 if (op->contr->digestion < 0)
2531 op->stats.food += op->contr->digestion;
2532 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2533 op->stats.food = last_food;
2463 } 2534 }
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 } 2535 }
2536
2537 if (max_sp > 1)
2538 {
2539 over_sp = (gen_sp + 10) / rate_sp;
2540 if (over_sp > 0)
2541 {
2542 if (op->stats.sp < op->stats.maxsp)
2543 {
2544 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2545
2546 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2547 op->stats.sp--;
2548
2549 if (op->stats.sp > op->stats.maxsp)
2550 op->stats.sp = op->stats.maxsp;
2551 }
2552 op->last_sp = 0;
2553 }
2554 else
2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2556 }
2487 } else { 2557 else
2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2559 }
2560
2561 /* Regenerate Grace */
2562 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2563 if (--op->last_grace < 0)
2564 {
2565 if (op->stats.grace < op->stats.maxgrace / 2)
2566 op->stats.grace++; /* no penalty in food for regaining grace */
2567
2568 if (max_grace > 1)
2569 {
2570 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2571 if (over_grace > 0)
2572 {
2573 op->stats.sp += over_grace
2574 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2575 op->last_grace = 0;
2576 }
2577 else
2578 {
2579 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2580 }
2581 }
2582 else
2583 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2584 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2585 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2586 /* wearing stuff doesn't detract from grace generation. */
2491 } 2587 }
2492 2588
2493 /* Regenerate Hit Points */ 2589 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2590 if (--op->last_heal < 0)
2591 {
2495 if(op->stats.hp<op->stats.maxhp) { 2592 if (op->stats.hp < op->stats.maxhp)
2593 {
2496 op->stats.hp++; 2594 op->stats.hp++;
2497 /* dms do not consume food */ 2595 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2596 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2597 {
2598 op->stats.food--;
2500 if(op->contr->digestion<0) 2599 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2600 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2601 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; 2602 op->stats.food = last_food;
2603 }
2604 }
2605
2606 if (max_hp > 1)
2607 {
2608 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2609 if (over_hp > 0)
2610 {
2611 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2612 op->last_heal = 0;
2613 }
2614 else
2615 {
2616 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2617 }
2618 }
2619 else
2620 {
2621 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2622 }
2505 } 2623 }
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 2624
2521 /* Digestion */ 2625 /* Digestion */
2522 if(--op->last_eat<0) { 2626 if (--op->last_eat < 0)
2627 {
2523#ifdef COZY_SERVER 2628#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2629 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2630 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2631#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2632 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 2633#endif
2531 2634
2532 if(op->contr->gen_hp > 0) 2635 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2636 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2637 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2638 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2639
2536 /* dms do not consume food */ 2640 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2641 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2642 op->stats.food--;
2539 } 2643 }
2540 2644
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2645 if (op->stats.food < 0 && op->stats.hp >= 0)
2646 {
2542 object *tmp, *flesh=NULL; 2647 object *tmp, *flesh = 0;
2543 2648
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2649 for (tmp = op->inv; tmp; tmp = tmp->below)
2650 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2651 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2652 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2653 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2654 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2655 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2656 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2657 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2658 break;
2551 } 2659 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2660 else if (tmp->type == FLESH)
2661 flesh = tmp;
2553 } /* End if paid for object */ 2662 } /* End if paid for object */
2554 } /* end of for loop */ 2663 } /* end of for loop */
2664
2555 /* If player is still starving, it means they don't have any food, so 2665 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2666 * eat flesh instead.
2557 */ 2667 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2668 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2669 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2671 manual_apply (op, flesh, 0);
2561 } 2672 }
2562 } /* end if player is starving */ 2673 }
2563 2674
2564 while(op->stats.food<0&&op->stats.hp>0) 2675 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2676 op->stats.food++, op->stats.hp--;
2566 2677
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2678 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2679 kill_player (op);
2680 }
2569} 2681}
2570
2571
2572 2682
2573/* If the player should die (lack of hp, food, etc), we call this. 2683/* 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 2684 * 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 2685 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2686 * file.
