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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 1.78 by root, Tue Jan 2 11:08:36 2007 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 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);
309} 166}
310 167
168void
169player::enter_map ()
170{
171 object *tmp = object::create ();
172
173 EXIT_PATH (tmp) = maplevel;
174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (1);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
312 /* There are some elements we want initialized to non zero value -
313 * we deal with that below this point.
314 */
315 outputs_sync = 16; /* Every 2 seconds */
316 outputs_count = 8; /* Keeps present behaviour */
317 unapply = unapply_nochoice;
318
319 savebed_map = first_map_path; /* Init. respawn position */
320
321 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal;
325 petmode = pet_normal;
326 listening = 10;
327 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */
330 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
311/* Tries to add player on the connection passwd in ns. 390/* 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 391 * All we can really get in this is some settings like host and display
313 * mode. 392 * mode.
314 */ 393 */
394player *
395player::create ()
396{
397 player *pl = new player;
315 398
316int add_player(NewSocket *ns) { 399 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318
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); 400 set_first_map (pl->ob);
331 401
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; 402 return pl;
339} 403}
340 404
341/* 405/*
342 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 408 * Note: there MUST be at least one player archetype!
345 */ 409 */
410archetype *
346archetype *get_player_archetype(archetype* at) 411get_player_archetype (archetype *at)
347{ 412{
348 archetype *start = at; 413 archetype *start = at;
414
349 for (;;) { 415 for (;;)
416 {
350 if (at==NULL || at->next==NULL) 417 if (at == NULL || at->next == NULL)
351 at=first_archetype; 418 at = first_archetype;
352 else 419 else
353 at=at->next; 420 at = at->next;
421
354 if(at->clone.type==PLAYER) 422 if (at->clone.type == PLAYER)
355 return at; 423 return at;
424
356 if (at == start) { 425 if (at == start)
426 {
357 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 428 exit (-1);
359 } 429 }
360 } 430 }
361} 431}
362 432
363 433object *
364object *get_nearest_player(object *mon) { 434get_nearest_player (object *mon)
435{
365 object *op = NULL; 436 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 437 objectlink *ol;
368 unsigned lastdist; 438 unsigned lastdist;
369 rv_vector rv; 439 rv_vector rv;
370 440
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
442 {
372 /* We should not find free objects on this friendly list, but it 443 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 444 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 445 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 446 * list is also free, so encapsulate this in a while loop.
376 */ 447 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 448 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
449 {
378 object *tmp=ol->ob; 450 object *tmp = ol->ob;
379 451
380 /* Can't do much more other than log the fact, because the object 452 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 453 * itself will have been cleared.
382 */ 454 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 456 ol = ol->next;
385 remove_friendly_object(tmp); 457 remove_friendly_object (tmp);
458 if (!ol)
386 if (!ol) return op; 459 return op;
387 } 460 }
388 461
389 /* Remove special check for player from this. First, it looks to cause 462 /* 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 463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 464 * 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 465 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 466 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 467 * on_same_map check, as can_detect_enemy also does this
395 */ 468 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 469 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 470 continue;
398 471
399 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
473 {
400 op=ol->ob; 474 op = ol->ob;
401 lastdist=rv.distance; 475 lastdist = rv.distance;
402 } 476 }
403 } 477 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 478
479 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 480 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 481 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 482 {
412 } 483 op = pl->ob;
484 lastdist = rv.distance;
485 }
486
413#if 0 487#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 489#endif
416 return op; 490 return op;
417} 491}
418 492
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 493/* 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 494 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 495 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 509 * 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 510 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 511 * is probably not a good thing.
438 */ 512 */
439#define MAX_SPACES 50 513#define MAX_SPACES 50
440
441 514
442/* 515/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * 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 517 * 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 518 * 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. 531 * 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, 532 * 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 533 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 534 * is blocking itself.
462 */ 535 */
536int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 537path_to_player (object *mon, object *pl, unsigned mindiff)
538{
464 rv_vector rv; 539 rv_vector rv;
465 sint16 x,y; 540 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 541 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 542 maptile *m, *lastmap;
468 543
469 get_rangevector(mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
470 545
471 if (rv.distance<mindiff) return 0; 546 if (rv.distance < mindiff)
547 return 0;
472 548
473 x=mon->x; 549 x = mon->x;
474 y=mon->y; 550 y = mon->y;
475 m=mon->map; 551 m = mon->map;
476 dir = rv.direction; 552 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 553 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); 554 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. */ 555 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 556 if (diff > max)
557 return 0;
481 while (diff >1 && max>0) { 558 while (diff > 1 && max > 0)
559 {
482 lastx = x; 560 lastx = x;
483 lasty = y; 561 lasty = y;
484 lastmap = m; 562 lastmap = m;
485 x = lastx + freearr_x[dir]; 563 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 564 y = lasty + freearr_y[dir];
487 565
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 566 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); 567 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 568
491 /* Space is blocked - try changing direction a little */ 569 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 570 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)))) { 571 && (m == mon->map && blocked_link (mon, m, x, y))))
572 {
494 /* recalculate direction from last good location. Possible 573 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 574 * we were not traversing ideal location before.
496 */ 575 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 576 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 577 if (rv.direction != dir)
578 {
499 /* OK - says direction should be different - lets reset the 579 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 580 * the values so it will try again.
501 */ 581 */
502 x = lastx; 582 x = lastx;
503 y = lasty; 583 y = lasty;
504 m = lastmap; 584 m = lastmap;
505 dir = firstdir = rv.direction; 585 dir = firstdir = rv.direction;
586 }
506 } else { 587 else
588 {
507 /* direct path is blocked - try taking a side step to 589 /* direct path is blocked - try taking a side step to
508 * either the left or right. 590 * either the left or right.
509 * Note increase the values in the loop below to be 591 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 592 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 593 * 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 594 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 595 * stepping back and forth
514 */ 596 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 597 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
598 {
599 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 600 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 601 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 602 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 603 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 604 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 605 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 606 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 607 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 608 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 609 * the last direction the creature has successfully
526 * moved. 610 * moved.
527 */ 611 */
528 612
529 x = lastx + freearr_x[absdir(lastdir+i)]; 613 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 614 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 615 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 616 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 617 if (mflags & P_OUT_OF_MAP)
618 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 619 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 620 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
621 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 622 if (mflags & P_BLOCKSVIEW)
623 continue;
537 624
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 625 if (m == mon->map && blocked_link (mon, m, x, y))
626 break;
539 } 627 }
540 /* go through entire loop without finding a valid 628 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 629 * sidestep to take - thus, no valid path.
542 */ 630 */
543 if (i==(DETOUR_AMOUNT+1)) 631 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 632 return 0;
545 diff--; 633 diff--;
546 lastdir=dir; 634 lastdir = dir;
547 max--; 635 max--;
548 if (!firstdir) firstdir = dir+i; 636 if (!firstdir)
637 firstdir = dir + i;
549 } /* else check alternate directions */ 638 } /* else check alternate directions */
550 } /* if blocked */ 639 } /* if blocked */
551 else { 640 else
641 {
552 /* we moved towards creature, so diff is less */ 642 /* we moved towards creature, so diff is less */
553 diff--; 643 diff--;
554 max--; 644 max--;
555 lastdir=dir; 645 lastdir = dir;
646 if (!firstdir)
556 if (!firstdir) firstdir = dir; 647 firstdir = dir;
648 }
649 if (diff <= 1)
557 } 650 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 651 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 652 * headed toward player for entire distance.
561 */ 653 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 654 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); 655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 656 }
565 if (diff>max) return 0; 657 if (diff > max)
658 return 0;
566 } 659 }
567 /* If we reached the max, didn't find a direction in time */ 660 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 661 if (!max)
662 return 0;
569 663
570 return firstdir; 664 return firstdir;
571} 665}
572 666
667void
573void give_initial_items(object *pl,treasurelist *items) { 668give_initial_items (object *pl, treasurelist * items)
669{
574 object *op,*next=NULL; 670 object *op, *next = NULL;
575 671
576 if(pl->randomitems!=NULL) 672 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 673 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 674
579 for (op=pl->inv; op; op=next) { 675 for (op = pl->inv; op; op = next)
676 {
580 next = op->below; 677 next = op->below;
581 678
582 /* Forces get applied per default, unless they have the 679 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 680 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 681 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 682 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 683 SET_FLAG (op, FLAG_APPLIED);
587 684
588 /* we never give weapons/armour if these cannot be used 685 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 686 * by this player due to race restrictions
590 */ 687 */
591 if (pl->type == PLAYER) { 688 if (pl->type == PLAYER)
689 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 690 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 691 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 692 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 693 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 694 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 } 695 {
602 } 696 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; 697 continue;
622 } 698 }
623 if (op->nrof > 1) op->nrof = 1; 699 }
700
701 /* This really needs to be better - we should really give
702 * a substitute spellbook. The problem is that we don't really
703 * have a good idea what to replace it with (need something like
704 * a first level treasurelist for each skill.)
705 * remove duplicate skills also
706 */
707 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 708 {
709 object *tmp;
625 710
711 for (tmp = op->below; tmp; tmp = tmp->below)
712 if (tmp->type == op->type && tmp->name == op->name)
713 break;
714
715 if (tmp)
716 {
717 op->destroy ();
718 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
719 continue;
720 }
721
722 if (op->nrof > 1)
723 op->nrof = 1;
724 }
725
626 if (op->type == SPELLBOOK && op->inv) { 726 if (op->type == SPELLBOOK && op->inv)
727 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 728 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 729 }
629 730
630 /* Give starting characters identified, uncursed, and undamned 731 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 732 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 733 * merged properly.
