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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 1.74 by root, Sat Dec 30 10:16:11 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 op->enter_exit (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
197 assign (title, ob->arch->clone.name);
198
199 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
200 * from the class, and not race. I don't see any way to get the class information
201 * to then update this. I don't think this will actually break anything - anyone
202 * that can use armour should be able to use a shield. What this may 'break'
203 * are features new characters get, eg, if someone starts up with a Q, they
204 * should be able to use a shield. However, old Q's won't get that advantage.
205 */
206 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
207 SET_FLAG (ob, FLAG_USE_SHIELD);
208
209 /* if it's a dragon player, set the correct title here */
210 if (is_dragon_pl (ob))
211 {
212 object *tmp, *abil = 0, *skin = 0;
213
214 shstr_cmp dragon_ability_force ("dragon_ability_force");
215 shstr_cmp dragon_skin_force ("dragon_skin_force");
216
217 for (tmp = ob->inv; tmp; tmp = tmp->below)
218 if (tmp->type == FORCE)
219 if (tmp->arch->name == dragon_ability_force)
220 abil = tmp;
221 else if (tmp->arch->name == dragon_skin_force)
222 skin = tmp;
223
224 set_dragon_name (ob, abil, skin);
225 }
226
227 CLEAR_FLAG (ob, FLAG_FRIENDLY);
228 add_friendly_object (ob);
229
230 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
231
232 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
233
234 esrv_new_player (this, ob->weight + ob->carrying);
235
236 ob->update_stats ();
237 ns->floorbox_update ();
238
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 ob->enter_exit (0);
243 ob->activate (1);
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 if (ob)
255 ob->deactivate (1);
256
257 //TODO: don't be so harsh and destroy :)
258 if (ns)
259 {
260 if (enable_save)
261 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
262
263 client *ns = this->ns;
264 ns->send_packet ("goodbye");
265 ns->flush ();
266 ns->pl = 0;
267 this->ns = 0;
268
269 ns->destroy ();
270 destroy ();
271 }
272}
273
274// the need for this function can be explained
275// by load_object not returning the object
276void
277player::set_object (object *op)
278{
279 ob = op;
280 ob->contr = this; /* this aren't yet in archetype */
281
282 ob->speed_left = 0.5;
283 ob->speed = 1.0;
284 ob->direction = 5; /* So player faces south */
285 ob->stats.wc = 2;
286 ob->run_away = 25; /* Then we panick... */
287
288 set_first_map (ob);
289
290 ob->roll_stats ();
291}
292
293player::player ()
294{
295 /* There are some elements we want initialized to non zero value -
296 * we deal with that below this point.
297 */
298 outputs_sync = 16; /* Every 2 seconds */
299 outputs_count = 8; /* Keeps present behaviour */
300 unapply = unapply_nochoice;
301
302 assign (savebed_map, first_map_path); /* Init. respawn position */
303
304 gen_sp_armour = 10;
305 last_speed = -1;
306 shoottype = range_none;
307 bowtype = bow_normal;
308 petmode = pet_normal;
309 listening = 10;
310 usekeys = containers;
311 last_weapon_sp = -1;
312 peaceful = 1; /* default peaceful */
313 do_los = 1;
314
315 /* we need to clear these to -1 and not zero - otherwise,
316 * if a player quits and starts a new character, we wont
317 * send new values to the client, as things like exp start
318 * at zero.
319 */
320 for (int i = 0; i < NUM_SKILLS; i++)
321 last_skill_exp[i] = -1;
322
323 for (int i = 0; i < NROFATTACKS; i++)
324 last_resist[i] = -1;
325
326 last_stats.exp = -1;
327 last_weight = (uint32) - 1;
328}
329
330void
331player::do_destroy ()
332{
333 disconnect ();
334
335 save (false);
336 enable_save = false;
337
338 attachable::do_destroy ();
339
340 terminate_all_pets (ob);
341
342 if (first_player != this)
343 {
344 player *prev = first_player;
345
346 while (prev && prev->next && prev->next != this)
347 prev = prev->next;
348
349 if (prev->next != this)
350 {
351 LOG (llevError, "Free_player: Can't find previous player.\n");
352 abort ();
353 }
354
355 prev->next = next;
356 }
357 else
358 first_player = next;
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365}
366
367player::~player ()
368{
369 /* Clear item stack */
370 free (stack_items);
371}
372
311/* Tries to add player on the connection passwd in ns. 373/* 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 374 * All we can really get in this is some settings like host and display
313 * mode. 375 * mode.
314 */ 376 */
377player *
378player::create ()
379{
380 player *pl = new player;
315 381
316int add_player(NewSocket *ns) { 382 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 383
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; 384 return pl;
339} 385}
340 386
341/* 387/*
342 * get_player_archetype() return next player archetype from archetype 388 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 389 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 390 * Note: there MUST be at least one player archetype!
345 */ 391 */
392archetype *
346archetype *get_player_archetype(archetype* at) 393get_player_archetype (archetype *at)
347{ 394{
348 archetype *start = at; 395 archetype *start = at;
396
349 for (;;) { 397 for (;;)
398 {
350 if (at==NULL || at->next==NULL) 399 if (at == NULL || at->next == NULL)
351 at=first_archetype; 400 at = first_archetype;
352 else 401 else
353 at=at->next; 402 at = at->next;
403
354 if(at->clone.type==PLAYER) 404 if (at->clone.type == PLAYER)
355 return at; 405 return at;
406
356 if (at == start) { 407 if (at == start)
408 {
357 LOG (llevError, "No Player archetypes\n"); 409 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 410 exit (-1);
359 } 411 }
360 } 412 }
361} 413}
362 414
363 415object *
364object *get_nearest_player(object *mon) { 416get_nearest_player (object *mon)
417{
365 object *op = NULL; 418 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 419 objectlink *ol;
368 unsigned lastdist; 420 unsigned lastdist;
369 rv_vector rv; 421 rv_vector rv;
370 422
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 423 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
424 {
372 /* We should not find free objects on this friendly list, but it 425 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 426 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 427 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 428 * list is also free, so encapsulate this in a while loop.
376 */ 429 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 430 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
431 {
378 object *tmp=ol->ob; 432 object *tmp = ol->ob;
379 433
380 /* Can't do much more other than log the fact, because the object 434 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 435 * itself will have been cleared.