2577 */ 2687 */
2688void
2578void kill_player(object *op) 2689kill_player (object *op)
2579{ 2690{
2580 char buf[MAX_BUF]; 2691 char buf[MAX_BUF];
2581 int x,y,i; 2692 int x, y;
2693
2694 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2695 maptile *map; /* this is for resurrection */
2696
2583 int z; 2697 /* int z;
2584 int num_stats_lose; 2698 int num_stats_lose;
2585 int lost_a_stat; 2699 int lost_a_stat;
2586 int lose_this_stat; 2700 int lose_this_stat;
2587 int this_stat; 2701 int this_stat; */
2588 int will_kill_again; 2702 int will_kill_again;
2589 archetype *at; 2703 archetype *at;
2590 object *tmp; 2704 object *tmp;
2591 2705
2592 if(save_life(op)) 2706 if (save_life (op))
2593 return; 2707 return;
2594 2708
2595 2709
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2710 /* 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. 2711 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2712 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2713 */
2600 if (op_on_battleground(op, &x, &y)) { 2714 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2715 {
2602 "You have been defeated in combat!"); 2716 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, 2717 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2718
2605
2606 /* restore player */ 2719 /* restore player */
2607 at = find_archetype("poisoning"); 2720 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2721 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2722 {
2610 remove_ob(tmp); 2723 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2724 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2725 }
2726
2727 at = archetype::find ("confusion");
2728 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2729 {
2614 2730 tmp->destroy ();
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2732 }
2622 2733
2623 cure_disease(op,0); /* remove any disease */ 2734 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2735 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2736 if (op->stats.food <= 0)
2626 2737 op->stats.food = 999;
2738
2627 /* create a bodypart-trophy to make the winner happy */ 2739 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2740 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2741 {
2631 sprintf(buf,"%s's finger",op->name); 2742 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2743 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2744 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2745 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2747 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2748 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2749 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2750 op->insert_at (tmp, op);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2751 }
2752
2644 /* teleport defeated player to new destination*/ 2753 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2754 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2755 op->contr->braced = 0;
2647 return; 2756 return;
2648 } 2757 }
2649 2758
2650 INVOKE_PLAYER (DEATH, op->contr); 2759 INVOKE_PLAYER (DEATH, op->contr);
2651 2760
2652 command_kill_pets (op, 0); 2761 command_kill_pets (op, 0);
2653 2762
2654 if(op->stats.food<0) { 2763 if (op->stats.food < 0)
2764 {
2655 if (op->contr->explore) { 2765 if (op->contr->explore)
2766 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2767 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..."); 2768 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2769 op->stats.food = 999;
2659 return; 2770 return;
2660 } 2771 }
2661 sprintf(buf,"%s starved to death.",op->name); 2772 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2773 strcpy (op->contr->killer, "starvation");
2774 }
2775 else
2663 } 2776 {
2664 else {
2665 if (op->contr->explore) { 2777 if (op->contr->explore)
2778 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2779 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..."); 2780 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 2781 op->stats.hp = op->stats.maxhp;
2669 return; 2782 return;
2670 } 2783 }
2671 sprintf(buf,"%s died.",op->name); 2784 sprintf (buf, "%s died.", &op->name);
2672 } 2785 }
2786
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2788
2675 /* save the map location for corpse, gravestone*/ 2789 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2790 x = op->x;
2791 y = op->y;
2792 map = op->map;
2677 2793
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2794 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2795 * 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. 2796 * See the config.h file for a little more in depth detail about this.
2683 */ 2797 */
2684 2798
2685 /* Basically two ways to go - remove a stat permanently, or just 2799 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2800 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2801 * of death.
2688 */ 2802 */
2689#ifndef COZY_SERVER 2803#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2804 if (settings.balanced_stat_loss)
2805 {
2691 /* If stat loss is permanent, lose one stat only. */ 2806 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2807 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2808 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2809 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2810 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2811 little bit harder. */
2697 /* GD */ 2812 /* GD */
2698 if (settings.stat_loss_on_death) 2813 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; 2814 num_stats_lose = 1;
2704 } 2815 else
2816 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2817 }
2818 else
2819 num_stats_lose = 1;
2820
2705 lost_a_stat = 0; 2821 lost_a_stat = 0;
2706 2822
2707 for (z=0; z<num_stats_lose; z++) { 2823 for (z = 0; z < num_stats_lose; z++)
2824 {
2708 i = RANDOM() % NUM_STATS; 2825 i = RANDOM () % NUM_STATS;
2709 2826
2710 if (settings.stat_loss_on_death) { 2827 if (settings.stat_loss_on_death)
2828 {
2711 /* Pick a random stat and take a point off it. Tell the player 2829 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2830 * what he lost.