633 */ 734 */
634 if (need_identify(op)) { 735 if (need_identify (op))
736 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 737 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 738 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 739 CLEAR_FLAG (op, FLAG_DAMNED);
740 }
741 if (op->type == SPELL)
638 } 742 {
639 if(op->type==SPELL) { 743 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 744 continue;
745 }
746 else if (op->type == SKILL)
643 } 747 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 749 op->stats.exp = 0;
647 op->level = 1; 750 op->level = 1;
648 } 751 }
649 /* lock all 'normal items by default */ 752 /* lock all 'normal items by default */
753 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 754 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 755 } /* for loop of objects in player inv */
652 756
653 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
654 link_player_skills(pl); 758 link_player_skills (pl);
655} 759}
656 760
657void get_name(object *op) { 761void
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) { 762get_party_password (object *op, partylist *party)
763{
734 if (party == NULL) { 764 if (party == NULL)
765 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 767 return;
737 } 768 }
769
738 op->contr->write_buf[0]='\0'; 770 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 774}
743
744 775
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
777static int
746int roll_stat(void) { 778roll_stat (void)
779{
747 int a[4],i,j,k; 780 int a[4], i, j, k;
748 781
749 for(i=0;i<4;i++) 782 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 783 a[i] = (int) RANDOM () % 6 + 1;
751 784
752 for(i=0,j=0,k=7;i<4;i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 786 if (a[i] < k)
754 k=a[i],j=i; 787 k = a[i], j = i;
755 788
756 for(i=0,k=0;i<4;i++) { 789 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 790 if (i != j)
758 k+=a[i]; 791 k += a[i];
759 } 792
760 return k; 793 return k;
761} 794}
762 795
763void roll_stats(object *op) { 796void
764 int sum=0; 797object::roll_stats ()
765 int i = 0, j = 0; 798{
766 int statsort[7]; 799 int statsort [7];
767 800
801 for (;;)
768 do { 802 {
769 op->stats.Str=roll_stat(); 803 int sum = 0;
770 op->stats.Dex=roll_stat(); 804 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 805 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);
780 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
781 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 812 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;
789 813
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]; 814 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
809 821
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; 822 stats.exp = 0;
821 op->stats.ac=0; 823 stats.ac = 0;
822 824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
823 op->contr->levhp[1] = 9; 831 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
826 834
827 fix_player(op); 835 contr->orig_stats = stats;
836 }
837}
838
839void
840object::swap_stats (int a, int b)
841{
842 int tmp = get_attr_value (&contr->orig_stats, a);
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845
846 stats.Str = contr->orig_stats.Str;
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
828 op->stats.hp = op->stats.maxhp; 862 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 863 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
831 op->contr->orig_stats=op->stats; 872 contr->orig_stats = stats;
873 }
832} 874}
833 875
834void Roll_Again(object *op) 876static void
877start_info (object *op)
835{ 878{
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]; 879 char buf[MAX_BUF];
844 880
845 if ( op->contr->Swap_First == -1 ) { 881 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); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 883 //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); 884 //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} 885}
953 886
954/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
958 * not the class. 891 * not the class.
959 */ 892 */
960 893int
961int key_change_class(object *op, char key) 894key_change_class (object *op, char key)
962{ 895{
963 int tmp_loop; 896 int tmp_loop;
964 897
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 898 if (key == 'd' || key == 'D')
899 {
971 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
972 901
973 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 904
905 treasurelist *tl = find_treasurelist ("starting_wealth");
906 if (tl)
907 create_treasure (tl, op, 0, 0, 0);
908
977 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
979 911
980 op->contr->state=ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
981 913
982 if (op->msg) { 914 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 915 op->msg = NULL;
985 }
986 916
987 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
988 * to save here. 918 * to save here.
989 */ 919 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 921 make_path_to_file (buf);
992 922
993#ifdef AUTOSAVE 923#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 924 op->contr->last_save_tick = pticks;
995#endif 925#endif
996 start_info(op); 926 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 928 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 929 link_player_skills (op);
1000 esrv_send_inventory(op, op); 930 esrv_send_inventory (op, op);
1001 fix_player(op); 931 op->update_stats ();
1002 932
1003 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1004 * is one for this race 934 * is one for this race
1005 */ 935 */
1006 if(*first_map_ext_path) { 936 if (*first_map_ext_path)
937 {
1007 object *tmp; 938 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 940
1011 first_map_ext_path, op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 942 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 943 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1018 * default initial map */ 948 * default initial map */
1019 free_object(tmp); 949 tmp->destroy ();
950 }
1020 } else { 951 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 953
1023 return 0; 954 return 0;
1024 } 955 }
1025 956
1026 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1028 */ 959 */
1029 960
1030 tmp_loop = 0; 961 tmp_loop = 0;
1031 while(!tmp_loop) { 962 while (!tmp_loop)
1032 const char *name = add_string (op->name); 963 {
964 shstr name = op->name;
1033 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
966
1034 remove_statbonus(op); 967 op->remove_statbonus ();
1035 remove_ob (op); 968 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 969 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
1038 op->instantiate (); 971 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 973 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; 974 op->x = x;
1045 op->y = y; 975 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 977 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 978 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 979 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 980 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 981 }
982
1055 update_object(op,UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 984 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 985 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 988 op->stats.grace = 0;
989
1061 if (op->msg) 990 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 993 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; 994 return 0;
1065} 995}
1066 996
997int
1067int key_confirm_quit(object *op, char key) 998key_confirm_quit (object *op, char key)
1068{ 999{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1072 op->contr->state=ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1004 return 1;
1075 } 1005 }
1076 1006
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1079 1009
1010 op->contr->enable_save = false;
1011
1080 terminate_all_pets(op); 1012 terminate_all_pets (op);
1081 leave_map(op); 1013 op->remove ();
1082 op->direction=0; 1014 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1016
1086 strcpy(op->contr->killer,"quit"); 1017 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1018 check_score (op);
1088 op->contr->party=NULL; 1019 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1091 1022
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; 1023 return 1;
1110} 1024}
1111 1025
1026void
1112void flee_player(object *op) { 1027flee_player (object *op)
1028{
1113 int dir,diff; 1029 int dir, diff;
1114 rv_vector rv; 1030 rv_vector rv;
1115 1031
1116 if(op->stats.hp < 0) { 1032 if (op->stats.hp < 0)
1033 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1034 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1035 CLEAR_FLAG (op, FLAG_SCARED);
1036 return;
1037 }
1038
1039 if (op->enemy == NULL)
1040 {
1041 LOG (llevDebug, "Fleeing player had no enemy.\n");
1042 CLEAR_FLAG (op, FLAG_SCARED);
1043 return;
1044 }
1045
1046 /* Seen some crashes here. Since we don't store an
1047 * op->enemy_count, it is possible that something destroys the
1048 * actual enemy, and the object is recycled.
1049 */
1050 if (op->enemy->map == NULL)
1051 {
1052 CLEAR_FLAG (op, FLAG_SCARED);
1053 op->enemy = NULL;
1054 return;
1055 }
1056
1057 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1058 {
1059 op->enemy = NULL;
1060 CLEAR_FLAG (op, FLAG_SCARED);
1061 return;
1062 }
1063
1064 get_rangevector (op, op->enemy, &rv, 0);
1065
1066 dir = absdir (4 + rv.direction);
1067 for (diff = 0; diff < 3; diff++)
1068 {
1069 int m = 1 - (RANDOM () & 2);
1070
1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1072 return;
1120 } 1073 }
1121 1074
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 */ 1075 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1077 op->enemy = NULL;
1156} 1078}
1157 1079
1158 1080
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1081/* 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 1082 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1083 * stop.
1162 */ 1084 */
1085int
1163int check_pick(object *op) { 1086check_pick (object *op)
1087{
1164 object *tmp, *next; 1088 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1089 int stop = 0;
1167 int j, k, wvratio; 1090 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1091 char putstring[128], tmpstr[16];
1169 1092
1170
1171 /* if you're flying, you cna't pick up anything */ 1093 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1094 if (op->move_type & MOVE_FLYING)
1173 return 1; 1095 return 1;
1174 1096
1175 op_tag = op->count;
1176
1177 next = op->below; 1097 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1098
1181 /* loop while there are items on the floor that are not marked as 1099 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1100 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1101 while (next && !next->destroyed ())
1184 { 1102 {
1185 tmp = next; 1103 tmp = next;
1186 next = tmp->below; 1104 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1105
1190 if (was_destroyed (op, op_tag)) 1106 if (op->destroyed ())
1191 return 0; 1107 return 0;
1192 1108
1193 if ( ! can_pick (op, tmp)) 1109 if (!can_pick (op, tmp))
1194 continue; 1110 continue;
1195 1111
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1112 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1113 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1114 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1115 pick_up (op, tmp);
1200 continue; 1116 continue;
1201 } 1117 }
1202 1118
1203 /* high not bit set? We're using the old autopickup model */ 1119 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1120 if (!(op->contr->mode & PU_NEWMODE))
1121 {
1205 switch (op->contr->mode) { 1122 switch (op->contr->mode)
1123 {
1124 case 0:
1206 case 0: return 1; /* don't pick up */ 1125 return 1; /* don't pick up */
1126 case 1:
1207 case 1: pick_up (op, tmp); 1127 pick_up (op, tmp);
1208 return 1; 1128 return 1;
1129 case 2:
1209 case 2: pick_up (op, tmp); 1130 pick_up (op, tmp);
1210 return 0; 1131 return 0;
1132 case 3:
1211 case 3: return 0; /* stop before pickup */ 1133 return 0; /* stop before pickup */
1134 case 4:
1212 case 4: pick_up (op, tmp); 1135 pick_up (op, tmp);
1213 break; 1136 break;
1137 case 5:
1214 case 5: pick_up (op, tmp); 1138 pick_up (op, tmp);
1215 stop = 1; 1139 stop = 1;
1216 break; 1140 break;
1217 case 6: 1141 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1142 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); 1143 pick_up (op, tmp);
1221 break; 1144 break;
1222 1145
1223 case 7: 1146 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1147 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1148 pick_up (op, tmp);
1226 break; 1149 break;
1227 1150
1228 default: 1151 default:
1229 /* use value density */ 1152 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1153 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1154 && (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); 1155 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 } 1156 }
1262 } 1157 }
1263 } 1158 else
1159 { /* old model */
1160 /* NEW pickup handling */
1161 if (op->contr->mode & PU_DEBUG)
1162 {
1163 /* some debugging code to figure out item information */
1164 if (tmp->name != NULL)
1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1167 else
1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1172 }
1265 1173
1174 /* philosophy:
1175 * It's easy to grab an item type from a pile, as long as it's
1176 * generic. This takes no game-time. For more detailed pickups
1177 * and selections, select-items should be used. This is a
1178 * grab-as-you-run type mode that's really useful for arrows for
1179 * example.