382 */ 436 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 437 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 438 ol = ol->next;
385 remove_friendly_object(tmp); 439 remove_friendly_object (tmp);
440 if (!ol)
386 if (!ol) return op; 441 return op;
387 } 442 }
388 443
389 /* Remove special check for player from this. First, it looks to cause 444 /* 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 445 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 446 * 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 447 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 448 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 449 * on_same_map check, as can_detect_enemy also does this
395 */ 450 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 451 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 452 continue;
398 453
399 if(lastdist>rv.distance) { 454 if (lastdist > rv.distance)
455 {
400 op=ol->ob; 456 op = ol->ob;
401 lastdist=rv.distance; 457 lastdist = rv.distance;
402 } 458 }
403 } 459 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 460
461 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 462 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 463 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 464 {
412 } 465 op = pl->ob;
466 lastdist = rv.distance;
467 }
468
413#if 0 469#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 470 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 471#endif
416 return op; 472 return op;
417} 473}
418 474
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 475/* 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 476 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 477 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 491 * 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 492 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 493 * is probably not a good thing.
438 */ 494 */
439#define MAX_SPACES 50 495#define MAX_SPACES 50
440
441 496
442/* 497/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 498 * 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 499 * 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 500 * 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. 513 * 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, 514 * 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 515 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 516 * is blocking itself.
462 */ 517 */
518int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 519path_to_player (object *mon, object *pl, unsigned mindiff)
520{
464 rv_vector rv; 521 rv_vector rv;
465 sint16 x,y; 522 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 523 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 524 maptile *m, *lastmap;
468 525
469 get_rangevector(mon, pl, &rv, 0); 526 get_rangevector (mon, pl, &rv, 0);
470 527
471 if (rv.distance<mindiff) return 0; 528 if (rv.distance < mindiff)
529 return 0;
472 530
473 x=mon->x; 531 x = mon->x;
474 y=mon->y; 532 y = mon->y;
475 m=mon->map; 533 m = mon->map;
476 dir = rv.direction; 534 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 535 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); 536 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. */ 537 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 538 if (diff > max)
539 return 0;
481 while (diff >1 && max>0) { 540 while (diff > 1 && max > 0)
541 {
482 lastx = x; 542 lastx = x;
483 lasty = y; 543 lasty = y;
484 lastmap = m; 544 lastmap = m;
485 x = lastx + freearr_x[dir]; 545 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 546 y = lasty + freearr_y[dir];
487 547
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 548 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); 549 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 550
491 /* Space is blocked - try changing direction a little */ 551 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 552 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)))) { 553 && (m == mon->map && blocked_link (mon, m, x, y))))
554 {
494 /* recalculate direction from last good location. Possible 555 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 556 * we were not traversing ideal location before.
496 */ 557 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 558 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 559 if (rv.direction != dir)
560 {
499 /* OK - says direction should be different - lets reset the 561 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 562 * the values so it will try again.
501 */ 563 */
502 x = lastx; 564 x = lastx;
503 y = lasty; 565 y = lasty;
504 m = lastmap; 566 m = lastmap;
505 dir = firstdir = rv.direction; 567 dir = firstdir = rv.direction;
568 }
506 } else { 569 else
570 {
507 /* direct path is blocked - try taking a side step to 571 /* direct path is blocked - try taking a side step to
508 * either the left or right. 572 * either the left or right.
509 * Note increase the values in the loop below to be 573 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 574 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 575 * 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 576 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 577 * stepping back and forth
514 */ 578 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 579 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
580 {
581 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 582 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 583 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 584 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 585 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 586 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 587 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 588 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 589 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 590 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 591 * the last direction the creature has successfully
526 * moved. 592 * moved.
527 */ 593 */
528 594
529 x = lastx + freearr_x[absdir(lastdir+i)]; 595 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 596 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 597 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 598 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 599 if (mflags & P_OUT_OF_MAP)
600 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 601 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 602 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
603 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 604 if (mflags & P_BLOCKSVIEW)
605 continue;
537 606
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 607 if (m == mon->map && blocked_link (mon, m, x, y))
608 break;
539 } 609 }
540 /* go through entire loop without finding a valid 610 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 611 * sidestep to take - thus, no valid path.
542 */ 612 */
543 if (i==(DETOUR_AMOUNT+1)) 613 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 614 return 0;
545 diff--; 615 diff--;
546 lastdir=dir; 616 lastdir = dir;
547 max--; 617 max--;
548 if (!firstdir) firstdir = dir+i; 618 if (!firstdir)
619 firstdir = dir + i;
549 } /* else check alternate directions */ 620 } /* else check alternate directions */
550 } /* if blocked */ 621 } /* if blocked */
551 else { 622 else
623 {
552 /* we moved towards creature, so diff is less */ 624 /* we moved towards creature, so diff is less */
553 diff--; 625 diff--;
554 max--; 626 max--;
555 lastdir=dir; 627 lastdir = dir;
628 if (!firstdir)
556 if (!firstdir) firstdir = dir; 629 firstdir = dir;
630 }
631 if (diff <= 1)
557 } 632 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 633 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 634 * headed toward player for entire distance.
561 */ 635 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 636 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); 637 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 638 }
565 if (diff>max) return 0; 639 if (diff > max)
640 return 0;
566 } 641 }
567 /* If we reached the max, didn't find a direction in time */ 642 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 643 if (!max)
644 return 0;
569 645
570 return firstdir; 646 return firstdir;
571} 647}
572 648
649void
573void give_initial_items(object *pl,treasurelist *items) { 650give_initial_items (object *pl, treasurelist * items)
651{
574 object *op,*next=NULL; 652 object *op, *next = NULL;
575 653
576 if(pl->randomitems!=NULL) 654 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 655 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 656
579 for (op=pl->inv; op; op=next) { 657 for (op = pl->inv; op; op = next)
658 {
580 next = op->below; 659 next = op->below;
581 660
582 /* Forces get applied per default, unless they have the 661 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 662 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 663 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 664 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 665 SET_FLAG (op, FLAG_APPLIED);
587 666
588 /* we never give weapons/armour if these cannot be used 667 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 668 * by this player due to race restrictions
590 */ 669 */
591 if (pl->type == PLAYER) { 670 if (pl->type == PLAYER)
671 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 672 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 673 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 674 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 675 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 676 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 } 677 {
602 } 678 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; 679 continue;
622 } 680 }
623 if (op->nrof > 1) op->nrof = 1; 681 }
682
683 /* This really needs to be better - we should really give
684 * a substitute spellbook. The problem is that we don't really
685 * have a good idea what to replace it with (need something like
686 * a first level treasurelist for each skill.)