2713 */ 2831 */
2714 change_attr_value(&(op->stats), i,-1); 2832 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2833 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2834 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2835 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2836 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2837 lost_a_stat = 1;
2720 } else { 2838 }
2839 else
2840 {
2721 /* deplete a stat */ 2841 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2842 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2843 object *dep;
2844
2845 dep = present_arch_in_ob (deparch, op);
2846 if (!dep)
2724 2847 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2848 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2849 insert_ob_in_ob (dep, op);
2729 } 2850 }
2730 lose_this_stat = 1; 2851 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2852 if (settings.balanced_stat_loss)
2853 {
2732 /* GD */ 2854 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2855 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2856 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2857 if (this_stat < 0)
2858 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2859 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2860 int keep_chance = this_stat * this_stat;
2861
2738 /* Yes, I am paranoid. Sue me. */ 2862 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2863 if (keep_chance < 1)
2740 keep_chance = 1; 2864 keep_chance = 1;
2741 2865
2742 /* There is a maximum depletion total per level. */ 2866 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2867 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2868 {
2744 lose_this_stat = 0; 2869 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2870 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2871 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 } 2872 }
2756 } 2873 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 */ 2874 {
2766 if (this_stat>=-50) { 2875 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; 2876 lose_this_stat = 0;
2877 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2878 this_stat, keep_chance, loss_chance,
2879 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2880 }
2773 } 2881 }
2774 } 2882 }
2775 } 2883
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2884 if (lose_this_stat)
2885 {
2886 this_stat = get_attr_value (&(dep->stats), i);
2887 /* We could try to do something clever like find another
2888 * stat to reduce if this fails. But chances are, if
2889 * stats have been depleted to -50, all are pretty low
2890 * and should be roughly the same, so it shouldn't make a
2891 * difference.
2892 */
2893 if (this_stat >= -50)
2778 { 2894 {
2779 /* determine_god() seems to not work sometimes... why is this? 2895 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2896 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 " 2897 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2898 op->update_stats ();
2785 " you.", god); 2899 lost_a_stat = 1;
2786 else 2900 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2901 }
2902 }
2903 }
2904 /* If no stat lost, tell the player. */
2905 if (!lost_a_stat)
2906 {
2907 /* determine_god() seems to not work sometimes... why is this?
2908 Should I be using something else? GD */
2909 const char *god = determine_god (op);
2910
2911 if (god && (strcmp (god, "none")))
2912 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2913 else
2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2915 }
2916#else
2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2918#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 2919
2794 /* Put a gravestone up where the character 'almost' died. List the 2920 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2921 * exp loss on the stone.
2796 */ 2922 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2923 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2924 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2925 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2926 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2927 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2928 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" 2929 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; 2930 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2931 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2932
2811 /**************************************/ 2933 /**************************************/
2812 /* */ 2934 /* */
2813 /* Subtract the experience points, */ 2935 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2936 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2937 /* food, and reset HP's... */
2816 /* */ 2938 /* */
2817 /**************************************/ 2939 /**************************************/
2818 2940
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2941 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2942 /* restore player */
2821 at = find_archetype("poisoning"); 2943 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2944 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2945
2824 remove_ob(tmp); 2946 if (tmp)
2825 free_object(tmp); 2947 {
2948 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2949 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2950 }
2828 2951
2829 at = find_archetype("confusion"); 2952 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2953 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2954 if (tmp)
2832 remove_ob(tmp); 2955 {
2833 free_object(tmp); 2956 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2958 }
2959
2836 cure_disease(op,0); /* remove any disease */ 2960 cure_disease (op, 0); /* remove any disease */
2837 2961
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2962 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2963 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2964 if (op->stats.food < 100)
2965 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2966 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2967 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2968 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2969
2845 /* 2970 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2971 * 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 2972 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 2973 * in the map.
2849 */ 2974 */
2850 2975
2851 if (is_in_shop (op)) 2976 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2977 remove_unpaid_objects (op->inv, op);
2853 2978
2854 /****************************************/ 2979 /****************************************/
2855 /* */ 2980 /* */
2856 /* Move player to his current respawn- */ 2981 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2982 /* position (usually last savebed) */
2858 /* */ 2983 /* */
2859 /****************************************/ 2984 /****************************************/
2860 2985
2861 enter_player_savebed(op); 2986 enter_player_savebed (op);
2862 2987
2863 /* Save the player before inserting the force to reduce 2988 /* Save the player before inserting the force to reduce
2864 * chance of abuse. 2989 * chance of abuse.