1180 * The drawback: right now it has no frontend, so you need to
1181 * stick the bits you want into a calculator in hex mode and then
1182 * convert to decimal and then 'pickup <#>
1183 */
1184
1185 /* the first two modes are exclusive: if NOTHING we return, if
1186 * STOP then we stop. All the rest are applied sequentially,
1187 * meaning if any test passes, the item gets picked up. */
1188
1189 /* if mode is set to pick nothing up, return */
1190
1191 if (op->contr->mode & PU_NOTHING)
1192 return 1;
1193
1194 /* if mode is set to stop when encountering objects, return */
1195 /* take STOP before INHIBIT since it doesn't actually pick
1196 * anything up */
1197
1198 if (op->contr->mode & PU_STOP)
1199 return 0;
1200
1201 /* useful for going into stores and not losing your settings... */
1202 /* and for battles wher you don't want to get loaded down while
1203 * fighting */
1204 if (op->contr->mode & PU_INHIBIT)
1205 return 1;
1206
1207 /* prevent us from turning into auto-thieves :) */
1208 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1209 continue;
1210
1211 /* ignore known cursed objects */
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1213 continue;
1214
1215 /* all food and drink if desired */
1216 /* question: don't pick up known-poisonous stuff? */
1217 if (op->contr->mode & PU_FOOD)
1218 if (tmp->type == FOOD)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_DRINK)
1225 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_POTION)
1232 if (tmp->type == POTION)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* spellbooks, skillscrolls and normal books/scrolls */
1239 if (op->contr->mode & PU_SPELLBOOK)
1240 if (tmp->type == SPELLBOOK)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_SKILLSCROLL)
1247 if (tmp->type == SKILLSCROLL)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 if (op->contr->mode & PU_READABLES)
1254 if (tmp->type == BOOK || tmp->type == SCROLL)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 /* wands/staves/rods/horns */
1261 if (op->contr->mode & PU_MAGIC_DEVICE)
1262 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* pick up all magical items */
1269 if (op->contr->mode & PU_MAGICAL)
1270 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_VALUABLES)
1277 {
1278 if (tmp->type == MONEY || tmp->type == GEM)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283 }
1284
1285 /* rings & amulets - talismans seems to be typed AMULET */
1286 if (op->contr->mode & PU_JEWELS)
1287 if (tmp->type == RING || tmp->type == AMULET)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 /* we don't forget dragon food */
1294 if (op->contr->mode & PU_FLESH)
1295 if (tmp->type == FLESH)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* bows and arrows. Bows are good for selling! */
1302 if (op->contr->mode & PU_BOW)
1303 if (tmp->type == BOW)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 if (op->contr->mode & PU_ARROW)
1310 if (tmp->type == ARROW)
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 /* all kinds of armor etc. */
1317 if (op->contr->mode & PU_ARMOUR)
1318 if (tmp->type == ARMOUR)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_HELMET)
1325 if (tmp->type == HELMET)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_SHIELD)
1332 if (tmp->type == SHIELD)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_BOOTS)
1339 if (tmp->type == BOOTS)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 if (op->contr->mode & PU_GLOVES)
1346 if (tmp->type == GLOVES)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 if (op->contr->mode & PU_CLOAK)
1353 if (tmp->type == CLOAK)
1354 {
1355 pick_up (op, tmp);
1356 continue;
1357 }
1358
1359 /* hoping to catch throwing daggers here */
1360 if (op->contr->mode & PU_MISSILEWEAPON)
1361 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1362 {
1363 pick_up (op, tmp);
1364 continue;
1365 }
1366
1367 /* careful: chairs and tables are weapons! */
1368 if (op->contr->mode & PU_ALLWEAPON)
1369 {
1370 if (tmp->type == WEAPON && tmp->name != NULL)
1371 {
1372 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1373 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1374 {
1375 pick_up (op, tmp);
1376 continue;
1377 }
1378 }
1379
1380 if (tmp->type == WEAPON && tmp->name == NULL)
1381 {
1382 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1383 {
1384 pick_up (op, tmp);
1385 continue;
1386 }
1387 }
1388 }
1389
1390 /* misc stuff that's useful */
1391 if (op->contr->mode & PU_KEY)
1392 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1393 {
1394 pick_up (op, tmp);
1395 continue;
1396 }
1397
1398 /* any of the last 4 bits set means we use the ratio for value
1399 * pickups */
1400 if (op->contr->mode & PU_RATIO)
1401 {
1402 /* use value density to decide what else to grab */
1403 /* >=7 was >= op->contr->mode */
1404 /* >=7 is the old standard setting. Now we take the last 4 bits
1405 * and multiply them by 5, giving 0..15*5== 5..75 */
1406 wvratio = (op->contr->mode & PU_RATIO) * 5;
1407 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1408 {
1409 pick_up (op, tmp);
1266#if 0 1410#if 0
1267 /* print the flags too */ 1411 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1412 if (tmp->name != NULL)
1269 { 1413 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1414 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1415 }
1272 { 1416 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1417 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1418 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1419 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 1420#endif
1279 } 1421 continue;
1280 /* philosophy: 1422 }
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 } 1423 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1424 } /* 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 } 1425 }
1440 } /* the new pickup model */ 1426
1441 }
1442 return ! stop; 1427 return !stop;
1443} 1428}
1444 1429
1445/* 1430/*
1446 * Find an arrow in the inventory and after that 1431 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1432 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1433 * found object is returned.
1449 */ 1434 */
1435object *
1450object *find_arrow(object *op, const char *type) 1436find_arrow (object *op, const char *type)
1451{ 1437{
1452 object *tmp = NULL; 1438 object *tmp = NULL;
1453 1439
1454 for(op=op->inv; op; op=op->below) 1440 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1441 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); 1442 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1443 else if (op->type == ARROW && op->race == type)
1459 return op; 1444 return op;
1460 return tmp; 1445 return tmp;
1461} 1446}
1462 1447
1463/* 1448/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1449 * 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 1450 * 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 1451 * 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. 1452 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1453 */
1469 1454
1455object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1456find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1457{
1472 object *tmp = NULL, *arrow, *ntmp; 1458 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1459 int attacknum, attacktype, betterby = 0, i;
1474 1460
1475 if (!type) 1461 if (!type)
1476 return NULL; 1462 return NULL;
1477 1463
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1464 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1465 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1466 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1467 {
1481 i = 0; 1468 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1469 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1470 if (i > betterby)
1471 {
1484 tmp = ntmp; 1472 tmp = ntmp;
1485 betterby = i; 1473 betterby = i;
1486 } 1474 }
1475 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1476 else if (arrow->type == ARROW && arrow->race == type)
1477 {
1488 /* allways prefer assasination/slaying */ 1478 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1479 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1480 {
1491 if (arrow->attacktype & AT_DEATH) { 1481 if (arrow->attacktype & AT_DEATH)
1482 {
1492 *better = 100; 1483 *better = 100;
1493 return arrow; 1484 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1485 }
1498 } else { 1486 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 } 1487 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1488 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1489 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 } 1490 }
1515 } 1491 }
1492 else
1493 {
1494 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1495 {
1496 attacktype = 1 << attacknum;
1497 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1498 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1499 {
1500 tmp = arrow;
1501 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1502 }
1503 }
1504 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1505 {
1506 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1510 {
1511 tmp = arrow;
1512 betterby = 1 + arrow->magic + arrow->stats.dam;
1513 }
1516 } 1514 }
1515 }
1517 } 1516 }
1518 if (tmp == NULL && arrow == NULL) 1517 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1518 return find_arrow (op, type);
1520 1519
1521 *better = betterby; 1520 *better = betterby;
1522 return tmp; 1521 return tmp;
1523} 1522}
1524 1523
1525/* looks in a given direction, finds the first valid target, and calls 1524/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1525 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1526 * op = the shooter
1528 * type = bow->race 1527 * type = bow->race
1529 * dir = fire direction 1528 * dir = fire direction
1530 */ 1529 */
1531 1530
1531object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1532pick_arrow_target (object *op, const char *type, int dir)
1533{ 1533{
1534 object *tmp = NULL; 1534 object *tmp = NULL;
1535 mapstruct *m; 1535 maptile *m;
1536 int i, mflags, found, number; 1536 int i, mflags, found, number;
1537 sint16 x, y; 1537 sint16 x, y;
1538 1538
1539 if (op->map == NULL) 1539 if (op->map == NULL)
1540 return find_arrow(op, type); 1540 return find_arrow (op, type);
1541 1541
1542 /* do a dex check */ 1542 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1543 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))) 1544 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1545 return find_arrow (op, type);
1546 1546
1547 m = op->map; 1547 m = op->map;
1548 x = op->x; 1548 x = op->x;
1549 y = op->y; 1549 y = op->y;
1550 1550
1551 /* find the first target */ 1551 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1552 for (i = 0, found = 0; i < 20; i++)
1553 {
1553 x += freearr_x[dir]; 1554 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1555 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1556 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 {
1557 tmp = NULL; 1559 tmp = NULL;
1560 break;
1561 }
1562 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1563 {
1564 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1565 * perhaps a bad assumption.
1566 */
1567 tmp = NULL;
1568 break;
1569 }
1570 if (mflags & P_IS_ALIVE)
1571 {
1572 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1573 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1574 {
1575 found++;
1576 break;
1577 }
1578 if (found)
1558 break; 1579 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 } 1580 }
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 } 1581 }
1576 if (tmp == NULL) 1582 if (tmp == NULL)
1577 return find_arrow(op, type); 1583 return find_arrow (op, type);
1578 1584
1579 if (tmp->head) 1585 if (tmp->head)
1580 tmp = tmp->head; 1586 tmp = tmp->head;
1581 1587
1582 return find_better_arrow(op, tmp, type, &i); 1588 return find_better_arrow (op, tmp, type, &i);
1583} 1589}
1584 1590
1585/* 1591/*
1586 * Creature fires a bow - op can be monster or player. Returns 1592 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1593 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1596 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1597 * 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 1598 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1599 * player fire modes.