687 * remove duplicate skills also
688 */
689 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 690 {
691 object *tmp;
625 692
693 for (tmp = op->below; tmp; tmp = tmp->below)
694 if (tmp->type == op->type && tmp->name == op->name)
695 break;
696
697 if (tmp)
698 {
699 op->destroy ();
700 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
701 continue;
702 }
703
704 if (op->nrof > 1)
705 op->nrof = 1;
706 }
707
626 if (op->type == SPELLBOOK && op->inv) { 708 if (op->type == SPELLBOOK && op->inv)
709 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 710 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 711 }
629 712
630 /* Give starting characters identified, uncursed, and undamned 713 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 714 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 715 * merged properly.
633 */ 716 */
634 if (need_identify(op)) { 717 if (need_identify (op))
718 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 719 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 720 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 721 CLEAR_FLAG (op, FLAG_DAMNED);
722 }
723 if (op->type == SPELL)
638 } 724 {
639 if(op->type==SPELL) { 725 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 726 continue;
727 }
728 else if (op->type == SKILL)
643 } 729 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 730 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 731 op->stats.exp = 0;
647 op->level = 1; 732 op->level = 1;
648 } 733 }
649 /* lock all 'normal items by default */ 734 /* lock all 'normal items by default */
735 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 736 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 737 } /* for loop of objects in player inv */
652 738
653 /* Need to set up the skill pointers */ 739 /* Need to set up the skill pointers */
654 link_player_skills(pl); 740 link_player_skills (pl);
655} 741}
656 742
657void get_name(object *op) { 743void
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) { 744get_party_password (object *op, partylist *party)
745{
734 if (party == NULL) { 746 if (party == NULL)
747 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 748 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 749 return;
737 } 750 }
751
738 op->contr->write_buf[0]='\0'; 752 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 753 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 754 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 755 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 756}
743
744 757
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 758/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
759static int
746int roll_stat(void) { 760roll_stat (void)
761{
747 int a[4],i,j,k; 762 int a[4], i, j, k;
748 763
749 for(i=0;i<4;i++) 764 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 765 a[i] = (int) RANDOM () % 6 + 1;
751 766
752 for(i=0,j=0,k=7;i<4;i++) 767 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 768 if (a[i] < k)
754 k=a[i],j=i; 769 k = a[i], j = i;
755 770
756 for(i=0,k=0;i<4;i++) { 771 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 772 if (i != j)
758 k+=a[i]; 773 k += a[i];
759 } 774
760 return k; 775 return k;
761} 776}
762 777
763void roll_stats(object *op) { 778void
764 int sum=0; 779object::roll_stats ()
765 int i = 0, j = 0; 780{
766 int statsort[7]; 781 int statsort [7];
767 782
783 for (;;)
768 do { 784 {
769 op->stats.Str=roll_stat(); 785 int sum = 0;
770 op->stats.Dex=roll_stat(); 786 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 787 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);
780 788
789 if (sum >= 82 && sum <= 116)
790 break;
791 }
792
781 /* Sort the stats so that rerolling is easier... */ 793 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 794 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;
789 795
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]; 796 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 797 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 798 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 799 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 800 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 801 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 802 stats.Cha = statsort[6];
809 803
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; 804 stats.exp = 0;
821 op->stats.ac=0; 805 stats.ac = 0;
822 806
807 stats.hp = stats.maxhp;
808 stats.sp = stats.maxsp;
809 stats.grace = stats.maxgrace;
810
811 if (contr)
812 {
823 op->contr->levhp[1] = 9; 813 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 814 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 815 contr->levgrace[1] = 3;
826 816
827 fix_player(op); 817 contr->orig_stats = stats;
818 }
819}
820
821void
822object::swap_stats (int a, int b)
823{
824 int tmp = get_attr_value (&contr->orig_stats, a);
825 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
826 set_attr_value (&contr->orig_stats, b, tmp);
827
828 stats.Str = contr->orig_stats.Str;
829 stats.Dex = contr->orig_stats.Dex;
830 stats.Con = contr->orig_stats.Con;
831 stats.Int = contr->orig_stats.Int;
832 stats.Wis = contr->orig_stats.Wis;
833 stats.Pow = contr->orig_stats.Pow;
834 stats.Cha = contr->orig_stats.Cha;
835
836 //TODO: the following code looks so borked and should, at the very least,
837 // be merged with the similar code in roll_stats
838 stats.ac = 0;
839
840 level = 1;
841 stats.exp = 0;
842 stats.ac = 0;
843
828 op->stats.hp = op->stats.maxhp; 844 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 845 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 846 stats.grace = stats.maxgrace;
847
848 if (contr)
849 {
850 contr->levhp[1] = 9;
851 contr->levsp[1] = 6;
852 contr->levgrace[1] = 3;
853
831 op->contr->orig_stats=op->stats; 854 contr->orig_stats = stats;
855 }
832} 856}
833 857
834void Roll_Again(object *op) 858static void
859start_info (object *op)
835{ 860{
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]; 861 char buf[MAX_BUF];
844 862
845 if ( op->contr->Swap_First == -1 ) { 863 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
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 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
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);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 864 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 865 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
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;
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); 866 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
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} 867}
953 868
954/* This function takes the key that is passed, and does the 869/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 870 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 871 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 872 * separate race and class; this actually changes the RACE,
958 * not the class. 873 * not the class.
959 */ 874 */
960 875int
961int key_change_class(object *op, char key) 876key_change_class (object *op, char key)
962{ 877{
963 int tmp_loop; 878 int tmp_loop;
964 879
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 880 if (key == 'd' || key == 'D')
881 {
971 char buf[MAX_BUF]; 882 char buf[MAX_BUF];
972 883
973 /* this must before then initial items are given */ 884 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 885 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 886
887 treasurelist *tl = find_treasurelist ("starting_wealth");
888 if (tl)
889 create_treasure (tl, op, 0, 0, 0);
890
977 INVOKE_PLAYER (BIRTH, op->contr); 891 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 892 INVOKE_PLAYER (LOGIN, op->contr);
979 893
980 op->contr->state=ST_PLAYING; 894 op->contr->ns->state = ST_PLAYING;
981 895
982 if (op->msg) { 896 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 897 op->msg = NULL;
985 }
986 898
987 /* We create this now because some of the unique maps will need it 899 /* We create this now because some of the unique maps will need it
988 * to save here. 900 * to save here.