2865 */ 2990 */
2866 op->contr->braced=0; 2991 op->contr->braced = 0;
2867 save_player(op,1); 2992 op->contr->save ();
2868 2993
2869 /* it is possible that the player has blown something up 2994 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2995 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2996 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2997 * on the space that might harm the player.
2873 */ 2998 */
2874 will_kill_again=0; 2999 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3000 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 3001 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 3002 will_kill_again |= tmp->attacktype;
2878 } 3003
2879 if (will_kill_again) { 3004 if (will_kill_again)
3005 {
2880 object *force; 3006 object *force;
2881 int at; 3007 int at;
2882 3008
2883 force=get_archetype(FORCE_NAME); 3009 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 3010 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 3011 force->speed = 0.1;
2886 force->speed_left=-5.0; 3012 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 3013 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 3014 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 3015 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 3016 force->resist[at] = 100;
3017
3018 insert_ob_in_ob (force, op);
3019 op->update_stats ();
3020
3021 }
3022
3023 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3024}
3025
3026void
3027loot_object (object *op)
3028{ /* Grab and destroy some treasure */
3029 object *tmp, *tmp2, *next;
3030
3031 if (op->container)
3032 esrv_apply_container (op, op->container); /* close open sack first */
3033
3034 for (tmp = op->inv; tmp; tmp = next)
3035 {
3036 next = tmp->below;
3037
3038 if (tmp->invisible)
3039 continue;
3040
3041 tmp->remove ();
3042 tmp->x = op->x, tmp->y = op->y;
3043 if (tmp->type == CONTAINER)
3044 { /* empty container to ground */
3045 loot_object (tmp);
3046 }
3047 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3048 {
3049 if (tmp->nrof > 1)
3050 {
3051 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3052 tmp2->destroy ();
3053 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 3054 }
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 { 3055 else
2950 delete_character(op->name,1); 3056 tmp->destroy ();
2951 } 3057 }
2952 } 3058 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); 3059 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 } 3060 }
2997} 3061}
2998 3062
2999/* 3063/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3064 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3065 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3066 * was changed.
3003 */ 3067 */
3004 3068
3069void
3005void fix_weight(void) { 3070fix_weight (void)
3006 player *pl; 3071{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3072 for_all_players (pl)
3073 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3074 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3075
3009 if(old == sum) 3076 if (old == sum)
3010 continue; 3077 continue;
3011 fix_player(pl->ob); 3078 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3079 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3080 }
3015} 3081}
3016 3082
3083void
3017void fix_luck(void) { 3084fix_luck (void)
3018 player *pl; 3085{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3086 for_all_players (pl)
3020 if (!pl->ob->contr->state) 3087 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3088 pl->ob->change_luck (0);
3022} 3089}
3023
3024 3090
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3091/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3092 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3093 * just treat this as any other spell casting object.
3028 */ 3094 */
3029
3030void 3095void
3031cast_dust (object * op, object * throw_ob, int dir) 3096cast_dust (object *op, object *throw_ob, int dir)
3032{ 3097{
3033 object *skop, *spob; 3098 object *skop, *spob;
3034 3099
3035 skop = find_skill_by_name (op, throw_ob->skill); 3100 skop = find_skill_by_name (op, throw_ob->skill);
3036 3101
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3102 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3103 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3104 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3105 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3106 return;
3043 } 3107 }
3044 3108
3045 spob = throw_ob->inv; 3109 spob = throw_ob->inv;
3046 3110
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3111 // 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 3112 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3113 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3114 if (!spob)
3051 { 3115 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3116 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; 3117 return;
3055 } 3118 }
3056 3119
3057 if (op->type == PLAYER) 3120 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3121 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3122
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3123 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3124
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3125 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3126}
3066 3127
3128void
3067void make_visible (object *op) { 3129make_visible (object *op)
3130{
3068 op->hide = 0; 3131 op->hide = 0;
3069 op->invisible = 0; 3132 op->invisible = 0;
3070 if(op->type==PLAYER) { 3133 if (op->type == PLAYER)
3134 {
3071 op->contr->tmp_invis = 0; 3135 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3136 op->contr->invis_race = 0;
3073 } 3137 }
3074 update_object(op,UP_OBJ_FACE); 3138 update_object (op, UP_OBJ_FACE);
3075} 3139}
3076 3140
3141int
3077int is_true_undead(object *op) { 3142is_true_undead (object *op)
3143{
3078 object *tmp=NULL; 3144 object *tmp = NULL;
3079 3145
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3146 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3147 return 1;
3081 3148
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; 3149 return 0;
3087} 3150}
3088 3151
3089/* look at the surrounding terrain to determine 3152/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3153 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3154 * indicate greater hideability.