1594 */ 1600 */
1601int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1602fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1603{
1598 object *left, *bow; 1604 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1605 int bowspeed, mflags;
1601 mapstruct *m; 1606 maptile *m;
1602 1607
1603 if (!dir) { 1608 if (!dir)
1609 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1611 return 0;
1606 } 1612 }
1613
1607 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1609 else { 1616 else
1617 {
1610 for(bow=op->inv; bow; bow=bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1619 /* 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. 1620 * don't need to switch back and forth between bows and weapons.
1613 */ 1621 */
1614 if(bow->type==BOW) 1622 if (bow->type == BOW)
1615 break; 1623 break;
1616 1624
1617 if (!bow) { 1625 if (!bow)
1626 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1628 return 0;
1620 } 1629 }
1621 } 1630 }
1631
1622 if( !bow->race || !bow->skill) { 1632 if (!bow->race || !bow->skill)
1633 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1635 return 0;
1625 } 1636 }
1626 1637
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1639
1629 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1632 if (bowspeed < 1) 1644 if (bowspeed < 1)
1633 bowspeed = 1; 1645 bowspeed = 1;
1634 1646
1635 if (arrow == NULL) { 1647 if (arrow == NULL)
1648 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1649 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 {
1637 if (op->type == PLAYER) 1651 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1652 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 */ 1653 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1654 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1656 return 0;
1644 } 1657 }
1645 } 1658 }
1659
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1661 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1662 return 0;
1649 } 1663
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1665 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1667 return 0;
1653 } 1668 }
1654 1669
1655 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1671 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1672 {
1658 free_object(arrow); 1673 arrow->destroy ();
1659 return 0; 1674 return 0;
1660 } 1675 }
1661 1676
1662 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1679 if (!arrow)
1680 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1682 return 0;
1669 } 1683 }
1670 set_owner(arrow, op); 1684
1671 if (arrow->skill) free_string(arrow->skill); 1685 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1686 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1687 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1688
1678 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1690 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1692 op->update_stats ();
1681 } 1693 }
1682 1694
1683 SET_ANIMATION(arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1689 1701
1690 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1703 * added to the damage. I think the strength bonus is more proper.
1692 */ 1704 */
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 1705
1706 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1707
1698 /* update the speed */ 1708 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1710 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 1711
1704 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1708 1714
1709 if (op->type == PLAYER) { 1715 if (op->type == PLAYER)
1716 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1719 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 1720
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1722 }
1723 else
1724 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1725 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; 1726 arrow->level = op->level;
1721 } 1727 }
1728
1722 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1731
1724 if (bow->slaying != NULL) 1732 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1733 arrow->slaying = bow->slaying;
1726 1734
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1737
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1739 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1740
1735 if (!was_destroyed(arrow, tag)) 1741 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1742 move_arrow (arrow);
1737 1743
1738 if (op->type == PLAYER) { 1744 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1745 {
1746 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1747 esrv_del_item (op->contr, left->count);
1741 else 1748 else
1742 esrv_send_item(op, left); 1749 esrv_send_item (op, left);
1743 } 1750 }
1751
1744 return 1; 1752 return 1;
1745} 1753}
1746 1754
1747/* Special fire code for players - this takes into 1755/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1756 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1757 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1758 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1759 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1760 * hence the function name.
1753 */ 1761 */
1762int
1754int player_fire_bow(object *op, int dir) 1763player_fire_bow (object *op, int dir)
1755{ 1764{
1756 int ret=0, wcmod=0; 1765 int ret = 0, wcmod = 0;
1757 1766
1758 if (op->contr->bowtype == bow_bestarrow) { 1767 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1768 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1769 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); 1770 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1774 wcmod = -1;
1775
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1777 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1778 else if (op->contr->bowtype == bow_threewide)
1779 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1780 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)]); 1781 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)]); 1782 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1783 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1784 else if (op->contr->bowtype == bow_spreadshot)
1785 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1786 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); 1787 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); 1788 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1789
1776 } else { 1790 }
1791 else
1792 {
1777 /* Simple case */ 1793 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1795 }
1780 return ret; 1796 return ret;
1781} 1797}
1782 1798
1783 1799
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1800/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1801 * Broken apart from 'fire' to keep it more readable.
1786 */ 1802 */
1803void
1787void fire_misc_object(object *op, int dir) 1804fire_misc_object (object *op, int dir)
1788{ 1805{
1789 object *item; 1806 object *item;
1790 1807
1791 if (!op->contr->ranges[range_misc]) { 1808 if (!op->contr->ranges[range_misc])
1809 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1811 return;
1794 } 1812 }
1795 1813
1796 item = op->contr->ranges[range_misc]; 1814 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1815 if (!item->inv)
1816 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1817 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1818 return;
1800 } 1819 }
1801 if (item->type == WAND) { 1820 if (item->type == WAND)
1821 {
1802 if(item->stats.food<=0) { 1822 if (item->stats.food <= 0)
1823 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1824 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)); 1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1826 return;
1806 } 1827 }
1828 }
1807 } else if (item->type == ROD || item->type==HORN) { 1829 else if (item->type == ROD || item->type == HORN)
1830 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1834 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)); 1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1836 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1837 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; 1838 return;
1817 } 1839 }
1818 } 1840 }
1819 1841
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1842 if (cast_spell (op, item, dir, item->inv, NULL))
1843 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1844 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1845 if (item->type == WAND)
1846 {
1823 if (!(--item->stats.food)) { 1847 if (!(--item->stats.food))
1848 {
1824 object *tmp; 1849 object *tmp;
1850
1825 if (item->arch) { 1851 if (item->arch)
1852 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
1828 item->speed = 0; 1855 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1856 }
1857
1831 if ((tmp=is_player_inv(item))) 1858 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1860 }
1834 } 1861 }
1835 else if (item->type == ROD || item->type==HORN) { 1862 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1863 drain_rod_charge (item);
1837 }
1838 } 1864 }
1839} 1865}
1840 1866
1841/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1842 */ 1868 */
1869void
1843void fire(object *op,int dir) { 1870fire (object *op, int dir)
1871{
1844 int spellcost=0; 1872 int spellcost = 0;
1845 1873
1846 /* check for loss of invisiblity/hide */ 1874 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1875 if (action_makes_visible (op))
1876 make_visible (op);
1848 1877
1849 switch(op->contr->shoottype) { 1878 switch (op->contr->shoottype)
1879 {
1850 case range_none: 1880 case range_none:
1881 return;
1882
1883 case range_bow:
1884 player_fire_bow (op, dir);
1885 return;
1886
1887 case range_magic: /* Casting spells */
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1889 return;
1890
1891 case range_misc:
1892 fire_misc_object (op, dir);
1893 return;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 1910 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1911 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1887 default: 1917 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1919 return;
1890 } 1920 }
1891} 1921}
1892 1922
1893 1923
1894 1924
1901 * inv is the objects inventory to searched 1931 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1932 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1933 * This function can be called recursively to search containers.
1904 */ 1934 */
1905 1935
1936object *
1906object * find_key(object *pl, object *container, object *door) 1937find_key (object *pl, object *container, object *door)
1907{ 1938{
1908 object *tmp,*key; 1939 object *tmp, *key;
1909 1940
1910 /* Should not happen, but sanity checking is never bad */ 1941 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1942 if (container->inv == NULL)
1943 return NULL;
1912 1944
1913 /* First, lets try to find a key in the top level inventory */ 1945 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1948 if (door->type == DOOR && tmp->type == KEY)
1949 break;
1916 /* For sanity, we should really check door type, but other stuff 1950 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1951 * (like containers) can be locked with special keys
1918 */ 1952 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1954 break;
1921 } 1955 }
1922 /* No key found - lets search inventories now */ 1956 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1957 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1958 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1959 * a key, return
1926 */ 1960 */
1927 if (!tmp) { 1961 if (!tmp)
1962 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964 {
1929 /* No reason to search empty containers */ 1965 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1966 if (tmp->type == CONTAINER && tmp->inv)
1967 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1968 if ((key = find_key (pl, tmp, door)) != NULL)
1969 return key;
1932 } 1970 }
1933 } 1971 }
1972 if (!tmp)
1934 if (!tmp) return NULL; 1973 return NULL;
1935 } 1974 }
1936 /* We get down here if we have found a key. Now if its in a container, 1975 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1976 * see if we actually want to use it
1938 */ 1977 */
1939 if (pl!=container) { 1978 if (pl != container)
1979 {
1940 /* Only let players use keys in containers */ 1980 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1981 if (!pl->contr)
1982 return NULL;
1942 /* cases where this fails: 1983 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1984 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1985 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1986 * If the container is not active, return now since only active
1946 * containers can be used. 1987 * containers can be used.
1947 * If we only search keyrings and the container does not have 1988 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1989 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1990 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1991 * inv must have been an container and must have been active.
1951 * 1992 *
1952 * Change the color so that the message doesn't disappear with 1993 * Change the color so that the message doesn't disappear with
1953 * all the others. 1994 * all the others.