989 */ 901 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 902 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 903 make_path_to_file (buf);
992 904
993#ifdef AUTOSAVE 905#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 906 op->contr->last_save_tick = pticks;
995#endif 907#endif
996 start_info(op); 908 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 909 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 910 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 911 link_player_skills (op);
1000 esrv_send_inventory(op, op); 912 esrv_send_inventory (op, op);
1001 fix_player(op); 913 op->update_stats ();
1002 914
1003 /* This moves the player to a different start map, if there 915 /* This moves the player to a different start map, if there
1004 * is one for this race 916 * is one for this race
1005 */ 917 */
1006 if(*first_map_ext_path) { 918 if (*first_map_ext_path)
919 {
1007 object *tmp; 920 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 921 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 922
1011 first_map_ext_path, op->arch->name); 923 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 924 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 925 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 926 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 927 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 928 op->enter_exit (tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 929 * if the map isn't there, then stay on the
1018 * default initial map */ 930 * default initial map */
1019 free_object(tmp); 931 tmp->destroy ();
932 }
1020 } else { 933 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 934 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 935
1023 return 0; 936 return 0;
1024 } 937 }
1025 938
1026 /* Following actually changes the race - this is the default command 939 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 940 * if we don't match with one of the options above.
1028 */ 941 */
1029 942
1030 tmp_loop = 0; 943 tmp_loop = 0;
1031 while(!tmp_loop) { 944 while (!tmp_loop)
1032 const char *name = add_string (op->name); 945 {
946 shstr name = op->name;
1033 int x = op->x, y = op->y; 947 int x = op->x, y = op->y;
948
1034 remove_statbonus(op); 949 op->remove_statbonus ();
1035 remove_ob (op); 950 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 951 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 952 op->arch->clone.copy_to (op);
1038 op->instantiate (); 953 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 954 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 955 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; 956 op->x = x;
1045 op->y = y; 957 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 958 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 959 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 960 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 961 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 962 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 963 }
964
1055 update_object(op,UP_OBJ_FACE); 965 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 966 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 967 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 968 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 969 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 970 op->stats.grace = 0;
971
1061 if (op->msg) 972 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 973 new_draw_info (NDI_BLUE, 0, op, op->msg);
974
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 975 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; 976 return 0;
1065} 977}
1066 978
979int
1067int key_confirm_quit(object *op, char key) 980key_confirm_quit (object *op, char key)
1068{ 981{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 982 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
983 {
1072 op->contr->state=ST_PLAYING; 984 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 985 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 986 return 1;
1075 } 987 }
1076 988
1077 INVOKE_PLAYER (LOGOUT, op->contr); 989 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 990 INVOKE_PLAYER (QUIT, op->contr);
1079 991
992 op->contr->enable_save = false;
993
1080 terminate_all_pets(op); 994 terminate_all_pets (op);
1081 leave_map(op); 995 op->remove ();
1082 op->direction=0; 996 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 997 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 998
1086 strcpy(op->contr->killer,"quit"); 999 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1000 check_score (op);
1088 op->contr->party=NULL; 1001 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1002 op->contr->own_title[0] = '\0';
1003 op->contr->destroy ();
1091 1004
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* 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,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1; 1005 return 1;
1110} 1006}
1111 1007
1008void
1112void flee_player(object *op) { 1009flee_player (object *op)
1010{
1113 int dir,diff; 1011 int dir, diff;
1114 rv_vector rv; 1012 rv_vector rv;
1115 1013
1116 if(op->stats.hp < 0) { 1014 if (op->stats.hp < 0)
1015 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1016 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1017 CLEAR_FLAG (op, FLAG_SCARED);
1018 return;
1019 }
1020
1021 if (op->enemy == NULL)
1022 {
1023 LOG (llevDebug, "Fleeing player had no enemy.\n");
1024 CLEAR_FLAG (op, FLAG_SCARED);
1025 return;
1026 }
1027
1028 /* Seen some crashes here. Since we don't store an
1029 * op->enemy_count, it is possible that something destroys the
1030 * actual enemy, and the object is recycled.
1031 */
1032 if (op->enemy->map == NULL)
1033 {
1034 CLEAR_FLAG (op, FLAG_SCARED);
1035 op->enemy = NULL;
1036 return;
1037 }
1038
1039 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1040 {
1041 op->enemy = NULL;
1042 CLEAR_FLAG (op, FLAG_SCARED);
1043 return;
1044 }
1045
1046 get_rangevector (op, op->enemy, &rv, 0);
1047
1048 dir = absdir (4 + rv.direction);
1049 for (diff = 0; diff < 3; diff++)
1050 {
1051 int m = 1 - (RANDOM () & 2);
1052
1053 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1054 return;
1120 } 1055 }
1121 1056
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 */ 1057 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1058 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1059 op->enemy = NULL;
1156} 1060}
1157 1061
1158 1062
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1063/* 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 1064 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1065 * stop.