3092 */ 3155 */
3093 3156
3157int
3094int hideability(object *ob) { 3158hideability (object *ob)
3159{
3095 int i,level=0, mflag; 3160 int i, level = 0, mflag;
3096 sint16 x,y; 3161 sint16 x, y;
3097 3162
3098 if(!ob||!ob->map) return 0; 3163 if (!ob || !ob->map)
3164 return 0;
3099 3165
3100 /* so, on normal lighted maps, its hard to hide */ 3166 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3167 level = ob->map->darkness - 2;
3102 3168
3103 /* this also picks up whether the object is glowing. 3169 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3170 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3171 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3172 if (has_carried_lights (ob))
3173 level = -(10 + (2 * ob->map->darkness));
3107 3174
3108 /* scan through all nearby squares for terrain to hide in */ 3175 /* 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]) { 3176 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3177 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3178 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3179 if (mflag & P_OUT_OF_MAP)
3180 {
3181 continue;
3182 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3183 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3184 level += 2;
3114 else /* open terrain! */ 3185 else /* open terrain! */
3115 level -= 1; 3186 level -= 1;
3116 } 3187 }
3117 3188
3118#if 0 3189#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3190 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3191#endif
3121 return level; 3192 return level;
3122} 3193}
3123 3194
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3195/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3196 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3197 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3198 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3199 */
3129 3200
3201void
3130void do_hidden_move (object *op) { 3202do_hidden_move (object *op)
3203{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3204 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3205 object *skop;
3133 3206
3134 if(!op || !op->map) return; 3207 if (!op || !op->map)
3208 return;
3135 3209
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3210 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3211
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3212 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3213 if (op->type == PLAYER && op->contr->run_on)
3214 {
3140 if(!skop || num >= skop->level) { 3215 if (!skop || num >= skop->level)
3216 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3217 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3218 make_visible (op);
3143 return; 3219 return;
3220 }
3221 else
3144 } else num += 20; 3222 num += 20;
3145 } 3223 }
3146 num += op->map->difficulty; 3224 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3225 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3226 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3227 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3228 {
3150 make_visible(op); 3229 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3230 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3231 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3232 }
3154 else if (op->type == PLAYER && skop) { 3233 else if (op->type == PLAYER && skop)
3234 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3235 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3236 }
3157} 3237}
3158 3238
3159/* determine if who is standing near a hostile creature. */ 3239/* determine if who is standing near a hostile creature. */
3160 3240
3241int
3161int stand_near_hostile( object *who ) { 3242stand_near_hostile (object *who)
3243{
3162 object *tmp=NULL; 3244 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3245 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3246 maptile *m;
3165 sint16 x,y; 3247 sint16 x, y;
3166 3248
3167 if(!who) return 0; 3249 if (!who)
3250 return 0;
3168 3251
3169 if(who->type==PLAYER) player=1; 3252 if (who->type == PLAYER)
3253 player = 1;
3254
3255 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3256 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3257
3172 /* search adjacent squares */ 3258 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3259 for (i = 1; i < 9; i++)
3260 {
3174 x = who->x+freearr_x[i]; 3261 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3262 y = who->y + freearr_y[i];
3176 m = who->map; 3263 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3264 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3265 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3266 * blocked, don't need to check this space.
3180 */ 3267 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3268 if (mflags & P_OUT_OF_MAP)
3269 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3270 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3271 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3272
3185 if((player||friendly) 3273 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3274 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3275 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3276 return 1;
3277 else if (tmp->type == PLAYER)
3278 {
3279 /*don't let a hidden DM prevent you from hiding */
3280 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3281 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 } 3282 }
3194 } 3283 }
3195 } 3284 }
3196 return 0; 3285 return 0;
3197} 3286}
3198 3287
3199/* check the player los field for viewability of the 3288/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3289 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3290 * 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. 3297 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3298 * -b.t.