1954 */ 1995 */
1955 if (pl->contr->usekeys == key_inventory || 1996 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1997 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1999 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2002 return NULL;
1964 } 2003 }
1965 } 2004 }
1966 return tmp; 2005 return tmp;
1967} 2006}
1968 2007
1969/* moved door processing out of move_player_attack. 2008/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2009 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2010 * such that the caller should not do anything more,
1972 * 0 otherwise 2011 * 0 otherwise
1973 */ 2012 */
2013static int
1974static int player_attack_door(object *op, object *door) 2014player_attack_door (object *op, object *door)
1975{ 2015{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
1980 */ 2019 */
1981 object *key=find_key(op, op, door); 2020 object *key = find_key (op, op, door);
1982 2021
1983 /* IF we found a key, do some extra work */ 2022 /* IF we found a key, do some extra work */
1984 if (key) { 2023 if (key)
2024 {
1985 object *container=key->env; 2025 object *container = key->env;
1986 2026
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2028 if (action_makes_visible (op))
2029 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2032 if (door->type == DOOR)
2033 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2035 }
1993 else if(door->type==LOCKED_DOOR) { 2036 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2037 {
1995 "You open the door with the %s", query_short_name(key)); 2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2039 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2040 }
1998 /* Do this after we print the message */ 2041 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2042 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2043 /* Need to update the weight the container the key was in */
2001 if (container != op) 2044 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2045 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2046 return 1; /* Nothing more to do below */
2047 }
2004 } else if (door->type==LOCKED_DOOR) { 2048 else if (door->type == LOCKED_DOOR)
2049 {
2005 /* Might as well return now - no other way to open this */ 2050 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2052 return 1;
2008 } 2053 }
2009 return 0; 2054 return 0;
2010} 2055}
2011 2056
2012/* This function is just part of a breakup from move_player. 2057/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2017 */ 2062 */
2018 2063void
2019void move_player_attack(object *op, int dir) 2064move_player_attack (object *op, int dir)
2020{ 2065{
2021 object *tmp, *mon; 2066 object *tmp, *mon;
2022 sint16 nx, ny; 2067 sint16 nx, ny;
2023 int on_battleground; 2068 int on_battleground;
2024 mapstruct *m; 2069 maptile *m;
2025 2070
2026 nx=freearr_x[dir]+op->x; 2071 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2072 ny = freearr_y[dir] + op->y;
2028 2073
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2030 2075
2031 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2080 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2081 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2082 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2083 * move_ob uses.
2039 */ 2084 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2089 m = get_map_from_coord (op->map, &nx, &ny);
2090 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2092 }
2093 else
2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2044 } 2097 {
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return;
2100 }
2101
2102 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space
2107 */
2108 while (tmp)
2109 {
2110 if (tmp == op)
2111 {
2112 tmp = tmp->above;
2113 continue;
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp;
2119 break;
2120 }
2121
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */
2130
2131 if (mon->head)
2132 mon = mon->head;
2133
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2135 if (player_attack_door (op, mon))
2136 return;
2137
2138 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them.
2144 */
2145
2146 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive.
2149 */
2150 if ((op->type == PLAYER)
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2155#else
2156 && mon->owner == op
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 {
2160 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced)
2049 return; 2162 return;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2167 return;
2050 } 2168 }
2051 2169
2052 mon = NULL; 2170 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2171 * creatures. Note that if you are braced, you can't push
2054 * we find a monster - that is something we know we want to attack. 2172 * someone, but put it inside this loop so that you won't
2055 * if its a door or barrel (can roll) see if there may be monsters 2173 * attack them either.
2056 * on the space
2057 */ 2174 */
2058 while (tmp!=NULL) { 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2177#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2178 (op->contr->peaceful
2179 || (mon->type == PLAYER
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground))
2186 {
2187 if (!op->contr->braced)
2188 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op);
2062 } 2191 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2192 else
2064 mon = tmp; 2193 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2194
2195 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op);
2197 }
2198
2199 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced.
2201 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2203 {
2204 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op))
2206 make_visible (op);
2207 }
2208
2209 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen.
2214 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 {
2219
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 {
2227 op->speed_left += op->speed / op->contr->weapon_sp;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2230 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 2231
2075 if(mon->head != NULL) 2232 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2233
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2234 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2235 * hitback, and doesn't loose luck either.
2080 2236 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2237 * the wiz.
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2238 */
2088 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2240 {
2129 if (!op->contr->braced) { 2241 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2242
2131 (void) push_ob(mon,dir,op); 2243 mon->contr->has_hit = 1;
2132 } else { 2244 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2245 mon->stats.luck = luck;
2134 } 2246 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2247
2138 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op); 2248 if (action_makes_visible (op))
2144 } 2249 make_visible (op);
2145
2146 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2250 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2251 } /* if player should attack something */
2185} 2252}
2186 2253
2254int
2187int move_player(object *op,int dir) { 2255move_player (object *op, int dir)
2256{
2188 int pick; 2257 int pick;
2189 2258
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2260 return 0;
2261
2262 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9))
2264 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0;
2267 }
2268
2269 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272
2273 op->facing = dir;
2274
2275 if (op->hide)
2276 do_hidden_move (op);
2277
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ;
2280 else if (op->contr->fire_on)
2281 fire (op, dir);
2282 else
2283 {
2284 move_player_attack (op, dir);
2285 pick = check_pick (op);
2286 }
2287
2288 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing.
2290 */
2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2292 op->direction = dir;
2293 else
2294 op->direction = 0;
2295
2296 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities
2298 * for players.
2299 */
2300 animate_object (op, op->facing);
2301 return 0;
2231} 2302}
2232 2303
2233/* This is similar to handle_player, below, but is only used by the 2304/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2305 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2306 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2307 * the new speed values for commands.
2237 * 2308 *
2238 * Returns true if there are more actions we can do. 2309 * Returns true if there are more actions we can do.
2239 */ 2310 */
2311int
2240int handle_newcs_player(object *op) 2312handle_newcs_player (object *op)
2241{ 2313{
2242 if (op->contr->hidden) { 2314 if (op->contr->hidden)
2315 {
2243 op->invisible = 1000; 2316 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2317 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2318 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2319 * alternate it here for it to work correctly.
2247 */ 2320 */
2248 if (pticks & 2) op->invisible--; 2321 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2252 if(!op->invisible) { 2327 if (!op->invisible)
2328 {
2253 make_visible(op); 2329 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2331 }
2256 } 2332 }
2257 2333
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2259 flee_player(op); 2336 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2337 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2262 op->speed_left--; 2340 op->speed_left--;
2263 return 0; 2341 return 0;
2264 } 2342 }
2265 } 2343 }
2266 2344
2267 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that 2346 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so 2347 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer. 2348 * put this in a a workaround to clean up the golem pointer.
2271 */ 2349 */
2272 if (op->contr->ranges[range_golem] && 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2352
2279 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2355 * called, so we recheck it here.
2282 */ 2356 */
2283 HandleClient(&op->contr->socket, op->contr); 2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2284 if (op->speed_left<0) return 0; 2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2285
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction);
2295 if (op->speed_left>0) return 1;
2296 else return 0;
2297 } 2359 ;
2360
2361 if (op->speed_left < 0)
2298 return 0; 2362 return 0;
2299}
2300 2363
2301int save_life(object *op) { 2364 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2365 {
2366 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--;
2303 2368
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2369 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff.
2372 */
2373 move_player (op, op->direction);
2374 if (op->speed_left > 0)
2375 return 1;
2376 else
2305 return 0; 2377 return 0;
2378 }
2306 2379
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2380 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2381}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2382
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2383int
2311 "Your %s vibrates violently, then evaporates.", 2384save_life (object *op)
2312 query_name(tmp)); 2385{
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 }
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2386 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2387 return 0;
2388
2389 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2391 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2393 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2394
2395 if (op->contr)
2396 esrv_del_item (op->contr, tmp->count);
2397
2398 tmp->destroy ();
2399 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400
2401 if (op->stats.hp < 0)
2402 op->stats.hp = op->stats.maxhp;
2403
2404 if (op->stats.food < 0)
2405 op->stats.food = 999;
2406
2407 op->update_stats ();
2408 return 1;
2409 }
2410
2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2412 CLEAR_FLAG (op, FLAG_LIFESAVE);
2413 enter_player_savebed (op); /* bring him home. */
2414 return 0;
2329} 2415}
2330 2416
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2417/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2418 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2419 * function will descend into containers. op is the object to start the search
2334 * from. 2420 * from.
2335 */ 2421 */
2422void
2336void remove_unpaid_objects(object *op, object *env) 2423remove_unpaid_objects (object *op, object *env)
2337{ 2424{
2338 object *next; 2425 object *next;
2339 2426
2340 while (op) { 2427 while (op)
2428 {
2341 next=op->below; /* Make sure we have a good value, in case 2429 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2430
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2431 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2432 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2433 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2434 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2435
2436 op->insert_at (env);
2351 } 2437 }
2438 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2439 remove_unpaid_objects (op->inv, env);
2440
2353 op=next; 2441 op = next;
2354 } 2442 }
2355} 2443}
2356
2357 2444
2358/* 2445/*
2359 * Returns pointer a static string containing gravestone text 2446 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2447 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2448 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2449 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2450 * but there isn't one in the server directory.