1162 */ 1066 */
1067int
1163int check_pick(object *op) { 1068check_pick (object *op)
1069{
1164 object *tmp, *next; 1070 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1071 int stop = 0;
1167 int j, k, wvratio; 1072 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1073 char putstring[128], tmpstr[16];
1169 1074
1170
1171 /* if you're flying, you cna't pick up anything */ 1075 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1076 if (op->move_type & MOVE_FLYING)
1173 return 1; 1077 return 1;
1174 1078
1175 op_tag = op->count;
1176
1177 next = op->below; 1079 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1080
1181 /* loop while there are items on the floor that are not marked as 1081 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1082 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1083 while (next && !next->destroyed ())
1184 { 1084 {
1185 tmp = next; 1085 tmp = next;
1186 next = tmp->below; 1086 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1087
1190 if (was_destroyed (op, op_tag)) 1088 if (op->destroyed ())
1191 return 0; 1089 return 0;
1192 1090
1193 if ( ! can_pick (op, tmp)) 1091 if (!can_pick (op, tmp))
1194 continue; 1092 continue;
1195 1093
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1094 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1095 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1096 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1097 pick_up (op, tmp);
1200 continue; 1098 continue;
1201 } 1099 }
1202 1100
1203 /* high not bit set? We're using the old autopickup model */ 1101 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1102 if (!(op->contr->mode & PU_NEWMODE))
1103 {
1205 switch (op->contr->mode) { 1104 switch (op->contr->mode)
1105 {
1106 case 0:
1206 case 0: return 1; /* don't pick up */ 1107 return 1; /* don't pick up */
1108 case 1:
1207 case 1: pick_up (op, tmp); 1109 pick_up (op, tmp);
1208 return 1; 1110 return 1;
1111 case 2:
1209 case 2: pick_up (op, tmp); 1112 pick_up (op, tmp);
1210 return 0; 1113 return 0;
1114 case 3:
1211 case 3: return 0; /* stop before pickup */ 1115 return 0; /* stop before pickup */
1116 case 4:
1212 case 4: pick_up (op, tmp); 1117 pick_up (op, tmp);
1213 break; 1118 break;
1119 case 5:
1214 case 5: pick_up (op, tmp); 1120 pick_up (op, tmp);
1215 stop = 1; 1121 stop = 1;
1216 break; 1122 break;
1217 case 6: 1123 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1124 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); 1125 pick_up (op, tmp);
1221 break; 1126 break;
1222 1127
1223 case 7: 1128 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1129 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1130 pick_up (op, tmp);
1226 break; 1131 break;
1227 1132
1228 default: 1133 default:
1229 /* use value density */ 1134 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1135 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1136 && (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); 1137 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 } 1138 }
1262 } 1139 }
1263 } 1140 else
1141 { /* old model */
1142 /* NEW pickup handling */
1143 if (op->contr->mode & PU_DEBUG)
1144 {
1145 /* some debugging code to figure out item information */
1146 if (tmp->name != NULL)
1147 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1148 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1149 else
1150 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1151 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1152
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154 }
1265 1155
1156 /* philosophy:
1157 * It's easy to grab an item type from a pile, as long as it's
1158 * generic. This takes no game-time. For more detailed pickups
1159 * and selections, select-items should be used. This is a
1160 * grab-as-you-run type mode that's really useful for arrows for
1161 * example.
1162 * The drawback: right now it has no frontend, so you need to
1163 * stick the bits you want into a calculator in hex mode and then
1164 * convert to decimal and then 'pickup <#>
1165 */
1166
1167 /* the first two modes are exclusive: if NOTHING we return, if
1168 * STOP then we stop. All the rest are applied sequentially,
1169 * meaning if any test passes, the item gets picked up. */
1170
1171 /* if mode is set to pick nothing up, return */
1172
1173 if (op->contr->mode & PU_NOTHING)
1174 return 1;
1175
1176 /* if mode is set to stop when encountering objects, return */
1177 /* take STOP before INHIBIT since it doesn't actually pick
1178 * anything up */
1179
1180 if (op->contr->mode & PU_STOP)
1181 return 0;
1182
1183 /* useful for going into stores and not losing your settings... */
1184 /* and for battles wher you don't want to get loaded down while
1185 * fighting */
1186 if (op->contr->mode & PU_INHIBIT)
1187 return 1;
1188
1189 /* prevent us from turning into auto-thieves :) */
1190 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1191 continue;
1192
1193 /* ignore known cursed objects */
1194 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1195 continue;
1196
1197 /* all food and drink if desired */
1198 /* question: don't pick up known-poisonous stuff? */
1199 if (op->contr->mode & PU_FOOD)
1200 if (tmp->type == FOOD)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 if (op->contr->mode & PU_DRINK)
1207 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 if (op->contr->mode & PU_POTION)
1214 if (tmp->type == POTION)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 /* spellbooks, skillscrolls and normal books/scrolls */
1221 if (op->contr->mode & PU_SPELLBOOK)
1222 if (tmp->type == SPELLBOOK)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 if (op->contr->mode & PU_SKILLSCROLL)
1229 if (tmp->type == SKILLSCROLL)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 if (op->contr->mode & PU_READABLES)
1236 if (tmp->type == BOOK || tmp->type == SCROLL)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* wands/staves/rods/horns */
1243 if (op->contr->mode & PU_MAGIC_DEVICE)
1244 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* pick up all magical items */
1251 if (op->contr->mode & PU_MAGICAL)
1252 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_VALUABLES)
1259 {
1260 if (tmp->type == MONEY || tmp->type == GEM)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265 }
1266
1267 /* rings & amulets - talismans seems to be typed AMULET */
1268 if (op->contr->mode & PU_JEWELS)
1269 if (tmp->type == RING || tmp->type == AMULET)
1270 {
1271 pick_up (op, tmp);
1272 continue;
1273 }
1274
1275 /* we don't forget dragon food */
1276 if (op->contr->mode & PU_FLESH)
1277 if (tmp->type == FLESH)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 /* bows and arrows. Bows are good for selling! */
1284 if (op->contr->mode & PU_BOW)
1285 if (tmp->type == BOW)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_ARROW)
1292 if (tmp->type == ARROW)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* all kinds of armor etc. */
1299 if (op->contr->mode & PU_ARMOUR)
1300 if (tmp->type == ARMOUR)
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 if (op->contr->mode & PU_HELMET)
1307 if (tmp->type == HELMET)
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 if (op->contr->mode & PU_SHIELD)
1314 if (tmp->type == SHIELD)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319
1320 if (op->contr->mode & PU_BOOTS)
1321 if (tmp->type == BOOTS)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326
1327 if (op->contr->mode & PU_GLOVES)
1328 if (tmp->type == GLOVES)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 if (op->contr->mode & PU_CLOAK)
1335 if (tmp->type == CLOAK)
1336 {
1337 pick_up (op, tmp);
1338 continue;
1339 }
1340
1341 /* hoping to catch throwing daggers here */
1342 if (op->contr->mode & PU_MISSILEWEAPON)
1343 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348
1349 /* careful: chairs and tables are weapons! */
1350 if (op->contr->mode & PU_ALLWEAPON)
1351 {
1352 if (tmp->type == WEAPON && tmp->name != NULL)
1353 {
1354 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1355 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1356 {
1357 pick_up (op, tmp);
1358 continue;
1359 }
1360 }
1361
1362 if (tmp->type == WEAPON && tmp->name == NULL)
1363 {
1364 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1365 {
1366 pick_up (op, tmp);
1367 continue;
1368 }
1369 }
1370 }
1371
1372 /* misc stuff that's useful */
1373 if (op->contr->mode & PU_KEY)
1374 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1375 {
1376 pick_up (op, tmp);
1377 continue;
1378 }
1379
1380 /* any of the last 4 bits set means we use the ratio for value
1381 * pickups */
1382 if (op->contr->mode & PU_RATIO)
1383 {
1384 /* use value density to decide what else to grab */
1385 /* >=7 was >= op->contr->mode */
1386 /* >=7 is the old standard setting. Now we take the last 4 bits
1387 * and multiply them by 5, giving 0..15*5== 5..75 */
1388 wvratio = (op->contr->mode & PU_RATIO) * 5;
1389 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1390 {
1391 pick_up (op, tmp);
1266#if 0 1392#if 0
1267 /* print the flags too */ 1393 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1394 if (tmp->name != NULL)
1269 { 1395 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1396 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1397 }
1272 { 1398 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1399 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1400 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1401 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 1402#endif
1279 } 1403 continue;
1280 /* philosophy: 1404 }
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 } 1405 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1406 } /* 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 } 1407 }
1440 } /* the new pickup model */ 1408
1441 }
1442 return ! stop; 1409 return !stop;
1443} 1410}
1444 1411
1445/* 1412/*
1446 * Find an arrow in the inventory and after that 1413 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1414 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1415 * found object is returned.