3210 * This function is now map tiling safe. 3299 * This function is now map tiling safe.
3211 */ 3300 */
3212 3301
3302int
3213int player_can_view (object *pl,object *op) { 3303player_can_view (object *pl, object *op)
3304{
3214 rv_vector rv; 3305 rv_vector rv;
3215 int dx,dy; 3306 int dx, dy;
3216 3307
3217 if(pl->type!=PLAYER) { 3308 if (pl->type != PLAYER)
3309 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3310 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3311 return -1;
3220 } 3312 }
3221 if (!pl || !op) return 0; 3313 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; 3314 return 0;
3315
3316 if (op->head)
3317 {
3318 op = op->head;
3319 }
3320 get_rangevector (pl, op, &rv, 0x1);
3321
3322 /* starting with the 'head' part, lets loop
3323 * through the object and find if it has any
3324 * part that is in the los array but isnt on
3325 * a blocked los square.
3326 * we use the archetype to figure out offsets.
3327 */
3328 while (op)
3329 {
3330 dx = rv.distance_x + op->arch->clone.x;
3331 dy = rv.distance_y + op->arch->clone.y;
3332
3333 /* only the viewable area the player sees is updated by LOS
3334 * code, so we need to restrict ourselves to that range of values
3335 * for any meaningful values.
3336 */
3337 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3338 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3339 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3340 return 1;
3341 op = op->more;
3342 }
3343 return 0;
3247} 3344}
3248 3345
3249/* routine for both players and monsters. We call this when 3346/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3347 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3348 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3349 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3350 * return 0.
3254 */ 3351 */
3352int
3255int action_makes_visible (object *op) { 3353action_makes_visible (object *op)
3354{
3256 3355
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3356 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3357 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3358 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3359 return 0;
3260 3360
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3361 if (op->contr && op->contr->tmp_invis == 0)
3362 return 0;
3262 3363
3263 /* If monsters, they should become visible */ 3364 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3365 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3366 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3367 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3368 return 1;
3267 } 3369 }
3268 } 3370 }
3269 return 0; 3371 return 0;
3270} 3372}
3271 3373
3272/* op_on_battleground - checks if the given object op (usually 3374/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3375 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3376 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3377 * -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 3378 * 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 3379 * 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 3380 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3381 */
3382int
3280int op_on_battleground (object *op, int *x, int *y) { 3383op_on_battleground (object *op, int *x, int *y)
3384{
3281 object *tmp; 3385 object *tmp;
3282 3386
3283 /* A battleground-tile needs the following attributes to be valid: 3387 /* 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), 3388 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3389 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3390 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3391 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3392 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3393 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3394 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3395 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3396 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3397 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3398 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3399 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3400 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3401 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3402 {
3296 object *invtmp; 3403 object *invtmp;
3404
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3405 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3406 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3407 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3408 {
3300 if (x != NULL && y != NULL) 3409 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3410 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3411 return 1;
3412 }
3303 } 3413 }
3304 } 3414 }
3305 }
3306 if (x != NULL && y != NULL) 3415 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3416 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3417 return 1;
3418 }
3309 } 3419 }
3310 }
3311 } 3420 }
3312 /* If we got here, did not find a battleground */ 3421 /* If we got here, did not find a battleground */
3313 return 0; 3422 return 0;
3314} 3423}
3315 3424
3316/* 3425/*
3320 * attributes: 3429 * attributes:
3321 * object *who the dragon player 3430 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3431 * int atnr the attack-number of the ability focus
3323 * int level ability level 3432 * int level ability level
3324 */ 3433 */
3434void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3435dragon_ability_gain (object *who, int atnr, int level)
3436{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3437 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3438 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3439 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3440 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3441 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3442 int i = 0, j = 0;
3332 3443
3333 /* get the appropriate treasurelist */ 3444 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3445 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3446 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3447 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3448 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3449 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3450 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3451 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3452 trlist = find_treasurelist ("dragon_ability_poison");
3342 3453
3343 if (trlist == NULL || who->type != PLAYER) 3454 if (trlist == NULL || who->type != PLAYER)
3455 return;
3456
3457 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3458
3459 if (tr == NULL || tr->item == NULL)
3460 {
3461 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3462 return;
3463 }
3464
3465 /* everything seems okay - now bring on the gift: */
3466 item = &(tr->item->clone);
3467
3468 if (item->type == SPELL)
3469 {
3470 if (check_spell_known (who, item->name))
3344 return; 3471 return;
3345 3472
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3474 do_learn_spell (who, item, 0);
3348 3475 return;
3349 if (tr == NULL || tr->item == NULL) { 3476 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3477
3478 /* grant direct spell */
3479 if (item->type == SPELLBOOK)
3480 {
3481 if (!item->inv)
3482 {
3483 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3484 return;
3485 }
3486 if (check_spell_known (who, item->inv->name))
3351 return; 3487 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) { 3488 if (item->invisible)
3489 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3490 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); 3491 do_learn_spell (who, item->inv, 0);
3378 return; 3492 return;
3379 } 3493 }
3380 } 3494 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3495 else if (item->type == SKILL_TOOL && item->invisible)
3496 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3497 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3498 {
3383 3499
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3500 /* 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 3501 * 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, 3502 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3503 * but not all of them, he gets nothing.