2364 */ 2451 */
2452char *
2365char *gravestone_text (object *op) 2453gravestone_text (object *op)
2366{ 2454{
2367 static char buf2[MAX_BUF]; 2455 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2456 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2457 time_t now = time (NULL);
2370 2458
2371 strcpy (buf2, " R.I.P.\n\n"); 2459 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2460 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2461 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2462 else
2375 sprintf (buf, "%s\n", op->name); 2463 sprintf (buf, "%s\n", &op->name);
2464
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2465 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2466 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2467 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2468 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2469 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2470 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2471
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2472 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2473 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2474 if (op->type == PLAYER)
2475 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2476 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2477 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2478 strcat (buf2, buf);
2388 } 2479 }
2480
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2481 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2482 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2483 strcat (buf2, buf);
2484
2392 return buf2; 2485 return buf2;
2393} 2486}
2394 2487
2395 2488void
2396
2397void do_some_living(object *op) { 2489do_some_living (object *op)
2490{
2398 int last_food=op->stats.food; 2491 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2492 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2493 int over_hp, over_sp, over_grace;
2401 int i; 2494 int i;
2402 int rate_hp = 1200; 2495 int rate_hp = 1200;
2403 int rate_sp = 2500; 2496 int rate_sp = 2500;
2404 int rate_grace = 2000; 2497 int rate_grace = 2000;
2405 const int max_hp = 1; 2498 const int max_hp = 1;
2406 const int max_sp = 1; 2499 const int max_sp = 1;
2407 const int max_grace = 1; 2500 const int max_grace = 1;
2408 2501
2409 if (op->contr->outputs_sync) { 2502 if (op->contr->outputs_sync)
2503 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2504 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) 2505 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]); 2506 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2507 }
2415 2508
2416 if(op->contr->state==ST_PLAYING) { 2509 if (op->contr->ns->state == ST_PLAYING)
2417 2510 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2511 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2512 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2513 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2514 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2515 else
2516 {
2423 gen_hp = op->stats.maxhp; 2517 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2518 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2519 }
2520
2426 if(op->contr->gen_sp >= 0 ) 2521 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2522 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2523 else
2524 {
2429 gen_sp = op->stats.maxsp; 2525 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2526 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2527 }
2528
2432 if(op->contr->gen_grace >= 0) 2529 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2530 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2531 else
2532 {
2435 gen_grace = op->stats.maxgrace; 2533 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2534 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2535 }
2438 2536
2439 /* Regenerate Spell Points */ 2537 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2538 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2539 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2540 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) { 2541 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2542 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2543 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2544 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2546 {
2547 op->stats.food--;
2548 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food;
2463 } 2552 }
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 } 2553 }
2554
2555 if (max_sp > 1)
2556 {
2557 over_sp = (gen_sp + 10) / rate_sp;
2558 if (over_sp > 0)
2559 {
2560 if (op->stats.sp < op->stats.maxsp)
2561 {
2562 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2563
2564 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2565 op->stats.sp--;
2566
2567 if (op->stats.sp > op->stats.maxsp)
2568 op->stats.sp = op->stats.maxsp;
2569 }
2570 op->last_sp = 0;
2571 }
2572 else
2573 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2574 }
2487 } else { 2575 else
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 }
2578
2579 /* Regenerate Grace */
2580 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2581 if (--op->last_grace < 0)
2582 {
2583 if (op->stats.grace < op->stats.maxgrace / 2)
2584 op->stats.grace++; /* no penalty in food for regaining grace */
2585
2586 if (max_grace > 1)
2587 {
2588 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2589 if (over_grace > 0)
2590 {
2591 op->stats.sp += over_grace
2592 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2593 op->last_grace = 0;
2594 }
2595 else
2596 {
2597 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2598 }
2599 }
2600 else
2601 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2602 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2603 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2604 /* wearing stuff doesn't detract from grace generation. */
2491 } 2605 }
2492 2606
2493 /* Regenerate Hit Points */ 2607 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2608 if (--op->last_heal < 0)
2609 {
2495 if(op->stats.hp<op->stats.maxhp) { 2610 if (op->stats.hp < op->stats.maxhp)
2611 {
2496 op->stats.hp++; 2612 op->stats.hp++;
2497 /* dms do not consume food */ 2613 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2614 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2615 {
2616 op->stats.food--;
2500 if(op->contr->digestion<0) 2617 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2618 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2619 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; 2620 op->stats.food = last_food;
2621 }
2622 }
2623
2624 if (max_hp > 1)
2625 {
2626 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2627 if (over_hp > 0)
2628 {
2629 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2630 op->last_heal = 0;
2631 }
2632 else
2633 {
2634 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2635 }
2636 }
2637 else
2638 {
2639 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2640 }
2505 } 2641 }
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 2642
2521 /* Digestion */ 2643 /* Digestion */
2522 if(--op->last_eat<0) { 2644 if (--op->last_eat < 0)
2645 {
2523#ifdef COZY_SERVER 2646#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2647 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2648 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2649#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2650 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 2651#endif
2531 2652
2532 if(op->contr->gen_hp > 0) 2653 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2654 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2655 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2656 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2657
2536 /* dms do not consume food */ 2658 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2659 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2660 op->stats.food--;
2539 } 2661 }
2540 2662
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2663 if (op->stats.food < 0 && op->stats.hp >= 0)
2664 {
2542 object *tmp, *flesh=NULL; 2665 object *tmp, *flesh = 0;
2543 2666
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2667 for (tmp = op->inv; tmp; tmp = tmp->below)
2668 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2669 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2670 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2671 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2672 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2673 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2674 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2675 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2676 break;
2551 } 2677 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2678 else if (tmp->type == FLESH)
2679 flesh = tmp;
2553 } /* End if paid for object */ 2680 } /* End if paid for object */
2554 } /* end of for loop */ 2681 } /* end of for loop */
2682
2555 /* If player is still starving, it means they don't have any food, so 2683 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2684 * eat flesh instead.
2557 */ 2685 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2686 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2687 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2688 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2689 manual_apply (op, flesh, 0);
2561 } 2690 }
2562 } /* end if player is starving */ 2691 }
2563 2692
2564 while(op->stats.food<0&&op->stats.hp>0) 2693 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2694 op->stats.food++, op->stats.hp--;
2566 2695
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2696 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2697 kill_player (op);
2698 }
2569} 2699}
2570
2571
2572 2700
2573/* If the player should die (lack of hp, food, etc), we call this. 2701/* 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 2702 * 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 2703 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2704 * file.
2577 */ 2705 */
2706void
2578void kill_player(object *op) 2707kill_player (object *op)
2579{ 2708{
2580 char buf[MAX_BUF]; 2709 char buf[MAX_BUF];
2581 int x,y,i; 2710 int x, y;
2711
2712 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2713 maptile *map; /* this is for resurrection */
2714
2583 int z; 2715 /* int z;
2584 int num_stats_lose; 2716 int num_stats_lose;
2585 int lost_a_stat; 2717 int lost_a_stat;
2586 int lose_this_stat; 2718 int lose_this_stat;
2587 int this_stat; 2719 int this_stat; */
2588 int will_kill_again; 2720 int will_kill_again;
2589 archetype *at; 2721 archetype *at;
2590 object *tmp; 2722 object *tmp;
2591 2723
2592 if(save_life(op)) 2724 if (save_life (op))
2593 return; 2725 return;
2594 2726
2595 2727
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2728 /* 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. 2729 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2730 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2731 */
2600 if (op_on_battleground(op, &x, &y)) { 2732 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2733 {
2602 "You have been defeated in combat!"); 2734 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, 2735 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2736
2605
2606 /* restore player */ 2737 /* restore player */
2607 at = find_archetype("poisoning"); 2738 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2739 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2740 {
2610 remove_ob(tmp); 2741 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2742 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2743 }
2744
2745 at = archetype::find ("confusion");
2746 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2747 {
2614 2748 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"); 2749 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2750 }
2622 2751
2623 cure_disease(op,0); /* remove any disease */ 2752 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2753 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2754 if (op->stats.food <= 0)
2626 2755 op->stats.food = 999;
2756
2627 /* create a bodypart-trophy to make the winner happy */ 2757 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2758 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2759 {
2631 sprintf(buf,"%s's finger",op->name); 2760 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2761 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2762 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2763 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2764 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2765 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2766 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2767 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2768 op->insert_at (tmp, op);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2769 }
2770
2644 /* teleport defeated player to new destination*/ 2771 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2772 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2773 op->contr->braced = 0;
2647 return; 2774 return;
2648 } 2775 }
2649 2776
2650 INVOKE_PLAYER (DEATH, op->contr); 2777 INVOKE_PLAYER (DEATH, op->contr);
2651 2778
2652 command_kill_pets (op, 0); 2779 command_kill_pets (op, 0);
2653 2780
2654 if(op->stats.food<0) { 2781 if (op->stats.food < 0)
2782 {
2655 if (op->contr->explore) { 2783 if (op->contr->explore)
2784 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2785 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..."); 2786 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2787 op->stats.food = 999;
2659 return; 2788 return;
2660 } 2789 }
2661 sprintf(buf,"%s starved to death.",op->name); 2790 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2791 strcpy (op->contr->killer, "starvation");
2792 }
2793 else
2663 } 2794 {
2664 else {
2665 if (op->contr->explore) { 2795 if (op->contr->explore)
2796 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2797 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..."); 2798 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 2799 op->stats.hp = op->stats.maxhp;
2669 return; 2800 return;
2670 } 2801 }
2671 sprintf(buf,"%s died.",op->name); 2802 sprintf (buf, "%s died.", &op->name);
2672 } 2803 }
2804
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2805 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2806
2675 /* save the map location for corpse, gravestone*/ 2807 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2808 x = op->x;
2809 y = op->y;
2810 map = op->map;
2677 2811
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2812 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2813 * 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. 2814 * See the config.h file for a little more in depth detail about this.
2683 */ 2815 */
2684 2816
2685 /* Basically two ways to go - remove a stat permanently, or just 2817 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2818 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2819 * of death.
2688 */ 2820 */
2689#ifndef COZY_SERVER 2821#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2822 if (settings.balanced_stat_loss)
2823 {
2691 /* If stat loss is permanent, lose one stat only. */ 2824 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2825 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2826 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2827 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2828 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2829 little bit harder. */
2697 /* GD */ 2830 /* GD */
2698 if (settings.stat_loss_on_death) 2831 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; 2832 num_stats_lose = 1;
2704 } 2833 else
2834 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2835 }
2836 else
2837 num_stats_lose = 1;
2838
2705 lost_a_stat = 0; 2839 lost_a_stat = 0;
2706 2840
2707 for (z=0; z<num_stats_lose; z++) { 2841 for (z = 0; z < num_stats_lose; z++)
2842 {
2708 i = RANDOM() % NUM_STATS; 2843 i = RANDOM () % NUM_STATS;
2709 2844
2710 if (settings.stat_loss_on_death) { 2845 if (settings.stat_loss_on_death)
2846 {
2711 /* Pick a random stat and take a point off it. Tell the player 2847 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2848 * what he lost.
2713 */ 2849 */
2714 change_attr_value(&(op->stats), i,-1); 2850 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2851 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2852 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2853 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2854 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2855 lost_a_stat = 1;
2720 } else { 2856 }
2857 else
2858 {
2721 /* deplete a stat */ 2859 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2860 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2861 object *dep;
2862
2863 dep = present_arch_in_ob (deparch, op);
2864 if (!dep)
2724 2865 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2866 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2867 insert_ob_in_ob (dep, op);
2729 } 2868 }
2730 lose_this_stat = 1; 2869 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2870 if (settings.balanced_stat_loss)
2871 {
2732 /* GD */ 2872 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2873 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2874 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2875 if (this_stat < 0)
2876 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2877 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2878 int keep_chance = this_stat * this_stat;
2879
2738 /* Yes, I am paranoid. Sue me. */ 2880 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2881 if (keep_chance < 1)
2740 keep_chance = 1; 2882 keep_chance = 1;
2741 2883
2742 /* There is a maximum depletion total per level. */ 2884 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2885 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2886 {
2744 lose_this_stat = 0; 2887 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2888 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2889 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 } 2890 }
2756 } 2891 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 */ 2892 {
2766 if (this_stat>=-50) { 2893 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; 2894 lose_this_stat = 0;
2895 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2896 this_stat, keep_chance, loss_chance,
2897 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2898 }
2773 } 2899 }
2774 } 2900 }
2775 } 2901
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2902 if (lose_this_stat)
2903 {
2904 this_stat = get_attr_value (&(dep->stats), i);
2905 /* We could try to do something clever like find another
2906 * stat to reduce if this fails. But chances are, if
2907 * stats have been depleted to -50, all are pretty low
2908 * and should be roughly the same, so it shouldn't make a
2909 * difference.