1449 */ 1416 */
1417object *
1450object *find_arrow(object *op, const char *type) 1418find_arrow (object *op, const char *type)
1451{ 1419{
1452 object *tmp = NULL; 1420 object *tmp = NULL;
1453 1421
1454 for(op=op->inv; op; op=op->below) 1422 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1423 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); 1424 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1425 else if (op->type == ARROW && op->race == type)
1459 return op; 1426 return op;
1460 return tmp; 1427 return tmp;
1461} 1428}
1462 1429
1463/* 1430/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1431 * 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 1432 * 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 1433 * 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. 1434 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1435 */
1469 1436
1437object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1438find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1439{
1472 object *tmp = NULL, *arrow, *ntmp; 1440 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1441 int attacknum, attacktype, betterby = 0, i;
1474 1442
1475 if (!type) 1443 if (!type)
1476 return NULL; 1444 return NULL;
1477 1445
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1446 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1447 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1448 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1449 {
1481 i = 0; 1450 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1451 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1452 if (i > betterby)
1453 {
1484 tmp = ntmp; 1454 tmp = ntmp;
1485 betterby = i; 1455 betterby = i;
1486 } 1456 }
1457 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1458 else if (arrow->type == ARROW && arrow->race == type)
1459 {
1488 /* allways prefer assasination/slaying */ 1460 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1461 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1462 {
1491 if (arrow->attacktype & AT_DEATH) { 1463 if (arrow->attacktype & AT_DEATH)
1464 {
1492 *better = 100; 1465 *better = 100;
1493 return arrow; 1466 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1467 }
1498 } else { 1468 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 } 1469 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1470 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1471 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 } 1472 }
1515 } 1473 }
1474 else
1475 {
1476 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1477 {
1478 attacktype = 1 << attacknum;
1479 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1480 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1481 {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1484 }
1485 }
1486 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1487 {
1488 tmp = arrow;
1489 betterby = 2 + arrow->magic + arrow->stats.dam;
1490 }
1491 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1492 {
1493 tmp = arrow;
1494 betterby = 1 + arrow->magic + arrow->stats.dam;
1495 }
1516 } 1496 }
1497 }
1517 } 1498 }
1518 if (tmp == NULL && arrow == NULL) 1499 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1500 return find_arrow (op, type);
1520 1501
1521 *better = betterby; 1502 *better = betterby;
1522 return tmp; 1503 return tmp;
1523} 1504}
1524 1505
1525/* looks in a given direction, finds the first valid target, and calls 1506/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1507 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1508 * op = the shooter
1528 * type = bow->race 1509 * type = bow->race
1529 * dir = fire direction 1510 * dir = fire direction
1530 */ 1511 */
1531 1512
1513object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1514pick_arrow_target (object *op, const char *type, int dir)
1533{ 1515{
1534 object *tmp = NULL; 1516 object *tmp = NULL;
1535 mapstruct *m; 1517 maptile *m;
1536 int i, mflags, found, number; 1518 int i, mflags, found, number;
1537 sint16 x, y; 1519 sint16 x, y;
1538 1520
1539 if (op->map == NULL) 1521 if (op->map == NULL)
1540 return find_arrow(op, type); 1522 return find_arrow (op, type);
1541 1523
1542 /* do a dex check */ 1524 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1525 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))) 1526 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1527 return find_arrow (op, type);
1546 1528
1547 m = op->map; 1529 m = op->map;
1548 x = op->x; 1530 x = op->x;
1549 y = op->y; 1531 y = op->y;
1550 1532
1551 /* find the first target */ 1533 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1534 for (i = 0, found = 0; i < 20; i++)
1535 {
1553 x += freearr_x[dir]; 1536 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1537 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1538 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1539 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1540 {
1557 tmp = NULL; 1541 tmp = NULL;
1542 break;
1543 }
1544 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1545 {
1546 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1547 * perhaps a bad assumption.
1548 */
1549 tmp = NULL;
1550 break;
1551 }
1552 if (mflags & P_IS_ALIVE)
1553 {
1554 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1555 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1556 {
1557 found++;
1558 break;
1559 }
1560 if (found)
1558 break; 1561 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 } 1562 }
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 } 1563 }
1576 if (tmp == NULL) 1564 if (tmp == NULL)
1577 return find_arrow(op, type); 1565 return find_arrow (op, type);
1578 1566
1579 if (tmp->head) 1567 if (tmp->head)
1580 tmp = tmp->head; 1568 tmp = tmp->head;
1581 1569
1582 return find_better_arrow(op, tmp, type, &i); 1570 return find_better_arrow (op, tmp, type, &i);
1583} 1571}
1584 1572
1585/* 1573/*
1586 * Creature fires a bow - op can be monster or player. Returns 1574 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1575 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1578 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1579 * 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 1580 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1581 * player fire modes.