3388 */ 3504 */
3389 if (!(skop->attacktype & item->attacktype)) { 3505 if (!(skop->attacktype & item->attacktype))
3506 {
3390 /* Give new attacktype */ 3507 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3508 skop->attacktype |= item->attacktype;
3392 3509
3393 /* always add physical if there's none */ 3510 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3511 skop->attacktype |= AT_PHYSICAL;
3395 3512
3396 if (item->msg != NULL) 3513 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3514 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3515
3399 /* Give player new face */ 3516 /* Give player new face */
3400 if (item->animation_id) { 3517 if (item->animation_id)
3518 {
3401 who->face = skop->face; 3519 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3520 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3521 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3522 who->last_anim = 0;
3405 who->state = 0; 3523 who->state = 0;
3406 animate_object(who, who->direction); 3524 animate_object (who, who->direction);
3407 } 3525 }
3408 } 3526 }
3409 } 3527 }
3410 } 3528 }
3411 else if (item->type == FORCE) { 3529 else if (item->type == FORCE)
3530 {
3412 /* forces in the treasurelist can alter the player's stats */ 3531 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3532 object *skin;
3533
3414 /* first get the dragon skin force */ 3534 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3535 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3536 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3537 ;
3418 3538
3539 if (!skin)
3540 return;
3541
3419 /* adding new spellpath attunements */ 3542 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3543 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3544 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3545 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3546
3423 /* print message */ 3547 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3548 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3549 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3550 {
3426 if(item->path_attuned & (1<<i)) { 3551 if (item->path_attuned & (1 << i))
3552 {
3427 if (j) 3553 if (j)
3428 strcat(buf," and "); 3554 strcat (buf, " and ");
3429 else 3555 else
3430 j = 1; 3556 j = 1;
3431 strcat(buf, spellpathnames[i]); 3557 strcat (buf, spellpathnames[i]);
3432 } 3558 }
3433 } 3559 }
3434 strcat(buf,"."); 3560 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3561 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3562 }
3437 3563
3438 /* evtl. adding flags: */ 3564 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3565 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3566 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3567 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3568 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3569 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3570 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3571
3446 /* print message if there is one */ 3572 /* print message if there is one */
3447 if (item->msg != NULL) 3573 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3574 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3575 }
3576 else
3449 } 3577 {
3450 else {
3451 /* generate misc. treasure */ 3578 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3579 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3580 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); 3581 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3582 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3583 esrv_send_item (who, tmp);
3457 } 3584 }
3458} 3585}
3459 3586
3460/** 3587/**
3461 * Unready an object for a player. This function does nothing if the object was 3588 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3589 * not readied.
3463 */ 3590 */
3591void
3464void player_unready_range_ob(player *pl, object *ob) { 3592player_unready_range_ob (player *pl, object *ob)
3593{
3465 rangetype i; 3594 rangetype i;
3466 3595
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3596 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3597 {
3468 if (pl->ranges[i] == ob) { 3598 if (pl->ranges[i] == ob)
3599 {
3469 pl->ranges[i] = NULL; 3600 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3601 if (pl->shoottype == i)
3602 {
3471 pl->shoottype = range_none; 3603 pl->shoottype = range_none;
3472 } 3604 }
3473 } 3605 }
3474 } 3606 }
3475} 3607}

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