2910 */
2911 if (this_stat >= -50)
2778 { 2912 {
2779 /* determine_god() seems to not work sometimes... why is this? 2913 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2914 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 " 2915 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2916 op->update_stats ();
2785 " you.", god); 2917 lost_a_stat = 1;
2786 else 2918 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2919 }
2920 }
2921 }
2922 /* If no stat lost, tell the player. */
2923 if (!lost_a_stat)
2924 {
2925 /* determine_god() seems to not work sometimes... why is this?
2926 Should I be using something else? GD */
2927 const char *god = determine_god (op);
2928
2929 if (god && (strcmp (god, "none")))
2930 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2931 else
2932 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2933 }
2934#else
2935 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2936#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 2937
2794 /* Put a gravestone up where the character 'almost' died. List the 2938 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2939 * exp loss on the stone.
2796 */ 2940 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2941 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2942 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2943 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2944 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2945 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2946 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" 2947 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; 2948 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2949 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2950
2811 /**************************************/ 2951 /**************************************/
2812 /* */ 2952 /* */
2813 /* Subtract the experience points, */ 2953 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2954 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2955 /* food, and reset HP's... */
2816 /* */ 2956 /* */
2817 /**************************************/ 2957 /**************************************/
2818 2958
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2959 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2960 /* restore player */
2821 at = find_archetype("poisoning"); 2961 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2962 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2963
2824 remove_ob(tmp); 2964 if (tmp)
2825 free_object(tmp); 2965 {
2966 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2967 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2968 }
2828 2969
2829 at = find_archetype("confusion"); 2970 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2971 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2972 if (tmp)
2832 remove_ob(tmp); 2973 {
2833 free_object(tmp); 2974 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2976 }
2977
2836 cure_disease(op,0); /* remove any disease */ 2978 cure_disease (op, 0); /* remove any disease */
2837 2979
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2980 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2981 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2982 if (op->stats.food < 100)
2983 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2984 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2985 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2986 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2987
2845 /* 2988 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2989 * 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 2990 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 2991 * in the map.
2849 */ 2992 */
2850 2993
2851 if (is_in_shop (op)) 2994 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2995 remove_unpaid_objects (op->inv, op);
2853 2996
2854 /****************************************/ 2997 /****************************************/
2855 /* */ 2998 /* */
2856 /* Move player to his current respawn- */ 2999 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 3000 /* position (usually last savebed) */
2858 /* */ 3001 /* */
2859 /****************************************/ 3002 /****************************************/
2860 3003
2861 enter_player_savebed(op); 3004 enter_player_savebed (op);
2862 3005
2863 /* Save the player before inserting the force to reduce 3006 /* Save the player before inserting the force to reduce
2864 * chance of abuse. 3007 * chance of abuse.
2865 */ 3008 */
2866 op->contr->braced=0; 3009 op->contr->braced = 0;
2867 save_player(op,1); 3010 op->contr->save ();
2868 3011
2869 /* it is possible that the player has blown something up 3012 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 3013 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 3014 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 3015 * on the space that might harm the player.
2873 */ 3016 */
2874 will_kill_again=0; 3017 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3018 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 3019 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 3020 will_kill_again |= tmp->attacktype;
2878 } 3021
2879 if (will_kill_again) { 3022 if (will_kill_again)
3023 {
2880 object *force; 3024 object *force;
2881 int at; 3025 int at;
2882 3026
2883 force=get_archetype(FORCE_NAME); 3027 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 3028 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 3029 force->speed = 0.1;
2886 force->speed_left=-5.0; 3030 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 3031 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 3032 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 3033 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 3034 force->resist[at] = 100;
3035
3036 insert_ob_in_ob (force, op);
3037 op->update_stats ();
3038
3039 }
3040
3041 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3042}
3043
3044void
3045loot_object (object *op)
3046{ /* Grab and destroy some treasure */
3047 object *tmp, *tmp2, *next;
3048
3049 if (op->container)
3050 esrv_apply_container (op, op->container); /* close open sack first */
3051
3052 for (tmp = op->inv; tmp; tmp = next)
3053 {
3054 next = tmp->below;
3055
3056 if (tmp->invisible)
3057 continue;
3058
3059 tmp->remove ();
3060 tmp->x = op->x, tmp->y = op->y;
3061 if (tmp->type == CONTAINER)
3062 { /* empty container to ground */
3063 loot_object (tmp);
3064 }
3065 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3066 {
3067 if (tmp->nrof > 1)
3068 {
3069 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3070 tmp2->destroy ();
3071 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 3072 }
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 { 3073 else
2950 delete_character(op->name,1); 3074 tmp->destroy ();
2951 } 3075 }
2952 } 3076 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); 3077 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 } 3078 }
2997} 3079}
2998 3080
2999/* 3081/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3082 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3083 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3084 * was changed.
3003 */ 3085 */
3004 3086
3087void
3005void fix_weight(void) { 3088fix_weight (void)
3006 player *pl; 3089{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3090 for_all_players (pl)
3091 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3092 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3093
3009 if(old == sum) 3094 if (old == sum)
3010 continue; 3095 continue;
3011 fix_player(pl->ob); 3096 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3097 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3098 }
3015} 3099}
3016 3100
3101void
3017void fix_luck(void) { 3102fix_luck (void)
3018 player *pl; 3103{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3104 for_all_players (pl)
3020 if (!pl->ob->contr->state) 3105 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3106 pl->ob->change_luck (0);
3022} 3107}
3023
3024 3108
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3109/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3110 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3111 * just treat this as any other spell casting object.
3028 */ 3112 */
3029
3030void 3113void
3031cast_dust (object * op, object * throw_ob, int dir) 3114cast_dust (object *op, object *throw_ob, int dir)
3032{ 3115{
3033 object *skop, *spob; 3116 object *skop, *spob;
3034 3117
3035 skop = find_skill_by_name (op, throw_ob->skill); 3118 skop = find_skill_by_name (op, throw_ob->skill);
3036 3119
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3120 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3121 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3122 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3123 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3124 return;
3043 } 3125 }
3044 3126
3045 spob = throw_ob->inv; 3127 spob = throw_ob->inv;
3046 3128
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3129 // 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 3130 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3131 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3132 if (!spob)
3051 { 3133 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3134 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; 3135 return;
3055 } 3136 }
3056 3137
3057 if (op->type == PLAYER) 3138 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3139 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3140
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3141 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3142
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3143 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3144}
3066 3145
3146void
3067void make_visible (object *op) { 3147make_visible (object *op)
3148{
3068 op->hide = 0; 3149 op->hide = 0;
3069 op->invisible = 0; 3150 op->invisible = 0;
3070 if(op->type==PLAYER) { 3151 if (op->type == PLAYER)
3152 {
3071 op->contr->tmp_invis = 0; 3153 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3154 op->contr->invis_race = 0;
3073 } 3155 }
3074 update_object(op,UP_OBJ_FACE); 3156 update_object (op, UP_OBJ_FACE);
3075} 3157}
3076 3158
3159int
3077int is_true_undead(object *op) { 3160is_true_undead (object *op)
3161{
3078 object *tmp=NULL; 3162 object *tmp = NULL;
3079 3163
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3164 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3165 return 1;
3081 3166
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; 3167 return 0;
3087} 3168}
3088 3169
3089/* look at the surrounding terrain to determine 3170/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3171 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3172 * indicate greater hideability.
3092 */ 3173 */
3093 3174
3175int
3094int hideability(object *ob) { 3176hideability (object *ob)
3177{
3095 int i,level=0, mflag; 3178 int i, level = 0, mflag;
3096 sint16 x,y; 3179 sint16 x, y;
3097 3180
3098 if(!ob||!ob->map) return 0; 3181 if (!ob || !ob->map)
3182 return 0;
3099 3183
3100 /* so, on normal lighted maps, its hard to hide */ 3184 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3185 level = ob->map->darkness - 2;
3102 3186
3103 /* this also picks up whether the object is glowing. 3187 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3188 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3189 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3190 if (has_carried_lights (ob))
3191 level = -(10 + (2 * ob->map->darkness));
3107 3192
3108 /* scan through all nearby squares for terrain to hide in */ 3193 /* 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]) { 3194 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3195 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3196 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3197 if (mflag & P_OUT_OF_MAP)
3198 {
3199 continue;
3200 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3201 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3202 level += 2;
3114 else /* open terrain! */ 3203 else /* open terrain! */
3115 level -= 1; 3204 level -= 1;
3116 } 3205 }
3117 3206
3118#if 0 3207#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3208 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3209#endif
3121 return level; 3210 return level;
3122} 3211}
3123 3212
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3213/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3214 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3215 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3216 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3217 */
3129 3218
3219void
3130void do_hidden_move (object *op) { 3220do_hidden_move (object *op)
3221{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3222 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3223 object *skop;
3133 3224
3134 if(!op || !op->map) return; 3225 if (!op || !op->map)
3226 return;
3135 3227
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3228 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3229
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3230 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3231 if (op->type == PLAYER && op->contr->run_on)
3232 {
3140 if(!skop || num >= skop->level) { 3233 if (!skop || num >= skop->level)
3234 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3235 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3236 make_visible (op);
3143 return; 3237 return;
3238 }
3239 else
3144 } else num += 20; 3240 num += 20;
3145 } 3241 }
3146 num += op->map->difficulty; 3242 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3243 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3244 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3245 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3246 {
3150 make_visible(op); 3247 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3248 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3249 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3250 }
3154 else if (op->type == PLAYER && skop) { 3251 else if (op->type == PLAYER && skop)
3252 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3253 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3254 }
3157} 3255}
3158 3256
3159/* determine if who is standing near a hostile creature. */ 3257/* determine if who is standing near a hostile creature. */
3160 3258
3259int
3161int stand_near_hostile( object *who ) { 3260stand_near_hostile (object *who)
3261{
3162 object *tmp=NULL; 3262 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3263 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3264 maptile *m;
3165 sint16 x,y; 3265 sint16 x, y;
3166 3266
3167 if(!who) return 0; 3267 if (!who)
3268 return 0;
3168 3269
3169 if(who->type==PLAYER) player=1; 3270 if (who->type == PLAYER)
3271 player = 1;
3272
3273 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3274 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3275
3172 /* search adjacent squares */ 3276 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3277 for (i = 1; i < 9; i++)
3278 {
3174 x = who->x+freearr_x[i]; 3279 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3280 y = who->y + freearr_y[i];
3176 m = who->map; 3281 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3282 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3283 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3284 * blocked, don't need to check this space.