1594 */ 1582 */
1583int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1584fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1585{
1598 object *left, *bow; 1586 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1587 int bowspeed, mflags;
1601 mapstruct *m; 1588 maptile *m;
1602 1589
1603 if (!dir) { 1590 if (!dir)
1591 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1592 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1593 return 0;
1606 } 1594 }
1595
1607 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1597 bow = op->contr->ranges[range_bow];
1609 else { 1598 else
1599 {
1610 for(bow=op->inv; bow; bow=bow->below) 1600 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1601 /* 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. 1602 * don't need to switch back and forth between bows and weapons.
1613 */ 1603 */
1614 if(bow->type==BOW) 1604 if (bow->type == BOW)
1615 break; 1605 break;
1616 1606
1617 if (!bow) { 1607 if (!bow)
1608 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1610 return 0;
1620 } 1611 }
1621 } 1612 }
1613
1622 if( !bow->race || !bow->skill) { 1614 if (!bow->race || !bow->skill)
1615 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1617 return 0;
1625 } 1618 }
1626 1619
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1620 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1621
1629 /* penalize ROF for bestarrow */ 1622 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1623 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1624 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1625
1632 if (bowspeed < 1) 1626 if (bowspeed < 1)
1633 bowspeed = 1; 1627 bowspeed = 1;
1634 1628
1635 if (arrow == NULL) { 1629 if (arrow == NULL)
1630 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1631 if ((arrow = find_arrow (op, bow->race)) == NULL)
1632 {
1637 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1634 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 */ 1635 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1636 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1637 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1638 return 0;
1644 } 1639 }
1645 } 1640 }
1641
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1642 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1643 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1644 return 0;
1649 } 1645
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1646 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1647 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1648 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1649 return 0;
1653 } 1650 }
1654 1651
1655 /* this should not happen, but sometimes does */ 1652 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1653 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1654 {
1658 free_object(arrow); 1655 arrow->destroy ();
1659 return 0; 1656 return 0;
1660 } 1657 }
1661 1658
1662 left = arrow; /* these are arrows left to the player */ 1659 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1660 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1661 if (!arrow)
1662 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1664 return 0;
1669 } 1665 }
1670 set_owner(arrow, op); 1666
1671 if (arrow->skill) free_string(arrow->skill); 1667 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1668 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1669 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1670
1678 if (op->type == PLAYER) { 1671 if (op->type == PLAYER)
1672 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1674 op->update_stats ();
1681 } 1675 }
1682 1676
1683 SET_ANIMATION(arrow, arrow->direction); 1677 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1679 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1680 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1681 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1682 arrow->spellarg = strdup (arrow->slaying);
1689 1683
1690 /* Note that this was different for monsters - they got their level 1684 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1685 * added to the damage. I think the strength bonus is more proper.
1692 */ 1686 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1687
1688 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1689
1698 /* update the speed */ 1690 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1693
1704 if (arrow->speed < 1.0) 1694 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1695 arrow->speed_left = 0;
1708 1696
1709 if (op->type == PLAYER) { 1697 if (op->type == PLAYER)
1698 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1700 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1701 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 1702
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1703 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1704 }
1705 else
1706 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1707 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; 1708 arrow->level = op->level;
1721 } 1709 }
1710
1722 if (arrow->attacktype == AT_PHYSICAL) 1711 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1712 arrow->attacktype |= bow->attacktype;
1713
1724 if (bow->slaying != NULL) 1714 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1715 arrow->slaying = bow->slaying;
1726 1716
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1717 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1719
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1720 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1721 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1722
1735 if (!was_destroyed(arrow, tag)) 1723 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1724 move_arrow (arrow);
1737 1725
1738 if (op->type == PLAYER) { 1726 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1727 {
1728 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1729 esrv_del_item (op->contr, left->count);
1741 else 1730 else
1742 esrv_send_item(op, left); 1731 esrv_send_item (op, left);
1743 } 1732 }
1733
1744 return 1; 1734 return 1;
1745} 1735}
1746 1736
1747/* Special fire code for players - this takes into 1737/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1738 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1739 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1740 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1741 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1742 * hence the function name.
1753 */ 1743 */
1744int
1754int player_fire_bow(object *op, int dir) 1745player_fire_bow (object *op, int dir)
1755{ 1746{
1756 int ret=0, wcmod=0; 1747 int ret = 0, wcmod = 0;
1757 1748
1758 if (op->contr->bowtype == bow_bestarrow) { 1749 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1750 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1751 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); 1752 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1753 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1754 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1756 wcmod = -1;
1757
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;
3222 3313
3223 if(op->head) { op = op->head; } 3314 if (!pl || !op)
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; 3315 return 0;
3316
3317 op = op->head_ ();
3318
3319 get_rangevector (pl, op, &rv, 0x1);
3320
3321 /* starting with the 'head' part, lets loop
3322 * through the object and find if it has any
3323 * part that is in the los array but isnt on
3324 * a blocked los square.
3325 * we use the archetype to figure out offsets.
3326 */
3327 while (op)
3328 {
3329 dx = rv.distance_x + op->arch->clone.x;
3330 dy = rv.distance_y + op->arch->clone.y;
3331
3332 /* only the viewable area the player sees is updated by LOS
3333 * code, so we need to restrict ourselves to that range of values
3334 * for any meaningful values.
3335 */
3336 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3337 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3338 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3339 return 1;
3340 op = op->more;
3341 }
3342 return 0;
3247} 3343}
3248 3344
3249/* routine for both players and monsters. We call this when 3345/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3346 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3347 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3348 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3349 * return 0.