3180 */ 3285 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3286 if (mflags & P_OUT_OF_MAP)
3287 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3288 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3289 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3290
3185 if((player||friendly) 3291 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3292 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3293 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3294 return 1;
3295 else if (tmp->type == PLAYER)
3296 {
3297 /*don't let a hidden DM prevent you from hiding */
3298 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3299 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 } 3300 }
3194 } 3301 }
3195 } 3302 }
3196 return 0; 3303 return 0;
3197} 3304}
3198 3305
3199/* check the player los field for viewability of the 3306/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3307 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3308 * 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. 3315 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3316 * -b.t.
3210 * This function is now map tiling safe. 3317 * This function is now map tiling safe.
3211 */ 3318 */
3212 3319
3320int
3213int player_can_view (object *pl,object *op) { 3321player_can_view (object *pl, object *op)
3322{
3214 rv_vector rv; 3323 rv_vector rv;
3215 int dx,dy; 3324 int dx, dy;
3216 3325
3217 if(pl->type!=PLAYER) { 3326 if (pl->type != PLAYER)
3327 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3328 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3329 return -1;
3220 } 3330 }
3221 if (!pl || !op) return 0;
3222 3331
3223 if(op->head) { op = op->head; } 3332 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; 3333 return 0;
3334
3335 op = op->head_ ();
3336
3337 get_rangevector (pl, op, &rv, 0x1);
3338
3339 /* starting with the 'head' part, lets loop
3340 * through the object and find if it has any
3341 * part that is in the los array but isnt on
3342 * a blocked los square.
3343 * we use the archetype to figure out offsets.
3344 */
3345 while (op)
3346 {
3347 dx = rv.distance_x + op->arch->clone.x;
3348 dy = rv.distance_y + op->arch->clone.y;
3349
3350 /* only the viewable area the player sees is updated by LOS
3351 * code, so we need to restrict ourselves to that range of values
3352 * for any meaningful values.
3353 */
3354 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3355 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3356 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3357 return 1;
3358 op = op->more;
3359 }
3360 return 0;
3247} 3361}
3248 3362
3249/* routine for both players and monsters. We call this when 3363/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3364 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3365 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3366 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3367 * return 0.
3254 */ 3368 */
3369int
3255int action_makes_visible (object *op) { 3370action_makes_visible (object *op)
3371{
3256 3372
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3373 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3374 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3375 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3376 return 0;
3260 3377
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3378 if (op->contr && op->contr->tmp_invis == 0)
3379 return 0;
3262 3380
3263 /* If monsters, they should become visible */ 3381 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3382 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3383 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3384 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3385 return 1;
3267 } 3386 }
3268 } 3387 }
3269 return 0; 3388 return 0;
3270} 3389}
3271 3390
3272/* op_on_battleground - checks if the given object op (usually 3391/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3392 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3393 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3394 * -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 3395 * 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 3396 * 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 3397 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3398 */
3399int
3280int op_on_battleground (object *op, int *x, int *y) { 3400op_on_battleground (object *op, int *x, int *y)
3401{
3281 object *tmp; 3402 object *tmp;
3282 3403
3283 /* A battleground-tile needs the following attributes to be valid: 3404 /* 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), 3405 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3406 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3407 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3408 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3409 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3410 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3411 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3412 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3413 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3414 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3415 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3416 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3417 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3418 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3419 {
3296 object *invtmp; 3420 object *invtmp;
3421
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3422 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3423 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3424 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3425 {
3300 if (x != NULL && y != NULL) 3426 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3427 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3428 return 1;
3429 }
3303 } 3430 }
3304 } 3431 }
3305 }
3306 if (x != NULL && y != NULL) 3432 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3433 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3434 return 1;
3435 }
3309 } 3436 }
3310 }
3311 } 3437 }
3312 /* If we got here, did not find a battleground */ 3438 /* If we got here, did not find a battleground */
3313 return 0; 3439 return 0;
3314} 3440}
3315 3441
3316/* 3442/*
3320 * attributes: 3446 * attributes:
3321 * object *who the dragon player 3447 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3448 * int atnr the attack-number of the ability focus
3323 * int level ability level 3449 * int level ability level
3324 */ 3450 */
3451void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3452dragon_ability_gain (object *who, int atnr, int level)
3453{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3454 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3455 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3456 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3457 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3458 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3459 int i = 0, j = 0;
3332 3460
3333 /* get the appropriate treasurelist */ 3461 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3462 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3463 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3464 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3465 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3466 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3467 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3468 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3469 trlist = find_treasurelist ("dragon_ability_poison");
3342 3470
3343 if (trlist == NULL || who->type != PLAYER) 3471 if (trlist == NULL || who->type != PLAYER)
3472 return;
3473
3474 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3475
3476 if (tr == NULL || tr->item == NULL)
3477 {
3478 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3479 return;
3480 }
3481
3482 /* everything seems okay - now bring on the gift: */
3483 item = &(tr->item->clone);
3484
3485 if (item->type == SPELL)
3486 {
3487 if (check_spell_known (who, item->name))
3344 return; 3488 return;
3345 3489
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3490 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3491 do_learn_spell (who, item, 0);
3348 3492 return;
3349 if (tr == NULL || tr->item == NULL) { 3493 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3494
3495 /* grant direct spell */
3496 if (item->type == SPELLBOOK)
3497 {
3498 if (!item->inv)
3499 {
3500 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3501 return;
3502 }
3503 if (check_spell_known (who, item->inv->name))
3351 return; 3504 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) { 3505 if (item->invisible)
3506 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3507 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); 3508 do_learn_spell (who, item->inv, 0);
3378 return; 3509 return;
3379 } 3510 }
3380 } 3511 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3512 else if (item->type == SKILL_TOOL && item->invisible)
3513 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3514 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3515 {
3383 3516
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3517 /* 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 3518 * 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, 3519 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3520 * but not all of them, he gets nothing.
3388 */ 3521 */
3389 if (!(skop->attacktype & item->attacktype)) { 3522 if (!(skop->attacktype & item->attacktype))
3523 {
3390 /* Give new attacktype */ 3524 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3525 skop->attacktype |= item->attacktype;
3392 3526
3393 /* always add physical if there's none */ 3527 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3528 skop->attacktype |= AT_PHYSICAL;
3395 3529
3396 if (item->msg != NULL) 3530 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3531 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3532
3399 /* Give player new face */ 3533 /* Give player new face */
3400 if (item->animation_id) { 3534 if (item->animation_id)
3535 {
3401 who->face = skop->face; 3536 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3537 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3538 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3539 who->last_anim = 0;
3405 who->state = 0; 3540 who->state = 0;
3406 animate_object(who, who->direction); 3541 animate_object (who, who->direction);
3407 } 3542 }
3408 } 3543 }
3409 } 3544 }
3410 } 3545 }
3411 else if (item->type == FORCE) { 3546 else if (item->type == FORCE)
3547 {
3412 /* forces in the treasurelist can alter the player's stats */ 3548 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3549 object *skin;
3550
3414 /* first get the dragon skin force */ 3551 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3552 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3553 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3554 ;
3418 3555
3556 if (!skin)
3557 return;
3558
3419 /* adding new spellpath attunements */ 3559 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3560 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3561 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3562 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3563
3423 /* print message */ 3564 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3565 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3566 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3567 {
3426 if(item->path_attuned & (1<<i)) { 3568 if (item->path_attuned & (1 << i))
3569 {
3427 if (j) 3570 if (j)
3428 strcat(buf," and "); 3571 strcat (buf, " and ");
3429 else 3572 else
3430 j = 1; 3573 j = 1;
3431 strcat(buf, spellpathnames[i]); 3574 strcat (buf, spellpathnames[i]);
3432 } 3575 }
3433 } 3576 }
3434 strcat(buf,"."); 3577 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3578 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3579 }
3437 3580
3438 /* evtl. adding flags: */ 3581 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3582 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3583 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3584 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3585 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3586 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3587 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3588
3446 /* print message if there is one */ 3589 /* print message if there is one */
3447 if (item->msg != NULL) 3590 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3591 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3592 }
3593 else
3449 } 3594 {
3450 else {
3451 /* generate misc. treasure */ 3595 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3596 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3597 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); 3598 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3599 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3600 esrv_send_item (who, tmp);
3457 } 3601 }
3458} 3602}
3459 3603
3460/** 3604/**
3461 * Unready an object for a player. This function does nothing if the object was 3605 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3606 * not readied.
3463 */ 3607 */
3608void
3464void player_unready_range_ob(player *pl, object *ob) { 3609player_unready_range_ob (player *pl, object *ob)
3610{
3465 rangetype i; 3611 rangetype i;
3466 3612
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3613 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3614 {
3468 if (pl->ranges[i] == ob) { 3615 if (pl->ranges[i] == ob)
3616 {
3469 pl->ranges[i] = NULL; 3617 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3618 if (pl->shoottype == i)
3619 {
3471 pl->shoottype = range_none; 3620 pl->shoottype = range_none;
3472 } 3621 }
3473 } 3622 }
3474 } 3623 }
3475} 3624}

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