3254 */ 3350 */
3351int
3255int action_makes_visible (object *op) { 3352action_makes_visible (object *op)
3353{
3256 3354
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3355 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3356 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3357 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3358 return 0;
3260 3359
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3360 if (op->contr && op->contr->tmp_invis == 0)
3361 return 0;
3262 3362
3263 /* If monsters, they should become visible */ 3363 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3364 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3365 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3366 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3367 return 1;
3267 } 3368 }
3268 } 3369 }
3269 return 0; 3370 return 0;
3270} 3371}
3271 3372
3272/* op_on_battleground - checks if the given object op (usually 3373/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3374 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3375 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3376 * -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 3377 * 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 3378 * 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 3379 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3380 */
3381int
3280int op_on_battleground (object *op, int *x, int *y) { 3382op_on_battleground (object *op, int *x, int *y)
3383{
3281 object *tmp; 3384 object *tmp;
3282 3385
3283 /* A battleground-tile needs the following attributes to be valid: 3386 /* 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), 3387 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3388 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3389 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3390 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3391 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3392 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3393 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3394 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3395 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3396 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3397 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3398 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3399 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3400 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3401 {
3296 object *invtmp; 3402 object *invtmp;
3403
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3404 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3405 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3406 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3407 {
3300 if (x != NULL && y != NULL) 3408 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3409 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3410 return 1;
3411 }
3303 } 3412 }
3304 } 3413 }
3305 }
3306 if (x != NULL && y != NULL) 3414 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3415 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3416 return 1;
3417 }
3309 } 3418 }
3310 }
3311 } 3419 }
3312 /* If we got here, did not find a battleground */ 3420 /* If we got here, did not find a battleground */
3313 return 0; 3421 return 0;
3314} 3422}
3315 3423
3316/* 3424/*
3320 * attributes: 3428 * attributes:
3321 * object *who the dragon player 3429 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3430 * int atnr the attack-number of the ability focus
3323 * int level ability level 3431 * int level ability level
3324 */ 3432 */
3433void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3434dragon_ability_gain (object *who, int atnr, int level)
3435{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3436 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3437 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3438 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3439 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3440 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3441 int i = 0, j = 0;
3332 3442
3333 /* get the appropriate treasurelist */ 3443 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3444 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3445 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3446 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3447 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3448 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3449 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3450 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3451 trlist = find_treasurelist ("dragon_ability_poison");
3342 3452
3343 if (trlist == NULL || who->type != PLAYER) 3453 if (trlist == NULL || who->type != PLAYER)
3454 return;
3455
3456 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3457
3458 if (tr == NULL || tr->item == NULL)
3459 {
3460 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3461 return;
3462 }
3463
3464 /* everything seems okay - now bring on the gift: */
3465 item = &(tr->item->clone);
3466
3467 if (item->type == SPELL)
3468 {
3469 if (check_spell_known (who, item->name))
3344 return; 3470 return;
3345 3471
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3472 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3473 do_learn_spell (who, item, 0);
3348 3474 return;
3349 if (tr == NULL || tr->item == NULL) { 3475 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3476
3477 /* grant direct spell */
3478 if (item->type == SPELLBOOK)
3479 {
3480 if (!item->inv)
3481 {
3482 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3483 return;
3484 }
3485 if (check_spell_known (who, item->inv->name))
3351 return; 3486 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) { 3487 if (item->invisible)
3488 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3489 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); 3490 do_learn_spell (who, item->inv, 0);
3378 return; 3491 return;
3379 } 3492 }
3380 } 3493 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3494 else if (item->type == SKILL_TOOL && item->invisible)
3495 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3496 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3497 {
3383 3498
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3499 /* 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 3500 * 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, 3501 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3502 * but not all of them, he gets nothing.
3388 */ 3503 */
3389 if (!(skop->attacktype & item->attacktype)) { 3504 if (!(skop->attacktype & item->attacktype))
3505 {
3390 /* Give new attacktype */ 3506 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3507 skop->attacktype |= item->attacktype;
3392 3508
3393 /* always add physical if there's none */ 3509 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3510 skop->attacktype |= AT_PHYSICAL;
3395 3511
3396 if (item->msg != NULL) 3512 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3513 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3514
3399 /* Give player new face */ 3515 /* Give player new face */
3400 if (item->animation_id) { 3516 if (item->animation_id)
3517 {
3401 who->face = skop->face; 3518 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3519 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3520 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3521 who->last_anim = 0;
3405 who->state = 0; 3522 who->state = 0;
3406 animate_object(who, who->direction); 3523 animate_object (who, who->direction);
3407 } 3524 }
3408 } 3525 }
3409 } 3526 }
3410 } 3527 }
3411 else if (item->type == FORCE) { 3528 else if (item->type == FORCE)
3529 {
3412 /* forces in the treasurelist can alter the player's stats */ 3530 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3531 object *skin;
3532
3414 /* first get the dragon skin force */ 3533 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3534 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3535 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3536 ;
3418 3537
3538 if (!skin)
3539 return;
3540
3419 /* adding new spellpath attunements */ 3541 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3542 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3543 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3544 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3545
3423 /* print message */ 3546 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3547 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3548 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3549 {
3426 if(item->path_attuned & (1<<i)) { 3550 if (item->path_attuned & (1 << i))
3551 {
3427 if (j) 3552 if (j)
3428 strcat(buf," and "); 3553 strcat (buf, " and ");
3429 else 3554 else
3430 j = 1; 3555 j = 1;
3431 strcat(buf, spellpathnames[i]); 3556 strcat (buf, spellpathnames[i]);
3432 } 3557 }
3433 } 3558 }
3434 strcat(buf,"."); 3559 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3560 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3561 }
3437 3562
3438 /* evtl. adding flags: */ 3563 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3564 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3565 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3566 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3567 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3568 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3569 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3570
3446 /* print message if there is one */ 3571 /* print message if there is one */
3447 if (item->msg != NULL) 3572 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3573 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3574 }
3575 else
3449 } 3576 {
3450 else {
3451 /* generate misc. treasure */ 3577 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3578 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3579 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); 3580 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3581 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3582 esrv_send_item (who, tmp);
3457 } 3583 }
3458} 3584}
3459 3585
3460/** 3586/**
3461 * Unready an object for a player. This function does nothing if the object was 3587 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3588 * not readied.
3463 */ 3589 */
3590void
3464void player_unready_range_ob(player *pl, object *ob) { 3591player_unready_range_ob (player *pl, object *ob)
3592{
3465 rangetype i; 3593 rangetype i;
3466 3594
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3595 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3596 {
3468 if (pl->ranges[i] == ob) { 3597 if (pl->ranges[i] == ob)
3598 {
3469 pl->ranges[i] = NULL; 3599 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3600 if (pl->shoottype == i)
3601 {
3471 pl->shoottype = range_none; 3602 pl->shoottype = range_none;
3472 } 3603 }
3473 } 3604 }
3474 } 3605 }
3475} 3606}

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